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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Bunglo
    • June 16, 2010 at 12:33 AM
    • #3,581

    Working my way through the Eat3d Fountain DVDs. I need to start getting into the habit of sculpting more often:

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/lion_01.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/lion_02.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/lion_03.jpg]

  • m8nkey
    • June 16, 2010 at 2:45 AM
    • #3,582

    looking good Bunglo. are you going to make a lowpoly or use it for anything other than sculpting practice?

    low poly tree wip for my source map i'm trying to wrap up as quick as possible. I bought a cheap, low poly tree of turbo squid but it has so many problems I started to make my own from scratch, using the purchased model as a reference.

  • Bunglo
    • June 16, 2010 at 4:05 AM
    • #3,583

    Sculpt is for a lowpoly that I'm going to get to eventually. You tree looks good but you might want to make some of the branches a bit thicker so the silhouette carries farther. Does source support intersecting geometry? If it does, you can simply have the branches intersect with the trunk to save tris if that's ever an issue. It's also quicker in my opinion.

  • kab
    • June 16, 2010 at 10:45 AM
    • #3,584
    Quote from Chimeray

    You can further optimize it like this:[Blocked Image: http://img683.imageshack.us/img683/1018/computerthingfix.png]

    If you count the triangles on the side, you save one less by doing this. Try to connect your vertices to corners instead of ending it in the middle of an edge. It's not gonna hurt your performance for this model, but if you don't focus doing stuff like this it might add up real quickly for a whole scene (or at least that's what my teachers say). You might be able to connect some vertices at the top as well, but this will screw with your 'curvature' of your display so I don't recommend that suggestion in this scenario as you probably won't be normal mapping over it? You probably also don't wanna be doing this cos you need an edge in your UV's or something.

    Not big issues though, just some pointers And it's pretty much nitpicking but if no one tells you... well, yeah... There's always more to learn.

    I don't think it's too simplistic, if you added a normapmap (or bump) you could create some panels, screws and make it look assembled together. A lot is gonna depend on the texture. You could add a lever perhaps and a small grate at the bottom for some ventilation, every computer needs ventilation! But you can just texture the grate.

    Oh BTW, why do you keep the side panels? From the looks of your scene, they won't be visible right? As your model fits right into the wall. So why not just delete them?

    I've done quite some work on this since last time. Dropped the rounded thing and made the whole more bulky, in a good way I think. Also think I've managed to save some tris along the way but I'm not sure as it is more detailed now and more detail will come. Will be adding some ventilation for it definitely, you'll see. As for the faces on the sides I want to keep them, as it's not only going into that opening in the wall. I want it to be able to place it on flat walls too Will have another wip shot ready tonight after work some time I think.

    I haven't got very far on texturing(in general) so I know absolutely nothing about what normal maps, specular maps etc do. So I'm gonna have to read a whole bunch about it and then practice a lot I guess, as texturing seems to be the harder part of modeling?

    Thanks for hints and tips

  • m8nkey
    • June 18, 2010 at 1:38 AM
    • #3,585
    Quote from Bunglo

    You tree looks good but you might want to make some of the branches a bit thicker so the silhouette carries farther. Does source support intersecting geometry? If it does, you can simply have the branches intersect with the trunk to save tris if that's ever an issue. It's also quicker in my opinion.

    Thanks for the tips. I hadn't even thought of using intersecting geometry, sounds like a good method for quickly creating variations too.

    I'm aiming for consistency in style and quality, not perfection so I think this is final:

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/CS_Metroplex/tree_final_01.jpg]

  • Pampers
    • June 18, 2010 at 2:18 AM
    • #3,586

    the branches get very thin quickly near the middle, also try to make the leaves darker near the branches

  • Bunglo
    • June 19, 2010 at 9:23 AM
    • #3,587

    Maple tree in the works, using a Crysis trunk texture at the moment (haven't unwrapped the trunk yet, still need to create the root system for it.)

    [Blocked Image: http://img64.imageshack.us/img64/3016/maplehr.jpg]

  • Froyok
    • June 22, 2010 at 1:50 PM
    • #3,588

    Bunglo : It's the same texture on the leaves of your trees ? Have-you try it with multi textures ?

    Nice tree anyway. (And nice grass, a powerfull green flurorescent color )

    ====

    I'm working on an Island/Jungle map under the UDK. I'm influenced by the map of the game Sniper Ghost Warrior.

    My first cliff is wip, now I start the texture, but for the moment, I have this :

    -Concept-

    [Blocked Image: http://uppix.net/0/b/d/ac1cc749723e17d8b62d365bfa8e0t.jpg]

    -Model (normal + ao diffuse)-

    [Blocked Image: http://uppix.net/1/c/2/bdcab1565f89f96bd78003beb953ftt.jpg]

    I discover the marmoset engine (toolbag) too !

    I don't know for the moment if I will make my texture with reference pics of made from scratch... The problems with references pictures it's that they don't correpsond to my normal.

