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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • AlexM
    • September 10, 2013 at 9:04 PM
    • #4,661

    Thanks


    Forgot to mention but it's also audio aware. So those orange flashes on the second on are occurrences of a bass beat being detected. Eventually the idea is to make the system music-reactive.


    That said my beat detector code is crap right now and barely works. I have to implement something far more robust than what I have now (I need to consider the history of the song rather than the exact moment).

  • kab
    • September 10, 2013 at 10:37 PM
    • #4,662

    Cool stuff Alex, looking really freaky! Good luck with audio awareness, would be really nice if you nailed it!


    Quote from seir

    Try it in the game engine. Still looks like plastic stuff.


    Ok so I imported the model and textures into UDK and set up a material. Immediately got better results(I'm so shit at 3ds max rendering!!). What do you guys think?


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Wall01_UDK01.jpg]


    Also note that the models aren't scaled in 3dsmax to fit UDK. They're built in inches, to be useable for Natural Selection 2.

  • mjens
    • September 10, 2013 at 11:05 PM
    • #4,663

    Max rendering is shit, no worries


    Still there's lack of specular. Still it's not like metal. Here are some refs:


    http://level-design.org/referencedb/pi…/5369/search/26

    http://level-design.org/referencedb/pi…350/category/17

    http://level-design.org/referencedb/pi…516/category/17


    Metal is hard go get in game engines. You can use env map (cube map), fix specular a bit and maybe it will work. Again, it's hard do get a nice metal look...

  • kab
    • September 10, 2013 at 11:23 PM
    • #4,664

    Thanks for feedback seir!


    But actually maybe I just don't get it. All my edges are shiny(depending on angle / lighting of course). And the bolts are shiny. I can also see the metal base surface details, which is an overlay in both the normal map and specular map as well, but maybe just a bit less than they should. Do you really mean that there is a lack of specular, or that the specular is just wrong? I can't see where it needs to be more or less:(


    If I go up more on the specular now, people's eyes will burn. But then again maybe they are supposed to?

  • PogoP
    • September 11, 2013 at 12:07 AM
    • #4,665

    Try adding an environment map to it, should help sell the metal effect a bit more. And do more with your lighting too, it still looks quite dark.


    Where are these pieces used? They look super clean!

  • kab
    • September 11, 2013 at 12:57 AM
    • #4,666

    Not sure if there is somewhere to add env maps in UDK(other than a complicated method I may have used for a water surface earlier). You are right though it is quite dark, so I guess just upping the lighting could do a lot. I'll check it out some more tomorrow!


    Yes I'm going for a really clean look. Some brand new space station type of thing

  • cincinnati
    • September 11, 2013 at 4:02 AM
    • #4,667
    Quote from AlexM

    Been getting into procedural geometry generation with a cyberpunk theme. Written in c++ and OpenGL


    Here's some gifs from the terrain module and a cube module.


    [Blocked Image: http://mahwebspace.levelism.com/tripchip/images/tripchip_terrain_01.gif]


    [Blocked Image: http://mahwebspace.levelism.com/tripchip/images/tripchip_terrain_03.gif]


    [Blocked Image: http://mahwebspace.levelism.com/tripchip/images/tripchip_cubes_01.gif]

    Display More

    [Blocked Image: http://1.bp.blogspot.com/--E_irfitiQQ/TpiN3JIGmmI/AAAAAAAABhk/iFFl46AwsI4/s1600/2001+8+Hyperspace.jpg]

  • PyroGXPilot
    • September 11, 2013 at 8:00 AM
    • #4,668

    What are you doing DAVE

  • kab
    • September 11, 2013 at 8:15 AM
    • #4,669

    Alright I think I'm on to something now(sorry for hijacking the thread btw!). I increased the metal surface overlay in both the normal and specular map. I also added the base metal surface on top of the diffuse(it's the bottom layer under the colors as well) and increased its brightness(the overlay, not the whole diffuse). Re-imported to UDK and increased the lighting. I also tried adding the diffuse colors(brighter) to the specular in the material editor in UDK, to take away some of the WHITE in the spec. Now it looks much better in my opinion:


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Wall01_UDK02.jpg]


    All the details from the metal overlay stand out more and it does shine a bit more. Am I getting close?


    Had a look at doing an environment map in the material but it's too complicated to create for every texture(not effective use of time I think?).

