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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Froyok
    • December 7, 2011 at 5:05 PM
    • #4,041

    Working on a shadow of colossus type game.

    I'm currently making the first colossus :

    [Blocked Image: http://i.imgur.com/rnEkc.jpg][Blocked Image: http://i.imgur.com/4wQaz.jpg]

    [Blocked Image: http://i.imgur.com/7iQdR.jpg][Blocked Image: http://i.imgur.com/6j1b3.jpg]

    It's my first "true" zBrush work !

  • knj
    • December 7, 2011 at 5:30 PM
    • #4,042

    looking sweet !!

    SOtC FTW !!

  • Warby
    • December 7, 2011 at 5:34 PM
    • #4,043

    i endorse ! but more architecture and fur please =^ö^=

  • Rick_D
    • December 7, 2011 at 7:32 PM
    • #4,044

    i don't know what that it? it's like rock, but it's so obviously zbrushed, there's no joints or breaks in the surface? dunno, seems a bit early to start texturing/adding material

  • LATTEH
    • December 7, 2011 at 9:31 PM
    • #4,045

    i had nothing else todo

    [Blocked Image: http://i.imgur.com/FC6sN.jpg]

  • 2d-chris
    • December 8, 2011 at 9:06 AM
    • #4,046

    Nice geeeee tar

  • Gambini
    • December 8, 2011 at 2:01 PM
    • #4,047

    That´s a cute model but you´re doing a UV space waste.

  • aaron_da_killa
    • December 10, 2011 at 12:36 AM
    • #4,048

    Some fine work on this page.

    edit: err.. the previous page.

  • Froyok
    • December 10, 2011 at 7:46 PM
    • #4,049

    [Blocked Image: http://i.imgur.com/n5Bg1.jpg]

    Advices for getting a better normal map ?

    With the average normal setting for the highpoly model in xnormal I lost a lot of my surface details and my normal map is finally a little blurred.

    I have tried a little sharp filter in photoshop but it's not very clean.

    Currently I use the green channel and the blue channel as AO mask (in multiply mode) for getting more cavity lines. I also use a cavity map from the normal map for highlighting the edges.

  • Em'
    • December 11, 2011 at 11:04 AM
    • #4,050

    What material is it supposed to be ?

    It looks like dry clay.

    Maybe try to detail further your initial Z mesh.

  • Froyok
    • December 11, 2011 at 12:18 PM
    • #4,051
    Quote from Em

    What material is it supposed to be ?It looks like dry clay.

    Yeah, some like that, dry clay or soft rock.

    Quote

    Maybe try to detail further your initial Z mesh.

    It's already the case, I very surprised to lost so much details (even the medium details are not very well). :\

  • dissonance
    • December 11, 2011 at 6:11 PM
    • #4,052

    reminds me of a certain type of granite: edit: an example of this on a much larger scale (about 390km wide) is the richat structure.

    if i were a collosus wandering around the countryside and saw one of those, i might think it'd make a good facemask

    sorry, no technical tips, though.

  • knj
    • December 11, 2011 at 6:41 PM
    • #4,053

    what software this screen was taken from ?

  • Froyok
    • December 11, 2011 at 10:36 PM
    • #4,054
    Quote from dissonance

    reminds me of a certain type of granite: edit: an example of this on a much larger scale (about 390km wide) is the richat structure.if i were a collosus wandering around the countryside and saw one of those, i might think it'd make a good facemask

    sorry, no technical tips, though.

    Hooo, very interesting, I was nor seeing my work like that. It's a very nice idea.

    Quote from knj

    what software this screen was taken from ?

    Marmoset Toolbag 1.05.

  • knj
    • December 12, 2011 at 7:48 PM
    • #4,055

    the thing is you will almost always loose some of the soft details on your normal in game, try to look at you normal map texture, and check if the detail is there

  • RedYager
    • December 15, 2011 at 7:22 PM
    • #4,056

    An Asian style pirate ship for a little exercise of mine. Apologies for my utterly dreadful presentational skills, I could use a strong hand there.

    [Blocked Image: http://img838.imageshack.us/img838/8600/94502721.jpg]

    [Blocked Image: http://img710.imageshack.us/img710/5106/15028626.jpg]

  • Bunglo
    • December 18, 2011 at 1:02 AM
    • #4,057

    Some of the different architectural pieces I've decided to go with for my romantic ruin scene. Excuse the fov, I'm used to using e_screenshot from CE2 but that doesn't seem to work for CE3, so I printscreen'd the editor.

    [Blocked Image: http://i.imgur.com/Ax13v.jpg]

  • RedYager
    • December 18, 2011 at 1:47 AM
    • #4,058

    Looking pretty! I'm curious about how you plan to go about making the 'ruined' side of things. I had planned to create a scene based on Fountains Abbey, a beautiful ruined abbey I'm lucky to live near. http://www.yorkshire-dales.com/fountain ... views.html

    I was stumped on how I'd model the ruined/worn bricks and stone. I assumed pro's would create individual hi-res meshes of the key ruined area's, but thought that would be very time consuming. I'd really love to hear how you plan to achieve it, and how others would too.

  • Bunglo
    • December 19, 2011 at 7:33 AM
    • #4,059

    Hey Red. I'm not planning on anything too taxing regarding the amount of work I'm going to put into this, damaged areas or otherwise. More than likely I'll simply make a tileable, damaged texture that can be applied to damaged areas of the mesh. It wont require any hipoly baking (except for the damaged texture itself, I may do some zbrush work for that) and I can take out chunks of my meshes where I see fit without having to worry about modeling/baking hipoly geo.

    Take a look at Matroskin's romantic ruin scene:

    http://www.polycount.com/forum/showthre ... ost1407726

    This piece is a huge inspiration for what I'm going to attempt to achieve, the workflow he touches on is essentially the same way I'm going about my scene. Only creating and baking hipoly meshes for things that need it, like trim. Everything else can use tileable textures.

  • knj
    • December 19, 2011 at 8:05 AM
    • #4,060

    Soooo Bunglo, looking at the reference you've posted, this is the same mesh (different chunks removed tho) and the damage faces got some damage texture applied to it ?

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