1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • knj
    • May 31, 2012 at 9:01 AM
    • #4,141

    Bunglo - sweet dude, now lp it and bake it and show it again

    The Vulture - try to bake out a height map, so the holes sould be black and you can use the height map to select the stuff you want

  • The Vulture
    • May 31, 2012 at 5:46 PM
    • #4,142

    Texture update. Started on the top piece. Not quite sure if I like the rust. If anything I think it needs to be more subtle. Also threw a temporary spec on it.

    [Blocked Image: http://img406.imageshack.us/img406/402/trashbin3.jpg]

    knj: Interesting. I'll try that!

    EDIT: Copy/paste from CryDev:

    I'm gonna call this finished. Want to move on to something else. There's a lot more material tweaks to be done, and the green turned out too saturated and bright, but this will do for now. I don't have a gloss map so I might do that later... And the material really needs to be setup specifically for the scene it's in, because the environment map on trashbag itself looks really weird if there's no light around it. Whenever there's light, it looks fine, but if there's no light the env map shines really bad... And that makes no sense. :cheesy:

    C&C welcome as always. (:

    [Blocked Image: http://img109.imageshack.us/img109/5027/trashbin1.jpg]

    [Blocked Image: http://img819.imageshack.us/img819/402/trashbin3.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/1929/trashbin2.jpg]

    Also rendered out a picture from Marmoset Toolbag. I just downloaded the trial version of the software so I'm haven't tried all that much yet. But everything seems pretty straightforward, certainly awesome to play around with.

    [Blocked Image: http://img442.imageshack.us/img442/8306/trashbin.jpg]

  • Bunglo
    • June 2, 2012 at 7:40 AM
    • #4,143

    Throw some more colors on that thang to break up all the green.

    Some sculpts for the column. The base piece might be a tad over done, I'll have to see how it looks in the morning.

    [Blocked Image: http://i.imgur.com/H7hbU.jpg]

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

    [Blocked Image: http://i.imgur.com/p5CRt.jpg]

  • knj
    • June 2, 2012 at 9:58 AM
    • #4,144

    Bunglo, over done ? from several meters you won't see any damage, oh but if your target is more fresh and new look then it's ok

  • The Vulture
    • June 2, 2012 at 10:29 AM
    • #4,145
    Quote from Bunglo

    Throw some more colors on that thang to break up all the green.

    The reference is all green though... Except the rust and the other miscolored parts, which I already got in there. Not sure if more colors would make any sense.

  • Bunglo
    • June 2, 2012 at 9:20 PM
    • #4,146
    Quote from knj

    Bunglo, over done ? from several meters you won't see any damage, oh but if your target is more fresh and new look then it's ok

    Ha, yeah. I don't want this thing to be destroyed, just general wear and tear. I'm going to be rotating these pieces around a centered pivot point to create the entire column, so I need to keep in mind how obvious any tiling will be as well.

    Quote from The Vulture

    The reference is all green though... Except the rust and the other miscolored parts, which I already got in there. Not sure if more colors would make any sense.

    I mean in terms of how monotone it is. You can probably get away with the top of the can but I think the grill might benefit from subtly added value and hue changes. Keep it green but try subtle variations of green/yellow here and there. Experiment with other subtle color additions as well, blue/red might add to it, just experiment

  • JamesKing3d
    • June 5, 2012 at 12:02 AM
    • #4,147

    Bunglo, if that column is to be used in an animation/render/game, you definitely want to have a broken column somewhere, so the capital can be seen at eye level. In all it's finial glory. it would be a shame to have that awesome detail up at the top, where a player can't see it as clearly.

    James

  • Mr. Happy
    • June 6, 2012 at 7:45 AM
    • #4,148

    Those nicks look really nice! There's a couple places on the straight pieces that look like pock marks, very round spherical holes that don't quite fit in with the rest of the damage.

    -----------

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/turtle_pre_Uv.png]

    Coudn't quite figure out how to layout the 'plates' on the shell cleanly but that's ok, it's not supposed to be 100% accurate to a box turtle anyway.

    I linked up the neck and front legs and the tail and back legs and am finishing the UV now (the legs was started as a single piece and instanced), then into mudbox. I will try to do the plates in there. Should have the final sometime tomorrow or next day.

    The webbing could have nicer topology but I'm not gonna sweat it. Here's a closeup without NURMs.

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/turtle_webbing_front.png]

  • Bunglo
    • June 8, 2012 at 1:38 AM
    • #4,149

    James - I'm still debating if I want this to simply be a prop or have it evolve into an environment, though it looks like the later might be more likely. My main concern with the capital being at the ground level where the player would see it is keeping the vert count in check and it not looking like crap.

    @Happy - Thanks for the crits, I'll see if I can't chip up those holes to make them more consistent with the other weathering.

    I've been doing some tests over the past few days, trying to find ways of bringing the tri-count down but still getting the model to read well. I mashed together some quick uvs and test bakes for this before I commit to one direction.

    These images show three different versions of the same column:

    - Version A is modeled in it's entirety, including the leaves, no alpha textures.

