1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. CyanideCotdPnuts

Posts by CyanideCotdPnuts

  • [WIP] SV-98 Russian, 7.62mm (uodate, started texture)

    • CyanideCotdPnuts
    • December 5, 2005 at 11:06 PM

    [Blocked Image: http://tinypic.com/i6l3b8.jpg]

    A little update on how the wood is looking, I haven't finished lighting, but I desaturated it alot and kind of defined some of the overlay a little more. It's a little darker and less saturated color compared to my refs, but I think it looks better.

  • Alice in Wonderland?

    • CyanideCotdPnuts
    • December 2, 2005 at 5:50 AM

    Doodles, today, at work, got bored, maybe color, enjoi.

    [Blocked Image: http://tinypic.com/i3e7ph.jpg]

  • [WIP] Vehicle - Audi Quattro

    • CyanideCotdPnuts
    • December 1, 2005 at 11:34 PM

    You need to work on the roof area, it's too square. The windshield bends outwards.

  • [WIP] SV-98 Russian, 7.62mm (uodate, started texture)

    • CyanideCotdPnuts
    • November 30, 2005 at 2:40 AM

    Ok, well I started texturing today (as shitty as I am) as I have managed to fully UV this beast, aside from one or two faces that I probably forgot such as the backface of the silencer. Here is what I have so far, it's the base stuff.

    [Blocked Image: http://tinypic.com/i1ll6r.jpg]

    This is it applied to what I have been working on.

    [Blocked Image: http://tinypic.com/i1lmy0.jpg]

  • [WIP] SV-98 Russian, 7.62mm (uodate, started texture)

    • CyanideCotdPnuts
    • November 24, 2005 at 11:07 PM

    [Blocked Image: http://tinypic.com/hsp1tj.jpg]

    Sorry for the lack of updates, I've been busy alot w/ school and a new job.

  • Fallen Angels

    • CyanideCotdPnuts
    • November 20, 2005 at 2:29 AM

    The face needs work geometry wise, from what I can see. post some wires. As far as I am saying, I think that the face is lacking in the characteristics to look...human. I'll be able to assess the model better if I get a closer shot and some wires.

  • Fallen Angels

    • CyanideCotdPnuts
    • November 18, 2005 at 10:50 PM

    I think the head/face needs some work.

  • [WIP] SV-98 Russian, 7.62mm (uodate, started texture)

    • CyanideCotdPnuts
    • November 16, 2005 at 2:53 AM

    For the most part, it's almost done. I just have to do the bolt, and add some small things in. the polycount is somewhere around 3872 or something like that, without optimization. Hopefully I'll be able to cut that number down by at least 500.

    [Blocked Image: http://tinypic.com/fpat5x.jpg]

  • [WIP] SV-98 Russian, 7.62mm (uodate, started texture)

    • CyanideCotdPnuts
    • November 13, 2005 at 5:28 AM

    Started this today. I

    [Blocked Image: http://tinypic.com/fmq8uh.jpg]

    And here's a wire, unoptimized as of now since I'm not worrying about it at this point.

    [Blocked Image: http://tinypic.com/fmq91v.jpg]

  • [WIP] John Preston, Grammaton Cleric.

    • CyanideCotdPnuts
    • November 8, 2005 at 1:57 AM

    Yeah I know what you mean. For some reason, when I look at the whole picture my models always seem misproportioned but the proportions are correct. It's a wierd eye trick, I think.

  • [WIP] John Preston, Grammaton Cleric.

    • CyanideCotdPnuts
    • November 8, 2005 at 12:01 AM

    [Blocked Image: http://tinypic.com/fekpkn.jpg]

  • [WIP] John Preston, Grammaton Cleric.

    • CyanideCotdPnuts
    • November 7, 2005 at 2:40 AM

    Update

    [Blocked Image: http://tinypic.com/fdx280.jpg]

  • [WIP] John Preston, Grammaton Cleric.

