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
  • Rick_D
    • July 13, 2007 at 1:15 PM
    • #2,261

    try reading the thread, dunno - helps to know what's going on when you comment.

  • D3ads
    • July 13, 2007 at 4:07 PM
    • #2,262
    Quote from Ooghijmiqtxxa

    Hey guys, been awhile. I've been really busy with summer school and work so I haven't had that much time to devote to modeling. This is some of the stuff I've been doing during my lunch breaks. Some windows

    [Blocked Image: http://img264.imageshack.us/img264/8598/windows1kr2.jpg]

    [Blocked Image: http://img395.imageshack.us/img395/7647/windows2ir6.jpg]

    A door!

    [Blocked Image: http://img19.imageshack.us/img19/3051/door1ie9.jpg]

    A post!

    [Blocked Image: http://img352.imageshack.us/img352/2460/postqb8.jpg]

    I had a question about planes. I wanted to attach a plane to the wooden post above, but it would only display the faces on one side. I heard that you needed to change the properties of the plane object and change backface cull. I did that but it didn't display the other side in the render. If anyone has any ideas what in satan's anus I'm doing wrong, I'd be grateful. Thanks.

    Display More

    Oh wow I love that, looks fantastic!

  • Quakis
    • July 13, 2007 at 6:38 PM
    • #2,263

    Now I'm whoring the topic with my lamp but I've added a slight specular (I think) to the metal pole piece, and some normal map on the lamp shade.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/lamp_model06.jpg]

  • Zeta
    • July 13, 2007 at 7:31 PM
    • #2,264

    NEXT GEN

  • Psy
    • July 14, 2007 at 10:22 AM
    • #2,265

    Truly a master of lamp forgery.

  • von*ferret
    • July 16, 2007 at 12:48 AM
    • #2,266

    the texture of the normal map on the shade is too large. It doesn't read fabric, it reads really bad normal map. Try get a finer fabric normal, or I'd suggest maybe just noise.

  • Rick_D
    • July 16, 2007 at 12:50 AM
    • #2,267

    I have to learn maya for my job, so I checked out a few dvd's to get myself familiarized with the interface and poly modeling and uv mapping etc. I think I know enough about it not to be a burden asking dumb questions like "HOW DO I SHOOT WEB"; pissed about for a couple of hours and got this -

    [Blocked Image: http://aycu38.webshots.com/image/21477/2004618521404135605_rs.jpg]

    Nothing fancy, just trying to prove to myself that I can use maya well enough to do what is required of me

  • mjens
    • July 16, 2007 at 1:14 AM
    • #2,268
    Quote from Rick_D

    I have to learn maya for my job

    Have you been working with 3DS MAX before? I mean... Do you see some differences betwen MAX and MAYA...? I heard that MAYA is more simple, every tool is 'near hand' and UV Mapping is beter (don't know why but someone said that )

    Btw. really nice looking street. You should continue with that and maybe it will be your new level

  • Rick_D
    • July 16, 2007 at 1:29 AM
    • #2,269

    yea I started with xsi for a few months, moved to max and found it really intuitive. And now maya. Personally I think they are all the same thing with the buttons in different places. I don't think I am in a position to judge maya yet as I haven't used it long enough - ask me again in 6 months and I'll let you know

    The thing I liked about max was that, depending on what mode you are in, and then what tool you are using within that mode (say polygon mode, and then in face editing) you have all the tools you need right there in the command panel. In all my time using max I have had to use the menu's maybe twice, and that was to add some hotkeys

    I really like maya's navigation though, but it seems to be built around that one perspective window - and when you jump into a 4 viewport mode there is suddenly an awful lack of space (I am running a 21 inch on 1600x1200 btw, max is wonderful at this res).

    They are definately different and I predict in a month or two I will love maya, as I learnt to love max, but I don't think I will move over to it exclusively, max just seems to have a much nicer workflow for polygon modeling, but after a week in maya I can't really say that with any authority.

    Not to drone on for too long, but maya's uv tools, well I don't like the way it is handled much, it has a couple of nice features like snapping and welding to edges (if this is in max then I haven't found it ), but aside from that it's too clunky - it's usable no doubt, but it feels very awkward at times.

    Now that autodesk owns them both I am hoping they will migrate certain features between the two, I would be really happy if there was a "3ds maya"

  • Josch
    • July 16, 2007 at 12:17 PM
    • #2,270

    a small quicky. modelt in about 15mins...:

    [Blocked Image: http://www.mtextra.bmhost.de/JPG~nvg1.jpg]

    to be continued...

  • aevirex
    • July 16, 2007 at 9:49 PM
    • #2,271

    Beautiful Rick_D (efficient design also)!

  • Quakis
    • July 16, 2007 at 9:53 PM
    • #2,272

    I'm not exactly 100% happy with this model but it works well (until I redo it) An old wooden cell door, but I can't seem to set the axis where I want it (keeps rotating in the centre)

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/lamp_model07.jpg]

  • Rick_D
    • July 16, 2007 at 11:22 PM
    • #2,273

    you could move the origin in the qc:

    $origin 0 0 0 (x y z)

  • twiz
    • July 17, 2007 at 4:57 AM
    • #2,274

    is that a Canvas texturizer filter on the wall texture

  • Quakis
    • July 17, 2007 at 6:42 AM
    • #2,275
    Quote from twiz

    is that a Canvas texturizer filter on the wall texture

    Actually, recently I've been using filters for texturing much less that I used to. Only the odd noise here and there when I need it. So no, there's no canvas texture filter - it's just a wood set to soft light (if I remember correctly) even so I'm not happy with the texture.

    Quote

    you could move the origin in the qc:$origin 0 0 0 (x y z)

    I'll give it a go.

  • Erratic
    • July 19, 2007 at 4:50 AM
    • #2,276

    This door is so next gen:

    [Blocked Image: http://www.joeyadey.com/next_gen_door.jpg]

    Just for you, Hessi.

  • FMPONE
    • July 19, 2007 at 6:00 AM
    • #2,277

    the latches and door are too thick and the handle looks on the small side, also the square base for it is very dull

    and its only taken? eight months... lol joey don't quit your day jo OH SHI

  • Erratic
    • July 19, 2007 at 2:26 PM
    • #2,278

    The metal bits are bland, but the knob size is pretty accurate I think. Door handles really aren't all that big from what I've noticed.

  • Psy
    • July 19, 2007 at 2:37 PM
    • #2,279

    Looks good but maybe you could remove the smaller details from the normal map. I'm not too fond of really tiny, insignificant bumps. :X

  • SnipaMasta
    • July 19, 2007 at 3:05 PM
    • #2,280

    Next gen?!

    The only thing I don't like is the thickness, apart from that I think it looks great. Maybe too many polys on the knob, though.

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™