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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • mjens
    • July 9, 2011 at 6:10 PM
    • #3,901

    Thanks guys, lots of useful info! I still don't know how to explode my object but give me a minute, I'll figure it

  • Froyok
    • July 9, 2011 at 7:31 PM
    • #3,902

    In my case I prefer topogun. He has less features than 3dcoat, but he is really fast and easy to use.

  • mjens
    • July 9, 2011 at 7:54 PM
    • #3,903

    Racer445 did a great tutorial about baking, I'm on it!

  • Bunglo
    • July 9, 2011 at 8:23 PM
    • #3,904
    Quote from seir

    Thanks guys, lots of useful info! I still don't know how to explode my object but give me a minute, I'll figure it

    Exploding an object is just a hip way of saying separating the pieces of your mesh. I don't think it'll be necessary for the piece though.

    KoKo, srsly nice work. Really dig your sculpting! I'll have to try that script out

  • mjens
    • July 11, 2011 at 3:02 AM
    • #3,905

    Now I understand everything Here's some my stuff:

    [Blocked Image: http://level-design.org/ammo_box_lowypoly_(996_tris)_normal_test.jpg]

    966 tris (1030 with all the details)

    [Blocked Image: http://level-design.org/ammo_box_lowypoly_wire.jpg]

  • mjens
    • July 11, 2011 at 11:50 PM
    • #3,906

    [Blocked Image: http://level-design.org/ammo_box-making_of_003.jpg]

    [Blocked Image: http://level-design.org/ammo_box-making_of_004.jpg]

    I need to add some stuff to normal map, resize all the textures and prepare spec map...

  • Zyn
    • July 12, 2011 at 12:50 AM
    • #3,907

    Thought it was a wooden crate at first glance.

  • dux
    • July 12, 2011 at 12:56 AM
    • #3,908
    Quote from Zyndrome

    Thought it was a wooden crate at first glance.

    Ditto :embarrassed:

  • mjens
    • July 12, 2011 at 1:12 AM
    • #3,909

    A bit like wooden

    [Blocked Image: http://level-design.org/ammo_box-making_of_005.jpg]

  • twiz
    • July 12, 2011 at 2:51 AM
    • #3,910

    nice!

  • Rick_D
    • July 12, 2011 at 5:32 PM
    • #3,911

    that didn't turn out too great in the final game though, i think the texture also needs a bunch of work - you have scratches that go right over indents in the normal map which kill any illusion of depth. plus the hazard stripes don't fit too well, it doesn't really explain what it's warning you about.

  • mjens
    • July 12, 2011 at 10:07 PM
    • #3,912

    Yep, I'm not to happy with that too, I've made some bugs at start and they where annoying me till end. I'll start something different now, with some experience how to prepare mesh...

  • Bunglo
    • July 12, 2011 at 10:38 PM
    • #3,913

    With the right tweaking of the sub-d mesh, you can cut down on the tris by removing the extrusions where the colored faces are in the pic below. Just a flat face would work perfectly and you'd get better performance plus more UV space to scale up a bit.

    [Blocked Image: http://img28.imageshack.us/img28/579/normalsi.jpg]

  • mjens
    • July 13, 2011 at 8:45 AM
    • #3,914

    Yep, plus I can make a 1/4 of the model to UV and then mirror it twice so the texture can be smaller and with higher details. Signs can be placed as decals.

  • twiz
    • July 17, 2011 at 9:57 PM
    • #3,915

    Spent yesterday practicing my Solidworks/engineering skills. It is an intake for a V8 engine (ford 351c). Not including the time for setting up the renders (aka fighting with solidworks), it took about 6 or 7 hours. Click for big!

    [Blocked Image: http://img856.imageshack.us/img856/1889/intakecomplete1.jpg] [Blocked Image: http://img684.imageshack.us/img684/4171/intakecomplete2.jpg]

    [Blocked Image: http://img11.imageshack.us/img11/9288/intakecomplete3.jpg] [Blocked Image: http://img600.imageshack.us/img600/7341/intakecomplete4.jpg]

  • mjens
    • July 18, 2011 at 12:32 AM
    • #3,916

    Wow nice! The material looks a bit like Max's default metal, a bit more "polish" and it will be great

  • twiz
    • July 18, 2011 at 2:41 AM
    • #3,917

    Thanks! That is Solidworks' "polished aluminum" material. Solidworks doesn't have the greatest renderer ever, but it leaps ahead of most other engineering/CAD software. The stock materials are sometimes pretty bad.. If you look at the black bits of the injectors(otherwise green/blue), in the first render it looks like tree bark or something.. The material is supposed to be shiny black rubber according to solidworks, but they have some bizarre normal/spec map on it... It sucks because it looks fine in the preview, and only after I dedicate a few hours for a render that I see it looks like crap! I changed it for all the others to a darkened "matte aluminum".

    I added a throttle body

    [Blocked Image: http://img827.imageshack.us/img827/8976/intakecomplete6copy.jpg]

  • TermInator525
    • July 21, 2011 at 5:40 PM
    • #3,918

    another random model! yay

    [Blocked Image: http://bildupload.sro.at/a/images/structure_frame_showreel.jpg]

  • KoKo5oVaR
    • July 24, 2011 at 12:37 AM
    • #3,919

    @terminator Looks super cool to me i would add it more variations in your black&white nuances to add more volume

    a bit like this :

    [Blocked Image: http://kokosovar.free.fr/bord.jpg]

    A test of the assets in the UDK!! tell me if you guys think something can be improved

    [Blocked Image: http://kokosovar.free.fr/test_tekkon.jpg]

  • -HP-
    • July 24, 2011 at 1:43 AM
    • #3,920

    Koko, that is great dude!

    But i'll need more to put my finger on if you want crits.

    Wires, texture sheets, high polies, concept art, is it suposed to be modular, what's it for, etc?

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