  • mjens
    • September 11, 2013 at 8:29 AM
    • #4,670

    Damn, it depends what lighting you'll plan to make. As you mentioned already that specular can burn people's eyes Try this one:

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  • knj
    • September 11, 2013 at 8:33 AM
    • #4,671

    right now it looks like a painted metal straight out of factory, is this the look you want to get ?
    how strong is your specular power ?

  • kab
    • September 11, 2013 at 10:41 AM
    • #4,672
    Quote from seir

    Damn, it depends what lighting you'll plan to make. As you mentioned already that specular can burn people's eyes


    WOW! That is just awesome and changes my whole perspective on specular maps completely! Thanks a lot:D I had no idea one could do that. I've just been using crazybump's specular feature, and it just give a mostly white result. Then I have edited it with overlays and correcting areas that came out wrong in PS. Definitely gonna try this! Brilliant!


    Quote from knj

    right now it looks like a painted metal straight out of factory, is this the look you want to get ?

    how strong is your specular power ?


    Not exactly what I want no. But yes, I do want it to be like painted metal, very clean and just installed/built environment type of thing. Though with a little dirt/damage in appropriate places, like Rick mentioned to make it look at least a bit used.


    Right now I'm not using a specular power node in UDK. The specular map itself is very bright though:


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Wall01_specSHIT.jpg]


    But after watching the video seir posted I can see at least some of what is wrong. I'll be updating the specular as soon as I have time.

  • knj
    • September 11, 2013 at 11:12 AM
    • #4,673

    what best sells metal IMO:
    specular power about 50-60 (but you need to test it in your case)
    very uneven spec

    and very subtle reflection with a cube map

  • kab
    • September 11, 2013 at 12:31 PM
    • #4,674

    Alright so suddenly I had time(more like just obsessing and taking the time) to adjust things. Followed the specular procedure from the video with some twists. Fixed the normal map a little and some small details in the diffuse(reduced visibility of metal overlay). Imported it to UDK and got even better results. Starting to work like I want it to. So I added a very subtle cube map reflection(thanks knj!) to the diffuse via material editor and well, yeah it works! IMO this is a lot better and it's really starting to look good. There's more detail in the specular now, and it shines with the right color tints(green could maybe use some more work though). Now it just needs some dirt in "crevices" here and there plus on the darker "edge" at the bottom to look a little more "worn"(even if it's supposed to be clean).


    I also scaled the models up to fit UDK sizes better and to get the cube map reflection to look more correct in relation to this.


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Wall01_UDK03.jpg]


    Again sorry for kind of hijacking the thread, but I really need all the input I got here. I really appreciate you guys wanting to help me out, it has resulted in a MUCH better looking model. And I have learned a lot of new tricks to make my stuff look better! Big/much/huge/great thanks!

  • cincinnati
    • September 11, 2013 at 1:41 PM
    • #4,675

    it looks like leather now. the surface has a kind of soft bump to it that steel would likely not have....the surface would be much flatter, i think, with irregularities occurring in a very thin surface layer (like brushed or scratched).

    edit: sorry, was responding to this earlier image...

    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Wall01_UDK02.jpg]

    i don't see it so much in the latest screen.

  • PogoP
    • September 11, 2013 at 3:27 PM
    • #4,676

    Make a new thread for this now, it's sorta taking over!

  • Fuzyhead
    • September 18, 2013 at 11:32 PM
    • #4,677

    Even so the video is older then 1 month I didn't changed so much until now. Was busy finishing my internship and moving back to Berlin to start my bachelor thesis... Going to meet a friend next month to rework the shader, especially the specular. The final video will have some sound effects (mainly rain and some music) as well. Looking forward to some feedback of yours.

    Oh and before I forget to mention- don't worry, it's not your pc lagging, but the video It was captured on pc with some average hardware. Final version will have better Fps.


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  • Rick_D
    • September 19, 2013 at 12:11 PM
    • #4,678

    i don't mind him posting here, it gives more visibility and more people chime in. it shouldn't be about "look at my diiiiiick"

  • PogoP
    • September 19, 2013 at 12:37 PM
    • #4,679

    True, and normally when people make new threads they often get overlooked. You can guarantee people will be reading this every time a new post is made.

  • TarrySruman
    • September 19, 2013 at 5:18 PM
    • #4,680

    "This looks like leather now" is definitely a big problem when making metal, I've found

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