1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Defrag
    • May 26, 2007 at 4:32 AM
    • #2,101

    If by the wireframe mesh you mean to get the wireframe in the render like that:

    1. Clone the mesh you want to render

    2. Add a push modifier to the cloned mesh with a smallish value

    3. Apply a new material to the cloned mesh with the "wireframe" box checked

    4. Render

    I wish they'd add a proper way to do this.

    *edit - Beaten to it by Dark.

  • Defrag
    • May 26, 2007 at 4:52 AM
    • #2,102

    Anyway I decided to give the lighthouse one a go, too. The top curve bit's wireframe looks weird from this angle, but it's actually OK. I'll finish this and add the light itself tomorrow.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthoose.jpg]

  • Blunkka
    • May 26, 2007 at 8:21 AM
    • #2,103

    Hi Defrag

    Neat models. The lighthouse window kinda looks like it had a texture applied to it although it hasn't.

  • General Vivi
    • May 28, 2007 at 11:26 AM
    • #2,104

    I got bored so i threw some stuff in roboblitz editor . (that and i haven't posted anything in a long ass time <-- i think ima start posting more shit)

    I played around with self illumination on this model.

    [Blocked Image: http://img184.imageshack.us/img184/2971/foodmachines1uj1.jpg]

    [Blocked Image: http://img299.imageshack.us/img299/4206/foodmachines2ma4.jpg]

  • Warby
    • May 28, 2007 at 8:22 PM
    • #2,105

    i guess it looks nice but can you also make a shot where we see a little bit more of those vending machines thanks

  • General Vivi
    • May 28, 2007 at 9:32 PM
    • #2,106

    rather not they suck pretty hardcore (just kinda posted them for fun )

  • Rick_D
    • May 28, 2007 at 9:41 PM
    • #2,107
    Quote from Pericolos0

    I'm trying to get a good highpoly workflow going, so I modelled this airship thingy http://cmdstud.khlim.be/~beulaers/wips/airshipwip1.jpg

    still far from finished, I have alot of detail planned and will probably normal map it on a lowpoly version later on.

    comments/crits much appreciated!

    I love the material on that

  • hessi
    • May 28, 2007 at 9:52 PM
    • #2,108
    Quote from Pericolos0

    I'm trying to get a good highpoly workflow going, so I modelled this airship thingy [Blocked Image: http://cmdstud.khlim.be/~beulaers/wips/airshipwip1.jpg]

    still far from finished, I have alot of detail planned and will probably normal map it on a lowpoly version later on.

    comments/crits much appreciated!

    [Blocked Image: http://www.modellversium.de/galerie/bilder/688-alien4.jpg]

    i always think of alien when i see this WIP :X

  • Rick_D
    • May 28, 2007 at 10:16 PM
    • #2,109

    [Blocked Image: http://aycu35.webshots.com/image/15834/2005566361425371703_rs.jpg]

  • Minos
    • May 28, 2007 at 10:41 PM
    • #2,110

    Hipoly version of my barracuda + uv map (I already fixed the front hood issue btw)

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip06.jpg]

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip07.jpg]

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_unwrap.jpg]

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_unwrap2.jpg]

  • SnipaMasta
    • May 28, 2007 at 11:10 PM
    • #2,111

    What about the top-of-the-car issue?

  • von*ferret
    • May 29, 2007 at 12:19 AM
    • #2,112

    WAY too many polies in the wheels versus the rest of the body.

  • Rick_D
    • May 29, 2007 at 1:10 AM
    • #2,113

    hah yeah just about to say the same thing

  • Rick_D
    • May 29, 2007 at 1:13 AM
    • #2,114

    check the uv wires - he finished the LP uv, and the HP mesh

  • Minos
    • May 29, 2007 at 4:12 AM
    • #2,115

    I'm using this hipoly version only to bake the normal map... how am I supposed to bake a normal without UVing the model ? I'm noob at normal map making, this is my first one.

    I'll use that UV map to paint the texture on and then apply it on the low poly version.

    snipa: fixed that too

    this is the low poly for those who havent seen it (1000 tris budget)

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip04.jpg]

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip05.jpg]

    I know the car is a bit too long, I'll fix that soon.

  • von*ferret
    • May 29, 2007 at 4:52 AM
    • #2,116

    You dont have to unwrap the high poly because all you're getting from it is ray data from the normals on the polygons. You only need the lowpoly UV'd so it can bake the proper normal data on the material sheet. So if you unwrapped the high poly you kinda wasted time but you'll learn from it. If that one IS your highpoly, go ahead and put more detail into it for better normal mapping

    Nice job though.

  • Minos
    • May 29, 2007 at 6:39 AM
    • #2,117

    ok I think I get it now ferret. I'll still use the high poly for ambient occlusion baking though.

  • aevirex
    • May 29, 2007 at 8:33 AM
    • #2,118

    The highpoly doesn't need to be uv wrapped as well for AO, if you are using max, then just do the same (render to texture) but (or actually additionally, so you don't need to render it two times) choose lightmap or shadowmap (sorry I forgot :/). Alternativly you can use xNormal for both normal and AO.

  • PhilipK
    • May 29, 2007 at 9:13 AM
    • #2,119

    Nice car mino

    You should definitely model the interior too tho (perhaps you planned that).

    Wouldn't need to be very advanced. But it adds a lot.

  • Rick_D
    • May 29, 2007 at 12:07 PM
    • #2,120

    oh, so you ... did ... unwrap the high poly

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™