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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Felix
    • November 11, 2007 at 9:58 PM
    • #2,681

    new render.

    [Blocked Image: http://i14.photobucket.com/albums/a310/dutchbat_felix/render10.jpg]

  • Vinny Testaverde
    • November 12, 2007 at 7:00 PM
    • #2,682

    [Blocked Image: http://jonathanmonaghan.com/img/diptych.jpg]

    Animation for school

    You can view it here:

    http://jonathanmonaghan.com/installatio ... c-diptych/

  • I3yG-MaK
    • November 12, 2007 at 8:34 PM
    • #2,683

    Mew wip!! now the turret is almost finished, next wip with some new parts of the tank !!( )

    C&C

    [Blocked Image: http://img138.imageshack.us/img138/1568/003sa1.jpg]

    and the wire ( without mm )

    [Blocked Image: http://img138.imageshack.us/img138/392/wireframefz9.jpg]

  • Whoot
    • November 12, 2007 at 11:13 PM
    • #2,684
    Quote from I3yG-MaK

    Mew wip!! now the turret is almost finished, next wip with some new parts of the tank !!( )

    [Blocked Image: http://www.pilsje.net/erik/tigerTurret.jpg]

    Hey man, nice start, but you're missing out some details. Pic sais it all i guess. Scan is taken from "Achtung Panzer no.6". If you want more info/scans, pm me, i got loads

  • Rick_D
    • November 13, 2007 at 1:27 AM
    • #2,685

    the wireframe shows a lot of waste in places whether it's simply a base for sculpting for normals it could do with some optimisation to prevent you ending up with huge polycounts when you subdivide.

    Also noticed some iffy triangulation where you have a 5 sided ngon which is creating nasty smoothing, and will probably create anomalies when subdividing.

    Not trying to be overly picky - the model looks nice (aside from the technical aspects already pointed out) but I think it's always worth keeping your meshes as clean as possible to get into the habit, and to continue it with all your models.

  • I3yG-MaK
    • November 13, 2007 at 5:51 PM
    • #2,686

    the ngon its cause y deleted a vertice by accident, now its fixed.

    Thanks all for the coments, working on it.

  • Pomperi
    • December 2, 2007 at 9:39 PM
    • #2,687

    Here's a little WIP:

    [Blocked Image: http://img219.imageshack.us/img219/7431/donpianopw5.jpg]

    Piano is 1006 tris and 1024 color map. Bench has 204 tris and 512 color map. Normal and specular maps will come in short.

  • Pomperi
    • December 2, 2007 at 10:00 PM
    • #2,688

    Thanks =) It's going to be used for a cinematic render, and in-game, so I figured it's better to start out large because you can always go down in size for the in-game model.

  • Zeta
    • December 2, 2007 at 11:33 PM
    • #2,689

    add some torn sheet music and its perfect

  • bitmap
    • December 3, 2007 at 12:04 AM
    • #2,690

    [Blocked Image: http://img134.imageshack.us/img134/7239/bin2va0.jpg]

    oh shit. this is my 100th post. lol

  • dissonance
    • December 3, 2007 at 2:17 AM
    • #2,691

    So... what is it?

    I mean, it looks nice, but I'm not sure what it is.

  • zaphod
    • December 3, 2007 at 4:39 AM
    • #2,692

    what program did you do that in?

  • bitmap
    • December 3, 2007 at 7:23 AM
    • #2,693

    [Blocked Image: http://junqueira.files.wordpress.com/2007/07/ecoponto1.jpg]

    This trio of bins are called ecoponto. and you can find them here in portugall all arround. they used for recycling. each bin is used for one kind of trash.

    yellow: plastic and metal

    green: glass

    blue: paper and cardboard

    they are approximately 1.70m high.

    i used 3dmax

  • Quickie
    • December 3, 2007 at 8:03 PM
    • #2,694

    [Blocked Image: http://img89.imageshack.us/img89/2176/render02ny6.jpg]

    pretty heavy wip (havent even started the texture yet), also trying out zbrush a bit.. its not the best ever but ohwell.

    i forgot wire render and polycount btw lol, kbai

  • Steppenwolf
    • December 3, 2007 at 11:14 PM
    • #2,695

    My problem with this is that i cant see what happend there. I have no idea what could have caused a destruction like this. It doesn't look like caused by a bomb, earthquke or erosion. Looks more like something/someone has biten it out, especialy the upper part.

    Also the metal parts look very thin. I'm no static expert but i would think they couldn't stabilize such a massive concrete piece.

  • fonfa
    • December 3, 2007 at 11:52 PM
    • #2,696
    Quote from bitmap

    [Blocked Image: http://img134.imageshack.us/img134/7239/bin2va0.jpg]oh shit. this is my 100th post. lol

    lusitanos pirados

    wires plz

  • dissonance
    • December 4, 2007 at 1:43 AM
    • #2,697
    Quote from bitmap

    This trio of bins are called ecoponto. and you can find them here in portugall all arround. they used for recycling. each bin is used for one kind of trash.

    Oh, okay.

  • Zeta
    • December 5, 2007 at 2:55 PM
    • #2,698

    Trying to improve my modelling skills this month so i plan on making a few real life scenes and hopefully pickup some new techniques on the way.

    Just started on this one last night, i've never tried to make a 'photo realistic' scene before so i'm not entirely sure if im smoothing / chamfering stuff enough at the moment.

    [Blocked Image: http://i14.tinypic.com/7xskt4z.jpg]

    [Blocked Image: http://i1.tinypic.com/6telj6o.jpg]

    [Blocked Image: http://i19.tinypic.com/85y3bbt.jpg]

  • D3ads
    • December 5, 2007 at 3:52 PM
    • #2,699
    Quote from Pomperi

    Here's a little WIP:[Blocked Image: http://img219.imageshack.us/img219/7431/donpianopw5.jpg]

    Piano is 1006 tris and 1024 color map. Bench has 204 tris and 512 color map. Normal and specular maps will come in short.

    That looks really sexy

  • I3yG-MaK
    • December 7, 2007 at 12:08 AM
    • #2,700

    [Blocked Image: http://img360.imageshack.us/img360/2757/basejz3.jpg]

    A low poly mesh for to detail on zbrush, the boots and arms are now in development.

    Is based on a warhammer character.

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