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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • e-freak
    • June 8, 2009 at 10:13 AM
    • #3,201

    materials look too clean (plastic) apart i think it works.

  • PhilipK
    • June 8, 2009 at 11:42 AM
    • #3,202

    you could also surface or smart blur the bg a little to make it blend more with the model.

    Think the model looks nice, could use some more texture work in terms of hue and colors / dirt on the lower parts.

  • Nysuatro
    • June 8, 2009 at 12:08 PM
    • #3,203

    Thanks guys for the replies. Will keep it mind when finishing this piece.

  • arhurt
    • June 10, 2009 at 6:27 AM
    • #3,204

    Starting an odd weapon... don't ask

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…01-Tribault.jpg]

    http://i635.photobucket.com/albums/uu75 ... ibault.jpg

    Supposed to be a constant firing Arquebus with the option to ignite all three barrels at once for extra damage (and a longer reload). I'ts going to be fed by a belt of some sort.

  • Nauz
    • June 10, 2009 at 10:32 PM
    • #3,205

    looks definitely interesting...

    nice hidden swastika?

  • arhurt
    • June 11, 2009 at 4:24 AM
    • #3,206
    Quote from Nauz

    looks definitely interesting... nice hidden swastika?

    Thanks. I hadn't made the connection to a swastika before, it's fixed now find the penis

    Here is the progress for today. Making the low-poly is going be a bitch:

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…03-Tribault.jpg]

    http://i635.photobucket.com/albums/uu75 ... 04-tri.jpg

    http://i635.photobucket.com/albums/uu75 ... 6-Trib.jpg

    The character is just a placeholder It's Lowmax.

    The thing is so big I'm considering adding wheels to the front

    http://i635.photobucket.com/albums/uu75 ... 7-Trib.jpg

    More pics here.

  • AlexM
    • June 11, 2009 at 5:59 AM
    • #3,207

    The mod I'm currently working on had a bigass update showing off our new player models.

    I specifically worked on getting the #$#@$ing thing working well in the source engine as well as about 40-50 w_models so far (3 LOD's for each weapon we have and we have about 30+ weapons).

    Model by schmung

    textures by stealthsilver

    animations and overall experienced advice giver : oelund

    [Blocked Image: http://team.firearms-source.com/updateimages/update8/snow1.jpg]

    [Blocked Image: http://team.firearms-source.com/updateimages/update8/iwo1.jpg]

    [Blocked Image: http://team.firearms-source.com/updateimages/update8/snow3.jpg]

    It's been really fun learning all the ins and outs of character animation/rigging and the way the source engine handles it but I cant wait to get back to environment stuff.

    Also if I ever have to do another set of w_models again I'm gonna go nuts

  • dux
    • June 11, 2009 at 6:47 AM
    • #3,208
    Quote from arhurt

    Thanks. I hadn't made the connection to a swastika before, it's fixed now find the penis

    Here is the progress for today. Making the low-poly is going be a bitch:

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…03-Tribault.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…uff/004-tri.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…ff/006-Trib.jpg]

    The character is just a placeholder It's Lowmax.

    The thing is so big I'm considering adding wheels to the front

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…ff/007-Trib.jpg]

    More pics here.

    Display More

    Brilliant!

  • Deathy
    • June 11, 2009 at 12:19 PM
    • #3,209

    I thought this was some sort of replacement that you planned for the Heavy (TF2).

    Looks really cool.

  • arhurt
    • June 11, 2009 at 5:09 PM
    • #3,210
    Quote from Deathy

    I thought this was some sort of replacement that you planned for the Heavy (TF2).Looks really cool.

    Well besides the obvious similarity of the weapon the model I'm using for the character also helps to that. But no I plan to texture it quite realistic and detailed, especially adding some nice ornaments all around engraved in the metal and wood parts.

