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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • arhurt
    • July 6, 2010 at 9:07 PM
    • #3,601
    Quote from Bunglo

    arhurt:

    You can optimize the model a good deal by reducing the amount of loops on the hooves and hands. There also seems to be some loops that aren't doing much, try and see if you can have them add to the model, or you can simply remove them to further reduce the tri-count.

    Oh no, that's a setup for Zbrushing. I'll work on his bulk and muscles before I create the actual low-poly.

    I should have mentioned it in the post!

  • Bunglo
    • July 6, 2010 at 9:51 PM
    • #3,602

    In that case, disregard my previous post

  • arhurt
    • July 6, 2010 at 11:07 PM
    • #3,603
    Quote from Bunglo

    In that case, disregard my previous post

    It's good advice, and a mistake I make all too often myself.

    Here's the result of the first Zbrush pass:

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…n_Sculpt001.jpg]

    http://i635.photobucket.com/albums/uu75 ... lpt002.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt003.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt004.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt005.jpg

    And of note, here's the basic model I made in Max and then got into Zbrush to make the basic shapes. I find it's much easier to work in this manner than being really precise with the basemesh early on.

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…/Demonstart.jpg]

    The result of importing it back in max is this one:

    [Blocked Image: http://i635.photobucket.com/albums/uu75/ar…/Untitled-1.jpg]

  • Bunglo
    • July 9, 2010 at 4:14 AM
    • #3,604

    I'd really appreciate some crits on this stone sculpt I'm working on. Basically I'm going to create two or three more sculpts similar to this, along with a more rectangular stone that I'll rotate/scale them for variation. They'll be used to constructed a stone wall.

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/stone_1.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/stone_2.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/stone_3.jpg]

    arhurt:

    The muscles look a bit too thin and too flat on the top, they're rather rectangular in overall shape. It also seems like he's ready to fall on his back or on his face (depending on the angle you're looking at) because of his giant arms/upper body combined with his smaller legs/ankles/hooves.

    Perhaps a design similar to this one would work better?

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/legs.jpg]

  • arhurt
    • July 9, 2010 at 4:58 AM
    • #3,605

    Bunglo, I think these will work nicely. The main thing to be concerned, I think, is how much of the information will be transfered to the normal map in a pixel basis. Depending on thew size you want these stones to end up like, I'd say you either are spot on the detail/depth level, or I would push it a little bit more, though with less noise.

    As for my horned friend, his design is such that he uses his arms to support the wieight of his shoulders and chest, like a gorilla would. But I have changed his anatomy quite a bit.

    http://i635.photobucket.com/albums/uu75 ... lpt011.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt012.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt014.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt013.jpg

    http://i635.photobucket.com/albums/uu75 ... lpt010.jpg

  • arhurt
    • July 10, 2010 at 6:49 PM
    • #3,606

    Still going...

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt026.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt025.jpg]

    He likes you

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Demon_Sculpt029.jpg]

  • PogoP
    • July 19, 2010 at 10:15 PM
    • #3,607

    Been working on a cloth study in Zbrush/Max. It's been a fun learning process!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/prop_cloth_box-2.jpg]

    This is for a scene I'm working on for a competition, trying out modularity. It's my first dabble in UDK, don't really know how to make things look good yet lol.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/blockout6.jpg]

  • sarge mat
    • July 19, 2010 at 11:52 PM
    • #3,608

    Cloth is looking pretty cool.

    Just noticed on your blog that you are at Stafford, going there in september my self.

  • PogoP
    • July 20, 2010 at 12:09 AM
    • #3,609

    Ah wicked mate! Doing Games Design? If so, you're joining at a great and interesting time for the uni. I think they're only now starting to really get a grip on how to run the course, it's really coming together.

  • dux
    • July 20, 2010 at 12:50 AM
    • #3,610

    Oh hey cool a thief level!

  • Pomperi
    • July 20, 2010 at 1:21 AM
    • #3,611

    Cloth looks ace, very nice structure to it. The textures are a bit dark and are eating all the light in your scene. In case you haven't read it already, the official udk documentation has a really good article about this. http://udn.epicgames.com/Three/Lightmas ... 0Lightmass

    Cool stuff

  • PogoP
    • July 20, 2010 at 1:35 AM
    • #3,612

    Thanks pomperi, Ill take a look tomorrow.

    Dux - I've never played a thief game before, is that a compliment? Heh.

  • sarge mat
    • July 20, 2010 at 4:48 PM
    • #3,613
    Quote from PogoP

    Ah wicked mate! Doing Games Design? If so, you're joining at a great and interesting time for the uni. I think they're only now starting to really get a grip on how to run the course, it's really coming together.

    Yep I am doing design, yea I was quite impressed when I was over in march, nice place.

  • Gloglebag
    • July 21, 2010 at 8:30 PM
    • #3,614

    Just finished a tutorial for Zbrush.

    Sculpting a Realistic Bust in ZBrush

    [Blocked Image: http://www.digitaltutors.com/dtv_/bison_cou…ssets/hero2.jpg]

    http://www.digitaltutors.com/09/trainin ... =2&pid=329

    My old man:

    [Blocked Image: http://i29.tinypic.com/2pzcpbt.jpg]

    [Blocked Image: http://i25.tinypic.com/bfkeok.jpg]

    He has no right ear I'm afraid, because I fucked up and then Zbrush fucked up.

  • arhurt
    • July 21, 2010 at 9:07 PM
    • #3,615
    Quote from Gloglebag

    He has no right ear I'm afraid, because I fucked up and then Zbrush fucked up.

    Quite nice!

    For the Symmetry problem, mask the areas you want mirrored and then hit the Smart Resym button under Deformation tab. Go from the lowest subdiv to the highest unless you want to kill your PC.

  • PogoP
    • July 26, 2010 at 9:51 PM
    • #3,616

    Awesome sculpt

    Been working on a generic wooden chest for my environment scene. First real prop I've done, still needs a specular map!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/chest2.jpg]

  • tonystockert
    • July 27, 2010 at 12:21 AM
    • #3,617

    looks really great. the only thing that i can think of to improve it, is that it looks a little too "old world-ly" to have such machine-screw-looking screws holding it together. I think regular old nails would make a little more sense.

    http://img.photobucket.com/albums/v500/ ... /43258.jpg

    http://comps.fotosearch.com/bigcomps/FS ... 958656.jpg

    http://www.seltzersisters.com/graphics/ ... bcrate.jpg

    also, make the nails/screws a lot more rusted and the wood around them more stained. overall, it looks great though.

  • PogoP
    • July 27, 2010 at 12:23 AM
    • #3,618

    Good idea Tony! I'll look into changing them.

  • mjens
    • July 27, 2010 at 12:43 AM
    • #3,619

    Also the locker is brand new, how about adding sime rust and shadows there (vertex paint?)

  • Zeta
    • July 27, 2010 at 8:59 AM
    • #3,620

    Nice wood texture pogo, looks good.

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