    - Version B is a combination of mesh, "clever" baking, and alpha textures.

    - Version C is like version B, but with more geometry replaced by alpha textures.

    Version A is out of the question simply because of how many tris the thing takes up. Using around 17,500 tris, the leaves taking up almost the entire amount (15,500 tris), even if I managed to optimize them more the tri count would still be retarded and it would most likely look retarded as well. I only show this version in the shots below for comparison to the other two.

    Version B at 5,600 tris, a marked improvement but I'm still not too sure about this number being low enough.

    Version C at 3,260 tris is something I'm far more comfortable with.

    With all that said, before I commit and move on ahead with final UVs, bakes, and begin texturing, I'd really like any thoughts or crits you all may have on this.

    [Blocked Image: http://i.imgur.com/5O9lV.jpg]

    The column closest to the camera is version A, the middle is B, and last is C.

    [Blocked Image: http://i.imgur.com/I5Djq.jpg]

    C is closest, B is in the middle, A is last.

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

    Version A

    [Blocked Image: http://i.imgur.com/D8MhN.jpg]

    Version B

    [Blocked Image: http://i.imgur.com/eO3su.jpg]

    Version C

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

  • PhilipK
    • June 9, 2012 at 7:02 AM
    • #4,150

    On version C I'd remove a few edges on the leaves and simplify those tiny cylindrical objects between the bottom and middle row of leaves and instead add a couple of edges to each side of the top of the column.

    Right now you have some unnecessary edge loops on the top part and behind the top leaves (where you can hardly see the base of the pillar anyhow).

    I think if you just look at where the most prominent silhouette edges, those should always be your areas of focus IMO and where you spend most of your budget.

    Here's an obvious pic I did just to demonstrate: (I do see the example on the left so very often in games and it always makes me a little )

    [Blocked Image: http://philipk.net/other/tridistribution.jpg]

    With that said, it's a very nice column

  • Bunglo
    • June 9, 2012 at 11:15 PM
    • #4,151

    Awesome feedback, Philip! Much appreciated.

  • Rick_D
    • June 10, 2012 at 3:08 PM
    • #4,152
    Quote from The Vulture

    [Blocked Image: http://img220.imageshack.us/img220/1929/trashbin2.jpg]

    man that lamppost is sweet

  • Puddy
    • June 10, 2012 at 8:06 PM
    • #4,153
    Quote from Rick_D

    man that lamppost is sweet

    [Blocked Image: http://www.myfacewhen.net/uploads/3890-oh-you-dog.jpg]

  • Mr. Happy
    • June 12, 2012 at 9:04 PM
    • #4,154

    Very behind on the turtle, I am not very good at sculpting so I used displacement maps to get to this point but also there are special concerns: must stay under 1,000,000 triangles and it must be u/v'd for 3d printing (full color sandstone). It took along time to figure out exactly what to do to get high detail and stay under that triangle count. So that means no highpoly/lowpoly and no subdivisions outside of Max: there is uneven triangle density due to subdividing only along the cracks in the shell. Very odd but it should come out fine in the physical world. Off to finish it, will be a few days late but that is ok.

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/turtle_wip_clay2.png]

    Here is bonus model, probably the most detailed I have ever done:

    [Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/shelving_unit.PNG]

  • Bunglo
    • June 13, 2012 at 8:53 AM
    • #4,155

    Trying out different ideas for an ancient greek/roman-esq type scene. Most of my references for mood, lighting, color palette, composition, are from those awesome old master paintings. Focusing on the details too early kills environments for me (maybe I'll finish this one ), sooo I'm just trying to get a good feel for the foundations of the scene at the moment.

    It may be a bit too early but, as always, any crits/advice will be appreciated.

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

  • knj
    • June 13, 2012 at 9:01 AM
    • #4,156

    as for now it looks good

    as for the column texturing, you have overlayed AO over some texture ? or did smth more with it ?

  • e-freak
    • June 13, 2012 at 9:16 AM
    • #4,157

    looks great

  • Bunglo
    • June 13, 2012 at 10:22 PM
    • #4,158
    Quote from knj

    as for the column texturing, you have overlayed AO over some texture ? or did smth more with it ?

    Still using the test bakes I did (just ao and normal on it.) I knew I wanted to start on an environment using theme so I figured I'd hold off on the texturing until the scene had progressed more.

  • The Vulture
    • June 14, 2012 at 7:06 PM
    • #4,159
    Quote from Rick_D

    man that lamppost is sweet

    :/

    Anyway... Here's a BF3 inspired Spawn Beacon I started a few days back. I have lots of details left and the design isn't exactly like DICE's.

    [Blocked Image: http://img191.imageshack.us/img191/4148/beacon1.jpg]

    [Blocked Image: http://img99.imageshack.us/img99/8837/beacon2.jpg]

  • Rick_D
    • June 14, 2012 at 10:03 PM
    • #4,160

    just a reminder when making stuff like that, try and make it feel like it;s actually made from separate sheets of metal instead of a single solid piece

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™