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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • I3yG-MaK
    • August 18, 2008 at 9:07 PM
    • #3,021
    Quote

    i3yg-mak : your head sculpt is really nice but those nose wrinkle looks a bit to heavy?!

    they are made following a concept art, so just followed the concept.

    Another face practice, this one without concept.

    [Blocked Image: http://img399.imageshack.us/img399/889/randomface2nq5.jpg]

  • Minos
    • August 19, 2008 at 6:41 AM
    • #3,022

    Looks amazing!

  • El Moroes
    • August 19, 2008 at 7:47 AM
    • #3,023

    Yeah really!

    (lol Mino )

  • Psyshokiller
    • August 19, 2008 at 6:14 PM
    • #3,024

    There we go:

    30k tris

    3x 2048

    Gotta fix some things on the normalmaps and reexport that middle part, since the normals are flipped around the seam.

    Final version soon.

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

    Lowpoly

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

    Editor shot:

    [Blocked Image: http://img106.imageshack.us/img106/8271/ingame1et8.jpg]

    Editor unlit ambient occlusion:

    [Blocked Image: http://img49.imageshack.us/img49/2051/ingame2ri8.jpg]

    Lowpoly (White stuff is imported brushwork):

    [Blocked Image: http://img501.imageshack.us/img501/5267/r15ba1.jpg]

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

    Maps

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

    [Blocked Image: http://img508.imageshack.us/img508/87/sidestuffdkopienm3.jpg]

    [Blocked Image: http://img387.imageshack.us/img387/9910/sidestufflkopiegl9.jpg]

    [Blocked Image: http://img384.imageshack.us/img384/9180/uv1dkopiegj3.jpg]

    [Blocked Image: http://img387.imageshack.us/img387/5517/uv1lkopiexa3.jpg]

    [Blocked Image: http://img508.imageshack.us/img508/3871/uv2dkopielj0.jpg]

    [Blocked Image: http://img139.imageshack.us/img139/3980/uv2lkopielf6.jpg]

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

    Highpoly

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

    Had no idea for a sidecap, so I doodled this one in Zbrush:

    [Blocked Image: http://img515.imageshack.us/img515/177/r11gz8.jpg]

    [Blocked Image: http://img134.imageshack.us/img134/5846/r12zw8.jpg]

    [Blocked Image: http://img241.imageshack.us/img241/202/r13to6.jpg]

    [Blocked Image: http://img241.imageshack.us/img241/6374/r14qn7.jpg]

    [Blocked Image: http://img187.imageshack.us/img187/4089/r16hp1.jpg]

    [Blocked Image: http://img142.imageshack.us/img142/7973/r17zp7.jpg]

  • D3ads
    • August 19, 2008 at 10:18 PM
    • #3,025

    Holy... shit.

    That's for Recall To Hell right, If it's still going? Not seen any news for months...

  • KoKo5oVaR
    • August 19, 2008 at 10:41 PM
    • #3,026
    Quote from D3ads

    Not seen any news for months...

    lol, now i guess you know why

    crazy stuff

  • D3ads
    • August 19, 2008 at 10:53 PM
    • #3,027

    It can't be dead... it was so promising

  • aph0x
    • August 20, 2008 at 12:30 AM
    • #3,028

    amazing work psyshokiller ..hm could it be d3 ...? .. it looks like an ue3 render or is it really idtech4 ?

    some small progress on my spartan :

    [Blocked Image: http://img527.imageshack.us/img527/5839/spartan00x4iw3.th.jpg]

    ps: yeah i know the hands are bullshit .. they are somewhere on my endless "to do list" :i

  • Psyshokiller
    • August 20, 2008 at 1:58 AM
    • #3,029

    Unfortunately rth is dead. On top of that, the forum got hacked again some months ago.

    The model is for my Prey sp map, which is in the works for quite a while now. I posted some stuff from time to time. (that spider thingie etc.)

    I think I'll have to make one of those cool wip threads, that get updated while the level progresses further.

