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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • General Vivi
    • October 1, 2006 at 5:54 PM
    • #1,261

    thanks guys ^^

  • Grinwhrl
    • October 1, 2006 at 7:30 PM
    • #1,262

    Sweet props guys

  • dissonance
    • October 1, 2006 at 7:56 PM
    • #1,263

    damn, warby, that looks kinda... creepy. well done.

  • Acumen
    • October 1, 2006 at 8:24 PM
    • #1,264

    why do these 2 O's and the G in morningstar hotel have to be that blocky

    the R's look just fine and don't seem to have that few edges - i don't know, such things distract me ^^

    cause the rest is so nice but the blocky parts destroy it for me :/

  • PhilipK
    • October 1, 2006 at 8:51 PM
    • #1,265

    The sign won't be that big. plus i cant have more polies on this one.

    I promise there will be enough goodies in that room so you won't be distracted by the o's having 12 polies too little

  • Nazul
    • October 4, 2006 at 2:06 PM
    • #1,266

    [Blocked Image: http://www.nazul.nl/afbeeldingen/gallery/1st%20unwrap%20UWV%20evah.jpg]

    like the pic name says : 1st unwrap UVW evah.jpg .. it's that .. beginning with the simplest of things, a bench ( or 2nd , crate being 1.. )

    I noticed the uvw map not being used properly so I made a new one.. :

    [Blocked Image: http://www.nazul.nl/afbeeldingen/gallery/1st%20unwrap%20UWV%20evah2.jpg]

    with this uwv map :

    [Blocked Image: http://www.nazul.nl/afbeeldingen/gallery/benchUWV.jpg]

    EDIT:: next project !! ^^ took my about 2 hours I think ,from scratch... could be more..

    uvw ::

    [Blocked Image: http://www.nazul.nl/afbeeldingen/gallery/Racer512.jpg]

    2 screens ::

    [Blocked Image: http://www.nazul.nl/afbeeldingen/gallery/Legian-01.jpg]

    [Blocked Image: http://www.nazul.nl/afbeeldingen/gallery/Legian-01b.jpg]

    I finally having fun in spending hours in max..

    any tips or comment would be appreciated.

    Nazul.

  • e-freak
    • October 4, 2006 at 3:24 PM
    • #1,267

    in bench uv you could samup the part with the arrows and isntead use more space for the wood itself...

  • entity
    • October 4, 2006 at 3:35 PM
    • #1,268

    the bench textures look a little bit dull and monochromatic, try adding some contrast especially on the wood and some color variations or up the saturation

  • Warby
    • October 4, 2006 at 5:50 PM
    • #1,269

    why do sooo many peopel have sooo wiered rotations in their uvs ???? is it the crappy max auto mapping ? uv maps made by hand for the win

    /edit taht was a comment on thecloudy bannana space ship

  • SnipaMasta
    • October 5, 2006 at 3:55 PM
    • #1,270

    It can save UV space.

  • hessi
    • October 5, 2006 at 5:51 PM
    • #1,271

    if you model correctly you can save uv space even while not rotating it.

    the big plus for 90 and 45° rotation ist, that most paint tools allow you to snap to axes in those angles.

    maybe the space you would save by rotating isnt worth the work. you got a big love-per-pixel ratio but I wouldnt stick that hard to it. it might be wastefull sometimes but i dont want to freak out because i saved 10px height...

  • Quickie
    • October 6, 2006 at 1:55 PM
    • #1,272

    first post here, yay anyway

    [Blocked Image: http://img220.imageshack.us/img220/7972/piperenderwz5.jpg]

    [Blocked Image: http://img237.imageshack.us/img237/7954/piperender2ib4.jpg]

    old pipe + enemy = fun

    the red parts are unfinished and both model+skin is made by me.

    i also wrote some unnecesary here but it was nothing interesting..

  • von*ferret
    • October 6, 2006 at 4:59 PM
    • #1,273

    cell shaded or are you just outlining the model for some reason?

  • Quickie
    • October 6, 2006 at 5:03 PM
    • #1,274

    its outlined because i was playing around with the renders in photoshop

    non-outlined renders will come with the next update

  • e-freak
    • October 6, 2006 at 6:03 PM
    • #1,275

    outline is good in this render imho because of grey/grey

    looks nice. the red parts give the thing a cool atmosphere some how...

  • Quickie
    • October 6, 2006 at 7:01 PM
    • #1,276

    e-freak: the red probably only looks good because the outline gives it a cell shaded look which makes the red fit in better.. or something like that >_>

    i was going to post new renders right now but i should finish the specular and bumpmap first.. ill edit when thats done

    edit: all done:

    [Blocked Image: http://img208.imageshack.us/img208/8150/piperendermt0.jpg]

    [Blocked Image: http://img69.imageshack.us/img69/703/piperender2ry7.jpg]

    and a more professional looking render (its not very professional though):

    clicky for 'pro' render

  • General Vivi
    • October 6, 2006 at 10:09 PM
    • #1,277

    hey i like the pipe more now that its all one solid color.

    and the pro model render looks sweet

  • e-freak
    • October 6, 2006 at 10:40 PM
    • #1,278

    nice

  • Warby
    • October 8, 2006 at 3:09 AM
    • #1,279

    sorry for the insane picture size

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/nm_plus_ao_for_the_win.jpg]

    i am just SO proud of all the detail ^^

    its still riddled with artefacts and has no defuse texture or spec mask so very wip but iam allready pretty damn happy with it

    its gonna be the other bombtarget statue for de_wanda and its porpusfully kept really brigth comapred to the colossus

  • General Vivi
    • October 8, 2006 at 7:00 AM
    • #1,280

    you get around alot warby ^^

    i love it

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