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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Jenn0_Bing
    • October 27, 2012 at 10:34 AM
    • #4,301

    Wow, those look really cool, you're sticking to the concept's style pretty well. I think the wood could possibly benefit from sharper/stronger highlights on the plank edges to really get the shapes to pop.

  • Lacabra
    • October 27, 2012 at 11:22 AM
    • #4,302

    Wow yeah, that looks great

  • mjens
    • October 27, 2012 at 1:26 PM
    • #4,303

    Wow, Minecraft 2!

  • penE
    • October 27, 2012 at 2:39 PM
    • #4,304

    haha, yeah it's still very blocky atm, just more of a texture test, to see how they work in the engine. Actually it would be kinda fun to see how an all normal mapped, 2048² res textures minecraft could look like.

    @Jenno:

    yeah, I've already tried to work on that a little, so thats how the planks look like atm:

    [Blocked Image: http://i.imgur.com/Zs7gi.jpg]

    Still no strong highlights and shadows on the edges tho, just some more shading. Maybe I'll get back to that (and the other textures) once I got better in doing that kind of a style.

  • 2d-chris
    • October 27, 2012 at 3:13 PM
    • #4,305

    dude, you sir, are nailing it BIG time, that's so nice <3

  • ElectroSheep
    • October 27, 2012 at 4:34 PM
    • #4,306

    Yeah, that's look a lot like the concept

    My turn, I'm on the way to finish the diffuse of my shotgun :

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/17.jpg]

  • ElectroSheep
    • October 29, 2012 at 4:55 PM
    • #4,307

    Bump !

    This is the Spas12 with Diffuse, Normal and Specular map (looking for a gloos map but I'm not really aware of this) I think it's a bit to dirt /damaged.

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/19.jpg]

  • mjens
    • October 29, 2012 at 6:08 PM
    • #4,308

    I think you need to make it more scratchy on the top there carved holes are. Very clean. The rest is good - I prefere dirt that shows somehow a history of usage, custom upgrades by user (with tape or cutted) and so on. Nice job! I'm stuck with my hipoly rifle, no time to make it The handler looks very unused for me and the colors are like from different palette I mean ther are far away from each other - that blue metal don't fit with the green parts. Maybe use one blue metal?

  • ElectroSheep
    • October 29, 2012 at 10:02 PM
    • #4,309

    I guess it's because of the specular color. Should use the same blue on the handler than the rest on the dark metals parts.

  • ElectroSheep
    • October 30, 2012 at 11:58 AM
    • #4,310

    Bump !

    Here another one :

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/20.jpg]

    Now it's time to make a good render.

  • mjens
    • October 30, 2012 at 12:44 PM
    • #4,311

    Nice! How about paiting some AO? You can make a second mapping channel and use it for AO. There's a need to overpaint a bit the lighting render from 3DSMax...

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

  • Em'
    • October 31, 2012 at 8:35 PM
    • #4,312

    This...

    [Blocked Image: http://simon-aublet.com/devblog/wp-content/uploads/2012/10/armor_02_screen_final_l.jpg]

    Became this :

    [Blocked Image: http://simon-aublet.com/devblog/wp-content/uploads/2012/10/modular_male__armor_011.gif]

  • knj
    • November 5, 2012 at 9:20 AM
    • #4,313

    sweet man !

  • Rick_D
    • November 5, 2012 at 12:58 PM
    • #4,314
    Quote from seir

    Nice! How about paiting some AO? You can make a second mapping channel and use it for AO. There's a need to overpaint a bit the lighting render from 3DSMax...

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

    why would you use another uv channel btw?

  • mjens
    • November 5, 2012 at 2:19 PM
    • #4,315
    Quote from Rick_D

    why would you use another uv channel btw?

    Yep, there are few ways to get it done:

    1 - 2nd UV channel with no overlapping faces to get a nice AO and additional mask for some details and stuff (4 channels to use)

    2 - AO bake to vertex painting - requires additional edges to make it less shitty but still it's away

    3 - diffuse overpaint if there's no collision with overlapped faces that will cause artifacts

    UV seems to be heavy because of another texture to the memory but it can be diff_size/2 texture so it's not a tragedy. As I already wrote you can use few channels as masks for details to blend stuff, add mesh painting layer or something.

  • ElectroSheep
    • November 5, 2012 at 2:26 PM
    • #4,316

    I don't think I need a channel for AO in this one. (update soon)

    Edi : Ok so some update today. i'm reopening 3D coat and it's fun ^^

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/screenshot20%20copy.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/screenshot21%20copy.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/screenshot22%20copy.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/screenshot23%20copy.jpg]

  • knj
    • November 5, 2012 at 10:18 PM
    • #4,317

    i would chip off more of the paint on the handle, where those holes are

  • the0rthopaedicsurgeon
    • November 7, 2012 at 1:24 AM
    • #4,318

    I finished texturing the last of my car props. Are there any tutorials for texturing cars out there? All I can find are just for editing skins for specific racing games rather than making them from scratch, which I'm not good at.

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

  • knj
    • November 7, 2012 at 10:12 AM
    • #4,319

    looks slick, and clean if you are goint for that look, but now you need to work on material and definition

  • Em'
    • November 7, 2012 at 3:10 PM
    • #4,320

    Agreed, cars require more work on materials than on textures.

    When i was in internship, i don't even remember seing the lead vehicule tweaking textures, but i do see him working on nice shaders.

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