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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • D L T
    • May 28, 2008 at 11:25 PM
    • #2,921

    The ladder would be huge compared to the driver of the truck so you may want to scale it down. Looks great other than that.

  • e-freak
    • May 29, 2008 at 11:42 AM
    • #2,922

    the edges on the concept are beveled (which looks better than straight edges imho)

  • Jenn0_Bing
    • May 29, 2008 at 12:47 PM
    • #2,923

    That is a really impressive model, and an awesome looking tank. Nice work.

  • Ginger Lord
    • May 30, 2008 at 6:21 PM
    • #2,924

    Cool as funk.

  • dux
    • May 30, 2008 at 6:38 PM
    • #2,925

    Now that's a tank

  • Ginger Lord
    • May 31, 2008 at 1:18 PM
    • #2,926

    Testing out an A2 render for my exhibition of my animation. Quick shadows hence dodgy straight lines in places.

    Full image:

    [Blocked Image: http://img124.imageshack.us/img124/6708/a2cropcopyhc6.jpg]

    100% crop at A2:

    [Blocked Image: http://img124.imageshack.us/img124/8156/mnanwetqs3.jpg]

  • NeoNautica
    • June 5, 2008 at 6:25 PM
    • #2,927

    Hello everyone! I'm a new member, so I thought I would post a couple models I've been working on.

    2006 Audi A4:

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/CarB_Render_06.jpg]

    Eurocopter:

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/Copter_08_B.jpg]

  • Zeta
    • June 6, 2008 at 6:16 PM
    • #2,928

    Excellent models nautica.

  • KIIIA
    • June 7, 2008 at 2:41 PM
    • #2,929

    NeoNautica, wasn`t it you who had that Unreal 2k4 city level WIP thread on cgTalk? Very impressive! Why don`t you show it to the community here too!

    The models you show here seem very solidly crafted!

  • Warby
    • June 10, 2008 at 7:38 PM
    • #2,930

    good stuff i would have pimped it with a more shiny looking shader but what the hell looks great ! welcome to mapcore

  • NeoNautica
    • June 11, 2008 at 6:24 AM
    • #2,931

    Kiiia: DM-Nightlife is my city map. I'll start a thread on this forum (in the level section) at some point. Its a bit of effort due to the size of the map and number of screenshots ^^

    Warby: The models don't have final textures and shaders yet ^^

    300C:

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/300M_Render_DUB_D.jpg]

  • skdr
    • June 12, 2008 at 8:55 AM
    • #2,932

    10,000 triangle difference in those two, why?

  • dissonance
    • June 12, 2008 at 9:14 AM
    • #2,933
    Quote from skdr

    10,000 triangle difference in those two, why?

    One was made for the In-House engine? I hear all that next-gen stuff can really Push It To The Limit.

  • NeoNautica
    • June 13, 2008 at 6:01 AM
    • #2,934

    The rims on the DUB version have many more modeled bolts in them. It was just for fun ^^

  • harefort
    • June 25, 2008 at 6:13 PM
    • #2,935

    I know I'm an ass for posting non-model-stuff here, but check this out:

    http://%7Boption%7D

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    (hit "watch in high quality"!)[Blocked Image: http://www.harefort.com/saschaherfort_seamlessshader_screenshot01.jpg]

    In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.

  • Loafie, Hero of Dreams
    • June 25, 2008 at 9:52 PM
    • #2,936

    That looks damn nice, I'm a big displacement fan.

    Here's an entry I did for the 3dtotal speed sculpt competition. About 4 hours work on an anthropomorphic Rocko from Rocko's Modern Life

    [Blocked Image: http://img413.imageshack.us/img413/4558/rockotest2uh1.jpg]

    [Blocked Image: http://www.ryanbloedow.com/rocko.gif]

    Also, the first person view of a lug wrench

    [Blocked Image: http://img111.imageshack.us/img111/2825/lugbasherzh9.jpg]

  • Zeta
    • June 26, 2008 at 10:14 AM
    • #2,937
    Quote from harefort

    I know I'm an ass for posting non-model-stuff here, but check this out:

    I need to find out those keyboard shortcuts / manipulation techniques he is using.

  • Warby
    • June 26, 2008 at 5:06 PM
    • #2,938
    Quote from harefort

    I know I'm an ass for posting non-model-stuff here, but check this out:http://%7Boption%7D

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    (hit "watch in high quality"!)[Blocked Image: http://www.harefort.com/saschaherfort_seamlessshader_screenshot01.jpg]

    In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.

    THAT IS TOTALY AWSOME !

    i am playing uncharted right now and they definitely use some sort source engine like blend texture transition between all their materials. and i was wondering how they get it to be so fucking seamless and so distortion free ... and what the work flow for that stuff would look like

    and here you are answering the questions =D

  • -HP-
    • June 28, 2008 at 12:04 AM
    • #2,939

    Thank you so very much for sharing that harefort!

  • Nurb
    • June 28, 2008 at 7:52 AM
    • #2,940

    Call me a noob, but what do you do with it though? Do you get a model with a UV-map that you can use in a gameengine? Or does this method have to be built in to the level editing package? I have a hard time grasping how I would get the model and texture from the 3d-app ---> ingame.

    Looks like an awesome method anyway. I could really have used something like that for the cave-level I'm making in UED3 right now X(

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