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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • nico
    • January 31, 2006 at 8:25 PM
    • #341

    thanks for the nice words. Suggestions to improvements/armor/other things would be great too.

    spellbinder > i opened 3dsmax for the first time in late august 2005 so im still learning and your comment was nice to hear I suggest you get yourself a copy of 3dsmax or whatever and just start playing around with it. Most likely you will have so much fun you are going to keep doing it, and that way you`ll get good. Best advice: Dont panic just because there are _A LOT_ more buttons than in hammer! =) You`ll probably sit there with the typical "wtf?"-expression on your face and wonder where to start ( i did ), but if you just play around with basic shapes and stuff you will eventually get used to the interface, and you`ll continue from there.

    [/rant] hehe

    now anyways; suggestions to cool stuff to my model would be neat, and if someone feels like "testing their skillz" (aka helping out this lazy bum who cant use photoshop) with creating a texture for the minotaur once i have properly unwrapped it, please let me know!

    ooh, and the plants looks sweet vivi! cant get enough of those props eh

    bah, too much text at once...

  • General Vivi
    • February 1, 2006 at 12:15 AM
    • #342

    nico that model is going to take a shit load of time to unwrap..... please when your done let me know how long it took you.

  • Flight40
    • February 1, 2006 at 1:45 AM
    • #343

    Your sig is so big Vivi!

  • von*ferret
    • February 1, 2006 at 6:13 AM
    • #344

    pelt mapping will unwrap that model in 20 minutes or less if you know how to unwrap regardless of pelt mapping.

  • nico
    • February 1, 2006 at 7:59 AM
    • #345

    Not really sure what pelt mapping is, perhaps it is a nifty feature in 3dsmax 8 or something? I only got 3dsmax 7 and i havent seen that option. However, if you just plan ahead with a bit of UVWmapping and material ID`s, it should`nt bee too hard.

    As of now, the head, body, arms and horns are seperate maps, but when i unwrapped them it worked out pretty good. So i guess the "hard part" is to unwrap them all together in one map. Anyways, ill take the time! =)

    Noone got any ideas for armor/other stuff to put on him?

  • General Vivi
    • February 1, 2006 at 9:04 PM
    • #346

    give him a lil dagger

  • Defrag
    • February 1, 2006 at 10:42 PM
    • #347

    Pelt mapping is totally awesome. Define some seams and then pull the model apart -- very very cool. If you do a lot of organic modelling it's well worth upgrading to max8 solely for the pelt-mapping.

  • Defrag
    • February 2, 2006 at 2:54 AM
    • #348

    Unwrapped my deagle and started skinning it.

    UV: Click. The lack stretching is good, the actual layout is.. eh. Hard to paint. I learned a lot anyway.

    Started skinning it, just working on the shading and not the overall colour right now.

    [Blocked Image: http://img212.imageshack.us/img212/6404/fixthatshit9is.jpg]

    It's my first attempt at a weapon skin so I'm just learning rather than going for any kind of finished product. I'll post more as I make it so there's something more to critique.

  • von*ferret
    • February 2, 2006 at 8:26 AM
    • #349

    nice but you're not showing much for critique.

  • hessi
    • February 2, 2006 at 1:05 PM
    • #350

    too dark. i can see nothing than a grey line.

  • teeluu
    • February 2, 2006 at 2:20 PM
    • #351

    Looks nice start to me, but give us a brighter render please

  • Spellbinder
    • February 2, 2006 at 2:50 PM
    • #352
    Quote from nico

    spellbinder > i opened 3dsmax for the first time in late august 2005 so im still learning and your comment was nice to hear I suggest you get yourself a copy of 3dsmax or whatever and just start playing around with it. Most likely you will have so much fun you are going to keep doing it, and that way you`ll get good. Best advice: Dont panic just because there are _A LOT_ more buttons than in hammer! =) You`ll probably sit there with the typical "wtf?"-expression on your face and wonder where to start ( i did ), but if you just play around with basic shapes and stuff you will eventually get used to the interface, and you`ll continue from there.

    [/rant] hehe

    I actually opened 3dsmax and have done some stuff, i also know where almost everything is and what it does.

    i can even use the map editor to some degree.

    But it is this modeling/divide polygons and move their vertexes that is hard for me, to know where to divide to get a special shape.

