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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • ShockaPop
    • November 23, 2011 at 8:14 PM
    • #4,021

    Tisky,

    This is a tutorial I used to learn basic UV-mapping stuff: http://www.republicofcode.com/tutorials ... w_mapping/

    It's really handy and free, teaching basics of few different tactics.

    ---

    Also, here's my first "proper model" I've textured too:

    [Blocked Image: http://i260.photobucket.com/albums/ii5/SP-0n3/render_maglite01.jpg]

    And texture for it: http://i260.photobucket.com/albums/ii5/ ... iffuse.jpg

  • Tisky
    • November 24, 2011 at 12:03 PM
    • #4,022

    Thank you SotaPoika! I´ll check it out!

    :edit:

    I got it working, sort of I´l give it another shot later haha.

    [Blocked Image: http://img339.imageshack.us/img339/6888/barrellfail.png]

    :edit 2:

    Figured i probably screwed something up on my previous model so i tried with a simple cylinder:

    [Blocked Image: http://img714.imageshack.us/img714/2649/barreltexture.png]

    The textures are not mine, stole them from google image search. Thanks alot for the tut!

  • Tisky
    • November 24, 2011 at 3:56 PM
    • #4,023

    can anyone point me into the right direction for where i can learn about normal and specular maps? I was thinking that there should be a tutorials part where ppl can post different links to great tutorials, yes? no?

  • Bunglo
    • November 24, 2011 at 7:49 PM
    • #4,024

    First stop for most inquiries: http://wiki.polycount.com/

    Normal and Spec info:

    http://wiki.polycount.com/NormalMap

    http://www.polycount.com/forum/showthread.php?t=81154 (READ THIS)

    http://www.manufato.com/?p=902

    http://www.dregsld.com/tutorialfiles/tu ... Study.html

  • Tisky
    • November 24, 2011 at 7:53 PM
    • #4,025

    I found a site that pointed me to an nvidia photoshop filter. Thanks for the links, heres my lame ass barrels, left is without normalmaps and right with:

    http://%7boption%7d

    I´m pretty happy since i think i understand how it works now. Always something.

  • Bunglo
    • November 24, 2011 at 8:06 PM
    • #4,026

    Generating normal maps from a texture using the nvidia plugin, crazy bump, etc is very different from baking your normals using geometry. If you can, making tileable textures out of actual geometry and baking it will always give you better results than something like crazy bump.

    Crazy bump and the like are good for generating some extra, small surface detail normals to overlay on top of your baked normals. As long as you're not in a time crunch and have the capability to bake your geo, there's not a whole lot of reasons to go with generic normal generation as your primary normals.

    External Content www.youtube.com
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    (be sure to watch the other parts as well)http://eat3d.com/free/zbrush_tile

    and of course, PhilipK's stuff:

    http://www.philipk.net/tutorials/materi ... rials.html

  • Tisky
    • November 24, 2011 at 8:09 PM
    • #4,027

    nice! I guess i have to do phil k´s tuts just to understand baking.

  • knj
    • November 27, 2011 at 11:22 AM
    • #4,028

    [Blocked Image: http://knj-environment.com/img_test/dwaaa.png]

    finally finished it, what do you guys think ?

    i'm not sure if the dirt is too dark ?

    it's around 1,5 times taller than player, it's 1024 texture sheet

  • Tisky
    • November 27, 2011 at 12:05 PM
    • #4,029

    Looks Unchartedishh knj!

    I´m doing this 3DS Max tutorial, really learning alot!

    [Blocked Image: http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/310679_10150984454520523_898770522_22021283_953610609_n.jpg]

  • Rick_D
    • November 27, 2011 at 12:21 PM
    • #4,030
    Quote from knj

    [Blocked Image: http://knj-environment.com/img_test/dwaaa.png]finally finished it, what do you guys think ?

    i'm not sure if the dirt is too dark ?

    it's around 1,5 times taller than player, it's 1024 texture sheet

    it's really noisy, kinda hard to read

  • knj
    • November 27, 2011 at 12:28 PM
    • #4,031

    I have that feeling too Rick, some advices ?

    probably the base stone texture is too much detailed

  • KoKo5oVaR
    • November 27, 2011 at 4:46 PM
    • #4,032

    Tisky good way to go dude keep on

    knj Coooool dude :]]]

    For your readability problem, it's definitely your nuances & colors you should check out, take a screenshot of your model, make it small on your screen, get it black & white and check if it's still readable !Then try to use complementary colors to accentuate your contrasts like for exemple, green and red are complementary, they work well together, and create a "contrast" between colors that you can use to separate elements! green for the brightest nuances, and red for the darkest nuances for example; yellow and purple here

    Do not do it like i did; it's not very cool, it's just to make a point :x

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

    edit:

    But yeah, try to make those lines pop out; they are what makes the geometry of your model readable

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

  • knj
    • November 27, 2011 at 5:43 PM
    • #4,033

    Big Thanks Kokos for this :)

  • Tisky
    • November 29, 2011 at 8:27 PM
    • #4,034

    Thank you Koko!

    Progress:

    [Blocked Image: http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc7/309771_10150993552220523_898770522_22056379_313996606_n.jpg]

    My result isnt quite like the tutors but i´m learning alot so i´m happy considering i started using 3DS Max this month.

  • -HP-
    • November 29, 2011 at 8:39 PM
    • #4,035

    knj, I envy your awesome ability to learn and progress like no other!

    You do, you learn, you listen to feedback, you get better, and repeat the circle. Like any talented artists should do.

    Really good stuff!

  • knj
    • November 29, 2011 at 10:57 PM
    • #4,036
    Quote

    ":1q131bic]knj, I envy your awesome ability to learn and progress like no other!You do, you learn, you listen to feedback, you get better, and repeat the circle. Like any talented artists should do.

    Really good stuff!

    thats really nice to hear dude, thanks a lot !

    Tisky this is starting to look as mustang, so you are doing great

  • Tisky
    • December 3, 2011 at 10:35 PM
    • #4,037

    I spend more time with 3DS Max than Bf3, whats wrong with me?!!?!?!?

    Anyway, more progress:

    [Blocked Image: http://i.imgur.com/lgcWD.png]

    Hopefully i can have it done next week if i get enough time for it.

  • Froyok
    • December 3, 2011 at 11:05 PM
    • #4,038
    Quote from Tisky

    I spend more time with 3DS Max than Bf3, whats wrong with me?!!?!?!?

    Welcome in the dark world !

  • knj
    • December 4, 2011 at 10:56 AM
    • #4,039
    Quote from Froyok

    Welcome in the dark world !

  • Bunglo
    • December 4, 2011 at 10:26 PM
    • #4,040

    Trying to do a small, romantic/gothic-esque scene. Trying different ideas for the architecture to get something interesting. Using the tod that came with the forest level in the SDK.

    Don't mind the missing chunck at the top of the arches, the mesh was too short when I wanted to test the results from the bend modifier.

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

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

    [Blocked Image: http://i.imgur.com/bJ9Ul.jpg]

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

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

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