What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7201 Posted 05 August 2016 - 09:05 AM
It looks correct there, but there can be normals issues, and there are a shed-load of extra polys in there, All those horizontal polys on the back of the chair are just not needed at all as there is little curve to the flow of the back of the chair. You could probably get away with half the amount of vertical lines.
I've made a copy of the chair to show you what you really need. That is 220 polys, and that is with bevels and a curve to the back of the chair.
This post has been edited by Tea Monster: 05 August 2016 - 09:05 AM
#7202 Posted 05 August 2016 - 09:47 AM
You can, but there's no way to texture it (there are textures, but can't be exported) nore you can edit single triangels.
So I want to learn to work with Blender. Hopefully it won't be too difficult.
But I think I can still use some models from Solidworks with simple curves. I guess bodies like cylinders and spheres will generate identical meshes.
This post has been edited by Mia Max: 05 August 2016 - 09:47 AM
#7203 Posted 06 August 2016 - 12:14 AM
These are not related to Typical Day Part 3, I just threw them together since I'm playing around with ideas for future videos.
Editing each individual sprite however is gonna be a real time consume.
This post has been edited by xMobilemux: 07 August 2016 - 02:30 AM
#7204 Posted 06 August 2016 - 12:22 AM
MiaMax - Probably not. I made that chair in 15 minutes. It would probably take you longer than that to make it in solidworks, port it over, mess around with it, re-texture it, etc. etc.
#7205 Posted 08 August 2016 - 04:25 PM
Some of the assets in the pic are W.I.P. or placeholders but they reflect the overall look we are going for. We had hoped for a release by now but there have been a few setbacks that I mentioned in a previous post. But it's well on the way to completion. It won't fade away. The view in the pics is where the player drops down the vent from the roof. The pics are compressed jpgs for smaller file size in the forum.
#7206 Posted 08 August 2016 - 07:11 PM
Mark., on 08 August 2016 - 04:25 PM, said:
Some of the assets in the pic are W.I.P. or placeholders but they reflect the overall look we are going for. We had hoped for a release by now but there have been a few setbacks that I mentioned in a previous post. But it's well on the way to completion. It won't fade away. The view in the pics is where the player drops down the vent from the roof. The pics are compressed jpgs for smaller file size in the forum.
The crate!!!!!! where's the crate!!!!??? That's maybe the most important thing in the whole map!!!!!
#7207 Posted 08 August 2016 - 07:50 PM
Mike Norvak, on 08 August 2016 - 07:11 PM, said:
I see two crates behind the forklift, granted maybe they could be a bit bigger. Agreed crates are very important in life!
#7208 Posted 08 August 2016 - 07:53 PM
Mark., on 08 August 2016 - 04:25 PM, said:
Some of the assets in the pic are W.I.P. or placeholders but they reflect the overall look we are going for. We had hoped for a release by now but there have been a few setbacks that I mentioned in a previous post. But it's well on the way to completion. It won't fade away. The view in the pics is where the player drops down the vent from the roof. The pics are compressed jpgs for smaller file size in the forum.
Is the haze around the street lights a sprite or some kind of special effect?
#7209 Posted 08 August 2016 - 10:28 PM
Looks cool though, at least now the streets of LA doesn't seem so empty or desolated anymore...
#7210 Posted 09 August 2016 - 02:06 AM
This post has been edited by TON: 09 August 2016 - 02:07 AM
#7211 Posted 09 August 2016 - 03:17 AM
Yes there are 2 smaller crates to climb up. They are on the forklift. That was a landmark of the original map. Same with the Innocent sign, the burning dumpster and the Cinema billboard. It would be blasphemy not to include those.
This post has been edited by Mark.: 09 August 2016 - 03:25 AM
#7213 Posted 10 August 2016 - 08:00 AM
Firstly is the Pigcop Captain:
This Pigcop is bigger and stronger than normal pigcops, and they can fire rpg rockets at you. (They were glimpsed in Dawn of the Pork)
Next is the Lizard Trooper in Dark Blue armour:
This Lizard Trooper is as strong as a Pigcop, or a Enforcer, as it takes two shotgun shots to kill. But other than that, this Lizard Trooper is pretty much identical to a normal Lizard Trooper. (These kind of Lizard Troopers are from Total Meltdown)
#7214 Posted 12 August 2016 - 06:18 AM
Super early in development, though.
This post has been edited by Mister Sinister: 12 August 2016 - 06:21 AM
#7216 Posted 12 August 2016 - 01:14 PM
#7220 Posted 12 August 2016 - 04:30 PM
#7222 Posted 13 August 2016 - 10:04 AM
#7223 Posted 13 August 2016 - 12:27 PM
#7224 Posted 13 August 2016 - 12:33 PM
#7225 Posted 13 August 2016 - 01:00 PM
Odd to think that the lizards, if they are like the reptiles on earth, should also be exothermic. It is entirely possible that all Duke had to do was shut off the heating or wait for the weather to cool down and the reptilian bastards would have simply slowed down and ground to a halt.
The slimer's teeth always made me think of leeches though... Who knows what they are, but I'm sure Giorgio A. Tsukalous would know.
Perhaps I am reading too much into this, but it was fun.
This post has been edited by High Treason: 13 August 2016 - 01:11 PM
#7226 Posted 13 August 2016 - 03:11 PM
#7229 Posted 13 August 2016 - 05:20 PM
#7230 Posted 13 August 2016 - 05:35 PM
Gambini, on 13 August 2016 - 05:20 PM, said:
Related to that point: Now it will be obvious which direction it is facing, and when you walk into a room with a bunch of slimes, you will see them all instantly turn to face you, which will look weird.