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
  • RedYager
    • September 9, 2012 at 5:55 PM
    • #4,261

    had quite a bit of fun making these low poly door frames, these are my first baby steps into this high poly baking business.

    And yes, I know there is a ball sack in there

    [Blocked Image: http://i.imgur.com/7z5bT.jpg]

  • kikette
    • September 9, 2012 at 6:07 PM
    • #4,262

    I really like your frame shapes but maybe your texture should have a lighting pre backed, especially for your door ?

    [Blocked Image: http://uppix.net/1/7/a/3d024a97f7d1fce79ea5d0de68a7ctt.jpg]

  • RedYager
    • September 9, 2012 at 6:31 PM
    • #4,263

    Hi, I don't quite know if I understand what you mean, it looks like the door is actually mirrored there, however its just my crap texture work

    I ended up using the AO as a template, then gave it some base colours, and over that added the grit and grime.

  • kikette
    • September 9, 2012 at 7:12 PM
    • #4,264

    In my shot, the left side is your actual version and the left side is "my" version with a cheap lighting painted over.

    I"m not saying that adding a lighting in any texture is TeH base to work with but it can helps when you have an object wich will always be placed in an unique direction. I find it emphasis some shy details sometimes.

  • RedYager
    • September 9, 2012 at 7:17 PM
    • #4,265

    Oh I see it now! Doh, yes you are right it looks much better! Thanks for the tip, I'll give it a go

    Is there a way to do something like this in xNormal or will I have to use Max to render the new AO for the door?

  • kikette
    • September 9, 2012 at 7:36 PM
    • #4,266

    It's not really a AO, but juste a simple "vertical directional light" that you bake in your texture. You can paint it directly in photoshop when it's enough simple (like your door).

    In general, gradient can also help to add more interest when you have large flat surface.

    [Blocked Image: http://uppix.net/0/6/8/41f579fd40a7298089bd1a6e6b0f3tt.jpg]

  • RedYager
    • September 9, 2012 at 8:13 PM
    • #4,267

    This any better?

    Old

    Not Safe For Work [Blocked Image: http://i.imgur.com/jXqUQ.jpg][Blocked Image: http://i.imgur.com/9SDGM.jpg]

    Thanks for your help btw Kikette, most appreciated

  • kikette
    • September 9, 2012 at 8:32 PM
    • #4,268

    Yeah ! It really looks better =) Maybe you could try to subtly darken the wooden plate of your door, juste the middle part to push in these volumes.

    For me, this process is a lot of testing. Sometimes it works, sometimes it's crappy =x Maybe my suggestion will be crappy.

  • RedYager
    • September 9, 2012 at 9:19 PM
    • #4,269
    Quote from kikette

    Yeah ! It really looks better =) Maybe you could try to subtly darken the wooden plate of your door, juste the middle part to push in these volumes.For me, this process is a lot of testing. Sometimes it works, sometimes it's crappy =x Maybe my suggestion will be crappy.

    I updated previous post, darkening the middle parts also seemed to enhance it a bit, looks more like a door now compared to before, thanks!

  • penE
    • September 15, 2012 at 8:16 PM
    • #4,270

    And another corridor in my temple .

    Could be too dark on other monitors, I'm afraid mine isn't calibrated very well:

    [Blocked Image: http://i.imgur.com/iLS9C.jpg]

    And some minor progress on that pavillon thingy:

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

  • e-freak
    • September 15, 2012 at 8:34 PM
    • #4,271

    looks good on mine. good do with a general brighter ambience though and more contrast and use of colors.

    (schon in darmstadt?)

  • kikette
    • September 16, 2012 at 8:59 AM
    • #4,272

    Really plaisant ! You have a nice mood in your corridor =D

  • penE
    • September 16, 2012 at 12:20 PM
    • #4,273

    rogerroger

    (Nope, ziehe in den nächsten beiden Wochen Stück für Stück um )

  • ElectroSheep
    • September 16, 2012 at 1:09 PM
    • #4,274

    For someone who want to be a Env Artist, i'm pretty bad in high Poly modeling so I started some weapon and props models. Here the beginning of a famous shotgun

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/04.jpg]

  • ElectroSheep
    • September 19, 2012 at 10:46 AM
    • #4,275

    God High poly modeling is hard

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/09b.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/08b.jpg]

  • Steppenwolf
    • September 19, 2012 at 6:24 PM
    • #4,276

    3Dnj do you know this tutorial? It's an absolute must see when you start with hp modelling. Really eye opening stuff.

    http://%7Boption%7D

    But yea it's not easy. Doing this for like a year now but with every new model ther's at least one shape where i have to think really really hard how to do it. And sometimes have to ask on polycount for advice.

  • ElectroSheep
    • September 20, 2012 at 8:34 AM
    • #4,277

    Ha thanks ! This is not the tutorial I'm using but I'll certainly take a look

    Actually it's not far from the end, still looking for the last elements to add (like the holes on the main part)

    [Blocked Image: http://uppix.net/8/2/c/306dd0e481e1cff04507811ed981ft.jpg]

    [Blocked Image: http://uppix.net/7/2/f/675820554fe7d8af160b4a0407d90t.jpg]

  • ElectroSheep
    • September 20, 2012 at 2:46 PM
    • #4,278

    Bump ! Some usefull tricks in your link steppen thanks !

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/14.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/12.jpg]

  • ElectroSheep
    • September 24, 2012 at 11:23 AM
    • #4,279

    I did the Low Poly with edited normals. It's about 8000 tris.

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/wire02.jpg]

    Now UV

  • mjens
    • September 24, 2012 at 12:04 PM
    • #4,280

    3Dnj, you've inspired me to finish my ufo rifle. It's still early WIP but it's moving

    [Blocked Image: http://i.imgur.com/e79Au.jpg]

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

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™