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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • PogoP
    • July 28, 2010 at 1:11 AM
    • #3,621

    Thanks guys!

    Worked on a Barrel tonight, still extremely WIP! Only the wood texture has been worked on so far.

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

    /Thread hogging.

  • -HP-
    • July 28, 2010 at 2:20 AM
    • #3,622

    The chest is absolutely awesome, perfect texture. What was your workflow?

    The barrel still needs a bit of work, keep up man, loving what I'm seeing.

  • PogoP
    • July 28, 2010 at 10:18 AM
    • #3,623

    Thanks HP!

    My workflow was as follows, I'm just doing what feels natural to me now that I'm getting my head round modelling, sculpting and texturing.

    -base mesh in max for each plank of wood, equal quads across the entire mesh. These planks were all assembled in the shape of the chest.

    -subdivide in mudbox with smoothing turned off, then with smoothing on to slightly round the corners.

    -scraped the edges to give it a worn look.

    -used a stencil to rough out the wood look for the normal map and ao map.

    -exported a lower subd version of the sculpt back into max (high enough to keep detail but low enough to not break max!)

    -optimized the mesh to make it easier to work with.

    -built the low poly up around the high poly planks.

    -unwrap!

    -textured in photoshop using xnormal for cavity/ao/normal maps.

    -rendered with xoliul's shader.

  • -HP-
    • July 28, 2010 at 10:30 AM
    • #3,624

    Yep, that sounds like the most correct workflow for prop-art! cheers man, and keep up!

  • Minos
    • July 28, 2010 at 1:51 PM
    • #3,625

    It looks great but it seems like a huge amount of work for a simple prop. I dunno how much time people in the industry people usually have to make such a prop but I believe that with proper planning you could achieve the same result by trying to predict the final uv layout, model the HP on a 1x1 area, project the normals and AO to a plane and then mapping it on a simple mesh afterwards. Kind of what PhilipK does here. Not sure if that makes sense, I'm kinda slow today.

    Of course that is only valid for simple shapes like this barrel and if you are in a hurry

  • PogoP
    • July 28, 2010 at 2:21 PM
    • #3,626

    The workflow for the barrel was a lot more simple really, it only took a few hours from start to finish. I modelled 2 or 3 high poly planks and sculpted those and then copied them round the entire mesh, really simple to do.

    I have tried that method you spoke about mino, I found it a little awkward to work with the UVs stretching, but I will give it another go

    Btw thanks guys, you've really helped me better myself over the years - I'm finally feeling close to industry standard!

  • tomdon
    • August 2, 2010 at 2:20 PM
    • #3,627

    [Blocked Image: http://tomdon.net/images/christrees2.jpg]

    Some 2000 triangle trees.

  • PhilipK
    • August 2, 2010 at 2:29 PM
    • #3,628

    Damn, that is a great wood crate Pogo You were mentioned for it on the Polycount news page too in case you didn't see. Grats

  • Gloglebag
    • August 4, 2010 at 7:54 AM
    • #3,629

    Messing around with the trim arc tool in zbrush

    [Blocked Image: http://i37.tinypic.com/vimerc.jpg]

  • AlexM
    • August 6, 2010 at 1:44 AM
    • #3,630
    Quote from tomdon

    [Blocked Image: http://tomdon.net/images/christrees2.jpg]Some 2000 triangle trees.

    always appreciate a good tree, nice work

  • Warby
    • August 12, 2010 at 9:21 PM
    • #3,631
    Quote from PogoP

    Thanks HP!My workflow was as follows, I'm just doing what feels natural to me now that I'm getting my head round modelling, sculpting and texturing.

    -base mesh in max for each plank of wood, equal quads across the entire mesh. These planks were all assembled in the shape of the chest.

    -subdivide in mudbox with smoothing turned off, then with smoothing on to slightly round the corners.

    -scraped the edges to give it a worn look.

    -used a stencil to rough out the wood look for the normal map and ao map.

    -exported a lower subd version of the sculpt back into max (high enough to keep detail but low enough to not break max!)

