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
  • kanine01
    • May 22, 2014 at 3:21 AM
    • #4,941

    [Blocked Image: http://i.imgur.com/GQRiobz.jpg][Blocked Image: http://i.imgur.com/JOyqhuu.jpg] I think I'm just about ready to call this done.

  • psychickitten
    • May 22, 2014 at 5:36 AM
    • #4,942

    Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.

  • WD
    • May 23, 2014 at 6:53 PM
    • #4,943

    I've been working on a scene I'm planning on doing for UE4. It's been a struggle for me to get this stupid doorway to bake correctly. Just slapped on a basic material for now, I'm gonna add some bolts and other stuff with ndo2 next.


    Quote

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


    Update: Added rest of the corridor for some context + some bolts and a simple mask to get some paint on it. Didn't figure out how to get the normal map from the paint out of my chrome bits though.


    [Blocked Image: http://i.imgur.com/JxGZ44Z.jpg]

  • knj
    • May 24, 2014 at 8:50 PM
    • #4,944

    [Blocked Image: http://www.knj-art.com/!tmp_img/01.jpg]

    Small preview guys, in few days I will show you rest of this

  • mr.P
    • May 24, 2014 at 10:45 PM
    • #4,945
    Quote from knj

    [Blocked Image: http://www.knj-art.com/!tmp_img/01.jpg]

    Small preview guys, in few days I will show you rest of this


    looks sick, holy shit, wanna see more!

  • Seldoon182
    • May 25, 2014 at 6:15 PM
    • #4,946
    Quote from knj

    [Blocked Image: http://www.knj-art.com/!tmp_img/01.jpg]

    Small preview guys, in few days I will show you rest of this


    I wonder to know with what camera you took this picture?

  • knj
    • May 25, 2014 at 6:45 PM
    • #4,947

    With F11 dude thanks

  • Seldoon182
    • May 25, 2014 at 7:44 PM
    • #4,948

    Hey guyz smwall preview of my lasted 3D render.


    [Blocked Image: http://i.imgur.com/mV9fHoY.jpg]


    Should I tone down the specular ?

  • knj
    • May 25, 2014 at 9:46 PM
    • #4,949

    do I should know that my post box is to spec/glossy ?

  • AyzOn
    • May 25, 2014 at 10:04 PM
    • #4,950

    Damn knj, thats crazy.

    Great Work

  • Seldoon182
    • May 25, 2014 at 11:06 PM
    • #4,951
    Quote from knj

    do I should know that my post box is to spec/glossy ?


    Nope that's perfect man! I meant your stuff looks like a picture that's amazing how you improved your skill. I remind me your first attempt that was already looking awesome. You a very skilled artist. Keep it up

  • knj
    • May 26, 2014 at 7:28 AM
    • #4,952
    Quote from Seldoon182

    Nope that's perfect man! I meant your stuff looks like a picture that's amazing how you improved your skill. I remind me your first attempt that was already looking awesome. You a very skilled artist. Keep it up

    Shit dude ! that's very nice to read, much appreciate !

  • D3ads
    • May 26, 2014 at 1:20 PM
    • #4,953

    That's one dirty postbox... Silent Hill London?!

  • RedYager
    • May 27, 2014 at 7:32 PM
    • #4,954
    Quote from psychickitten

    Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.


    Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe


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


    I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker

  • Sigma
    • May 27, 2014 at 7:41 PM
    • #4,955
    Quote from RedYager

    Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe


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


    I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker


    Separate all the piano keys so I can play! Nice normal map on there btw. I like how clean this is.

  • FrieChamp
    • May 28, 2014 at 9:04 AM
    • #4,956
    Quote from RedYager

    Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe


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


    I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker


    Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?

  • e-freak
    • May 28, 2014 at 9:51 AM
    • #4,957

    game engines always triangulate, the mesh in Maya/Max is hopefully still quaded, to allow for easier and cleaner tessellation/modelling.

  • paranoidMonkey
    • May 28, 2014 at 11:34 AM
    • #4,958
    Quote from FrieChamp

    Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?


    What e-freak said is true. Game engines always triangulate.

    But it is better if you do it yourself before baking the normal maps, because normally every game engine or 3d app have it's own way of triangulate the mesh.

    And you don't want your normals to look different when you import a model to the game engine.


    Of course you can keep a clean version of the model, for further iterations.

  • TermInator525
    • May 28, 2014 at 12:54 PM
    • #4,959

    Made for the Mappingcontest over at interlopers.


    [Blocked Image: http://cloud-2.steampowered.com/ugc/3264294907064867364/78A2B5439BC686728FDA61B239192C8EA07B2770/]


    [Blocked Image: http://cloud-3.steampowered.com/ugc/3264294907064866338/34F88AA9FCA6D7805300E13772E75CDA28314DD9/]

  • BJA
    • May 28, 2014 at 1:45 PM
    • #4,960

    what exactly were the theme and rules for this contest? hard to comment on this because I have no idea what's going on in this scene.

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

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™