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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • General Vivi
    • December 26, 2005 at 7:57 PM
    • #241

    damn that made me horny i mean ................... *runs*

  • von*ferret
    • December 27, 2005 at 12:24 AM
    • #242

    garbage can, I hate the plastic bag but dunno... =(

    [Blocked Image: http://studentpages.scad.edu/~zaford20/garbage_can.jpg]

  • von*ferret
    • December 27, 2005 at 12:36 AM
    • #243

    [Blocked Image: http://studentpages.scad.edu/~zaford20/garbage_can2.jpg]

    Which side do you like better for the plastic bag? Or just scratch it and attempt another method?

  • Grinwhrl
    • December 27, 2005 at 12:54 AM
    • #244

    the right, but the bag and insides are awfully smuggy looking

  • KoKo5oVaR
    • December 27, 2005 at 12:54 AM
    • #245

    the second seems good to me, a bit blurry perhaps

  • mdS
    • December 27, 2005 at 12:56 AM
    • #246

    why is the bag so dark and rotten inside? and garbage so lighten?

    if its like a diffuse shadow, its to big and the garbage must have this shadows to.

    scratch it and make a new one. :wink:

    Question, why the models so lowpoly and really small textures? HL1?

    cheers,

    mdS

  • KIIIA
    • December 27, 2005 at 1:14 AM
    • #247

    Made a really Lowpoly A3, with a lame diffuse map ( cause i wasn`t able to do a proper Material for some reason ). Learned a lot from it and the next one will have a lot more details and a nice material and render. :wink:

    [Blocked Image: http://www.kiiia.com/Bilder/a3.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/a3_wire.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/a3_textures.jpg]

  • von*ferret
    • December 27, 2005 at 1:22 AM
    • #248

    Just trying to do a bunch of lowpoly stuff for hl2. I mean how many poly's ore texture memory is needed for a garbage can that would be under a desk?

  • mdS
    • December 27, 2005 at 1:31 AM
    • #249

    thats for sure. a little more becoz to lowpoly look like HL1 not like HL2. HL2 can render many polygons. polygons doesnt matters!

    u can give the trashcan a little more shape or do an another type of trashcan.

    KIIIA

    Nice but not Awesome. The Flames look on this kind of car a little bit displaced. the photo frontback lights are a bit blurry.

    And i think the texture resolution is to high for something, that is mostly black.

    cheers,

    mdS

  • von*ferret
    • December 27, 2005 at 1:47 AM
    • #250

    well for a garbage can I think 34 polygons is just about right. Its not something the player will stop and appreciate as much as other stuff I have planned. But if I designate 50 or less polygons per prop instead of 100, I can have twice as many little details to give atmosphere. While still maintaining the proper ammount of polygons and details to things we want the player to appreciate.

  • ReNo
    • December 27, 2005 at 2:35 AM
    • #251

    Rendering two different 50 poly props is, I'd wager, more expensive than a single 100 poly prop, as chances are you'll be switching materials and that has an overhead. I'm not saying you should spend more polys on your bin or anything, just thought I'd throw in my opinion Your cardboard boxes make me moist btw ferret

  • von*ferret
    • December 27, 2005 at 3:30 AM
    • #252

    whee!

    Making a lunch table right now. Got a ton of stuff to do.

    Shelves, Drawers, Keyboard Trays, File Cabinet Vertical, File Cabinet Horizontal, Mailbox (For the cubicle wall), Telephones, Flower pots, File Boxes.

    Than for outside the Potted plants, benches, lunch tables, and pillars. Just for outside atm.

    Plus there are a ton of other assetts I have to make, but this is mainly for the office area and the outdoor balcony lounge.

  • von*ferret
    • December 27, 2005 at 4:49 AM
    • #253

    [Blocked Image: http://studentpages.scad.edu/~zaford20/bench.jpg]

    WIP, obviously I still have to do the metal bars. They'll be curvy and such. Just comment on the paint on the wood, dunno what to do with it since I"ve never tried to do anything like this :X

  • mdS
    • December 27, 2005 at 5:08 AM
    • #254

    whats wrong with it? i think its okay, in the moment. u can tweak the colors of the textures later if u setup the staff in your level and get the final look.

    dont break your head!

    cheers,

    mdS

  • General Vivi
    • December 27, 2005 at 7:34 AM
    • #255

    ferret you work very fast. im sure you will have job as a prop modeler some day at some company . <3 you ferret don't forget vivi when you get in the biz

  • Meotwister
    • December 27, 2005 at 8:51 AM
    • #256

    wtf?! where are the bars?

    nah I'm kidding.

    Good job on all your props man. I'm liking the wood on this, except is this supposed to be dingy cause it looks nicer, it's not clean but not enough it seems. Picnic tables don't look like that where I'm from, they're always nasty Idk, it might be perfect for your surroundings.

    Might be that color. Refined, nice color mixed with dingy wood.

  • teeluu
    • December 27, 2005 at 2:54 PM
    • #257

    Is there too much red or something in that wood?

  • von*ferret
    • December 27, 2005 at 3:08 PM
    • #258

    supposed to be paint

  • Tailgunner
    • January 3, 2006 at 9:15 AM
    • #259

    15 mins work =)

    Now I have to UV map it =/

    [Blocked Image: http://www.ilijap.net/skit/bench.JPG]

  • General Vivi
    • January 3, 2006 at 10:46 AM
    • #260

    nice lil ten min bench i think im goin to have a go at one my self soon some day.

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