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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • kab
    • September 9, 2013 at 11:04 AM
    • #4,641

    I spent some time working on and reworking a wall section for my sci-fi prototype. I got some weird artifacts on some edges, so I made the model simpler to get rid of those. I made two versions of this one too, one with and one without the extra panels.


    Here's what they look like:


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Hallway_render01.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Hallway_render02.jpg]


    358 tris with the panels on and 34 tris without them.


    Feedback appreciated

  • Rick_D
    • September 9, 2013 at 1:42 PM
    • #4,642

    Ok so, it doesn't look like metal. Metal needs specular to come alive, whether it's painted into the diffuse (not much point doing that these days) or using a specular texture.


    You're also missing wear and tear, even the cleanest metal surfaces have some kind of history to them, whether it's remnants of how they were fabricated or day-to-day damage or dirt build-up.


    https://d27fcql9yjk2c0.cloudfront.net/assets/4984513….jpg?1327619244

    http://perfectsphere.co.uk/wp-content/upl…kBlueSheet3.jpg

    http://preview.turbosquid.com/Preview/2010/1…2fe87Larger.jpg

    http://preview.turbosquid.com/Preview/2013/0…39ad6dLarge.jpg

    http://www.janeng.com/portfolio2/ima…/ma_door_01.jpg

    https://encrypted-tbn3.gstatic.com/images?q=tbn:A…I6wiydaNEKvpe3G

    http://us.123rf.com/400wm/400/400/…ound-silver.jpg

    http://www.trinity3d.com/media/evermoti…l_6_sample1.jpg

    http://buildipedia.com/images/masterf…nless_Steel.jpg


    Look at how people achieve a metal look. If you are going for a clean look you should add in subtle variations of hue and luminance, pock marks and scratches, fabrication lines (look at brushed metal, it's called brushed because of how they create it).

    Where panels are put together there's a good chance there'll be a few scratches or damage marks where somebody fucked up. where the bolts are tightened people scrape wrenches or power tools on the surface of the metal.

    How long will these objects have been standing there, are they 5 years old or 5 days? dirt builds up in crevices no matter how well you try to clean it, it's just a matter of how old and compact it is.

    the edges of the panels that face the corridor stand a high chance of getting hit by people moving things, or scraping along them. there's no need to go crazy but just evidence of them being used in a real environment will help to ground them in reality.


    use a specular map to highlight the finer details. try and figure out what kind of surface it is, is it painted? so what will be underneath the paint, shiny metal or very dull metal? use the specular map to emphasise this.


    where you have edges, a perfectly straight line is very unrealistic, nothing in real life is perfectly straight. there's just varying degrees of imperfection. gather reference of what you are trying to recreate, think about how those things come to be and then recreate them where they make sense in your model.


    take a look at cgtextures.com and see what kind of details are in the metal, use them as reference or use the textures themselves. try overlaying different patterns and details from different textures to get a good result.


    also, polycount is not so much a thing to focus on these days, of course it;s good but it;s no longer important to crunch your polies so hard if the detail would look better modelled in.

    speaking of which, it's quite hard to know what scale these things are. there's nothing that i can reference to see how tall a human would be. it's super important to nail the scale of things, and add in reference from the real world that people can relate to.

  • kab
    • September 9, 2013 at 3:46 PM
    • #4,643

    Thanks a bunch Rick! That helps a lot! I am using a specular texture(I did combine it with a 50% multiply of the diffuse however), I may just need to adjust it so everything becomes more shiny I guess. I'm all for the wear and tear aspect too. I'm just not sure how to implement it, but I will definitely look into it! I am actually using two metal surfaces(that I tiled) from cgtextures as a base for the texture, but I guess it's not coming out enough through the colors. Will have a look at that too!


    As for reference objects to relate to the real world, I will be adding doors and such to the scene so it's easier to identify the scale. I just haven't got that far yet


    Again thanks for tips and tricks! Very much appreciated!

  • Rick_D
    • September 9, 2013 at 8:15 PM
    • #4,644

    An oldy but a goody:

    http://www.philipk.net/tutorials/mate…metalmatte.html

    A classic of our times:

    http://forums.cgsociety.org/showthread.php?t=373024

    Another classic:

    http://cg.tutsplus.com/tutorials/phot…metal-textures/

    Not sure what engine you are using or if you're just rendering in max, but if so it's worth looking at their archvis materials as they give you a lot of decent settings to start with.

  • blackdog
    • September 9, 2013 at 9:17 PM
    • #4,645
    Quote from penE

    Played around with the textures some more and added a bit more visual noise to them. I think they look more ground into the environment now , but I'm not sure:


    [Blocked Image: http://i.imgur.com/AhJXSA5.jpg]

    Very nice, as the others said. I too think bottom part a bit too clean.

