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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Jenn0_Bing
    • July 24, 2011 at 10:08 AM
    • #3,921

    I love that little scene, If you stretched that style across a street I think you'd be onto something awesome. I love the rich warm tones you have in there at the moment.

  • knj
    • July 24, 2011 at 10:14 AM
    • #3,922

    Love it, but yeah, give us ALL, textures, models and stuff

  • deceiver
    • July 24, 2011 at 3:55 PM
    • #3,923

    Looking very nice koko! 'dem rocks!

  • mjens
    • July 24, 2011 at 4:57 PM
    • #3,924

    Nice work koko! How about making the floor tiles with different colors (additional mask or vertex painting) so when making the long street sidewalk it won't be burning with repetitive tiling. The metal plates looks very small when comparing to lets say road cone. I think this should be bigger, you'll get less poly and it will be still fine Some ideas: maybe some missing flagstone (my dictionary named that part like that, I'm not sure is it correct ), some grass in the apertures?

  • Chimeray
    • July 24, 2011 at 9:53 PM
    • #3,925

    Haven't modeled in ages and then I came across this artwork and I got the urge to model, so I did

    I'm still in the blockout phase, will make a high poly and a bake. Perhaps some textures but I'm not sure about that yet (time... :/)

    http://www.polycount.com/forum/showthre ... ost1394244

    [Blocked Image: http://img845.imageshack.us/img845/8537/railgunwip.png]

  • Gloglebag
    • July 25, 2011 at 5:29 PM
    • #3,926

    @ koko, your work is wonderful. I mean wow. Go work for double fine.

    Anyway I continue my streek of never making a character looking remotely like the concept.

    I did a head modelling tutorial for maya, since I never polymodeled a head before, and then took it in to zbrush and made it look completely different, because I got pissed an just brushed away. Now learning topogun and 3d-coat.

    [Blocked Image: http://i55.tinypic.com/2gsnwwn.jpg]

    I call him Anderson Cooper

  • NecrosiS
    • July 26, 2011 at 12:43 PM
    • #3,927

    Hi guys

    wip shots of assets that im modeling in my free time

    first one :

    [Blocked Image: http://www.gameartisans.org/gamecon/galleries/uploaded_artwork/20218-1311679549-artwork-1.jpg]

    [Blocked Image: http://www.gameartisans.org/gamecon/galleries/uploaded_artwork/20218-1311679549-artwork-2.jpg]

    [Blocked Image: http://www.gameartisans.org/gamecon/galleries/uploaded_artwork/20218-1311679550-artwork-3.jpg]

    [Blocked Image: http://www.gameartisans.org/gamecon/galleries/uploaded_artwork/20218-1311679551-artwork-4.jpg]

    second :

    [Blocked Image: http://www.gameartisans.org/gamecon/galleries/uploaded_artwork/20218-1311332842-artwork.jpg]

  • Mazy
    • July 29, 2011 at 9:45 PM
    • #3,928

    Looks sweet Koko!~

  • Rick_D
    • July 30, 2011 at 11:29 AM
    • #3,929

    necrosis' stuff looks pretty sweet as well ;D

  • knj
    • August 2, 2011 at 5:10 PM
    • #3,930

    As i said, here is some shit i've been working till today, hope you can say word or two (i will take those links down in a lil while)

    [Blocked Image: http://knj-environment.com/img_test/dwa.jpg]

    [Blocked Image: http://knj-environment.com/img_test/trzy.jpg]

    1024 on all textures n/d/s

  • borgking
    • August 2, 2011 at 10:40 PM
    • #3,931

    Small exercise model (more about the texturing):

    [Blocked Image: http://www.abload.de/img/reifenhqzv.png]

    2176 tris

    512x256 diffuse, specular, gloss and normal

    HP and LP modeled in XSI

    Rendered in 3dsMax with Xoliul's viewport shader

  • Rick_D
    • August 4, 2011 at 6:59 PM
    • #3,932
    Quote from knj

    As i said, here is some shit i've been working till today, hope you can say word or two (i will take those links down in a lil while)1024 on all textures n/d/s

    looks like clay, but it's obviously stone?

    the scratches look very zbrushy - try adding some chips and more stoney surface detail on the next model you do like this. it helps to get some material references so you can get the correct details into the high poly from the very start.

  • Steppenwolf
    • August 7, 2011 at 7:59 PM
    • #3,933

    I'm working on a modular scifi scene based on this Mass Effect 2 concept art:

    [Blocked Image: http://i.imgur.com/oTZNV.jpg]

    Pretty much ready for texturing. All low poly models with normals applied and ao maps in the diffuse channel. Rendered in CE3:

    [Blocked Image: http://i.imgur.com/jAuZA.jpg]

    [Blocked Image: http://i.imgur.com/Adv4G.jpg]

  • Minos
    • August 7, 2011 at 8:39 PM
    • #3,934

    That turned out fantastic Matthias! Can't wait to see the final version.

  • -HP-
    • August 7, 2011 at 8:40 PM
    • #3,935

    One word: FuckingAmazing!

    I had that concept laying around on my "I wish I had time to do this" folder; and you definitely nailed the proportions and the modeling. Awesome how you're getting into Environment art now dude.

    I am very curious how you tackled the modularity and the UV re-usage of these pieces, mind writing a line or two about it?

    PS. Don't use F3 to show wireframes in CE3, type in the console "r_showlines 2", much better.

    PS2, create your own thread for this scene!

  • Jenn0_Bing
    • August 7, 2011 at 8:48 PM
    • #3,936

    Yeah, that already looks awesome, can only get better from here too!

  • Steppenwolf
    • August 7, 2011 at 8:56 PM
    • #3,937

    I blocked out the whole thing in 3dsmax first with simple shapes and tried to squeeze everything into dimensions that make the pieces easily combinable with each other. Hence the proportions are not exactly as in the concept (which is very distorded anyway).

    That worked out quite good however i had to cheat a little with extra units that i decided to do later on. Like the ceiling and floor on the front. They arn't on the concept and i hadn't planned for them initialy. So next time i will plan even more carefull when i work on a scene like that.

    I only reused UV space moderately. My main goal with this scene was to improve my subd modeling, normal baking and texturing. It's not comparable with Mino's Zest foundation or the way Bioware does their ME environments. However there are a couple units that reuse textures of other units. For example there are two versions of the rounded supports, three different ceilings and three floor units that share the same textures. Most props also have some mirroring in them to save texture space. Shouldn't be too hard to get away with it since it's a pretty clean environment.

  • Pampers
    • August 7, 2011 at 10:33 PM
    • #3,938

    now we wait for tits textures

  • Mazy
    • August 7, 2011 at 10:52 PM
    • #3,939

    Daaamn son, looks sweet!

  • jaboo224
    • August 7, 2011 at 11:23 PM
    • #3,940

    holy smokes stepp. thats amazing!

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