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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Vorontsov
    • September 23, 2016 at 3:08 PM
    • #5,321

    put in the hours and it will look good

  • catfood
    • September 23, 2016 at 9:21 PM
    • #5,322

    sculpt in progress:

  • moustique
    • September 25, 2016 at 12:33 AM
    • #5,323

    The monster is cool,that remember me Slimer of Ghostbuster. And when we look the mouth,we think than he smile but the teeth are dreadful.

    Just post a model for a map on csgo(de_Museum but the name is temporary).I put this model in the middle of the map.


  • Macolik
    • October 2, 2016 at 6:13 PM
    • #5,324

    Been working on a jetpack just for fun.

    Kind of has the face of a bunny or a bird but i'm not quite sure if that's bad yet :P

  • Thewhaleman
    • October 10, 2016 at 5:03 PM
    • #5,325

    Plastic sheet prop for csgo.

    [Blocked Image: http://i.imgur.com/5kd8l4Z.png][Blocked Image: http://i.imgur.com/k1Zodgg.png]

    In the map.

  • Vorontsov
    • October 10, 2016 at 9:09 PM
    • #5,326

    How do you do that? I can't get my goddamn plastic wrap to work, it's similar to this one. It's been like three months. Spoonfeed me please :)

  • voyager
    • October 12, 2016 at 7:11 AM
    • #5,327

    [Blocked Image: http://i.imgur.com/h4moks5.png]

  • Thewhaleman
    • October 12, 2016 at 9:42 AM
    • #5,328
    Quote from Vorontsov

    On 10/10/2016 at 4:09 PM, Vorontsov said: How do you do that? I can't get my goddamn plastic wrap to work, it's similar to this one. It's been like three months. Spoonfeed me please :)

    I used blenders simulate cloth tool, then tweaked with sculpting stuff. High poly made the bump map while low poly was achieved by using a decimate modifier. As for the plastic material, it mostly relies on Phong and a small bit of reflection, and barely any texture at all.. GLHF

  • BillyBobCornCob
    • October 16, 2016 at 12:56 AM
    • #5,329

    Newbie here, A stone wall model i've been making for my foray into custom props in CS:GO, for my first defusal map.

    UV's need work, but this is going to be downsampled to 1024px or even 512px anyway, as its a minor prop that players won't really see. Also using this to figure out the kinks in a substance painter -> CSGO workflow. I hate having to mess around with UV's.

  • Vorontsov
    • October 16, 2016 at 12:29 PM
    • #5,330

    DOWNSAMPLED to 1024? Mate it would be a waste to have props like these be 2k, even 1k if you're trying to be optimal.

  • BillyBobCornCob
    • October 16, 2016 at 11:47 PM
    • #5,331
    Quote from Vorontsov

    11 hours ago, Vorontsov said: DOWNSAMPLED to 1024? Mate it would be a waste to have props like these be 2k, even 1k if you're trying to be optimal.

    Sorry Downsampled might have been the wrong word. In game texture is 1k, but for the purposes of this render i did it at 2k (substance has separate textures for 128,256,512,1024,2048, and 4096 respectively). What's the standard resolution Valve uses for these things?

  • spence
    • October 17, 2016 at 4:20 AM
    • #5,332

    There isn't a 'standard' resolution, it depends on factors like how big the objects are in relation to the player/scene, scale of the UV shells, etc. If this is a 'cover' height object that players get close to 1k might be reasonable, but you could also experiment with smaller color/diffuse textures and combine them with a detail texture to add the appearance of fine-scale details.

  • BillyBobCornCob
    • October 18, 2016 at 12:14 AM
    • #5,333

    Cool, thanks for your help.

  • Thewhaleman
    • October 22, 2016 at 2:45 PM
    • #5,334

    ingame

    [Blocked Image: http://i.imgur.com/lBnR1Bf.jpg]

    before texture

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

    fan.

  • leplubodeslapin
    • October 24, 2016 at 11:27 PM
    • #5,335

    Nice.

    Maybe you could add an Ambiant Occlusion layer (baked from your 3D editing software) in the diffuse ?

  • AndyW
    • October 29, 2016 at 6:07 PM
    • #5,336

    Here are my first steps in gtkradiant. I want to do some prefabs for later maps (QL) Textures are Socks Industrial´s.

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

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

  • KOLARI
    • November 8, 2016 at 3:06 PM
    • #5,337

  • Freaky_Banana
    • November 8, 2016 at 3:20 PM
    • #5,338
    Quote from KOLARI

    13 minutes ago, KOLARI said:

    Sweet!

  • Thewhaleman
    • November 11, 2016 at 5:19 PM
    • #5,339

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

  • Sprony
    • November 20, 2016 at 1:36 PM
    • #5,340
    Quote from AndyW

    On 29-10-2016 at 7:07 PM, AndyW said: Here are my first steps in gtkradiant. I want to do some prefabs for later maps (QL) Textures are Socks Industrial´s.

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

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

    It always warms my heart to see good old Quake 3 again :)

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