    Here are the new pics (I've left them as links as to not clutter the thread). I've enlarged the barrels and moved the handle a bit so it doesn't cover them. Also added the cartidge feeding mechanism. I've also made the backpack quite larger. I'll leave the backpack to be modelled later so all I need right now is the ammo belt and then it's time to start the low-poly!

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…10-Tribault.jpg]

    http://i635.photobucket.com/albums/uu75 ... ibault.jpg

    http://i635.photobucket.com/albums/uu75 ... ibault.jpg

    I wanted to show more of the weapon's mechanisms in the player view so I've lowered the player's view a bit, it sits just above the player's mouth under his nose so I don't think it's much of a problem.

  • Pampers
    • June 11, 2009 at 7:05 PM
    • #3,211

    i think the playermodels would fit more into the environment if they were a little more dirty, other than that they look nice

  • Wunderboy
    • June 12, 2009 at 4:00 PM
    • #3,212
    Quote from SpicyTanuki

    The mod I'm currently working on had a bigass update showing off our new player models. I specifically worked on getting the #$#@$ing thing working well in the source engine as well as about 40-50 w_models so far (3 LOD's for each weapon we have and we have about 30+ weapons).

    It's been really fun learning all the ins and outs of character animation/rigging and the way the source engine handles it but I cant wait to get back to environment stuff.

    Also if I ever have to do another set of w_models again I'm gonna go nuts

    I feel you pain. I have to do all the character model + weapon stuff for Ham and Jam and it takes forever to rig everything.

    Player models look nice although the eyes make them look like they're getting buttsech.

  • AlexM
    • June 12, 2009 at 4:44 PM
    • #3,213
    Quote from Pampers

    i think the playermodels would fit more into the environment if they were a little more dirty, other than that they look nice

    yeah they can definitely use some more dirt, it's a fairly hot topic of debate between the team.

    Quote from Wunderboy

    I feel you pain. I have to do all the character model + weapon stuff for Ham and Jam and it takes forever to rig everything.

    Player models look nice although the eyes make them look like they're getting buttsech.

    hehe yeah, that first pic definitely looks like someone touched the player model in an inappropriate place

    I also need to fix the phong on those guys heads, it kind of looks like they were dipped in vegetable oil.

  • the0rthopaedicsurgeon
    • June 13, 2009 at 3:35 AM
    • #3,214

    i modified the L4D ambulance for use as an escape vehicle in l4d_yama:

    [Blocked Image: http://img520.imageshack.us/img520/8896/ambulance.jpg]

  • arhurt
    • June 13, 2009 at 7:33 PM
    • #3,215

    That's migthy cool man. Wish you could bake some AO on those pieces though.

  • -HP-
    • June 13, 2009 at 10:00 PM
    • #3,216

    Needs AO yeah, and textures look way over saturated and bright.

  • the0rthopaedicsurgeon
    • June 14, 2009 at 1:42 AM
    • #3,217

    i can't render an AO map, i've edited the ambulance texture slightly (so that shouldn't look too bright, even if it's 100% self-illum) but it uses tiling squares for parts like the roof or floor, and there's one texture for the doors on the side (under the barrier pieces) and the back. i might have to try and move some of those parts onto the armour texture to get around that.

  • tofu
    • June 14, 2009 at 2:11 PM
    • #3,218

    Looks cool mate. I think you could come up with something neater if you were to armor the door and windows on the side individually. Similar to how you've done the windscreen and windows. I get the feeling that the road barriers may have just been the last thing you did and therefor rushed it

    Any work on the back?

  • arhurt
    • June 18, 2009 at 11:36 PM
    • #3,219

    I try to do something not TF2 related every now and then, but people keep requesting models for TF2 and I keep making them...

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/001-Torch-1.jpg]

  • Sentura
    • June 19, 2009 at 12:44 AM
    • #3,220
    Quote from arhurt

    I try to do something not TF2 related every now and then, but people keep requesting models for TF2 and I keep making them...[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/001-Torch-1.jpg]

    actually i could use those non tf styled

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