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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • twiz
    • December 14, 2010 at 1:45 PM
    • #3,741

    JeanPaul's edit overlayed with 33% opacity of the original:

    [Blocked Image: http://img811.imageshack.us/img811/5831/scene22.jpg]

  • Seldoon182
    • December 14, 2010 at 2:06 PM
    • #3,742
    Quote from dux

    I prefer the original, to be honest. The altered one is just too grey.

    I second dux

  • ElectroSheep
    • December 14, 2010 at 6:39 PM
    • #3,743

    [Blocked Image: http://www.minerality.fr/images/stock/urk.jpg]

    I just have to say. That's just a school exercise. I don't care about character design and facial animation

  • Buddy
    • December 14, 2010 at 8:51 PM
    • #3,744

    Facegen?

  • ElectroSheep
    • December 14, 2010 at 9:42 PM
    • #3,745

    No, maya.

  • Em'
    • December 19, 2010 at 7:47 PM
    • #3,746

    New hat i've done for TF2 contribute.

    The spy is also known as "the man in the iron mask", nobody know who he is and how powerful he is. Next step is to do a watch and a knife for a pack. Have few ideas but can't work during winter's holydays

    The texture is 512*256 diffuse with normal and phong.

    [Blocked Image: http://uppix.net/9/a/2/c003e9a24030b5c05d4a2158a821b.jpg]

  • aaron_da_killa
    • January 12, 2011 at 1:52 PM
    • #3,747

    What do you think about this? The idea is to have a pleasant looking tropical lagoon contrasting with a dark, aged black pirate ship but I'm having trouble making the pirate ship look right.

    [Blocked Image: http://img534.imageshack.us/img534/2808/shippp.jpg]

  • PhilipK
    • January 12, 2011 at 10:22 PM
    • #3,748

    It kind of looks like you are going pretty cartoony with this judging by the setting, but the textures suggests a more realistic approach. Nothing wrong with that, but I think it'd look more interesting if you try to bind the texture style a bit more to the look of the geometry. That said, I'd loose much of the high frequency, noisy details in the textures, push up some more saturation here and there and try to work with more low frequency, big details.

    I think the biggest problem with the ship at the moment is that it looks like it's made out of one big piece of wood, instead of many smaller planks.

    The seam where the water meets the sand is pretty distracting too, tat goes with the rocks and trunks of the palm trees to some extent as well. The water seam may be harder to get rid of than the other ones, but if you can't get it to have a short fade to the beach, you could probably add some foam to kind of cover the seam instead

  • aaron_da_killa
    • January 13, 2011 at 7:12 AM
    • #3,749

    Ah some good points there thanks!

    The look I'm roughly going for is something like Crysis/Far Cry 2.

    I'm not too sure how I could make the transition between sand and water smoother. I guess I could mess around with the material settings a bit or add another layer on top of that water that is more transparent and/or has foam? As for breaking up the boat texture, maybe I could extrude out some thin planks that run vertically along the side of the ship and then offset the texture inside the space between each plank to make it look like separate bits?

  • S.W.A.T.Y
    • January 14, 2011 at 1:10 AM
    • #3,750

    Here's a model of the van from Scooby Doo that I made. Let me know what you think.

    [Blocked Image: http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1355.snc4/162795_155741194478005_100001263765610_322076_7571065_n.jpg]

    [Blocked Image: http://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs007.snc6/165747_155741234478001_100001263765610_322077_5739617_n.jpg]

  • PogoP
    • January 14, 2011 at 1:47 AM
    • #3,751

    Looks cool!

    What's the tri count on that? Looks very high poly.

  • Jetsetlemming
    • January 14, 2011 at 5:17 PM
    • #3,752

    Like two hours ago I opened 3DS Max for the very first time.

    [Blocked Image: http://i.imgur.com/BASgk.png]

    I think I'm making decent progress

  • aaron_da_killa
    • January 15, 2011 at 12:59 AM
    • #3,753

    Kinda looks like Wall-E. Well done. Try adding some textures to it.

