1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • esspho
    • June 4, 2015 at 6:47 PM
    • #5,201

    ok. that makes sense. thanks again for sharing.

    How many polys does that crossbow have by the way?

  • kanine01
    • June 4, 2015 at 11:49 PM
    • #5,202
    Quote from esspho

    ok. that makes sense. thanks again for sharing.

    How many polys does that crossbow have by the way?

    i havent made the lowpoly yet. the amount of polygons in the hipoly could be literally anything, it doesnt matter

  • psychickitten
    • June 5, 2015 at 1:13 AM
    • #5,203

    Update[Blocked Image: https://www.dropbox.com/s/3xkbj16rdxx0lj5/ir_wide_4286.bmp?dl=1]

  • AlexM
    • June 7, 2015 at 6:25 PM
    • #5,204

    Last of the lighting test from a couple weeks back. Still some artifacts but I need to stop spending time on this and move on :P


    [Blocked Image: https://41.media.tumblr.com/9263b948cc00863daaa40d543a997084/tumblr_npl4b9wMS11rc9vrqo2_1280.png]

  • Vorontsov
    • June 10, 2015 at 12:29 PM
    • #5,205

    [Blocked Image: http://i.imgur.com/CHcOpe5.png]

    Work in Progress for my map

  • gfx0
    • June 10, 2015 at 12:52 PM
    • #5,206
    Quote from Vorontsov

    [Blocked Image: http://i.imgur.com/CHcOpe5.png]

    Work in Progress for my map

    whoa that looks awesome already by itself o . O

  • gfx0
    • June 10, 2015 at 1:08 PM
    • #5,207
    Quote from kanine01

    [Blocked Image: http://puu.sh/gOM0y/b48cf69c60.png] Made a barrel just now

    @kanine01 [/b]

    What does the 1024^2 A/M/R/N mean in your barrel model picture? The model is awesome looking btw :) I'm just curious.
    Also, why is 1024 to the power of 2? Does that mean the texture is power of the compliant? Surely it doesn't mean 3,5249714121083826571348148398003e+3082

  • Vorontsov
    • June 10, 2015 at 1:52 PM
    • #5,208

    gfx0 Thanks. 1024 to the power of two means it's a 1024x1024 texture, other power of two textures could be 64x64, 128x128, 256x256, 512x512 and so on and so on. I'm not sure but I think A/M/R/N are probably the maps he has rendered for his model.

    -------------------------------------------------------------------------------------------------------

    [Blocked Image: http://i.imgur.com/zuBMVo2.jpg]

    [Blocked Image: http://i.imgur.com/MUH7q9l.jpg]

  • Fuzyhead
    • June 10, 2015 at 3:36 PM
    • #5,209
    Quote from gfx0

    @kanine01 [/b]

    What does the 1024^2 A/M/R/N mean in your barrel model picture? The model is awesome looking btw I'm just curious.

    Albedo/Metalness/Roughness/Normalmap with a 1024x1024 resolution.

  • kanine01
    • June 17, 2015 at 6:41 AM
    • #5,210

    [Blocked Image: http://puu.sh/irVz8/49a04b5df6.png]


    fallout 4 hype got me makin fanart, gosh darn

  • Vorontsov
    • June 17, 2015 at 1:11 PM
    • #5,211

    @kanine01 Looks more like some sort of ray gun from black ops :D

  • kanine01
    • June 17, 2015 at 5:48 PM
    • #5,212
    Quote from Vorontsov

    @kanine01 Looks more like some sort of ray gun from black ops

    http://fallout.wikia.com/wiki/Alien_blaster_(Fallout_3)

  • PogoP
    • July 5, 2015 at 9:20 PM
    • #5,213

    Nice gun! You're knocking these out so quickly.

    Been working on more props for my HL2 scene. Getting there slowly, this was a fun one :)

    [Blocked Image: https://cdn.artstation.com/p/assets/image….jpg?1436126827]

    You can spin around it in Marmoset Viewer here:

    https://www.artstation.com/artwork/city-1…ent-old-bicycle

  • Squad
    • July 5, 2015 at 10:09 PM
    • #5,214

    Looks very nice, PogoP :)

  • Vorontsov
    • July 5, 2015 at 11:11 PM
    • #5,215

    Looks awesome, is an amount of polygons like that for a bike okay in source? Just asking since Valve seems to half-ass models a lot and skip out on detail, unless they're keeping it really low poly on purpose

  • Pampers
    • July 5, 2015 at 11:16 PM
    • #5,216

    Looks great! Although that seat looks harder than Dr.Breen's rule over City 17

  • kanine01
    • July 5, 2015 at 11:29 PM
    • #5,217
    Quote from Vorontsov

    Looks awesome, is an amount of polygons like that for a bike okay in source? Just asking since Valve seems to half-ass models a lot and skip out on detail, unless they're keeping it really low poly on purpose

    I think he's making the scene in UE4? I mean it is in an pretty enclosed space which means that the hallways and rooms mean you can easily not render most of the environment at once.

  • PogoP
    • July 6, 2015 at 12:32 AM
    • #5,218
    Quote from Pampers

    Looks great! Although that seat looks harder than Dr.Breen's rule over City 17

    LMAO! Thanks man.

    Quote from kanine01

    I think he's making the scene in UE4? I mean it is in an pretty enclosed space which means that the hallways and rooms mean you can easily not render most of the environment at once.

    Quote from Vorontsov

    Looks awesome, is an amount of polygons like that for a bike okay in source? Just asking since Valve seems to half-ass models a lot and skip out on detail, unless they're keeping it really low poly on purpose

    I'm making this in Unreal 4. I think this bicycle has more polys in it than the entirety of HL2.

  • Rohlo
    • July 13, 2015 at 9:44 AM
    • #5,219

    Looks really good Pogo, would be nice to see updates on the scene. One comment though, I think you should perhaps tone down the specular or increase the roughness on the paint. At the moment it looks a bit like fresh oil paint or 2pac. No paint from the 60's/70's on an old bike survives with that level of gloss. The same probably applies to the tires, the rubber tends to wear to a very matte finish on the areas touching the road and get covered in fine dust on the parts that don't. If you aren't aiming for something close to photorealism though and it's more an artistic choice, feel free to ignore!

  • kinggambit
    • July 13, 2015 at 10:25 PM
    • #5,220

    not sure if this thread is for asking questions but any Zbrush users know how to approach high-to-low-poly when there's a bunch of holes that you have to convert into an opacity map? (colors are the desired low poly)


    [Blocked Image: http://i.imgur.com/rR8Ebh7.jpg]

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™