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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • leplubodeslapin
    • September 25, 2015 at 11:54 PM
    • #5,241
    Quote from Sigma

    That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

    That's a very interesting subject, especially on Source Engine where you want to avoid using Normalmaps as much as you can :)

    I didn't know that you can edit the normals of your vertices, i'm going to find it out how i can do that on blender (i found this, I think that's the good stuff). I used more the method of adding edgeloops, for example on the steps :

    [Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443220822-sans-titre.png][Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443220840-sans-titre.png][Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443221125-sans-titre.png]


    And i use sharp edges to define sort of smoothing groups everywhere, i don't let the software choose for me what should be smooth and what shouldn't :

    [Blocked Image: http://i.imgur.com/v7goUF8.gif]

  • Pampers
    • September 26, 2015 at 1:44 AM
    • #5,242

    aka korean bevels, can be good, but also adds long thin triangles

  • tomm
    • September 26, 2015 at 10:15 AM
    • #5,243
    Quote from Sigma

    That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

    Thanks for this. I've always preferred using nice low polies with well adjusted vertex normals. Still makes me wonder if there's is a significant performance impact by using more geo instead of normal maps.

  • JicJac
    • October 2, 2015 at 12:24 AM
    • #5,244

    New here. Technical illustrator by trade. Been messing with fractals for the past year or so. Some results seem suitable for use as maps or backgrounds. I don't really know about game production, so not sure if this type of art is even pertinent. I have several examples I'd like to post. Let me know if I'm posting in the wrong thread. Thanks. JJ

  • JicJac
    • October 2, 2015 at 2:24 AM
    • #5,245

    New here. Technical illustrator by trade. Been messing with fractals for the past year or so. Some results seem suitable for use as maps or backgrounds. I don't really know about game production, so not sure if this type of art is even pertinent. I have several examples I'd like to post. Let me know if I'm posting in the wrong thread. Thanks. JJ


    Thought I'd toss another example up in here to see if I can generate any feedback.

    root.bmp

  • Sigma
    • October 5, 2015 at 5:08 PM
    • #5,246

    I think the artwork could be very pertinent Michael as it gives concepts for things such as skyboxes and interesting shapes to utilize in more sci-fi oriented levels. Alternatively I could see some pieces such as what you posted being utilized in other specific contexts. Finally, welcome to the Core!


    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=20621&d=1444016650] [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=20748&d=1444092515]

    Began working on roman order of columns for implementation into Unreal Tournament 4. This is an ionic order one. Accents on the capital stone (top) need a lot of work (possibly some masking + zbrush like on Ryse? Only how to do in 3DS Max). Second image is in-engine.

  • Dennispls
    • October 11, 2015 at 9:12 PM
    • #5,247

    Hello again guys,

    Working on a new weapon (warglaive like).

    [Blocked Image: http://i.imgur.com/4IRawvq.jpg]

  • phantazm11
    • October 11, 2015 at 10:50 PM
    • #5,248

    Awesome stuff in this thead!

    I spent the last couple of days playing around with this low poly lamp for Quake 3. The texture resolution is 1024x1024 in this screenshot but I will cut that in half.

  • Dennispls
    • October 12, 2015 at 4:51 PM
    • #5,249
    Quote from phantazm11

    Awesome stuff in this thead!

    I spent the last couple of days playing around with this low poly lamp for Quake 3. The texture resolution is 1024x1024 in this screenshot but I will cut that in half.

    Looks really dark! Perhaps it would be a nicer idea to have such a dark model on a lighter background. The rust and damage look very much the same across the entire thing. There is no real destinction between metal parts apart from the ocassional edge dodging. Perhaps play with the overlays a bit to give it a more unique look. The lamp itself has a nice gradient on it but the values look very washed out / overblown.

  • phantazm11
    • October 12, 2015 at 6:39 PM
    • #5,250

    Good advice. Some things I didn't think about. Thank you!

  • penE
    • October 14, 2015 at 5:42 PM
    • #5,251

    Now, that I have more time again for personal projects I want to pick up some new stuff. First on my list is Substance Painter, and it's been really awesome so far.

    So I decided to rebake an old piece of mine and to retexture it :). It's still work in progress, details like decals and small stuff is missing, but wanted to share anyways.

    All pictures are from inside UE4. The mesh has around 22k triangles and I use two set of 4k maps.

    [Blocked Image: http://i.imgur.com/ivvIWww.jpg]
    [Blocked Image: http://i.imgur.com/2KZzQ87.jpg]
    [Blocked Image: http://i.imgur.com/XaLrWnP.jpg]
    [Blocked Image: http://i.imgur.com/94PtUve.jpg]

  • Deathy
    • October 15, 2015 at 2:39 AM
    • #5,252

    better than sex. confirmed.

  • Dennispls
    • October 22, 2015 at 9:32 PM
    • #5,253

    Dude sweet stuff!
    I am close to finishing mine. Check it out on sketchfab

    https://skfb.ly/HNBv

  • tomdon
    • October 27, 2015 at 5:28 PM
    • #5,254

    [Blocked Image: http://i.imgur.com/85m5gdJ.jpg]

    A rock I made over lunch, 700 triangles.

  • Jonny Phive
    • October 29, 2015 at 1:55 AM
    • #5,255

    Always wanted to make crates haha.

    That and a little jughead.


  • blackdog
    • October 31, 2015 at 10:35 PM
    • #5,256
    Quote from penE

    Now, that I have more time again for personal projects I want to pick up some new stuff. First on my list is Substance Painter, and it's been really awesome so far.

    So I decided to rebake an old piece of mine and to retexture it :). It's still work in progress, details like decals and small stuff is missing, but wanted to share anyways.

    All pictures are from inside UE4. The mesh has around 22k triangles and I use two set of 4k maps.

    [Blocked Image: http://i.imgur.com/ivvIWww.jpg]
    [Blocked Image: http://i.imgur.com/2KZzQ87.jpg]
    [Blocked Image: http://i.imgur.com/XaLrWnP.jpg]
    [Blocked Image: http://i.imgur.com/94PtUve.jpg]

    Awesome, I imagine this as of being a flying (wheel)chair of sorts :dance:

  • Em'
    • November 6, 2015 at 11:02 AM
    • #5,257

    HI there, I spent the last days working on a small project : a "draw me a hoverboard" contest for an IT selling company, went for a 3D cartoon approach, hope I'll win big prize !

    Some modeling, some basic materials and a bit of compositing (yeah, lens flare everywhere :D)

    [Blocked Image: http://simon-aublet.com/devblog/wp-content/uploads/2015/11/final_render_2.png]

  • resident91
    • December 25, 2015 at 5:59 PM
    • #5,258

    Low poly fountain for Counter Strike GO map.

    Textures 512x512.

    [Blocked Image: http://i.imgur.com/cn6dwf9.jpg]

    [Blocked Image: http://i.imgur.com/qzirmt8.jpg]


    I intend to reuse this model in future projects in Unity 5. In process a version with 1024x1024 textures.

  • jakuza
    • December 31, 2015 at 5:26 AM
    • #5,259

    Finally got my modular ivy working the way I wanted (almost):

    Phong really works very well here, I just wish source lighting was not so finicky.

  • Vorontsov
    • January 28, 2016 at 9:53 PM
    • #5,260

    Just wanted to share my shinto :)

    [Blocked Image: http://i.imgur.com/1F5GPk3.jpg]

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