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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • the0rthopaedicsurgeon
    • February 20, 2012 at 7:00 PM
    • #4,101

    making some more car props. first is a suzuki carry, 2nd is a toyota crown taxi + regular version (render is flipped, the text actually reads right on both sides)

    [Blocked Image: http://i.imgur.com/nS7oD.jpg]

    [Blocked Image: http://i.imgur.com/cZe7v.jpg]

  • GregBoffins
    • February 21, 2012 at 9:10 PM
    • #4,102

    Nice I like em.

    IXAT eh

    Careful with your UV optimisation, sometimes you can go a bit too far with backwards words.

  • Puddy
    • February 21, 2012 at 10:33 PM
    • #4,103

    It's japanese for taxi.

  • the0rthopaedicsurgeon
    • February 22, 2012 at 1:32 AM
    • #4,104

    i flipped the render of the green one so the screenshot takes up less space, each side actually has separate uv space (although i only realised i needed to do this once i'd finished the base texture).

  • -HP-
    • February 22, 2012 at 11:42 AM
    • #4,105
    Quote from Zombie

    Nice I like em.IXAT eh

    Careful with your UV optimisation, sometimes you can go a bit too far with backwards words.

    That's why you should always use decals when you wanna have text or logos on your assets.

  • GregBoffins
    • February 22, 2012 at 6:29 PM
    • #4,106
    Quote

    ":139mt49c]

    That's why you should always use decals when you wanna have text or logos on your assets.

    I love text on my assets

  • knj
    • February 24, 2012 at 11:40 AM
    • #4,107

    A lil bit of my work i like graveyards

    i don't want to damage the cross too much, so it is lightly weathered

    some of you may say that i didn't damage the inside details, but i did it by puprose, looking at the refs most of the "insides" are barly touched, so i dont want to destroy the details, but i will work on the actual texture to make it look worn out

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

  • KoKo5oVaR
    • February 25, 2012 at 3:33 AM
    • #4,108
    Quote from knj

    A lil bit of my work i like graveyards i don't want to damage the cross too much, so it is lightly weathered

    some of you may say that i didn't damage the inside details, but i did it by puprose, looking at the refs most of the "insides" are barly touched, so i dont want to destroy the details, but i will work on the actual texture to make it look worn out

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

    You are such a gothic knj ...

    Love it !! It actually doesn't need more details imo, especially if it's intended as a 512* texture on a lowpoly; you could easily do all the rest of the detailing on photoshop !

  • knj
    • February 25, 2012 at 11:39 AM
    • #4,109

    thanks dude :)

  • penE
    • March 3, 2012 at 4:05 PM
    • #4,110

    I'd been abroad for a couple of months and now I'm trying to get back in some 'game art'. So I'm just modelling random stuff :

    [Blocked Image: http://i.imgur.com/W84aW.jpg]

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

    [Blocked Image: http://i.imgur.com/B98i4.jpg]

  • LATTEH
    • March 17, 2012 at 3:36 PM
    • #4,111

    Wasnt much todo and i love kind of the hill so i made this:

    [Blocked Image: http://i.imgur.com/fG1ii.jpg]

    the lights on the arrow have an animated texture that lights up from bottom to top!

  • tr0nic
    • March 17, 2012 at 8:39 PM
    • #4,112

    Depending on the position of your model in your environment, change the seam position so it is not as noticeable as it is right now. Texture could use some love too

  • kanine01
    • March 30, 2012 at 3:25 AM
    • #4,113
    Quote from Froyok

    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 !

    That's a fucking awesome looking model, but it's face looks like a certain part of the female anatomy.

  • Thrik
    • March 30, 2012 at 10:47 AM
    • #4,114

    Haha, that's what I thought too.

  • Froyok
    • March 30, 2012 at 12:58 PM
    • #4,115

    What ?

    You silly minds !

  • ⌐■_■
    • April 1, 2012 at 3:54 AM
    • #4,116

    not sure what kind of pussy you guys are / were used to????

    model looks killer tho

  • AtsEst
    • April 6, 2012 at 11:51 PM
    • #4,117

    We had to make a sickle for our engineering class. I decided to add a bit sci-fy and Tron.

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/sirp_01.jpg]

    Designed in Solidworks.

    I hardly have time to make any proper art these days

    *Edit*

    The lecturer (he an engineer, teaching us to use Solidworks) was baffeled by the design so i had to write an instruction manula for it, also did this picture to demonstrate the "working" position:

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/sicle_work_pos_no1.jpg]

  • Marvin.Star
    • April 10, 2012 at 1:03 AM
    • #4,118

    That's a neat design for your sickle Would be interesting to see in the hands of a character. Good stuff!

  • the0rthopaedicsurgeon
    • April 23, 2012 at 9:47 PM
    • #4,119

    i made a texture for a suzuki carry kei truck i finished a while ago.

    i forgot about logos and text when i unwrapped it and had the whole texture flipped down the middle. i was going to do those with decals, but is it better to put those in a separate texture or in the same one with an alpha channel just for those parts?

    [Blocked Image: http://i.imgur.com/Bm0Ol.jpg]

  • e-freak
    • April 23, 2012 at 10:23 PM
    • #4,120

    make a plane, use some spare room on your texture (or use a second texture if necessary), put the plane as close as possible to the geometry and use alpha channel if necessary. should do the trick.

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