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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Squad
    • April 25, 2014 at 2:12 AM
    • #4,901

    Nice work! You managed to get the hardest part done, getting it in game is quite easy with Shawn's WWMT

  • Jonny Phive
    • April 25, 2014 at 3:30 AM
    • #4,902

    Managed to get it working in Hammer! woo!


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

  • PogoP
    • April 25, 2014 at 9:54 AM
    • #4,903

    You're better than many other artists already! Very nice work.

  • Vilham
    • April 25, 2014 at 10:01 AM
    • #4,904

    Yeah, way better than Liam Tart. That guy...

  • PogoP
    • April 25, 2014 at 10:02 AM
    • #4,905

    You're such a slag!

  • Dejavo
    • April 25, 2014 at 10:55 AM
    • #4,906

    That looks sweet even unlit.

  • knj
    • April 25, 2014 at 11:59 AM
    • #4,907

    yes, good texture work !

  • AyzOn
    • April 26, 2014 at 7:30 PM
    • #4,908

    Started throwing some colors on my M4 and went for a Tacticool look.:

    [Blocked Image: http://i.imgur.com/3oGSrfxl.jpg]

    [Blocked Image: http://i.imgur.com/FOpur5cl.jpg]

  • psychickitten
    • April 27, 2014 at 10:56 PM
    • #4,909

    WIP lamp.

    No lighting or textures yet

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/walllamp.bmp]

  • PogoP
    • April 28, 2014 at 11:49 PM
    • #4,910

    Nice one guys!


    PsychicKitten, I think the scale is a bit off on that lamp. Something about it just looks quite small and that would be hard to see in a game. Maybe try increasing the chunkiness of those support rings.


    Been working on this too much, I need a break! It's been good fun learning some proper PBR though. You have to completely change the way you think when texturing, and gets rid of a lot of hacky old techniques. Takes the tediousness out of texturing, but it's much harder to get materials perfect.


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Guns/gun_final_02.png]


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Guns/gun_final_01.png]

  • Fuzyhead
    • April 29, 2014 at 12:20 AM
    • #4,911

    Damn this looks just... amazing. I have to admit I don't really know what you mean by "proper PBR". However, I really would like to see the textures and the wireframe if you don't mind

  • PogoP
    • April 29, 2014 at 1:09 AM
    • #4,912

    Thanks Fuzy!


    The gun is 4,205 tris, the silencer is 698. I should probably smooth out some of the more faceted edges. Here's the wireframe:


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Guns/wires_01.png]


    Ah I just mean that I've attempted it before, but baked a lot of lighting information into the texture maps such as AO and cavity. With this, I've really tried to strip back the diffuse as much as possible.. Kinda looks weird, but seems to do the job. I've found that the majority of the information comes from the roughness map.


    Here's a link to the full res texture.


    https://dl.dropboxusercontent.com/u/7557268/Guns/gun_textures_01.png

  • kanine01
    • April 29, 2014 at 5:20 AM
    • #4,913

    [Blocked Image: http://i.imgur.com/ZauOEf4.png]


    W.I.P. update

  • Steppenwolf
    • April 30, 2014 at 1:26 AM
    • #4,914

    Nice pistol PogoP! Makes me want to give my Walther PPK the PBR treatment.

  • kanine01
    • May 3, 2014 at 4:27 AM
    • #4,915

    [Blocked Image: http://i.imgur.com/ga7k4Jv.png]I need some quick material advice, do you guys think this looks like patina metal? If not, what would you suggest I go about doing in order to fix that? Gah I feel like I can never get materials right. (I'm using Xoliul Viewport Shader btw.) EDIT:Here's some of my reference. [Blocked Image: http://i.imgur.com/j5Pw590.jpg][Blocked Image: http://i.imgur.com/nBkTAKL.jpg][Blocked Image: http://i.imgur.com/gePyPHk.jpg] It looks as though there's a thin layer of oxidation, so I tried recreating that.

  • Fuzyhead
    • May 5, 2014 at 4:12 PM
    • #4,916

    I would say you could use some more contrast, but that's just my 2 cents.


    Anyway, some progress with the dual special, hope you like it:


    [Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_12_thumb.jpg]


    [Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_textures_thumb.jpg]

  • Minos
    • May 5, 2014 at 7:07 PM
    • #4,917

    Did you use dDO on that?

  • Steppenwolf
    • May 5, 2014 at 7:35 PM
    • #4,918

    Fuzyhead i see on your models a lot of these issues what looks like smoothing errors:


    [Blocked Image: http://i.imgur.com/w4mX2QU.jpg]


    Having a closer look at your maps this seems to be caused by two things:

    It looks like you bake your normal maps without padding. Padding is there to avoid such cases so i recommend in the future you bake with padding.


    The other thing that makes it even more noticable is that your diffuse is just on a black background (what looks like with no padding either). So instead of black background just use a color that blends well with most of the texture. This way you will get less of these darkened edges.

  • Fuzyhead
    • May 5, 2014 at 7:45 PM
    • #4,919
    Quote from Minos

    Did you use dDO on that?

    Yes, I guess I used it to intensive?^^


    Quote from Steppenwolf

    Fuzyhead i see on your models a lot of these issues what looks like smoothing errors:


    [Blocked Image: http://i.imgur.com/w4mX2QU.jpg]


    Having a closer look at your maps this seems to be caused by two things:

    It looks like you bake your normal maps without padding. Padding is there to avoid such cases so i recommend in the future you bake with padding.


    The other thing that makes it even more noticable is that your diffuse is just on a black background (what looks like with no padding either). So instead of black background just use a color that blends well with most of the texture. This way you will get less of these darkened edges.

    Display More

    Thanks Steppenwolf, I'll try to edit/redo the normal and diffuse with your tipps tomorrow.

  • Minos
    • May 5, 2014 at 7:56 PM
    • #4,920

    Yeah... I'd say to heavily edit your maps if you are using dDo, they always end up looking very samey

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