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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Rick_D
    • August 8, 2011 at 11:57 AM
    • #3,941

    one of the little elongated indents' corners on the top of the arch trim looks broken

  • Warby
    • August 8, 2011 at 12:24 PM
    • #3,942

    looks great dont even bother making diffuse textures keep it CLEAN !

  • Steppenwolf
    • August 8, 2011 at 1:05 PM
    • #3,943
    Quote from Rick_D

    one of the little elongated indents' corners on the top of the arch trim looks broken

    Could you point me to which detail you mean exactly? I know of two visible seams where the normals are mirrored. Not sure if you mean this or something else.

  • e-freak
    • August 8, 2011 at 1:15 PM
    • #3,944

    [Blocked Image: http://www.abload.de/img/normalissueop6c.jpg]

  • Rick_D
    • August 8, 2011 at 1:51 PM
    • #3,945

    not sure if it was a design decision, just looks slightly out of palce, like there's a missing edge loop hardening the curve

    [Blocked Image: http://i.imgur.com/9QrVr.jpg]

  • Steppenwolf
    • August 8, 2011 at 1:56 PM
    • #3,946

    efreak: any tips on how i can smoothen this out? normals and geometry are mirrored there

    rick: the shape looks like this in the concept

  • Froyok
    • August 8, 2011 at 2:04 PM
    • #3,947
    Quote from Steppenwolf

    efreak: any tips on how i can smoothen this out? normals and geometry are mirrored there

    Unreal engine powa ! \0/

    Try this : http://udn.epicgames.com/Three/LightMapUnwrapping.html

    and : http://www.polycount.com/forum/showthread.php?t=51088

  • Steppenwolf
    • August 8, 2011 at 2:08 PM
    • #3,948

    Thx Froyok. Will try to fix it tonight.

  • knj
    • August 8, 2011 at 3:51 PM
    • #3,949

    The Issue that e-freak pointed out, might not be light map issue, can you post your uv's for normal?

    And Rick_D is right, there is missing one edge loop IMO

  • NecrosiS
    • August 12, 2011 at 11:41 PM
    • #3,950

    update:

    [Blocked Image: http://img52.imageshack.us/img52/9455/001jho.jpg]

    [Blocked Image: http://img8.imageshack.us/img8/3180/002vfz.jpg]

    [Blocked Image: http://img35.imageshack.us/img35/5206/003ksh.jpg]

  • knj
    • August 13, 2011 at 8:23 AM
    • #3,951

    Looks cool, but whats bother me in design is that, those planes on sides, they don't have any parts to strengthen them on a bottom, looks like it is going to fall of or broke any moment

  • Gloglebag
    • August 24, 2011 at 9:27 PM
    • #3,952

    Finished a Tie Interceptor tutorial by Chris Robson.

    [Blocked Image: http://i56.tinypic.com/30vyjwi.png]

    [Blocked Image: http://i53.tinypic.com/3356uxu.png]

    [Blocked Image: http://i56.tinypic.com/2d1mxco.png]

    And a new head in Zbrush:

    [Blocked Image: http://i55.tinypic.com/qrgrhw.png]

    [Blocked Image: http://i55.tinypic.com/2gsr9e9.png]

    [Blocked Image: http://i56.tinypic.com/qzrds0.png]

  • Gambini
    • September 25, 2011 at 5:47 AM
    • #3,953

    This model was utterly ignored at Interloopers. Dunno why. Damn best texturing I ever did. Considering I drawn everything from scratch except for the wheels.

    [Blocked Image: http://i289.photobucket.com/albums/ll240/Gambini01/citroen_texts.jpg]

    [Blocked Image: http://i289.photobucket.com/albums/ll240/Gambini01/2011-09-24_00009.jpg]

    [Blocked Image: http://i289.photobucket.com/albums/ll240/Gambini01/2011-09-24_00010.jpg]

    As i said in the other forum, i´m looking forward for suggestions about what shaders and parameters i could use.

  • Armageddon
    • September 25, 2011 at 8:28 AM
    • #3,954

    My second ever model.

    [Blocked Image: http://dl.dropbox.com/u/5479044/Truck_Render04.png]

    Older:

    [Blocked Image: http://dl.dropbox.com/u/5479044/Truck_Render02.png]

  • e-freak
    • September 25, 2011 at 10:09 AM
    • #3,955

    http://annekatran.blogspot.com/2011/02/play.html

    ehm?

  • Buddy
    • September 25, 2011 at 1:20 PM
    • #3,956
    Quote from Gambini

    This model was utterly ignored at Interloopers. Dunno why. Damn best texturing I ever did. Considering I drawn everything from scratch except for the wheels.[Blocked Image: http://i289.photobucket.com/albums/ll240/Gambini01/citroen_texts.jpg]

    [Blocked Image: http://i289.photobucket.com/albums/ll240/Gambini01/2011-09-24_00009.jpg]

    [Blocked Image: http://i289.photobucket.com/albums/ll240/Gambini01/2011-09-24_00010.jpg]

    As i said in the other forum, i´m looking forward for suggestions about what shaders and parameters i could use.

    because everything besides the wheels is shit.

  • Gambini
    • September 25, 2011 at 2:45 PM
    • #3,957

    Oh thanks for your constructive and extended feedback. I´m just curious about one thing: Can you elaborate why do you think it is shit? shit is usually brown, not pale blue.

  • 2d-chris
    • September 25, 2011 at 3:07 PM
    • #3,958

    I would use photo based textures at least for the dirty/rusty parts. The thing is - these days it's nothing to boast about not using photo sources for realistic looking assets. Of course there is a huge talent in making textures by hand and if your game is very stylized it's even more important. The problem with source engine is to get really nice results without a stylized look you must overdo the dirty and rust otherwise it looks flat and boring.

  • Buddy
    • September 25, 2011 at 3:11 PM
    • #3,959

    I was being sarcastic, if you put a nice masked phong specular on it then it should look fine. Also what 2d-chris said, if you're aiming for realistic textures then give in to using (mostly) photo source material.

    Keep up the good work

  • Gambini
    • September 25, 2011 at 3:19 PM
    • #3,960

    Well, that´s a relief. I thought you was being serious

    I take your advice, 2d-chris and buddy about overdoing the dirty and rusty parts. It´s just that, this time around, i didn´t want to add so much of that. Basically because everything in my mod seems to be dirty and rusted. And I´m not trying to boast, but I really didn´t find a suitable texture to match the color and condition of the car.

    Will try to improve it a little bit, following your advice.

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