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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • KoKo5oVaR
    • October 27, 2013 at 5:57 PM
    • #4,721

    crazy stuff seir ! looks awesome

  • Fuzyhead
    • October 27, 2013 at 9:51 PM
    • #4,722

    Highpoly model I made 2 days ago. Going to be part of my bachelor thesis.

    [Blocked Image: http://www.abload.de/img/untitled-224oxl.jpg]

  • PogoP
    • October 27, 2013 at 11:27 PM
    • #4,723

    Nice work man! You've got a nice lighting setup there!

  • kanine01
    • October 28, 2013 at 1:35 AM
    • #4,724

    [Blocked Image: http://i.imgur.com/z4eUqyf.png]Made a shell. [Blocked Image: http://i.imgur.com/wCOkjKq.png]Also took a saw to the damn thing so I could save uv space.

  • mjens
    • October 29, 2013 at 11:10 AM
    • #4,725

    New render:[Blocked Image: http://i.imgur.com/ipJCvcp.jpg] Low Poly quick render:[Blocked Image: http://i.imgur.com/ilD4a6D.jpg] Low Poly viewport wires:[Blocked Image: http://i.imgur.com/0HVAgBF.jpg] [Blocked Image: http://i.imgur.com/F33ULSl.jpg]

  • penE
    • November 1, 2013 at 7:12 PM
    • #4,726

    Experimenting with trees inside Unity for an university project .


    [Blocked Image: http://i.imgur.com/yH7mgy3.jpg]


    [Blocked Image: http://i.imgur.com/GQXc9gK.jpg]


    [Blocked Image: http://i.imgur.com/3DgE4ng.jpg]


    Also built a wallpaper for my phone in unity out of it (yep, was bored )


    [Blocked Image: http://i.imgur.com/JD2lVWJ.jpg]

  • kanine01
    • November 3, 2013 at 1:19 AM
    • #4,727

    [Blocked Image: http://i.imgur.com/2sbAgy0.png] Got the bake done.

  • Fuzyhead
    • November 3, 2013 at 9:48 AM
    • #4,728

    Looking good so far, but would be great if you can post the wireframe and polycount as well. Currently it looks like you modeled every detail from the highpoly at the lowpoly as well.

  • kanine01
    • November 3, 2013 at 10:45 PM
    • #4,729

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

    It's got around 1918 triangles with the shell included. I'd say it's fairly well optimized.

  • Sigma
    • November 4, 2013 at 4:43 AM
    • #4,730

    This is part of a piece I am working on. Did not need the full tablet so I have left off detail portions like side buttons and ports. All of the texturing is currently on a diffuse map, has ambient occlusion baked in. I would like to figure out how to make it appear reflective through 3DS Max rather than as part of the diffuse texture itself so that will be a learning experience for some new maps. Anyway.


    [Blocked Image: https://pbs.twimg.com/media/BYM2rdzCAAAKn7T.jpg:large]

  • tomdon
    • November 8, 2013 at 5:23 PM
    • #4,731

    Few trees and bush/trees I am working on


    [Blocked Image: http://i.imgur.com/DT9l9eO.jpg]


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

  • FMPONE
    • November 8, 2013 at 6:26 PM
    • #4,732
    Quote from tomdon

    Few trees and bush/trees I am working on


    [Blocked Image: http://i.imgur.com/DT9l9eO.jpg]


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


    quite nice!

  • Dr. Spud
    • November 9, 2013 at 12:02 AM
    • #4,733

    Working on spruce trees for a cs:go map:


    [Blocked Image: http://i.imgur.com/Elsp28Y.jpg]

    [Blocked Image: http://i.imgur.com/6Yt4nAL.jpg]


    More

    http://i.imgur.com/G520AuL.jpg

    http://i.imgur.com/fhai1u8.jpg

  • Vilham
    • November 9, 2013 at 4:21 PM
    • #4,734

    does that save to some config? or do you have to do that everytime?

  • kanine01
    • November 9, 2013 at 8:51 PM
    • #4,735

    [Blocked Image: http://i.imgur.com/pQ1Ihv7.jpg] heavy work in progress

  • borgking
    • November 10, 2013 at 12:56 AM
    • #4,736
    Quote from kanine01

    [Blocked Image: http://i.imgur.com/pQ1Ihv7.jpg] heavy work in progress

    Totally like it!

    I love the look of the metal (how did you get that nice ice-crystal/steel look?), but is is missing some position-related detail (grunge, dirt, everything that defines the form instead of the material).

    Same for the wood area, but of course more important to define the wood pattern (wood stripes) first, before anything else.

    The only thing really looking wrong is the metal part of the ammo-shell, which currently looks unnatural to me. The base color is right to me, but i feel, it needs more gloss and specular, to look more like metal, instead of plastic.

    Overall great work already, I am sure you will create a great texture for that model.

  • Sentura
    • November 10, 2013 at 2:53 AM
    • #4,737
    Quote from ChA1NsAw

    Saves to config.

    ps: I have read that changing jpeg quality to 100 dramatically increases filesize, but I don't mind personally.

    You can always change it.


    At this point it might be better to just use the screenshot command as it outputs in tga format instead. Less fuss, more quality.

  • marnamai
    • November 11, 2013 at 12:09 AM
    • #4,738

    low poly wipcombine assassin 01 (View in 3D)[Blocked Image: http://p3d.in/model_data/snapshot/WuL3K]

  • PogoP
    • November 12, 2013 at 1:26 AM
    • #4,739

    Little something I started yesterday for a scene I'm working on. Mainly just a bit of high poly and viewport rendering practice. Need to do the tracks/wheels next, should be fun!


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Xcom/Props/snowcat_02.jpg]

  • kanine01
    • November 12, 2013 at 4:11 AM
    • #4,740

    [Blocked Image: http://filesmelt.com/dl/vinyl_screenshot_11.png] Made in a little over an hour.

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