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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Sigma
    • November 2, 2014 at 7:14 PM
    • #5,081

    [Blocked Image: http://i.imgur.com/GhXQWO9.png]


    [Blocked Image: http://i.imgur.com/7GAYx6o.png]


    Second photo is inside UE4 with a simple metal material placed on it. You can find download links for both the simple and this advanced version here. Please tell me what I did wrong so I can improve . Maps baked at 4k resolution.

  • kanine01
    • November 5, 2014 at 2:37 AM
    • #5,082

    [Blocked Image: http://i.imgur.com/InpsPo3.jpg] mostly base values and some very basic texture crits? polycount thread

  • Sjonsson
    • November 5, 2014 at 11:00 AM
    • #5,083

    I did not do this, I just HAD TO post it somewhere to show you guys, cause it's so damn cool!

    https://sketchfab.com/models/a4ca0e3…bf1dffc7fc8029b

  • TheOnlyDoubleF
    • November 5, 2014 at 12:37 PM
    • #5,084
    Quote from Sjonsson

    I did not do this, I just HAD TO post it somewhere to show you guys, cause it's so damn cool!

    https://sketchfab.com/models/a4ca0e3…bf1dffc7fc8029b


    Oh damm That's so cool !!

  • Seldoon182
    • November 6, 2014 at 5:49 AM
    • #5,085
    Quote from Sjonsson

    I did not do this, I just HAD TO post it somewhere to show you guys, cause it's so damn cool!

    https://sketchfab.com/models/a4ca0e3…bf1dffc7fc8029b


    Thanks for spoiling me the game!

  • Sjonsson
    • November 6, 2014 at 8:08 AM
    • #5,086
    Quote from Seldoon182

    Thanks for spoiling me the game!

    Seldoon, I'm so, so sorry! I hate it when people spoil games for me so I know the feeling.. I didn't even know what game of MGS it was, I never actually played any of those games, it didn't even occur to me it could be the new game.

  • El Moroes
    • November 6, 2014 at 8:47 AM
    • #5,087
    Quote from Sjonsson


    Thanks for spoiling me the game!


    Seldoon, I'm so, so sorry! I hate it when people spoil games for me so I know the feeling.. I didn't even know what game of MGS it was, I never actually played any of those games, it didn't even occur to me it could be the new game.


    I'm sure he was joking !

  • Sjonsson
    • November 6, 2014 at 8:52 AM
    • #5,088
    Quote from El Moroes


    Thanks for spoiling me the game!


    Seldoon, I'm so, so sorry! I hate it when people spoil games for me so I know the feeling.. I didn't even know what game of MGS it was, I never actually played any of those games, it didn't even occur to me it could be the new game.


    I'm sure he was joking !


    Haha, I can't tell! I thought maybe there were some hidden spoilers I couldn't get simply cause I don't play MGS ^^

  • Seldoon182
    • November 6, 2014 at 9:32 AM
    • #5,089
    Quote from Sjonsson


    Thanks for spoiling me the game!


    Seldoon, I'm so, so sorry! I hate it when people spoil games for me so I know the feeling.. I didn't even know what game of MGS it was, I never actually played any of those games, it didn't even occur to me it could be the new game.


    I'm sure he was joking !


    Haha, I can't tell! I thought maybe there were some hidden spoilers I couldn't get simply cause I don't play MGS ^^


    Man chill on! I was joking! It's like who never played MGS on Psx!? Awesome Art btw!

  • kanine01
    • November 8, 2014 at 12:43 PM
    • #5,090

    [Blocked Image: http://i.imgur.com/cbDsIDf.jpg] Pretty close to calling it finished at this point.

  • UnknownPredator
    • November 8, 2014 at 5:40 PM
    • #5,091

    Do you have a wireframe of that?

  • kanine01
    • November 10, 2014 at 12:43 AM
    • #5,092
    Quote from UnknownPredator

    Do you have a wireframe of that?

    http://kurtfitzgerald.tumblr.com/post/102226716…-intratec-cat-9

  • holiestcows
    • November 11, 2014 at 10:05 PM
    • #5,093

    Hey guys ive been learning how to model the last month and im having an issue in UE4. I made all the models in this scene(basic obviously) pillars and walls. The walls are 500x500 squares, but have some odd lighting issue between them when I tile them. Its not a UV lightmap either.


