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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Steppenwolf
    • July 9, 2014 at 12:27 AM
    • #5,001

    Nice gun but 4k sounds excessive. Pretty sure you could do kickass skin with half that resolution. 5.7k tris on the other hand sounds average/slightly low. Could have spent more polies on the details which are right in the players face like the screw and that corrugated thingy. instead of making it completely normal map.


    With weapons it's common mistake of artist to spread details evenly so it looks good on portfolio when for actual games (and people judging your portfolio) it's important to focus the detail on the things which are closest to the first person camera (polies aswell as texture density).

  • Skibur
    • July 9, 2014 at 7:32 AM
    • #5,002

    Made this today. Found a cool reference online and decided to model based on just a reference. Also, I haven't touched Maya in years, so I figured it was worth a try to use Maya instead of 3ds max.


    [Blocked Image: http://i.imgur.com/LC0zbLd.png]


    Bonus point for those who knows where the model reference came from.

  • AyzOn
    • July 9, 2014 at 4:12 PM
    • #5,003
    Quote from Steppenwolf

    Nice gun but 4k sounds excessive. Pretty sure you could do kickass skin with half that resolution. 5.7k tris on the other hand sounds average/slightly low. Could have spent more polies on the details which are right in the players face like the screw and that corrugated thingy. instead of making it completely normal map.


    With weapons it's common mistake of artist to spread details evenly so it looks good on portfolio when for actual games (and people judging your portfolio) it's important to focus the detail on the things which are closest to the first person camera (polies aswell as texture density).

    I agree with you on both.^^

    I chose the 4k textures because it looks better on renderings.

    The Rifle has actually even a purpose so that guy who uses it for its game will most likely scale it down to whatever he wants.

    I scaled it down and it looks just fine with 2k textures as well.

    Ill probably texture the next rifle directly on 2k textures as it doesnt seem like anyone will need those 4k textures. Also the .psd files are fucking huge, all together over 1,5GB.


    Before I textured the Rifle I actually thought it would be possible to see more of the rear sights so I made them a little more fancy (more texture space and more polies) but it turned out to be a complete waste.

    I should have put that work into the part of the model direct in front of the players view.


    I´ll have to pay much more attention to those things next time.

  • Sigma
    • July 9, 2014 at 6:16 PM
    • #5,004

    [Blocked Image: http://files.gamebanana.com/img/ss/wips/53bd7657d11db.jpg]

    [Blocked Image: http://files.gamebanana.com/img/ss/wips/53bb38979ef69.jpg]


    Just a couple of things that I am working on at the moment.

  • geogzm
    • July 15, 2014 at 10:40 AM
    • #5,005

    I'm not sure if this is the right place to ask, but all I know is how to map in Hammer - what's the best program to learn quickly for creating map props? I tried Max before, and that was okay...being able to create something like a crashed car or a broken wall would be great.

  • PogoP
    • July 15, 2014 at 10:50 AM
    • #5,006

    I would get into Max, as it is very widely used. Either that or Maya; Maya is used just as much as Max, and there are rumours that autodesk might be discontinuing Max soon, not sure how true that is though.


    Then try learning how to do some basic modelling, try cgtuts++. Your first model will probably be crap, but export it and get it into Source and learn the engine export workflow. Then just keep practicing. Good luck!

  • Steppenwolf
    • July 15, 2014 at 9:59 PM
    • #5,007

    No idea where the Max rumors come from. Digital Tutors ran with a blog post about it recently but i read it before. Someone pointed out that Max is Autodesk's second best selling software (don't remember which was number 1 but it wasn't Maya). So i think it's safe to say that it's all bollocks.

  • PogoP
    • July 15, 2014 at 10:04 PM
    • #5,008

    I hope so dude! Maya is horrible in comparison, especially for architectural stuff.

  • Steppenwolf
    • July 15, 2014 at 10:26 PM
    • #5,009

    Yea i hate Maya with a passion. I heard it's getting better but i don't even want to try it. It's like once you had food poisoning after eating a fish no matter how delicious fish is afterwards even looking at it gives you a gag reflex ^^


    Max on the other hand i like more and more even after years. Using it with Rappatools and xrayunwrap is a blast to me. Even Modo that so many people rave about doesn't feel as solid and intuitive to me (it has a couple feautures that i wish max had tho, like mesh fusion and falloffs).

  • AtsEst
    • July 15, 2014 at 10:33 PM
    • #5,010

    I really like Softimage.

  • Buddy
    • July 16, 2014 at 8:20 AM
    • #5,011

    Max core needs a rewrite, its 20 year old software with shit piled up on top of it.

  • PogoP
    • July 16, 2014 at 9:23 AM
    • #5,012

    Yeah Max still does have its downsides. Even opening the UV editor takes ages now, and I find it really slow coming out of sub-object modes too for some reason.

  • Pampers
    • July 16, 2014 at 1:40 PM
    • #5,013

    lawl

  • Steppenwolf
    • July 16, 2014 at 1:45 PM
    • #5,014

    Opens instantly for me. Infact max never as was quick as in the recent versions and i've worked with some super detailed models recently. What drivers do you use inside max? The Nitrous drivers are 4-5 times faster for me then the old DX drivers.


    I agree about the pilled up ui clutter tho. I hope they will unify the menus eventualy

  • PogoP
    • July 16, 2014 at 2:25 PM
    • #5,015

    Hmm I need to look into that then, because opening the uv editor takes ages both at home and at work. That's using the old DX drivers though, Im not a fan of the Nitrous stuff, but maybe its just because im not used to it.

  • Steppenwolf
    • July 16, 2014 at 9:02 PM
    • #5,016

    Yea i wasn't a huge fan of Nitrious first because some stuff looks different then what i used to (and i hate change) and ther's still the odd artifact or bug but when i saw that i get tons more fps with it and runs way smooth that became secondary complaints.

  • Minos
    • July 16, 2014 at 9:28 PM
    • #5,017
    Quote from PogoP

    Yeah Max still does have its downsides. Even opening the UV editor takes ages now, and I find it really slow coming out of sub-object modes too for some reason.


    Try to close your browser if you have it open, that should improve UI redraw times (at least it does significantly for me)

  • AyzOn
    • July 18, 2014 at 6:14 PM
    • #5,018

    The complete model, Customer is happy and Im kinda too.^^

    I might add a link to the greenlit game with the rifle in it sometime.

    [Blocked Image: http://i.imgur.com/8r1VL8ml.jpg]

  • kanine01
    • July 23, 2014 at 3:39 AM
    • #5,019

    [Blocked Image: http://i.imgur.com/Up3eSEI.jpg] robutte wip Inspired by the art of Jake Parker.

  • D3ads
    • July 27, 2014 at 6:43 PM
    • #5,020
    Quote from AyzOn

    The complete model, Customer is happy and Im kinda too.^^

    I might add a link to the greenlit game with the rifle in it sometime.

    [Blocked Image: http://i.imgur.com/8r1VL8ml.jpg]


    Looks fantastic... but why is there tape on the magazine

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