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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Steppenwolf
    • September 19, 2013 at 11:43 PM
    • #4,681

    Made a Walther PPK for practice. Texture too clean? I kinda always struggle between too cartoony or too noisy when i try to push my textures more.


    edit: ah shit just realised the wireframe is slightly visible in these shots. gonna post some more when i put final touches on the texture


    [Blocked Image: http://i2.minus.com/i3WNKEfpEC8CF.png]

  • penE
    • September 20, 2013 at 12:37 AM
    • #4,682

    Really nice Steppenwolf!


    Was inspired a bit by mino's tutorial on modularity and wanted to goof around. So hurray, generic sci fi corridor:


    [Blocked Image: http://i.imgur.com/w1stjsg.jpg]


    [Blocked Image: http://i.imgur.com/9SKG2ao.jpg]


    Would love to turn it into a proper scene and to give the place some more story/history.

  • kikette
    • September 20, 2013 at 8:11 AM
    • #4,683

    I love your style. Your colors are always very original... It's hard to describe but it creates a nice effect !

  • knj
    • September 20, 2013 at 8:27 AM
    • #4,684

    SteppenWolf, its looking good, but work on the material, unless you want it to look like plastic toy
    but i assume you want to be more like metal.

    [Blocked Image: http://www.google.pl/imgres?sa=X&biw=1920&bih=976&tbs=isz:l&tbm=isch&tbnid=v6qsBGPNeOoJiM:&imgrefurl=http://www.originalprop.com/blog/2008/04/20/the-side-arms-of-james-bond-007-from-the-walther-ppk-to-the-p99/&docid=bcL7Noa_euJrqM&imgurl=http://www.originalprop.com/blog/wp-content/uploads/2008/04/licence-to-kill-ppk-alt.jpg&w=1200&h=800&ei=gfk7UvqePIWb0AWvsIGoDQ&zoom=1&ved=1t:3588,r:10,s:0,i:119&iact=rc&page=1&tbnh=175&tbnw=263&start=0&ndsp=30&tx=190&ty=87]

  • penE
    • September 20, 2013 at 10:35 AM
    • #4,685
    Quote from kikette

    I love your style. Your colors are always very original... It's hard to describe but it creates a nice effect !


    Thx, means a lot to me coming from you .

  • Steppenwolf
    • September 20, 2013 at 12:44 PM
    • #4,686
    Quote from knj

    SteppenWolf, its looking good, but work on the material, unless you want it to look like plastic toy

    but i assume you want to be more like metal.


    As i said i'm struggling a bit with it. If you have any tips i have a open ear. When i push the edge wear and scratches more it tends to look like oldschool texturing, more painted on then actual wear. When i go down with the specular sharpness then fine details like the fingerprints disappear. Hard to find the right balance.

    The grips i need to beat up a bit and perhaps add some of it to the normal. Also need to change specular color. In all my refs it reflects white light not the orange color of the grip itself.

  • PyroGXPilot
    • September 20, 2013 at 6:03 PM
    • #4,687

    can you show diffuse/norm/spec penE

  • knj
    • September 20, 2013 at 6:55 PM
    • #4,688

    Steppen, i thing you only need to work on your spec a lil more, add to the spec some scratches and metal texture to it, give it a lil bit bluish tint and it should work ok

  • penE
    • September 21, 2013 at 1:22 PM
    • #4,689
    Quote from PyroGXPilot

    can you show diffuse/norm/spec penE


    I'm not really using a diffuse for the materials .


    [Blocked Image: http://i.imgur.com/oWFqnj0.jpg]


    Instead I multiply the red channel of this texture with the vertex colors of the mesh and use the alpha to mask out the dirt, which I then can give a seperate color in the material.


    Blue Channel is Spec, green glossiness, but they probably still could use some work.

    So yeah, the combination of all that looks somewhat like this:


    [Blocked Image: http://i.imgur.com/ZLBLYs2.jpg]


    Normal:

    [Blocked Image: http://i.imgur.com/pudFAhI.jpg]


    So that's the trim sheet I'm using all over the place. Using the same technique for a wall texture and the floor.

  • Steppenwolf
    • September 21, 2013 at 9:09 PM
    • #4,690

    ok i consider this finished now


    [Blocked Image: http://i3.minus.com/iyvOA0mwXCkkS.png]

  • iwxanthi
    • September 21, 2013 at 9:43 PM
    • #4,691

    Nice job!

  • knj
    • September 22, 2013 at 12:57 PM
    • #4,692

    yes, still subtle but selling metal look

  • 2d-chris
    • September 22, 2013 at 1:05 PM
    • #4,693

    wolf man, totally pimpin'

  • Spherix
    • September 22, 2013 at 6:04 PM
    • #4,694

    I find the wood to be a bit too shiny considering the rest of the piece shows wear though, other than that, I wish I had the skills

  • Steppenwolf
    • September 22, 2013 at 8:05 PM
    • #4,695

    Thx for the flowers!


    Spherix. That's not wood tho. They used some plastic with a artificial marble pattern. What i also found during research is that there is a myriad of slight variations as far as colors go, roughness of surface and even some of the metal shapes. I guess because these guns used to be hand crafted. So as far as realism goes ther's a bit of room for creativity and personal taste. I made one mistake with the rear sights. I used a newer model for ref there and only realised when i already was in the middle of texturing. In the old ones they were carved out directly from the hammer metal piece.


    [Blocked Image: http://i.imgur.com/uAVlgE1.jpg]

  • Spherix
    • September 22, 2013 at 9:31 PM
    • #4,696

    Ah that explains. Somewhat glad I don't know crap about guns

  • penE
    • September 23, 2013 at 3:39 PM
    • #4,697

    Playing around some more . Gonna turn this into a pod hotel:


    [Blocked Image: http://i.imgur.com/CHIE4xY.jpg]


    [Blocked Image: http://i.imgur.com/LdWkxAm.jpg]

  • dux
    • September 23, 2013 at 4:31 PM
    • #4,698

    Reminds me of 5th Element

  • Minos
    • September 23, 2013 at 5:49 PM
    • #4,699

    Nice progress! You could try to make some bigger pieces too to avoid having everything look like it belongs to a grid. Try some curved pieces, pillars, super long pieces etc, anything to break teh walls up =)

  • penE
    • September 23, 2013 at 8:20 PM
    • #4,700
    Quote from Minos

    Nice progress! You could try to make some bigger pieces too to avoid having everything look like it belongs to a grid. Try some curved pieces, pillars, super long pieces etc, anything to break teh walls up =)


    Sounds good

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