    Quote

    High : 1,57 million of polyLow : 1164 triangles

    Made it with mudbox, topogun and roadkill.

    [EDIT]

    Finaly, texture made with reference photos :

    [Blocked Image: http://uppix.net/6/c/c/a6c92344c5e47047fe836b08ba8d1tt.jpg]

  • PogoP
    • June 23, 2010 at 12:07 AM
    • #3,589

    Looks really good

    Here's a high poly piece I'm working on to work on my subd skills. This is my first high poly model really! Having good fun doing this.

    [Blocked Image: http://dl.dropbox.com/u/7557268/gunbarrel8.jpg]

  • PhilipK
    • June 23, 2010 at 8:13 AM
    • #3,590

    Nice stuff Pogo

    I think you could in general go a bit smoother with the edges tho, just a little bit more. This to ensure yourself it'll actually get baked down to something at least 1px wide in the normal (if you plan to take this to a lowpoly later).

  • PogoP
    • June 23, 2010 at 8:19 AM
    • #3,591

    Yeah you're definitely right PhilipK. At the moment I'm just blocking in basic shapes then I'm going to round the corners off a little more on the more prominent edges where it will be seen. Thanks for the feedback!

  • Kaz
    • June 24, 2010 at 4:38 AM
    • #3,592

    Those cliffs almost look like those big stone faces you'd find in Hawaii if you know what I'm talking about....

    Working on my OpenGL project, which I'd like to make into a simple shooter eventually. This week I modeled and have started skinning a shotgun. 298tri with 512x512 diffuse map. Unfortunately I didn't give the part that is closer to the viewer more room on the texture, so it's a tad blurry. I may end up modeling the "ejection port" and re-unwrapping it however.

    [attachment=0]exact3d_06232010_2.jpg[/attachment]

  • Leyto
    • June 25, 2010 at 4:10 PM
    • #3,593

    Hi all !

    Glad to take part in the Mapcore forum

    [Blocked Image: http://pics.imagup.com/ano1/1277536654.jpg]

    This is a jar made for an Elder Scrolls : Oblivion mod called "Barton Isles"

    http://%7boption%7d

    (878 polys, diffuse, spec, norm map)

  • AlexM
    • June 30, 2010 at 12:19 AM
    • #3,594
    Quote from Kaz

    Those cliffs almost look like those big stone faces you'd find in Hawaii if you know what I'm talking about.... Working on my OpenGL project, which I'd like to make into a simple shooter eventually. This week I modeled and have started skinning a shotgun. 298tri with 512x512 diffuse map. Unfortunately I didn't give the part that is closer to the viewer more room on the texture, so it's a tad blurry. I may end up modeling the "ejection port" and re-unwrapping it however.

    [attachment=0]exact3d_06232010_2.jpg[/attachment]

    hey really cool you're working on an engine to go with it!

    how much time have you put into it so far?

  • ultradr3mer
    • July 4, 2010 at 11:30 PM
    • #3,595

    [Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/wide_waves_blue_yellow.jpg]

    i made this and since i had really good feedback i decided to post it here. It looks best when stretched over multiple screens, like i did.

  • Bunglo
    • July 5, 2010 at 9:14 AM
    • #3,596

    A ROCK!

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/rock_01.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/rock_02.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/rock_03.jpg]

  • ultradr3mer
    • July 6, 2010 at 3:32 PM
    • #3,597

    hmm it doesnt really look natural.

    maybe you can derive somthing from here:

    http://www.blendercookie.com/2010/06/05 ... rock-face/

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  • Kaz
    • July 6, 2010 at 3:52 PM
    • #3,598
    Quote from SpicyTanuki

    hey really cool you're working on an engine to go with it!

    how much time have you put into it so far?

    Thanks! It's taken me maybe a year and a couple months so far to get where I'm at, there typically isn't alot of time to devote during the school year

    You can check out one of the earlier versions here, may be extremely buggy! : https://code.google.com/p/exact3d/

  • arhurt
    • July 6, 2010 at 6:20 PM
    • #3,599

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon004.jpg]

    This is going into Zbrush now. After I define his shape a bit more I can optimize the lowpoly and get rid of useless loops.

  • Bunglo
    • July 6, 2010 at 8:09 PM
    • #3,600
    Quote from ultradr3mer

    hmm it doesnt really look natural.maybe you can derive somthing from here:

    http://www.blendercookie.com/2010/06/05 ... rock-face/

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Yeah, I didn't use a reference or anything, I was just following the techniques used in this video:

    http://saschahenrichs.blogspot.com/2009 ... stone.html

    Basically I wanted to get a hang of the process used, I'm going to take a stab at serious stone work soon.

    arhurt:

    You can optimize the model a good deal by reducing the amount of loops on the hooves and hands. There also seems to be some loops that aren't doing much, try and see if you can have them add to the model, or you can simply remove them to further reduce the tri-count.

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