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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • knj
    • October 24, 2011 at 12:25 PM
    • #3,981

    Buddy, thx for the tip, will do

    Seir, damn, you are right, but i wanted to make something like stony/brick, but shit, now that you said soap, i see this in my bathroom, lol

  • KoKo5oVaR
    • October 25, 2011 at 3:09 AM
    • #3,982

    It's again much much better than before knj ! great work !! you keep progressing

    i've made a quick sculpt to show you how i would have done the edges of the block,

    First blocking it out with claytubes

    [Blocked Image: http://kokosovar.free.fr/crack1.jpg]

    then with Planar and planar cut, making something with more hard edges ( i use planar with the add and sub options, a bit tricky but very useful for hard edges !!!)

    [Blocked Image: http://kokosovar.free.fr/crack2.jpg]

    And maybe smoothing it out with trim dynamic but yeah, i'm not sure about that

    [Blocked Image: http://kokosovar.free.fr/crack3.jpg]

  • knj
    • October 25, 2011 at 2:18 PM
    • #3,983
    Quote from KoKo5oVaR

    It's again much much better than before knj ! great work !! you keep progressing i've made a quick sculpt to show you how i would have done the edges of the block,

    First blocking it out with claytubes

    [Blocked Image: http://kokosovar.free.fr/crack1.jpg]

    then with Planar and planar cut, making something with more hard edges ( i use planar with the add and sub options, a bit tricky but very useful for hard edges !!!)

    [Blocked Image: http://kokosovar.free.fr/crack2.jpg]

    And maybe smoothing it out with trim dynamic but yeah, i'm not sure about that

    [Blocked Image: http://kokosovar.free.fr/crack3.jpg]

    Display More

    thank you, this is great tip :) will try that for sure :)

  • knj
    • November 2, 2011 at 8:11 PM
    • #3,984

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

    some asset practice, and i hope you can help me to nail it down, it doesn't feel that good imo, is this the moss to random or the paint doesn't look right ?

    i wanted to make it look as really old and weathered ston pillar

  • KoKo5oVaR
    • November 2, 2011 at 8:19 PM
    • #3,985

    I wouldn't have much to say knj it's really really great

    The main issue would be that you have maybe too much stuff going on there; it's well borken, but it doesn't look worn; maybe you could flatten some parts to simulate that (not sure it's really clear)? And in the end win some readability ! But yeah that's just an idea, maybe it won't work

    Great stuff anyways !!

    edit : or desaturate the color at some points!!

  • PogoP
    • November 2, 2011 at 8:35 PM
    • #3,986

    Knj that looks great, love the forms and colours

  • knj
    • November 2, 2011 at 8:43 PM
    • #3,987

    Thanks a lot guys

    KoKo5oVaR you are right, it doesn't look worn much, i wanted to make it look like that while making HP model, maybe i didn't do it enough, but yea desaturaiting the paint in some areas, gonna try that

  • The Vulture
    • November 3, 2011 at 3:08 AM
    • #3,988

    I can't compete with everything else in here, but here's what I've been doing in Maya today. I'm just starting to learn Maya through school so go easy on me! But crits would be appreciated (beginner friendly crits that is). I think it's my first textured model ever, now that I think of it. Anyway here it is.

    [Blocked Image: http://img695.imageshack.us/img695/8012/woodenbarrel5.jpg]

    As you can see the metal doesn't really look like metal... Is there a way to add environment maps to textures within Maya? If so, how? Or if that's not the way of doing more realistic metal, then what would be a good way? Thanks. (:

  • knj
    • November 3, 2011 at 6:25 AM
    • #3,989

    Great start !

    now as an exercise try to damage the barrel, as for the rings, it doesn't look metal becouse the texture doesnt look like metal to me, if you want to have reflective surfaces in maya, you need to apply shader (like blinn, phong) that has reflectivity as an attribute, but dont go over it

    good luck

  • Jenn0_Bing
    • November 3, 2011 at 9:38 AM
    • #3,990

    That column looks great to me knj, nothing stands out as wrong with the moss or the paint to me.

    The Vulture, the barrel looks good to me. As for you metal rings, if you're using photo-source why not try a few different images of metal to find one that works for you? I think the one you have on there now is too rough for what you want.

  • The Vulture
    • November 3, 2011 at 3:52 PM
    • #3,991
    Quote from knj

    Great start ! now as an exercise try to damage the barrel, as for the rings, it doesn't look metal becouse the texture doesnt look like metal to me, if you want to have reflective surfaces in maya, you need to apply shader (like blinn, phong) that has reflectivity as an attribute, but dont go over it

    good luck

    Thanks! I'll see what I can do about the texture. I'm already using a Blinn shader. Still doesn't quite work imo.

    Quote from Jenn0_Bing

    As for you metal rings, if you're using photo-source why not try a few different images of metal to find one that works for you? I think the one you have on there now is too rough for what you want.

    Thanks, thanks a good idea! I'll see if I c an find a better texture.

  • knj
    • November 3, 2011 at 4:41 PM
    • #3,992

    Are you are using Mentar Ray (or smth simillar) to render ?

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

    no problem in my case

  • The Vulture
    • November 3, 2011 at 11:05 PM
    • #3,993

    Yeah, I'm using Mental Ray.

  • PogoP
    • November 10, 2011 at 12:22 PM
    • #3,994

    Made a vending machine over the past couple of days. It's great to do some high poly stuff, didn't really get much chance to do any on Disneyland

    Edit - Now with self-illum!

    [Blocked Image: http://dl.dropbox.com/u/7557268/NMRiH/vendingmachine2.jpg]

  • ultradr3mer
    • November 10, 2011 at 5:01 PM
    • #3,995

    looks like a pretty good vending machine to me .

    the last couple of days i made a reskin of an old weapon model i made about 2 years ago.

    [Blocked Image: http://www.abload.de/thumb/railgun_lowqg3wq.png]

    here is an image showing the workflow:

    [Blocked Image: http://www.abload.de/thumb/railgun_comparrisionqt8qv.jpg]

    you can find the old version here:

    [Blocked Image: http://www.garrysmod.org/img/?t=dll&id=69622]

    (i would say i made some progress .)

  • RedYager
    • November 13, 2011 at 4:16 PM
    • #3,996

    Nice vending machine man! What sort of workflow did you use to create it?

  • knj
    • November 15, 2011 at 2:28 PM
    • #3,997

    Still trying to improve my zbrush skills

    [Blocked Image: http://knj-environment.com/img_test/screens/1.jpg]

    [Blocked Image: http://knj-environment.com/img_test/screens/3.jpg]

    [Blocked Image: http://knj-environment.com/img_test/screens/4.jpg]

    there are some flat surfaces, that i want to cover with alpha, but i don't have any nice alphas to do it, i've tryied to make some of my own from big res pictures, but in the end it looked like shit, some tips ?

  • RedYager
    • November 15, 2011 at 4:39 PM
    • #3,998

    That looks beautiful man

  • D3ads
    • November 16, 2011 at 6:21 PM
    • #3,999

    Awesome, reminds me of Uncharted's artwork

  • knj
    • November 16, 2011 at 7:25 PM
    • #4,000

    Thanks a lot guys :)

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