    • CyanideCotdPnuts
    • November 7, 2005 at 12:07 AM

    [Blocked Image: http://tinypic.com/fdtul4.jpg]

    Update - Now that his head is finished for the most part (I'm gonna add some extra planes for hair and then do some edge cutting so he'll deform even better than he already will), I can most likely whizz by on the rest of this model.

  • [WIP] John Preston, Grammaton Cleric.

    • CyanideCotdPnuts
    • November 6, 2005 at 3:54 AM

    [Blocked Image: http://tinypic.com/fctx6a.jpg] Update. I didn't get much done today, but I'm finishing up his head as you can see, I'm trying to get his hair in the right do.

  • [WIP] John Preston, Grammaton Cleric.

    • CyanideCotdPnuts
    • November 5, 2005 at 3:52 AM

    For those of you who are familiar with the movie Equilibrium, you know who he is. I'm just doing this as an aside project, mainly for practice. I'll probably keep him under 5-6k, so he can be usable in source or something (This is just an excuse I like to use when I don't want to spend time doing high-poly ). Anyway, I started his head and have been working on it for about...oh, I'm lookin at about an hour and a half now just movin the verts around and what not. As you can see by my supreme MS PAINT skills, that little crescent shape will be, as you may have guessed, the ear. The tri count is shown, so here's the image.

    [Blocked Image: http://tinypic.com/fc0e9i.jpg]

    I will keep everyone updated.

  • WIP Helicopter

    • CyanideCotdPnuts
    • October 22, 2005 at 4:25 AM
    Quote from ginsengavenger

    oh hell i'm installing maya right now so i can point you in the right direction. basically it's about hard and soft edges, not smoothing groups of faces. come to think of it you might even be accessing it through the same dialog but you should be selecting edges instead of faces because it's sooo much easier *ed: fkn, main machine bombed.... anyway the process as i recall is that you select a mesh in object mode, and i don't remember the menus exactly but it's something like like Edit Polygons - Normals - Soften/Harden [] where you can set a hardness angle threshold for the entire object. then you can tweak it by selecting individual edges and going back to that same option box and hit all hard/all soft. best to put a shortcut to that option box on one of your shelves with a ctrl+shift-click ~

    No, you're right. What you have to do is select your edges before you mess around with em. Basically, select the ones you want to be completely smooth except the outermost edges, and then edit poly

  • WIP hand-painted skin texture.

    • CyanideCotdPnuts
    • October 12, 2005 at 2:51 PM

    Well, actually the small highlight on the underlip is how the lighting would affect it, given the lightsource. I had to check the hl2 texture just to make sure it was consistent with what I was trying to do, for you see it's also apparent on my reference image.

    [Blocked Image: http://tinypic.com/eimg0i.jpg]

  • WIP hand-painted skin texture.

    • CyanideCotdPnuts
    • October 11, 2005 at 3:22 AM

    Yeah, I know it's blurry but it's still in the early stages of production. As for "outlining" the lips, I don't quite understand what you're trying to say. If you're talking about that thin highlighted line underneath his bottom lip, then I don't really know what to tell ya, I was goin off of the negro civi head skin for reference.

  • WIP hand-painted skin texture.

    • CyanideCotdPnuts
    • October 11, 2005 at 1:25 AM

    It's actually at almost regular size, the whole map itself is 2048 x 2048, the whole character being on it.

  • WIP hand-painted skin texture.

    • CyanideCotdPnuts
    • October 11, 2005 at 12:48 AM

    Well, this is my first ever fully hand painted skin texture, let me know what you all think. Yea, it is WIP

    [Blocked Image: http://img.photobucket.com/albums/v224/cyanidecotdpnuts/fafb45c8.jpg]

    EDIT: Here's an update, also applied on model. Ugly stretching on neck

    [Blocked Image: http://img.photobucket.com/albums/v224/cyanidecotdpnuts/f448efd9.jpg]

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™