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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • [Deleted]
    • February 12, 2017 at 4:39 PM
    • #5,401

    Can someone provide me with some modern skyscrapers for 3d skybox? i am new to forum i dont know where should i ask for it?

  • El_Exodus
    • February 13, 2017 at 4:06 PM
    • #5,402
    Quote from RadojeCS

    23 hours ago, RadojeCS said: Can someone provide me with some modern skyscrapers for 3d skybox? i am new to forum i dont know where should i ask for it?

    This is probably the wrong thread for it, but to answer your question: In this texture pack by @TopHATTwaffle, there are some building textures you could apply to skyscrapers made of brushes: http://www.tophattwaffle.com/downloads/real-world-textures/

    Also - and probably more relevant - @MrTwoVideoCards and @holiestcows released their assets of Junction which include some nice skybox models:

    No matter what you use: Always give credit to the creators :)

  • [Deleted]
    • February 13, 2017 at 8:11 PM
    • #5,403

    @El_Exodus Thank you so much! I am new to forum so i posted here,off course i will give credit,big respect for them!

  • Sjonsson
    • February 16, 2017 at 12:04 AM
    • #5,404

    Made this low-poly Unity scene just to try out some hand painted workflow with the Unity setup. Fun stuffs! [Blocked Image: http://imgur.com/liG14yO.jpg] Edit: Used my lantern at home for ref.[Blocked Image: http://imgur.com/XE0RNct.jpg] Edit 2: Made a gif this morning before work with a point light animation. I know, the gif doesnt loop.[Blocked Image: http://imgur.com/UntOn34.gif]

  • holiestcows
    • February 22, 2017 at 3:17 PM
    • #5,405
    Quote from RadojeCS

    On 2/12/2017 at 11:39 AM, RadojeCS said: Can someone provide me with some modern skyscrapers for 3d skybox? i am new to forum i dont know where should i ask for it?

    Yeah feel free to use https://migrationtest.mapcore.org/topic/20514-cs…#comment-424354 just be sure to credit :)

  • grapen
    • March 8, 2017 at 7:37 PM
    • #5,406
    Quote from leplubodeslapin

    On 2017-01-14 at 10:13 AM, leplubodeslapin said: @KOLARI Looks great dude !!!

    I can see you're having troubles for defining which edges should be hard and which edges should be smooth.

    By default, everything is flat obviously ...

    [Blocked Image: http://i.imgur.com/mjyr72F.png]

    And when you smooth your object, everything is smooth, not depending from any angle between the faces

    [Blocked Image: http://i.imgur.com/YRxhPu6.png]

    In Edit mode, select an edge and press CTRL + E, and then Mark Sharp

    [Blocked Image: http://i.imgur.com/93LS4kv.png]

    Finally, you need to change that Edge split modifier you may have used (i'm assuming you're using it), uncheck "Edge angle" and check "Sharp Edges"

    [Blocked Image: http://i.imgur.com/0mU6qoy.png]

    Then, you'll have full control over which edges are sharp and all the others will be smooth.

    I hope that helps


    [Blocked Image: http://i.imgur.com/WdO9DrG.png]

    Display More

    I recently discovered by accident that checking Auto Smooth in mesh properties will give you the same effect when you mark sharp edges, so no need to edge split at all. Auto Smooth will only apply to the faces you have marked as smooth. Blender is a conundrum to me sometimes. Not sure if this is useful to anyone, but I figured I'd mention it just in case.

  • leplubodeslapin
    • March 8, 2017 at 8:31 PM
    • #5,407

    Oh ok nice, thanks :)

  • grapen
    • March 19, 2017 at 1:31 PM
    • #5,408

    By no means anything special. I'm just happy I managed to texture a model entirely in SD. One year ago I could barely make and texture a cube. The prospect of where I'll be in another year from now excites me :)

    The content cannot be displayed because it is no longer available.

  • Sigma
    • March 20, 2017 at 7:27 PM
    • #5,409

    A little critique @grapen: The wall texture looks very nice, as does the texture of the door trim. However, it blends very easily into the wall texture due to the geometry. Consider widening that so that it stands out a little bit more and takes advantage of any AO you have. Secondly, the top of the arch needs refinement as the point is jarring and the texture seam is noticeable. I suggest you create another separation piece there, as this would likely be done in real life (grout straight up and down). This will mask the natural seam and add a little bit of additional realism to the piece. Other than that, great job!

