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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • PogoP
    • February 11, 2011 at 5:54 PM
    • #3,801

    Yeah, HP, good idea. Get a strong light casting over that door and it'll bring out the contrast in the scene.

  • Bunglo
    • February 11, 2011 at 11:11 PM
    • #3,802

    Thanks for the suggestions, guys. I'm planning on putting my Eat3d 'UDK Lighting and Post Processing' DVD to good use on this scene.

    I was thinking about ways of adding more color to the busted up wall area, possibly some paper flyers and/or paint. How often would a wall like this be painted, I feel it would add a lot to the scene, I just don't want it to look out of place.

  • Warby
    • February 17, 2011 at 10:58 PM
    • #3,803

    [Blocked Image: http://warby.bitproll.de/projects/9999_…nt_entrance.jpg]

    i felt like building something busy to test that awesome unity shader editor by tim "stramit" cooper:

    http://%7boption%7d

    the shader is something a bit different. it does the uncharted fringy transition thing via vertex alpha ! vertex-color colors the object (i also baked ao into the verts) but not in the damaged areas there it only darkens the objects (chipped away paint) ! but the really funny part is i use the second uv set to control how much self illumination/cubemap/fresnel/specular i want to have on a vertex! giving me control over a vast arrey of looks all in the same object/drawcall. and also allowing for insane re-usability of one and the same material drastically improving framerate in my scenes

    if there is any kind of interest i can release the shader and the graph network ...

  • e-freak
    • February 17, 2011 at 11:21 PM
    • #3,804

    awesome - both technical and artistically.

  • Pomperi
    • February 18, 2011 at 12:08 PM
    • #3,805

    That's looking brilliant warby! Very nice style

  • dux
    • February 18, 2011 at 12:19 PM
    • #3,806

    Nice changes warby

  • ⌐■_■
    • February 18, 2011 at 1:49 PM
    • #3,807

    impressive!

  • FreeFall
    • February 18, 2011 at 6:46 PM
    • #3,808

    Enjoy,

    If not then cocks to you, sir.

    [Blocked Image: http://img12.imageshack.us/img12/6884/airco.jpg]

  • residentzack
    • February 19, 2011 at 7:55 PM
    • #3,809
    Quote from aaron_da_killa

    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?

    Aaron did you know that if you work in 3dsMax 8, 9, or 2008 editions, you can get the CryTek shader plugin and make your own content for Crysis if you have the game? Sandbox2 is available for owners of Crysis and all those effects like the foam on the water, and terrain painting are all available for you if you're just looking to put together a scene. Given that your computer can run it, I'd recommend it because I was recently using it and it's not that hard to pick up once you follow the documentation on how to import your own content from 3DS Max into the CryEngine. If not, then sorry I wasted your time, just a thought since you mentioned Crysis.

    Aside from that, what are you building this scene in and rendering it with?

  • residentzack
    • February 19, 2011 at 8:08 PM
    • #3,810

    [Blocked Image: http://i54.tinypic.com/f1wjso.png]

    Working on a Mass Effect inspired environment. I really want to finalize this, create and bake textures, and import the scene into UDK. I still need to learn how that process works because all I know is modeling mediocre scenes in 3DS Max. The above is a better-lit version of the scene.

    [Blocked Image: http://i51.tinypic.com/rrpjye.png]

    Here is the scene with a mental ray renderer setting. Lights aren't as bright but the soft effect of the lighting looks neat I suppose.

    No textures yet, just bare set.

    Any guidance is appreciated. I'd like to bake my own textures but I'm a little lost on that process.

  • PogoP
    • February 20, 2011 at 1:21 AM
    • #3,811

    Finishing up the texture on this guy. It's taking waaaay too long

    [Blocked Image: http://dl.dropbox.com/u/7557268/Adv%20Modelling%20in%20Games%20Eng/Shots/character_diffuse_full_nohelm.jpg]

  • tomdon
    • February 22, 2011 at 10:18 AM
    • #3,812

    Had a bit of spare time at work, so have been rehashing a model I made a while back.

    [Blocked Image: http://tomdon.net/bg2/new_fir_tree.JPG]

  • PogoP
    • February 24, 2011 at 3:12 PM
    • #3,813

    Posed the character for final presentation. Next step - Video diary, then I've finished this module for uni ;D

    [Blocked Image: http://dl.dropbox.com/u/7557268/Adv%…_full_posed.jpg]

    You can download the character here if you wish. Instructions are included for how to get it working in UT3; it installs itself.

    http://%7boption%7d

  • tomdon
    • February 24, 2011 at 4:41 PM
    • #3,814

    I like his space suit .

    I had yet more free time at work, knocked up a house for the chaps at battlegrounds 2 mod.

    [Blocked Image: http://tomdon.net/bg2/winterhouse/winterhouse_comb.jpg]

  • arhurt
    • February 25, 2011 at 1:08 AM
    • #3,815

    Yay

    Quote

    Team Fortress 2Added three new community maps:

    Koth_Lakeside

    PL_Frontier

    PLR_Nightfall

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/lilChewChew/Train009_Lateral.jpg]

    Lil'ChewChew is now official, also, I have a contract with my name and signature next to Gabe's (clarification: it's just so I get the donations from participating in the map, I'm sadly not hired by valve yet)

    (clarifification 2: The level is made by Patrick MangyCarface, I only made the model of the train for him)

  • Pampers
    • February 25, 2011 at 1:47 AM
    • #3,816

    congrats!

  • Vilham
    • February 25, 2011 at 2:01 AM
    • #3,817

    grats, thats awesome btw, never seen ur lvl before.

  • Grinwhrl
    • February 25, 2011 at 2:08 AM
    • #3,818

    Grats dude!

  • -HP-
    • February 25, 2011 at 1:17 PM
    • #3,819

    You rule arhurt!

    tomdon, loving that man! great stuff.

  • tomdon
    • February 28, 2011 at 3:46 PM
    • #3,820

    Yet more foliage , big chunk of hedge section for blocking out the edges of battlegrounds 2 maps:

    [Blocked Image: http://tomdon.net/bg2/hedge_chunk.JPG]

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