    Btw I noticed the ladder, modeling it like this changes the way players will climb on top, the one here for eg, in the official maps you climb on the side facing the wall as far as I can remember.

    But if requested...

  • penE
    • September 9, 2013 at 10:15 PM
    • #4,646
    Quote from blackdog

    Very nice, as the others said. I too think bottom part a bit too clean.

    Btw I noticed the ladder, modeling it like this changes the way players will climb on top, the one here for eg, in the official maps you climb on the side facing the wall as far as I can remember.

    But if requested...

    Yeah, already changed that for the map version that's in the workshop, looks better now.

    I think volcano wanted the map to play more like the version in 1.6, so .... boxy bogies and ladders in the back

    [Blocked Image: http://static2.cs-bg.net/maps/images/screenshots/maps16/de/cs-232-de_train.jpg]

  • blackdog
    • September 9, 2013 at 10:28 PM
    • #4,647

    I honestly couldn't remember they were all in the back, back then

  • kab
    • September 9, 2013 at 10:37 PM
    • #4,648
    Quote from Rick_D

    An oldy but a goody:

    http://www.philipk.net/tutorials/mate…metalmatte.html


    That one taught me everything I know about normal map baking from 3ds max. It's awesome. Great tuts all of them. Thanks again Rick!

  • Erratic
    • September 10, 2013 at 4:32 AM
    • #4,649

    1911, still messing with the texture.


  • El Moroes
    • September 10, 2013 at 9:52 AM
    • #4,650

    @ penE : where can we grab them ?

  • penE
    • September 10, 2013 at 1:20 PM
    • #4,651
    Quote from moroes

    @ penE : where can we grab them ?

    thats the link to the workshop page: http://steamcommunity.com/sharedfiles/fi…s/?id=171336276

  • Rick_D
    • September 10, 2013 at 1:56 PM
    • #4,652

    i think he wants the models?


    sharing is caring

  • El Moroes
    • September 10, 2013 at 2:03 PM
    • #4,653
    Quote from penE

    thats the link to the workshop page: http://steamcommunity.com/sharedfiles/fi…s/?id=171336276


    Cool thanks ! I hadn't understood that these were included in another map !


    Quote from Rick_D

    i think he wants the models?


    sharing is caring


    I thought it was another version of the train's models to replace them in the official map.

  • kab
    • September 10, 2013 at 2:24 PM
    • #4,654

    Made a lot of adjustments to the textures. Tried to make the edges more uneven in the normal map(though I may have been too careful), and added this to the specular as well. Highlighted edges in the specular more and fixed some colors and added "damage" around the bolts in the diffuse. Went from a default material to an architecture and design material in 3ds max and it seems that these are all steps in the right direction. I am however having a hard time actually getting some good renders out of 3ds max no matter how high my precision and final gather settings are. I'm thinking it's the lighting as I haven't really spent much time on their settings.. I've tried moving the lights around a lot, but with no luck. Here's what it looks like now(definitely more metal to it now?):


    [Blocked Image: https://dl.dropboxusercontent.com/u/47037191/SM_Wall01_render05.jpg]


    The self-illumination won't shine like it did with default materials though. I guess I'll have more luck with a decent look if I go ahead and get this into a game engine!


    So is this actually better or did I screw it up?

  • Vilham
    • September 10, 2013 at 2:41 PM
    • #4,655

    There should be a mapcore database for reference and models tbh. Would be very helpful.

  • mjens
    • September 10, 2013 at 2:53 PM
    • #4,656

    Try it in the game engine. Still looks like plastic stuff.

  • penE
    • September 10, 2013 at 3:45 PM
    • #4,657
    Quote from Rick_D

    i think he wants the models?


    sharing is caring

    Oh heh, lack of sleep .

    There you go moroes, feel free to use them wherever you want:


    http://lenzmonath.com/csgo.rar

  • AlexM
    • September 10, 2013 at 6:42 PM
    • #4,658

    Been getting into procedural geometry generation with a cyberpunk theme. Written in c++ and OpenGL


    Here's some gifs from the terrain module and a cube module.


    [Blocked Image: http://mahwebspace.levelism.com/tripchip/images/tripchip_terrain_01.gif]


    [Blocked Image: http://mahwebspace.levelism.com/tripchip/images/tripchip_terrain_03.gif]


    [Blocked Image: http://mahwebspace.levelism.com/tripchip/images/tripchip_cubes_01.gif]

  • El Moroes
    • September 10, 2013 at 7:49 PM
    • #4,659
    Quote from penE

    Oh heh, lack of sleep .

    There you go moroes, feel free to use them wherever you want:


    http://lenzmonath.com/csgo.rar


    Hehe thanks !

  • Minos
    • September 10, 2013 at 8:25 PM
    • #4,660

    That's badass Alex!

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