    [Blocked Image: http://puu.sh/cKeY9/0491297f4f.jpg]

    [Blocked Image: http://puu.sh/cKkXn/0783834b6b.jpg][Blocked Image: http://puu.sh/cKl1F/d9c0f4155b.jpg]


    If any of you could know what is possibly causing this, id really appreciate it, thanks.

  • Pampers
    • November 12, 2014 at 12:41 PM
    • #5,094

    It probably is that they are separate meshes, and rarely makes sense to split them up so much to make a wall like that. Combine them and give them a unified lightmap UV and it will go away

  • WD
    • November 12, 2014 at 12:50 PM
    • #5,095

    That's caused by how lighting and shading is done by the engine. This type of level setup would cause problems with shading in any other engine as well. You have all these fragmented models all over the scene and the engine has to draw each of them separately and shading them before they appear into your screen. Look up "drawcalls" and understand how they work.


    UE4 isn't just a magical thing that makes everything look awesome whatever you do, it still has a lot of limitations which needs to be taken into consideration.


    In this situation either hide your seams behind pillars or make your ceiling, walls, whatever out of single mesh.

  • Sigma
    • November 12, 2014 at 4:38 PM
    • #5,096

    Also make sure that you are snapping to the grid. It is easier to whitebox the scene/level with BSP and export the bsp to your modeling program, model your mesh,and reimport to replace the BSP. Rebuild your lighting as well. As WhiteDevil said, drawcalls are what matters at the end of the day.

  • holiestcows
    • November 12, 2014 at 8:00 PM
    • #5,097

    Do you mean combine them into one mesh? How would I go about doing that, or do you mean just model a new piece. Im slightly confused on why this would happen. Ive looked up a lot about modular design to make environments and even looked at some examples in engine, and none of them had this issue. Granted im using a very basic flat wall, but would this happen if I had a more extensive piece? Thanks for all the info though guys.

  • spence
    • November 12, 2014 at 10:42 PM
    • #5,098

    Combine them into one mesh in whatever program you're modeling in (duplicate the planes several times, then attach/weld them together) and then make sure you have a new lightmap UV for this piece. Most modular environments have this issue, the difference is in how they hide the seams (either on a natural seam in the texture/mesh, or behind other geometry). In the realistic rendering example, the walls/floor/ceiling are just one purpose-built piece, and in the modular sci-fi environment the seams fall behind other geometry or in locations where a seam wouldn't look out of place.

    You can hide this effect with your textures/materials, too. Because the surface is a flat, light colour, it makes the seam really apparent. Look at these examples from the subway demo; the texture works well to hide the seam from the modular components and the obvious difference in shadowing (when you look at the scene in lighting-only mode). If you're going for a look that's less noisy then you have to find another way to hide the seams.

  • holiestcows
    • November 12, 2014 at 11:02 PM
    • #5,099
    Quote from spence

    Combine them into one mesh in whatever program you're modeling in (duplicate the planes several times, then attach/weld them together) and then make sure you have a new lightmap UV for this piece. Most modular environments have this issue, the difference is in how they hide the seams (either on a natural seam in the texture/mesh, or behind other geometry). In the realistic rendering example, the walls/floor/ceiling are just one purpose-built piece, and in the modular sci-fi environment the seams fall behind other geometry or in locations where a seam wouldn't look out of place.


    You can hide this effect with your textures/materials, too. Because the surface is a flat, light colour, it makes the seam really apparent. Look at these examples from the subway demo; the texture works well to hide the seam from the modular components and the obvious difference in shadowing (when you look at the scene in lighting-only mode). If you're going for a look that's less noisy then you have to find another way to hide the seams.

    [Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]subwayceiling.jpg[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]subwayceiling2.jpg

    Thanks for the info, that helped a lot.

  • Fuzyhead
    • November 19, 2014 at 10:26 PM
    • #5,100

    Had a weekend without internet (relocation) and created a weapon (Hp only) out of a concept:

    [Blocked Image: http://mathiswidrat.com/images/misc/Weapon_Compact_Sniper.jpg]

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