    But of course i am aware of that it only takes practise and thats what i lack.

    But i finally found out something to do in 3dsmax and thats another thing i lacked, a goal, something specific to do and stick with it, i have only played around and followed tutorials before.

    (talk about rant)

    Quote from Flight40

    Your sig is so big Vivi!

    Your is to small!

    Spellbinder.

  • nico
    • February 2, 2006 at 6:40 PM
    • #353

    Well, you should get used to editable poly`s. (at least that what i prefer, it seems to have some advantages over Edit Mesh and nurbs and whatnot)

    The minotaur-thingy ive made started out with a 1x1 poly plane, and ive basically just extuded and chamfered my way to the result you can see there. The only thing that is a "standard" shape is a torus (doughnut) ive used as his nose piercing. Poly editing is basically the only thing you need to learn if you are going to make models, all that other stuff with hair, cloth and other physics stuff and animation is things you can learn when you have a neat model to apply it to! =)

    If you need some help with learning how "move around vertices and stuff", you should perhaps start with theese tuts in the following order: (just skip the ones that are too basic )

    Mouse - http://%7boption%7d

    Gnome (or something like that) - http://%7boption%7d this one may be a bit tricky as it only has side view, but it works pretty well anyhow.

    "low poly" dude - http://%7boption%7d

    and last but not the least, the joan of arc tutorial - http://%7boption%7d

    Personally ive only done the mouse and the gnome. However, i found that the low poly dude and the joan of arc tutorials are pretty decent referring to when you may be stuck on how to do stuff. So if you do not want to create a human but rather a monster of some sort, just look at the tutorials for reference. The same principles of how to create the shapes apply anyhow! =) And as you mentioned, its important that you WANT TO create whatever you are creating! That way it will be more fun, and you will have a reason to stop bashing your head against your desk and continue trying to get lets say that nose looking like you want to!

    You should just browse the net for more tutorials, and keep trying. A good site (where i found theese tutorials) is http://%7boption%7d It is also good for inspiration too.

    oh and just another tip: it may make you feel pretty silly, at least i feel pretty silly when i`m in class, but if you are having problems with how to create lets say an ear, you should just feel/touch own ear. That way you will sortof "know" how the ear should be modelled. At least it works for me. You may want to not use this method for creating the private parts of a char tho, you might get some wierd looks!

    anyways, good luck, im sure you`ll figure it out.

  • von*ferret
    • February 2, 2006 at 7:33 PM
    • #354

    Joan of Arc for life, got me through my character classes.

  • Phatsniper
    • February 2, 2006 at 11:37 PM
    • #355

    Vivi - Nice plants man You going to make gib models as well?

    Defrag - Can't see much but the model looked cool, give us a brighter render.

  • Defrag
    • February 3, 2006 at 2:00 AM
    • #356
    Quote from von*ferret

    Joan of Arc for life, got me through my character classes.

    Quoted for truth. Amazing and very complete tutorial.

    As for the brightness of my render, I guess my monitor is super bright or something, whoops. I checked the forums at uni and couldn't see shit when I looked at the picture.

    Does anyone have any tips for calbrating monitors?

    I've got a Dell P1110 21" Trinitron CRT (bought refurbished several years ago, so I didn't get any documentation with it).

    *edit - Just googled and apparently these monitors develop overbrightness as they age -- I probably haven't noticed as it'll have crept on me. Time for a new monitor, then.

  • Nailed
    • February 3, 2006 at 2:15 AM
    • #357

    What do you guys think? Is this texture worth making a model for? It would be for CS:S.

    [Blocked Image: http://img202.imageshack.us/img202/5104/gatebigfinal4ya.th.jpg]

  • mike-0
    • February 3, 2006 at 3:04 AM
    • #358

    no, it doesnt look like it would align right plus theres already shadows on it. so unless you're super leet at ps, then no.

  • von*ferret
    • February 3, 2006 at 7:57 AM
    • #359

    agreed with mike

  • Meotwister
    • February 4, 2006 at 4:35 AM
    • #360

    wouldnt be all that hard to edit the texture I would think, but depending on what it is for (decorative prop, etc) and how crucial it is you could make the decision on whether it is a productive use of your time to make a model for this texture.

    For the texture, if you took the picture, go back on an overcast day to retake the picture so there is no shadow, if you didn't take it then google better

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