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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Squad
    • April 8, 2015 at 7:15 AM
    • #5,161

    Nice stuff!

  • kinggambit
    • April 9, 2015 at 1:15 AM
    • #5,162

    *after seeing leplu's post*


    jesus... well...


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

  • PogoP
    • April 9, 2015 at 11:16 PM
    • #5,163

    I think your leaves just need to be a bit thicker dude!


    @Leplu - that looks awesome man, nice work.


    @Fuzy - shiiiit man I love that gun model. Really lovely lighting and render too.


    So err, I made an old school 1970s hoover the past couple of nights... Textured entirely in Substance Designer. I love this software!


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/Props/vacuum_cleaner_01.jpg]

  • Pampers
    • April 10, 2015 at 1:09 AM
    • #5,164

    It sucks!!

  • leplubodeslapin
    • April 10, 2015 at 1:30 AM
    • #5,165

    ^^

    It's amazing, i love the new kind of renders you can get with PBR, Substance Designer and all these tools that i know nothing about. Plus, your work is really neat and pretty, i love the style !

    Just to understand, can you tell me how many textures/masks are being used for this ? And why are they used for ?

  • PogoP
    • April 10, 2015 at 2:02 AM
    • #5,166
    Quote from leplubodeslapin

    ^^

    It's amazing, i love the new kind of renders you can get with PBR, Substance Designer and all these tools that i know nothing about. Plus, your work is really neat and pretty, i love the style !

    Just to understand, can you tell me how many textures/masks are being used for this ? And why are they used for ?


    Thanks dude!


    Here's my Substance graph. It looks confusing as hell but when you start out with a Substance, it's simple, and it just slowly builds up into this ridiculous thing. You will understand it when you come to make your own Substances. Also,think of each Substance node here as a different layer in Photoshop.


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/Props/vacuum_cleaner_01_substance.jpg]


    I'm using one generic material that I set up that lets me add basic wear and tear, including a generic grunge and some scratches (you adjust one slider from 0 (off) to 1 (fully on) and the scratches/grunge will show up on the material procedurally). This basic material also has lots of options for different metalness values, roughness values, and diffuse colour, so I can make a variety of material types with one generic material. This works for flattish materials, but anything more than that and you'd wanna make a new material for it. For example, I needed a different material for the cloth, so I grabbed a texture off CGtextures and set it up through Substance Designer to create a normal map, AO, albedo etc.


    That gives me the basic materials, which are blended together using a colour ID map which differentiates between materials. I then add in a bunch of edge wear and dirt masks to add in further detail. That's all there is to it really. Here's the coloured high poly:


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/Props/vacuum_cleaner_01_materials.jpg]


    Oh BTW the Substance viewport is rubbish, I'd recommend displaying in Marmoset or, ideally, UE4.

  • Sigma
    • April 20, 2015 at 4:55 PM
    • #5,167

    This is where I see Pogo's project headed:


    [Blocked Image: http://static.tvtropes.org/pmwiki/pub/images/HocusPocus_9042.jpg]


    Seriously though, very nice work.

  • Hipshot
    • April 23, 2015 at 6:47 AM
    • #5,168

    Everyone, hold your horses, this is the biggest thing that happened to this thread since this thread.


    Ok, so this is awesome and I'm really proud, scroll down to the second screenshot there:

    http://www.quakelive.com/forum/showthre…3-April-21-2015


    Now, look at this:

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    Those are some fancy smancy low poly keys and they are now in an official game =)


    The red key, master key is my own design and I'm glad it's in the game, even though not used in a map yet.


    These are the keys, but with more high res textures, same poly count. They look kinda bad with those textures, they look better with the low quality version, but it's to show the design.


    [Blocked Image: http://zfight.com/misc/images/keys.jpg]

  • AyzOn
    • April 25, 2015 at 10:54 PM
    • #5,169

    Mambo Nr. 1[Blocked Image: http://i.imgur.com/4Gns05s.jpg]Mambo Nr. 2[Blocked Image: http://i.imgur.com/ithRzN0.jpg]

  • TheOnlyDoubleF
    • April 26, 2015 at 7:49 PM
    • #5,170

    I work on an Rogue-like FPS on UE4 and I have had to make low poly models for some weapons. Still working on this.


    [Blocked Image: http://i.gyazo.com/abb6ae1df15bdcf15fb90231dcf70bad.png][Blocked Image: http://i.gyazo.com/a78719dfd4904875646128f8c72fe631.png]

  • Fuzyhead
    • April 28, 2015 at 10:22 PM
    • #5,171

    So, it is still somehow wip (I think there are still some scratches missing on the magazine) but I think I am close to call it finished. Main reference is still this concept.

    Hope you guys like it.


    [Blocked Image: http://mathiswidrat.com/images/compact_sniper/Compact_Sniper_03.jpg]


    [Blocked Image: http://mathiswidrat.com/images/compact_sniper/Compact_Sniper_02.jpg]

  • PogoP
    • April 30, 2015 at 10:38 PM
    • #5,172

    That looks well sexy dude.


    I recently got invited to the Marmoset Viewer beta, and we're allowed to post links publically now. Here's a gun model I made last year. Click the link to view it live!


    https://www.artstation.com/artwork/pb6p9-pistol


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Guns/Backup/guns_thumb.jpg]

  • Squad
    • April 30, 2015 at 11:22 PM
    • #5,173

    Cool stuff and sexy model


    Are you aware you can see through the model just above the pistol's hammer?

  • Tosh
    • May 1, 2015 at 4:46 AM
    • #5,174

    German Tiger II. Made it as a part of my project "Fighting the boredom"

    [Blocked Image: http://i.imgur.com/l15P0rF.png]

  • Tensei
    • May 6, 2015 at 5:25 PM
    • #5,175

    how much would it cost to order something like this ?


    [Blocked Image: http://www.biohansa.ee/wp-content/uploads/2014/11/peat3-450x523.jpg]

  • Sigma
    • May 14, 2015 at 6:13 PM
    • #5,176

    [Blocked Image: http://i.imgur.com/31Upvjg.png]


    [Blocked Image: http://i.imgur.com/9Qm3zlM.png]


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


    Working this Franchi SPAS-12 shotgun up. This is the high poly still. Strap needs tweaking.

  • WD
    • May 16, 2015 at 6:51 PM
    • #5,177

    Blowing some dust off from my ue4 scene project I abandoned. I remade my doorway model for more detail and cleaner bake. It was pretty crappy before.


    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/solaris/doorway6.jpg]


    Here's the scene at it's current state.


    [Blocked Image: https://dl.dropboxusercontent.com/u/44433595/solaris/doorway7.jpg]

  • PogoP
    • May 16, 2015 at 8:34 PM
    • #5,178

    Looks ace so far Whitedevil, feels quite realistic!

  • kanine01
    • May 18, 2015 at 2:16 PM
    • #5,179

    [Blocked Image: http://puu.sh/hRodh/eec70024e2.png]
    I'm pretty happy with the materials now, any crits?

  • Sigma
    • May 19, 2015 at 12:04 AM
    • #5,180

    I really like it Kanine. Only thing I have is that the deep pivot on the sharpened edge of the blade seems slightly out of place. I would expect that to have been smoothed out during sharpening unless you're going for an aged look. Wood looks great, nice detail towards where the head rubs against the wood and the leather rubbing as well and I could fully understand the finish on it. Looks great!

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