    -optimized the mesh to make it easier to work with.

    -built the low poly up around the high poly planks.

    -unwrap!

    -textured in photoshop using xnormal for cavity/ao/normal maps.

    -rendered with xoliul's shader.

    Display More

    wow my work flow is really getting old it seams

    here is what i like to do:

    - paint myself a beautiful texture of something ( or modify a photo if the art direction calls for it )

    - map it onto a plane (or sometimes a cube ) and start cutting around on it until it looks 3d /edit yeah yeah if it has to have a normal map i make a highres 3d model right on top of the original 2d plane in maya and bake it form maya too

    - done

    has served me well so far i like it simple !

  • Gloglebag
    • August 12, 2010 at 10:43 PM
    • #3,632

    just finished a digital tutors tutorial

    [Blocked Image: http://i33.tinypic.com/5yu4jo.png]

  • S.W.A.T.Y
    • August 14, 2010 at 3:46 AM
    • #3,633

    Decided to model my kitchen since I had nothing to do.

    [Blocked Image: http://i33.tinypic.com/28modo0.jpg]

  • AlexM
    • August 14, 2010 at 6:50 AM
    • #3,634
    Quote from S.W.A.T.Y

    Decided to model my kitchen since I had nothing to do.[Blocked Image: http://i33.tinypic.com/28modo0.jpg]

    I liketh!

    plan to texture it?

  • -HP-
    • August 14, 2010 at 6:05 PM
    • #3,635

    Gloglebag, that's great man!

    S.W.A.T.Y, apply some materials to it, tweak them and you'll get an awesome scene! You using vray?

  • S.W.A.T.Y
    • August 15, 2010 at 2:06 AM
    • #3,636
    Quote

    ":l4y2y5hj]Gloglebag, that's great man! S.W.A.T.Y, apply some materials to it, tweak them and you'll get an awesome scene! You using vray?

    I'm using Mental Ray

  • Froyok
    • August 22, 2010 at 12:12 AM
    • #3,637

    [Blocked Image: http://uppix.net/f/4/4/0ab150e2a3e4604399b4d810cd067tt.jpg]

    First test.

    My uv and my low poly need work...

  • Em'
    • August 22, 2010 at 10:59 PM
    • #3,638
    Quote from Froyok

    http://uppix.net/f/4/4/0ab150e2a3e4604399b4d810cd067tt.jpg

    Nice froyok, tu as vachement progressé ^^

    By the way a little Zbrush sculpt, I've also done the lowpoly model, but i still need to have a correct normal/difuse, even if Xnormal don't want to work...

    [Blocked Image: http://emfromkraland.olympe-network.com/speed_zbrush_sculpts/aublet_simon_speed_zbrush_sculpts_002.jpg]

    And some photoshop layers, shhhht !

  • Froyok
    • August 22, 2010 at 11:18 PM
    • #3,639
    Quote from Em

    Nice froyok, tu as vachement progressé ^^

    By the way a little Zbrush sculpt, I've also done the lowpoly model, but i still need to have a correct normal/difuse, even if Xnormal don't want to work...

    [img*]http://emfromkraland.olympe-network.com/speed_zbrush_s…sculpts_002.jpg

    And some photoshop layers, shhhht !

    Hi, Em' ! ^^

    This guy need cool glasses.

    [Blocked Image: http://img2.generation-nt.com/deus-ex-3-huma…14000573011.jpg]

  • Em'
    • August 23, 2010 at 9:02 PM
    • #3,640
    Quote from Froyok

    Hi, Em' ! ^^This guy need cool glasses.

    http://%7Boption%7D[Blocked Image: http://img2.generation-nt.com/deus-ex-3-human-revolution-image-5_0902F8014000573011.jpg]

    Yeah, I was thinking about it when I was sculpting...

    But I have new plans : I'm just discovering zproject tool on zbrush, very powerful !

    my work in progress

    [Blocked Image: http://img10.hostingpics.net/pics/974130awesome_screeen.jpg]

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