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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Dejavo
    • January 27, 2013 at 12:56 PM
    • #4,421

    Beck: I think you should be able to have modular pieces and combine them with snap in-engine without merging vertices. I remember seing this in a tutorial at least. I just finished building my first modular piece for a school assignment and I had to merge the vertices in 3dsmax for UDK lightning to be consistent over modular edges though. I probably messed something up.

  • Kinky
    • January 27, 2013 at 2:10 PM
    • #4,422
    Quote from Dejavo

    UDK lightning

    Sounds dangerous.

  • Rick_D
    • January 27, 2013 at 7:07 PM
    • #4,423
    Quote from Beck

    Which method would be the best to attach these pieces together into a single model? Currently there aren't any gaps viewable from the front of the model so would it be sufficient to just attach them together without welding any verticies? Or is it best to weld them all? (I'd have to cut the mesh up in a few places to add a few more verts to weld to.)

    If there is a hard edge in the smoothing group, or a split in the UVs then it doesn't matter if you weld them or not, they will get split in the engine anyway. Keep it separate, it's fine.

    Quote from Beck

    Another question, is it better to model details seen below using extrusions or is it cheaper to just use primitives for stuff like this and have them intersecting the door?

    you are adding so few tris that it's inconsequential.

    Real world scenario:

    1) you make it from as few polies as possible, floating geometry etc. You have to spread out your UVs, and you have a biug empty space on the door where your floating geometry would be in the 3d world. now when you LOD the model you have to make sure your texture underneath supports that.

    2) you model everything as one piece, you texture it all as one piece - and when you LOD the model you just remove the edges and everything lines up and looks good. minimum amount of work, maximum texture usage.

    Option 2 every time unless you are so tight for polies that those extra 20 take you below 30fps. But then I'd say you have bigger problems than a door.

    Quote from Beck

    Also, do you guys have any critiques on the model? Anything I should add or remove? Is it too detailed anywhere? The current poly count for the model is 743.

    Looks good!

  • Dejavo
    • January 27, 2013 at 10:12 PM
    • #4,424
    Quote from Kinky

    Sounds dangerous.

    I don't get it.

  • Beck
    • January 27, 2013 at 10:16 PM
    • #4,425
    Quote from Rick_D

    2) you model everything as one piece, you texture it all as one piece - and when you LOD the model you just remove the edges and everything lines up and looks good. minimum amount of work, maximum texture usage.Option 2 every time unless you are so tight for polies that those extra 20 take you below 30fps. But then I'd say you have bigger problems than a door.

    This is how I usually do it. If it's easier in the long run to do it this way I'll build it like that

    Thanks for the feedback!

  • Puddy
    • January 28, 2013 at 6:32 AM
    • #4,426
    Quote from Dejavo

    Sounds dangerous.

    I don't get it.

    [Blocked Image: http://images.nationalgeographic.com/wpf/media-live/photos/000/002/cache/lightning-over-water_270_600x450.jpg]

  • Armageddon
    • January 29, 2013 at 6:47 AM
    • #4,427

    [Blocked Image: https://dl.dropbox.com/u/5479044/GlassOJuice01.gif]

  • knj
    • January 29, 2013 at 8:20 AM
    • #4,428

    Armageddon, why soo low polly ?

  • PogoP
    • January 29, 2013 at 8:27 AM
    • #4,429

    Well it looks like it's for mobile or something. Looks great!

  • D3ads
    • January 29, 2013 at 6:16 PM
    • #4,430
    Quote from Beck

    Anything I should add or remove?

    The decorative facade in the middle of the archway is missing (underneath the traffic lights)..

  • Beck
    • January 29, 2013 at 6:40 PM
    • #4,431
    Quote from D3ads

    The decorative facade in the middle of the archway is missing (underneath the traffic lights)..

    That'll be added soon

  • LATTEH
    • January 30, 2013 at 5:33 PM
    • #4,432

    This is my first attempt at high poly surface modeling (is that the correct term?)

    Any Crit is appreciated.

    [Blocked Image: http://i.imgur.com/q5kQClz.jpg]

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

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

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

    Unsmoothed model:

    [Blocked Image: http://i.imgur.com/W1itflC.jpg]

  • Puddy
    • January 30, 2013 at 5:36 PM
    • #4,433

    Looks cool! And I love MP7's.

  • ElectroSheep
    • January 30, 2013 at 6:46 PM
    • #4,434

    yeah, Mp7 is very popular for weapon modelers. I wanted to make one but as everyone is making it, it's hard to be compared to everyone

  • penE
    • January 31, 2013 at 10:14 PM
    • #4,435

    Had some spare time to spend on my little scene, so: new textures/props :

    [Blocked Image: http://i.imgur.com/0xJ4Ajk.jpg]

  • kanine01
    • February 2, 2013 at 11:52 PM
    • #4,436

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

    I started working on an 1860 Henry Rifle. I still have to do the sights though. When I make the low poly I'll upload it to P3d.

  • RedYager
    • February 3, 2013 at 12:35 AM
    • #4,437

    Wow dude you are improving! I was thinking of making a Henry Rifle myself, lever actions are so cool

  • PhilipK
    • February 3, 2013 at 1:15 AM
    • #4,438

    Very nice style you have going there PenE! I like

  • kanine01
    • February 3, 2013 at 5:51 PM
    • #4,439

    (View in 3D)

    [Blocked Image: http://p3d.in/model_data/snapshot/ChK0d]

    I finished the Low Poly.

  • Fuzyhead
    • February 3, 2013 at 6:36 PM
    • #4,440

    Is it a 1st or a 3rd person/world model?

    I think you could reduce the polycount at some areas, see this picture.

    You might also want to add some loops at the barrel, otherwise it might get shader errors in some engines

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