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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Scinbed
    • September 16, 2009 at 4:17 PM
    • #3,281

    Comic Sans!

  • Hipshot
    • September 16, 2009 at 5:01 PM
    • #3,282

    I thought people on this forum refrained from this kind of criticism...

  • Corwin
    • September 16, 2009 at 5:33 PM
    • #3,283

    If I may, I'd suggest that you add darker gradients around the edges of the password-panel, and don't use a 100% white texture. That should make it look more like there's a light source illuminating the panel from behind, making it look less like a non-rendered square. I'm guessing it's possible even if you self-illuminate it, even though I'm not familiar with source.

    Also, I think the can exit is too dark, you should give it a tad brighter metal texture so it doesn't look pitch black.

    That's pretty cheap improvement, I have to agree, but that's a start

    [Blocked Image: http://img11.imageshack.us/img11/87/courtyard00202.jpg]

  • aaron_da_killa
    • September 16, 2009 at 11:24 PM
    • #3,284

    Thanks for the comments guys. I'll keep working on it.

    The idea with the pannel is that in the future you have "credits" which can be electronicaly used. So you type your password in on the panel and 22 credits will be detucted from your account. So you can expect to see these pannels on pay phones, in taxis, shops, internet cafes etc. That's sort of the fiction behind the touch screen/password panel thing.

    The vending machine is actually losely based off the vending machine seen in Halo 2. You can see glimpses of it here around 0:18 - 01:16 on the right, the blue thing. I'm at school so I can't take a screenshot and I couldn't find any images of it at all.

  • Skjalg
    • September 17, 2009 at 1:46 PM
    • #3,285

    If you just have to enter a simple digit password to be able to spend all your credits, then I dont think the panel would be so simplistic in design. Anyone standing 50 meters away could see me type my password. Even modern day card machines got some simple walls to protect the interface (buttons) from onlookers.

    it would be more practical with a thumbprint-scanner or something to access your credits.

  • ultradr3mer
    • September 17, 2009 at 6:49 PM
    • #3,286

    I just finished my first character model, a combine reskin.

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/return_ch_10065.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/return_ch_10067.jpg]

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/return_ch_10066.jpg]

    so...

  • acapulco
    • September 20, 2009 at 9:31 AM
    • #3,287

    Doing my frame in 3d. ~1100 Polys. 2 color Diffuse, no spec for now. Will do that today.

    [Blocked Image: http://simonkopp.de/Modelling/ad_rahmen4.jpg]

    [Blocked Image: http://simonkopp.de/Modelling/ad_rahmen_lp1.jpg]

    [Blocked Image: http://simonkopp.de/Modelling/ad_rahmen_lp2.jpg]

  • Acumen
    • September 20, 2009 at 12:15 PM
    • #3,288

    i think the welding is too repetetive and has too much volume. here's a comparison for what i mean:

    http://www.bicyclespecialtiesonline.com ... 0Joint.JPG

    i'm still working on my lights pack for tf2. this is the newest one. did a generic team based skin version and tried to match the original tf2 siren texture with the 2nd skin variations

    [Blocked Image: http://acumen-design.de/projects/show/lights_ingame8.jpg]

  • Minos
    • September 20, 2009 at 2:55 PM
    • #3,289

    The AO shadows don't make sense in the lit version I'd rather make the light bleed instead. I think it's pretty simple to do that. Just invert your AO map, overlay (or screen) it on your glow map and erase the parts where light wouldn't bleed.

  • acapulco
    • September 20, 2009 at 6:26 PM
    • #3,290

    Finished. Polycount is 1104 faces.

    click image for bigger!

    [Blocked Image: http://simonkopp.de/Modelling/ad_rahmen_final_kl.jpg]

  • dux
    • September 20, 2009 at 6:55 PM
    • #3,291

    Yeah as mentioned those weld seams could really use some extra attention.

  • aaron_da_killa
    • September 21, 2009 at 10:54 AM
    • #3,292

    Yeah, looks good but the weld seams really stick out. I think they need to be more subtle and a bit more organic looking, at the moment they look really consistent and uniform.

  • -HP-
    • September 21, 2009 at 1:10 PM
    • #3,293

    I fucking love it, nice texture / shader.

  • tomdon
    • September 21, 2009 at 1:39 PM
    • #3,294

    Oooh a trials frame , nice.

  • ShockaPop
    • September 21, 2009 at 7:42 PM
    • #3,295
    Quote from tomdon

    Oooh a trials frame , nice.

    Exactly what I was going to say.

  • acapulco
    • September 21, 2009 at 8:27 PM
    • #3,296

    Thanks guys! There are 2 of you who know what kind of frame it is. Nice one, never thought you were so many. One would've been cool.

    I'm personaly not that bored about my weldseames, but I see your point. Perhaps I will go over it once again. For now, Thank you for all your nice comments!

  • JeanPaul
    • September 22, 2009 at 1:17 AM
    • #3,297
    Quote from acapulco

    Finished. Polycount is 1104 faces. click image for bigger!

    [Blocked Image: http://simonkopp.de/Modelling/ad_rahmen_final_kl.jpg]

    Someone is a trials rider

  • tomdon
    • September 22, 2009 at 8:46 AM
    • #3,298
    Quote from acapulco

    Thanks guys! There are 2 of you who know what kind of frame it is. Nice one, never thought you were so many. One would've been cool.I'm personaly not that bored about my weldseames, but I see your point. Perhaps I will go over it once again. For now, Thank you for all your nice comments!

    I used to have a 26inch trials bike, and I also have a mod trials one in my garage . I have a friend who is very VERY good at it, I am really average lol.

    *edit*

    on the theme, this will explain it to those not in the know:

    http://www.youtube.com/watch?v=ERK547rNyNk

  • Nysuatro
    • September 25, 2009 at 2:37 PM
    • #3,299

    Hey everybody. Could you give me some feedback on this lowpolymodel?

    I dont really know how I must handle the skirt. Because the model has to be closed. It must also be ready to be rigged.

    Thanks

  • D3ads
    • September 25, 2009 at 4:47 PM
    • #3,300

    WILLLLLLLMAAAA!

    She's looking a wee bit on the plump side

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