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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Pampers
    • September 10, 2019 at 5:30 PM
    • #5,521

    very nice! what are some of the quirks you mentioned?

  • PogoP
    • September 12, 2019 at 11:21 PM
    • #5,522

    UV'ing is really odd in Blender, that's my main issue with it. I just love planar mapping from 3ds max :P

  • leplubodeslapin
    • September 13, 2019 at 12:12 PM
    • #5,523
    Quote from PogoP

    12 hours ago, PogoP said: UV'ing is really odd in Blender, that's my main issue with it. I just love planar mapping from 3ds max :P

    Isn't the option you're looking for "U (unwrap menu) → Project from view", with the camera looking at the selected faces with the desired angle of projection ?

    Recorded a gif to show what I mean :

    https://i.imgur.com/GkhTSNX.mp4


    Also btw, i'm following the excellent beginner tutorial BlenderGuru is currently making for Blender 2.8. I'm making a waffle, it's really nice to follow :)

    [Blocked Image: https://i.imgur.com/WgyHrae.png]

    (Still missing materials and the rest of the scene basically ? )

  • Interfearance
    • September 13, 2019 at 12:16 PM
    • #5,524

    Welcome to 3ds max. One cannot simply flip their normals. They need a MODIFIER.

  • PogoP
    • September 13, 2019 at 1:28 PM
    • #5,525

    In Max? You can just press flip in editable poly.

  • Interfearance
    • September 13, 2019 at 4:29 PM
    • #5,526
    Quote from PogoP

    2 hours ago, PogoP said: In Max? You can just press flip in editable poly.

    Rip I always applied modifier. Why is editable poly a thing? What is the benefit of having primitives start as uneditable.

  • WD
    • September 13, 2019 at 5:21 PM
    • #5,527
    Quote from Interfearance

    1 hour ago, Interfearance said: Rip I always applied modifier. Why is editable poly a thing? What is the benefit of having primitives start as uneditable.

    It's part of the workflow max has, most, if not all of modifiers are non-destructible so that you can always come back to tweaking the starting values of that primitive where you started off.

    Though there are very few cases while modeling where you need to do that but it becomes much more handy when doing scenes with lots of repeatable stuff.

  • Interfearance
    • September 13, 2019 at 11:07 PM
    • #5,528
    Quote from WD

    5 hours ago, WD said: It's part of the workflow max has, most, if not all of modifiers are non-destructible so that you can always come back to tweaking the starting values of that primitive where you started off.

    Though there are very few cases while modeling where you need to do that but it becomes much more handy when doing scenes with lots of repeatable stuff.

    I thought it was so hilarious that it was a modifier that I didn't bother to look for other ways to do it. There seems to always be one extra step in 3ds max but I was wrong this time . How has blender been for you VS max? I don't really use any crazy workflows or features, I just use vanilla addons to make a model here and there.

  • +Rusty+
    • September 23, 2019 at 10:38 PM
    • #5,529

    Spent sunday relaxing and pushing polys

  • +Rusty+
    • September 30, 2019 at 8:02 PM
    • #5,530

    Posting this for now (as it is the random model thread), alil after-work doodle from today (far from finished and may have more to show if i get the time to work on it later) but this is another concept by the awsome Munkhjin Otgonbayar.. and i would also like to mention if any 3d or aspiring 3d artist havent seen his work you sould definitely check his artstation out and study his work, love his stuff & im sure many that havent seen... will also...

    and no this isnt suppose to be some-kind of artifact.... its a knuckle duster

  • Interfearance
    • September 30, 2019 at 9:35 PM
    • #5,531

    Good stuff, but in the knuckles I can see some artifacting. He should clean up the booleans.

  • ItzOmega
    • October 9, 2019 at 11:34 PM
    • #5,532

    More here! https://www.artstation.com/artwork/RYWoVO

    [Blocked Image: https://lh4.googleusercontent.com/_QELujGAiVVrYFjtO02jqAfgIHkM3PqhvzJIlsZcybdo9cPQC_urNqlYJJeNeXpFyTViDmeT9XoP12L-FYbxfiigYhy7FZ7LQP1PhfzSyM0VYekwmVwdbkW-vls4kdDMT9BPL1Bi]

  • +Rusty+
    • October 15, 2019 at 5:43 PM
    • #5,533

    More afternoon doodlesRigging up some arms for fps Also had the urge to model something so a quick phone-booth blockout

  • Vorontsov
    • October 28, 2019 at 8:49 PM
    • #5,534

  • Sigma
    • November 7, 2019 at 10:11 PM
    • #5,535

    Beautiful renders there, @Vorontsov . Testing out a new software (EmberGen by JangaFX) below. Just the initial 20 minutes result.

    [Blocked Image: https://cdnb.artstation.com/p/assets/images/images/021/838/087/original/john-emerson-embergen-day1-web.gif?1573132481]

  • Furiosa
    • December 14, 2019 at 8:28 AM
    • #5,536

    Learning to make simple model, hammer inside hammer.

  • FenFox
    • December 14, 2019 at 4:47 PM
    • #5,537

    I made a reskin for portal 2's old elevators. not really its own model per-se, but just feel like showing it here. I made it because the texturing on the vanilla elevators are just....lazy, lazy, lazy. in the base game, the model just has the same texture as the walkways slapped on, baked AO and everything, with no regard or effort put into the UV whatsoever. substance + yanzl's pbr converter thing = miracles.

    https://gamebanana.com/models/4434

    https://sketchfab.com/3d-models/elev…40a16219f80e902

  • Vorontsov
    • January 10, 2020 at 3:38 PM
    • #5,538

    I like to post work in progress screenshots

  • zombi
    • January 11, 2020 at 12:33 AM
    • #5,539

    I like to watch your work in progress screenshots

  • Twinnie
    • January 15, 2020 at 10:40 PM
    • #5,540

    Made this cliff for a wingman map that i am gonna make with @DutchCrazyGamer

    Its gonna be set in an alaska village

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