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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • dux
    • March 21, 2007 at 2:34 PM
    • #1,761

    Sweet stuff guys.

  • aevirex
    • March 21, 2007 at 3:05 PM
    • #1,762

    Looks cool seir (your website looks nice too ).

  • Rick_D
    • March 21, 2007 at 8:09 PM
    • #1,763

    http://img339.imageshack.us/img339/2686 ... d01ov7.jpg

  • mjens
    • March 21, 2007 at 9:05 PM
    • #1,764

    rick it looks great (except the hole in the roof maybe more polys there to make it more 'borken' and less smooth polys?)

  • Seldoon182
    • March 21, 2007 at 9:30 PM
    • #1,765

    My first day on Mudbox...

    [Blocked Image: http://pix.nofrag.com/d0/55/1c6efb516afbe03380f698100b90.jpg]

  • Nazul
    • March 22, 2007 at 12:38 AM
    • #1,766

    saw the medieval comp @ game artists too late .. but did one eitherway ^^ took me somewhere about 30 mins.. /45....

    new pc is going to render this is 0,1 sec... this one takes 1m50s to render this..

    [Blocked Image: http://nazul.nl/nazul/pics/Club01.jpg]

    ________________

    [Blocked Image: http://nazul.nl/nazul/pics/Club02.jpg]

    ________________

    [Blocked Image: http://nazul.nl/nazul/pics/Club03.jpg]

    ________________

    [Blocked Image: http://nazul.nl/nazul/pics/Club04.jpg]

    ________________

    [Blocked Image: http://nazul.nl/nazul/pics/Club05.jpg]

  • Minos
    • March 22, 2007 at 3:48 AM
    • #1,767

    That's pro stuff rick! Are you going to texture it or is it just architecture practise ? keep it up.

  • Erratic
    • March 22, 2007 at 4:00 AM
    • #1,768

    I like it Rick. The broken bits I think work, suited more for a real time engine than a high poly scene (if that was the intention).

  • JamesL
    • March 22, 2007 at 9:38 AM
    • #1,769

    Something about those stairs looks wrong to me, not the scale but just kinda the positioning of them relative to the rest of the building. Also the thickness of the borders on them. I would kinda expect to see metal, fire escape type stairs rather than these kinda solid sided things you got going on here.

    Other than than minor niggle though the scene is top mate, Great work

  • Rick_D
    • March 22, 2007 at 9:42 AM
    • #1,770

    Yeah it's all seperate models, mino, going to texture everything once I am happy with the whole scene.

    As for the broken roof, it's lame I know but gave me an excuse to put in some more varied models. Each model comes in under 1000 tris, the building I have no idea about, I'm not trying to be a level designer so the building is just there to act as a canvas to put loads of models on.

    I'll take your stair comment into account James.

  • nooba
    • March 23, 2007 at 4:02 PM
    • #1,771

    [Blocked Image: http://img230.imageshack.us/img230/8074/tree01ln1.jpg]

    First tree ever

  • hessi
    • March 23, 2007 at 4:34 PM
    • #1,772
    Quote from nooba

    [Blocked Image: http://img230.imageshack.us/img230/8074/tree01ln1.jpg]First tree ever

    moar leaves plz. did you use my photos/tutorials?

  • nooba
    • March 24, 2007 at 4:50 AM
    • #1,773

    Hmm, I suppose it might need a few more leaves Only used your tutorials for this one :wink:

  • i3ad
    • March 25, 2007 at 4:11 PM
    • #1,774

    long time no post from me ...

    i worked today on 2 trees which iam planning to use for my new maps

    dont look at the shadows plz

    [Blocked Image: http://i3ad.i3.funpic.de/trees/trees_first_second0002.jpg]

    [Blocked Image: http://i3ad.i3.funpic.de/trees/trees_first_second0003.jpg]

    [Blocked Image: http://i3ad.i3.funpic.de/trees/trees_first_second0004.jpg]

    [Blocked Image: http://i3ad.i3.funpic.de/trees/trees_first_second0005.jpg]

  • hessi
    • March 25, 2007 at 4:19 PM
    • #1,775

    http://thomashess.net/exchange/tutorial ... eaves.divx

    check that tutorial!

    your tree has an ugly polygon border at the bottom. place some leaves in 90˚ upwards at the bottom, so that the player won't look straight into a "thin" polygon. i hope you did understand what i am trying to say.

  • i3ad
    • March 25, 2007 at 4:50 PM
    • #1,776

    ok i will watch your video but iam modelling with 3dsm but i think it will help too

    //hessi leider weiß ich nicht was du meinst ?! schreib bitte pm

  • hessi
    • March 25, 2007 at 5:42 PM
    • #1,777

    die untern blaetter sind ja auch wie alle anderen auf einem plane. das ist bei der im moment horizontal ausgerichtet. d.h. parallel zum boden. aus der aktuellen perspektive sieht man jetzt jedoch ganz krass die polygonbauweise heraus. wenn du jetzt ein vertikal ausgerichtetes plane da reinsteckst, dann siehst du sowohl von oben als auch von der seite keine ekligen "flachen" flaechen. aus blickrichtung des astes ist es im moment wie ein - aber was besser waere +

    quasi 2 ueberkreuzte planes die einmal horizontal und ein mal vertikal da drin stecken. dann sieht es von oben und von der seite gescheit aus.

  • FrieChamp
    • March 25, 2007 at 7:14 PM
    • #1,778
    Quote from hessi

    die untern blaetter sind ja auch wie alle anderen auf einem plane. das ist bei der im moment horizontal ausgerichtet. d.h. parallel zum boden. aus der aktuellen perspektive sieht man jetzt jedoch ganz krass die polygonbauweise heraus. wenn du jetzt ein vertikal ausgerichtetes plane da reinsteckst, dann siehst du sowohl von oben als auch von der seite keine ekligen "flachen" flaechen. aus blickrichtung des astes ist es im moment wie ein - aber was besser waere +quasi 2 ueberkreuzte planes die einmal horizontal und ein mal vertikal da drin stecken. dann sieht es von oben und von der seite gescheit aus.

    [Blocked Image: http://www.mapcore.net/forums/templates/fisubice/images/lang_english/icon_pm.gif]

  • Seldoon182
    • March 26, 2007 at 3:55 PM
    • #1,779

    Can't understand German !

    By the way, here an other model done with Mudbox and quickly rendered by 3Dsmax !

    [Blocked Image: http://pix.nofrag.com/d3/d0/c10c66682cf8ac341e51552e3465.jpg]

  • Gorion
    • March 27, 2007 at 10:28 AM
    • #1,780

    wtf happend to the chin! lol

    looks nice

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