  • Bunglo
    • January 15, 2011 at 1:34 AM
    • #3,754

    Haha, nice lemming.

    Started some base textures for a scene I'm working on. The wood and metal source photos I used are terrible though, replacement immanent . Would you guys like to see more bird crap on the cloth?

    [Blocked Image: http://img135.imageshack.us/img135/1180/scene01.jpg]

    [Blocked Image: http://img521.imageshack.us/img521/5360/scene02.jpg]

    [Blocked Image: http://img407.imageshack.us/img407/8765/scene03.jpg]

    [Blocked Image: http://img217.imageshack.us/img217/4503/scene04.jpg]

    [Blocked Image: http://img716.imageshack.us/img716/5426/scene05.jpg]

  • mjens
    • January 15, 2011 at 10:19 AM
    • #3,755

    These wires from ferroconcrete are way to thick.

    [Blocked Image: http://images27.fotosik.pl/102/19cf35821c5a6411med.jpg]

    [Blocked Image: http://image.shutterstock.com/display_pic_with_logo/58498/58498,1179001925,2/stock-photo-builders-in-helmets-and-special-clothes-erect-a-ferro-concrete-building-of-business-center-and-in-3284493.jpg]

    Also the wire fence is thick, some of the proportions are very cartoon-ish.

    [Blocked Image: http://www.traderscity.com/board/userpix42/8935-temporary-fence-wire-mesh-haiti-chile-chain-link-welded-expanded-1.gif]

  • mjens
    • January 15, 2011 at 6:00 PM
    • #3,756

    OK, my turn:

    [Blocked Image: http://mjenso.webd.pl/mjenso/024.jpg]

    Need an idea how to make a nice tree without using alpha...

  • Bunglo
    • January 15, 2011 at 9:18 PM
    • #3,757
    Quote from seir

    These wires from ferroconcrete are way to thick.

    I was contemplating scaling the rebar down so thanks for the confirmation. The reason they're so big in the first place was to ensure noticeably from the silhouette during the blockout stage. Obviously they're a bit too noticeable

    The fence should actually be fine because the alpha being used is from the bake, so the padding added to the thickness of the wiring. Once I blockout the textures for it, I'm going to create a proper alpha.

    Quote

    Need an idea how to make a nice tree without using alpha...

    No alphas? Is it for non-realtime stuff?

  • mjens
    • January 15, 2011 at 10:41 PM
    • #3,758

    Yes, only visualization but QUICK. I need some ultra fast rendering method of alpha maps in 3DSMax or maybe tree with leafs out of polys

  • mjens
    • January 15, 2011 at 10:43 PM
    • #3,759
    Quote from Bunglo

    The fence should actually be fine because the alpha being used is from the bake, so the padding added to the thickness of the wiring. Once I blockout the textures for it, I'm going to create a proper alpha.

    Cool, make sure that the post and that "pipe frame" (don't know exact name) won't be too massive after finishing the wire texture

  • Bunglo
    • January 15, 2011 at 11:14 PM
    • #3,760
    Quote from seir

    Yes, only visualization but QUICK. I need some ultra fast rendering method of alpha maps in 3DSMax or maybe tree with leafs out of polys

    What I would possibly do is model your trunk and large branches, get them how you want placement wise. Model out a few leaf variants, model some smaller branches/twigs, place the leaves on them so you have a medium sized branch that has a nice filling of smaller twigs and leaves. Make a few variations of branches with leaves and start placing them on your large tree branches you created in the beginning.

    You could probably also just create small "bushels" of leaves (no branches or twigs) to fill out any areas that look a bit too open.

    Although that could eat the tri count up pretty quick, increasing rendering time... The only alternative I know of would be to use alphas which would also increase rending time :\

    Perhaps there's a medium where combining the two would work best?

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