  • Thewhaleman
    • March 22, 2017 at 10:58 PM
    • #5,410

    [Blocked Image: http://i.imgur.com/LkG0FsS.png]

    Random stuff I am working on, need to redo the rock texture....but man, I'm diggin messing around with hand painted stuff.

    EDIT: I ported it into source for shits and giggles...

    [Blocked Image: http://i.imgur.com/1qnsWzN.png]

  • grapen
    • April 2, 2017 at 12:48 PM
    • #5,411

    Patinated lantern.

    The content cannot be displayed because it is no longer available.

  • WD
    • April 8, 2017 at 3:45 PM
    • #5,412

    [Blocked Image: http://i.imgur.com/7CIujdm.jpg]

    I don't think I'll ever get to finish this one but I felt like sharing it.

  • grapen
    • April 11, 2017 at 8:47 PM
    • #5,413

    Hedge 3.0. This is probably as fluffy as I'll be able to make it without going crazy on the tri's.

    The content cannot be displayed because it is no longer available.

  • -HP-
    • April 11, 2017 at 8:52 PM
    • #5,414

    Cool stuff, you using custom normals?

    I can still see a bit of tilling, but nothign major and nothing no one would even care during gameplay.

    I'd be curious to see it with less information on the color map, the tips of nearly ever leaf are getting too bright, resulting in a tad noisy look. What I usually do is I reexport the colormap with just the color green, and slowly bring some information in, gradients, then cavity, then AO. Just saying this because usually meshes like this are more important that they look better from afar than when stepped closed to them. More often than not all you need is big gradients, not detailed leaf textures.

    Quote from grapen

    On 3/19/2017 at 6:31 AM, grapen said: By no means anything special. I'm just happy I managed to texture a model entirely in SD. One year ago I could barely make and texture a cube. The prospect of where I'll be in another year from now excites me :)

    The content cannot be displayed because it is no longer available.

    Cool shit, here's a tip, add a trim decal to where the edge of the trim meets the wall, to ease off the transition of both materials.

    [Blocked Image: http://i.imgur.com/eEETjf4.png]

  • grapen
    • April 11, 2017 at 8:58 PM
    • #5,415
    Quote from [HP]

    Just now, [HP] said: Cool stuff, you using custom normals? I can still see a bit of tilling, but nothign major and nothing no one would even care during gameplay.

    I'd be curious to see it with less information off the color map, the tips of nearly ever leaf are getting too bright. What I usually do is I reexport the colormap with just the color green, and slowly bring some information in, gradients, then cavity, then AO. just saying this because usually meshes like this are more important that they look better from afar than when stepped closed to them.

    Thanks for the feedback and tips! Yeah I'm not too happy with the custom normals, they could be better but I haven't figured out how yet :/ I still got a lot to learn there. I see what you mean with the tiling, I used Blenders particle system to disperse the "branches" super quick, but for some reason the particle alghorithm refuse to disperse them evenely despite claiming it will. I could go in and move some objects by hand though!

    I hand painted the textures so I thought it would make a cool effect with the bright tips, but you are probably right, I'll experiment with them.

  • -HP-
    • April 11, 2017 at 9:03 PM
    • #5,416

    Don't overthink the custom normals, just make a sphere around the mesh and transfer the normals of the sphere onto your bush! This trick works for 99% of the foliage.

  • grapen
    • April 11, 2017 at 9:06 PM
    • #5,417
    Quote from [HP]

    Just now, [HP] said: Don't overthink the custom normals, just make a sphere around the mesh and transfer the normals of the sphere onto your bush! This trick works for 99% of the foliage.

    Super quick edit with the leaf tips, it looks a lot better I agree:

    The content cannot be displayed because it is no longer available.

  • -HP-
    • April 11, 2017 at 9:07 PM
    • #5,418

    Yeah you got it, usually less shit on the colormap makes foliage looks better, cos it gets repeated a lot.


    PS. Even the normal map, usually I just blur the shit out of the normal map so it's smoother and reduce the intensity to like 50% or less.

  • grapen
    • April 11, 2017 at 9:39 PM
    • #5,419
    Quote from [HP]

    24 minutes ago, [HP] said: Yeah you got it, usually less shit on the colormap makes foliage looks better, cos it gets repeated a lot.


    PS. Even the normal map, usually I just blur the shit out of the normal map so it's smoother and reduce the intensity to like 50% or less.

    Did you make the hedge in Oasis by the way? Got inspired to change my model again after seeing it :D

  • -HP-
    • April 11, 2017 at 9:52 PM
    • #5,420

    heh, nope, Dion makes all our foliage. :]

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