  • arhurt
    • August 20, 2008 at 2:04 AM
    • #3,030

    Most of the props I'm finishing for my map (some of the fence sections lack a normal occlusion)

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/Props.jpg]

  • dux
    • August 20, 2008 at 2:11 AM
    • #3,031
    Quote from Psyshokiller

    Unfortunately rth is dead.

    OH NO YOU DIDN'T. I demand you commence development of that mod NOW!!1!1!!!11111

    P.S Great model.

  • -HP-
    • August 20, 2008 at 2:46 AM
    • #3,032

    Psyshokiller, that's a UBER post dude! Awesomesauce, loved it!

  • Sentura
    • August 20, 2008 at 3:14 AM
    • #3,033

    yeah wow, that model is amazingsome.

  • -HP-
    • August 20, 2008 at 12:20 PM
    • #3,034

    Btw, one question remains Psyshokiller, what the hell is it? Where's the concept, me want's to see.

  • Psyshokiller
    • August 20, 2008 at 5:39 PM
    • #3,035

    It's a portal generator hp. Lot's of evil stuff will travel through it, so there's something to shoot at.

    Peris: I guess you're referring to this http://%7boption%7d one with "wave normalmaps"?

    I painted most of it out in PS and the remaining waves can't be seen.

    The ambient occlusion was quite weird. I tried xnormal, max's mental ray and light tracer, neither gave me a good result. The mental ray ones became too gray even with a high spread value, xnormal often just captured the small details and light tracer's results came out too bright. I combined the ones from xnormal and mental ray in PS then. Any hints/tips?

    Glad you guys like it.

  • D3ads
    • August 21, 2008 at 10:21 PM
    • #3,036

    So why is RTH dead? Everything I saw from that mod amazed me so much..

  • Warby
    • August 24, 2008 at 11:57 AM
    • #3,037

    that looks really awesome i had no idea you could do this kind of precise technical stuff with zbrush =)

  • BJA
    • August 24, 2008 at 12:42 PM
    • #3,038

    Oh yeah, finally someone using zbrush for hardsurface modeling Great job so far, can't wait to see that piece textured and ingame.

  • Psyshokiller
    • August 24, 2008 at 1:34 PM
    • #3,039

    That's by no means something, compared to what some skilled people (sebcesior) over at zbrushcentral can do regarding tech stuff. Have a look: http://%7boption%7d

    Still proud I got at least something out of it.

    As usual I just suck when it comes to texturing those things, either I'm undecided about what color to use or I dare to use any real color.

    So I decided to just start painting and see if some ideas pop up but I don't like it much.

    Here's what I got so far (it's really just a sketch):

    [Blocked Image: http://xs230.xs.to/xs230/08340/sidestuff_d_kopie108.jpg]

    Would love some advise here.

    This is what I thought might work:

    [Blocked Image: http://img352.imageshack.us/img352/3228/unbenannt1rc4.jpg]

    d3:

    I'll make it short. The team fell apart slowly without anyone really noticing, so to say. People got more busy with studies, some just didn't have much motivation anymore, some people had side projects just for a change and we got hacked(twice!). That first hack really put is down, since it occurred after we (2 of the other leads and me) met to write down a final design document, revise content, cut unnecessary things, divide the mod into episodes, change the way we work and finish the story. Everyone was waiting for the design document to be posted on the forums but we got hacked before we had a chance to do so. The dd was a important thing for us, it would have gave us a clear milestone and thus motivation. Then our central communication platform was gone for over a month. It wasn't even too much work left to do (still worth a few months). Communication got sparse over time but there was some progress here and there, until it got quiet. So basically the whole thing fell apart because we just had too huge plans, that we couldn't plan nor execute properly by the time we started out with the mod (We've all been totally new to modding) and we all know that this is not a very fortunate position be in.

  • D3ads
    • August 24, 2008 at 4:30 PM
    • #3,040

    Tis a shame when these things happen, but sadly they do Thanks for the explanation anyhow, the texture render you have looks like the colour scheme will work very well btw.

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