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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • skdr
    • September 4, 2009 at 10:23 AM
    • #3,261

    Weird that you made these since I was planning to do something like this a while ago

    Good work!

  • Jenn0_Bing
    • September 4, 2009 at 11:02 AM
    • #3,262

    That drill looks awesome, nice work .

  • Acumen
    • September 4, 2009 at 2:38 PM
    • #3,263

    wow, thank you guys !! means a lot to me to get such positive feedback from you talented lots ! :megamon:

    i really put much much work in it and learned at least 1million things about my lovely program (how it works and how not ) so i feel a bit more confident with this tf2-modeling stuff

    KoKo5oVaR, you're totally right with the symmetry, but to be honest it took me so much time to finish this model - since its so much bigger than the tiny props i usually do, that i just wanted to finish it. the ao baking made my head almost bold

    skdr, wasn't my idea, so don't blame me

    i just saw the concept in the tf2maps-forums and thought i should try something as big as this

    again, thanks to all of you for the kind words !

  • Warby
    • September 7, 2009 at 3:16 PM
    • #3,264

    really nice nails the tf2 style perfectly !

    personaly i didnt think they look phalic at all

    i thought it was the hand of a mech you know ... to grab stuff with ...

  • Warby
    • September 9, 2009 at 8:30 PM
    • #3,265

    [Blocked Image: http://warby.bitproll.de/sci_fi_pirate_game/alien_pirate_ship.jpg]

    for ma gaem !

  • Pomperi
    • September 9, 2009 at 9:11 PM
    • #3,266

    That ship is seriously fking awesome warby!

  • Jenn0_Bing
    • September 10, 2009 at 8:30 AM
    • #3,267

    Yeah, kickass ship.

  • mjens
    • September 10, 2009 at 2:43 PM
    • #3,268

    Nice. Make chimney more metalic/detailed. It's looks too simple and too big when comparing to that metal stuff under the boat.

  • Acumen
    • September 11, 2009 at 2:06 PM
    • #3,269

    saw it over on polycount for the first time and while i love the 2d-looks i just can't believe it's 3d at all. could you post a turnaround maybe ?

    just so we can see it in full 3dimensional beauty :roll:

    oh and thanks for the feedback, as well didn't see your post, till now !

  • aaron_da_killa
    • September 13, 2009 at 10:53 AM
    • #3,270

    [Blocked Image: http://img9.imageshack.us/img9/7231/3d4s.jpg]

    A futuristic vending machine. Let me know what you think. Any suggestions on how to improve the touch screen (ugly white thing)?

  • skdr
    • September 14, 2009 at 11:25 AM
    • #3,271

    How is that futuristic?

    The whole front side of the machine should be one hell of a touch screen with flashy graphics. Structure could be a bit roundish.

  • Skjalg
    • September 14, 2009 at 2:21 PM
    • #3,272

    I agree with SKDR.

    You could make it like todays "new" soda machines are, with huge retardbuttons for each type of soda, kind of like:[attachment=0]soda.jpg[/attachment]

    I think you get the picture with the buttons there.

  • DysPatch
    • September 14, 2009 at 2:37 PM
    • #3,273

    I agree with the above two posts. I would go even further though. Add some curves and maybe some sort of interesting mechanical arm to grab the sodas. If you are willing to add my polies, you can make the front glass see-through and have holograms of the sodas on there, while you can see the actual bottles/cans behind it along with the mechanical arm and what not. But now my imagination is taking me else where. If you just wanted to do a texture modification, just do what Skjalg proposed, and maybe make the buttons gradient across.

  • aaron_da_killa
    • September 15, 2009 at 10:14 AM
    • #3,274

    Thanks for the comments guys. After I post this post I'll work on it some more. I defiantly am not worried about sparing some more polygons.

    Regarding the futuristic look, I wanted to keep it subtle. Too often I see the cliched exaggerated futuristic look, big flashy parts, aluminum, various illogical and impractical curves and bits and so on. I wanted to keep this thing looking very clean, sleek and practical looking.

  • Skjalg
    • September 15, 2009 at 4:44 PM
    • #3,275

    Yeah, altho I agree with your sentiment about clean, practical and nothing fancy, then I think the lack of adverticement on it makes it stand out as something I dont think would exist.

  • DysPatch
    • September 15, 2009 at 5:42 PM
    • #3,276

    well even subtle curves would make this stand out more. currently it is looking rather "boxy".

  • aaron_da_killa
    • September 16, 2009 at 7:45 AM
    • #3,277

    Did a bit more work on the model, didn't add any curves because I'm still learning to model and it's a bit tricky but hopefully the model is a bit better now.

    I also did a second skin for the model. And used the $selfillum property (this is a source engine model) to give the touch screen and main face a glow.

    [attachment=2]courtyard0002.jpg[/attachment]

    [attachment=1]courtyard0003.jpg[/attachment]

    [attachment=0]courtyard00202.jpg[/attachment]

  • Sentura
    • September 16, 2009 at 10:08 AM
    • #3,278

    you'd do well with a study in design/usability.

  • dux
    • September 16, 2009 at 11:47 AM
    • #3,279

    Yeah that just isn't cutting the mustard. The panel, for all it's simplicity could have been made in MSPaint and the model itself so simple is 1 extra side off of being a cube. I'd suggest you take a good look at your model and real world vending machines to see what you're missing.

  • -HP-
    • September 16, 2009 at 4:16 PM
    • #3,280

    Besides, passwords for vending machines? The world in the future is supposed to be practical.

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