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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Mia Max 

#7261

So much work. You won't guess how many hours it took me to make this.
Anyway, I can set the properties using a spreadsheet, and this is what I wanted.
I want my map filled with gears so much :P

One bevel gear without the cone has 1220 triangles.

Posted Image

This post has been edited by Mia Max: 18 August 2016 - 11:22 AM

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User is offline   Mia Max 

#7262

I'm working on an E-Cigarette for Duke Nukem.
I own it by myself.
The Body curve design was the most difficult part to make.
It has already about 4000 triangles, so I won't make it detailed too much.


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User is offline   Micky C 

  • Honored Donor

#7263

You're making quite a few models. What project are you using them in?
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User is offline   Mark 

#7264

You may already know this but I'll mention it anyway. To help keep the face count down, remove hidden faces. Such as any flat faces on the ends of a cylinder that don't show. That can help a lot.
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User is offline   Mia Max 

#7265

Yes I do so. With FreeCad it is very easy to select and export surfaces that are needed.

But is it really that important tp keep face count low.
I just tested a map where I've placed like 200 car models from DukePlus and framerate was still at 60 fps.
If every car model had 100 faces, that would be 20.000 faces.
Or does it matter how many faces one model has?



View PostMicky C, on 21 August 2016 - 03:46 AM, said:

You're making quite a few models. What project are you using them in?


I am beginning to learn how to use Blender and FreeCad. So I'm just testing things.
I guess it will take weeks before I can start making something concrete.

This post has been edited by Mia Max: 21 August 2016 - 08:59 AM

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User is offline   Mark 

#7266

With most people having faster computers the need to shave off every face possible from a model is not as important in Eduke32 as it used to be but its still a good practice to keep.
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User is offline   Tea Monster 

  • Polymancer

#7267

You can use a high poly model to bake an AO or other map down to your diffuse skin so that it looks like it is more detailed than it actually is.
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User is offline   Mia Max 

#7268

View PostTea Monster, on 21 August 2016 - 09:17 AM, said:

You can use a high poly model to bake an AO or other map down to your diffuse skin so that it looks like it is more detailed than it actually is.


Thank you for mentioning it :P

Finaly I was able to make a texture shaded.

I guess the best method to make the final texture ist to create one image with the basic texture, one that is gray and shaded and than I combine them into one image file?

Attached thumbnail(s)

  • Attached Image: Zwischenablage05.jpg

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User is offline   Jimmy 

  • Let's go Brandon!

#7269

>implying Duke Nukem would ever use an e-cigarette
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#7270

View PostJimmy Gnosis, on 22 August 2016 - 07:01 PM, said:

>implying Duke Nukem would ever use an e-cigarette


You're right, but if there's one lying around and there's a "use" button, we could always make him use one. Though he could retort by roasting it with a good one-liner. :P
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User is offline   Tea Monster 

  • Polymancer

#7271

Duke: "You wouldn't catch Bill using one of these".

Render out an AO map and combine it in a graphics app using multiply.
What renderer are you using?

This post has been edited by Tea Monster: 23 August 2016 - 12:20 AM

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User is offline   Mia Max 

#7272

I've used two hemi light sources, shadow smoothing and edge split modifer.

About the E-Cigarette thing: Duke would use it if it had a fission battery. That is my plan to add a atomic sign to the side of the accu part.

This post has been edited by Mia Max: 23 August 2016 - 05:08 AM

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User is offline   Tea Monster 

  • Polymancer

#7273

Cool!

Progress on the Slimer:
Posted Image
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14

User is offline   Jolteon 

#7274

Made a cool Easter egg in my map, which used a lot of sprites, but didn't used any new art to make it. But I'm not gonna spoil what it is though. :P

Also:

Attached Image: duke0132.png

Eww, skanky outfit!

This post has been edited by Jolteon: 25 August 2016 - 08:38 AM

3

User is offline   BoowHow 

#7275

Another Update on that Map I'm working on:

I changed that one Big Room Into a more Subway looking Room
Posted Image
Other side of the tracks
Posted Image
Same side with the Exit in view
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Inside the Exit
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Inside the Exit 2
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A small destroyed Room
Posted Image
That's all for now

5

User is online   brullov 

  • Senior Artist at TGK

#7276

The first screenshot of my art pack. Some of the textures are "pre-alpha", but all of them are mine (except sky). Hope you will like it! Posted Image
Posted Image

Drawing with mouse is pain.

This post has been edited by Vazovski: 26 August 2016 - 10:10 AM

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User is offline   Merlijn 

#7277

My map is nearly done.
It became rather big; I only have about 300 walls left. So it's the right time to wrap things up. :P

Attached Image: shakegrnd1.png Attached Image: shakegrond7.png

Expected to be released in September.
10

User is offline   Steveeeie 

#7278

View PostVazovski, on 26 August 2016 - 10:05 AM, said:

The first screenshot of my art pack. Some of the textures are "pre-alpha", but all of them are mine (except sky). Hope you will like it! Posted Image
Posted Image

Drawing with mouse is pain.


Looks really cool, keep it up
2

User is offline   Sanek 

#7279

View PostMerlijn, on 26 August 2016 - 12:46 PM, said:

My map is nearly done.
It became rather big; I only have about 300 walls left. So it's the right time to wrap things up. B)

Attachment shakegrnd1.png Attachment shakegrond7.png

Expected to be released in September.


MY GOD, this map looks beyond awesome, can't wait to play it! :P
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User is offline   Micky C 

  • Honored Donor

#7280

Holy moley, some good looking maps on this page!

Get back to me when your level spills over into 4 maps Posted Image
1

User is offline   Jimmy 

  • Let's go Brandon!

#7281

View PostBoowHow, on 25 August 2016 - 10:47 AM, said:

Another Update on that Map I'm working on:

I changed that one Big Room Into a more Subway looking Room

Your map looks good, but I have some minor criticisms that will really spruce your map up and any experienced mapper will agree with me on these two points:
Your textures are repeating a lot. If you look at the stairs and stuff, you see a lot of the same parts of the texture over and over again. Pan the textures around and give your visuals some variation.
Your rooms aren't fully shaded. Your floors, walls, and ceilings are mostly the same shade, this isn't how 3D objects actually work. If you shade them more realistically your rooms will look less flat and more interesting. Look at Levelord's maps, he always had excellent contrasty shading. It can really make things pop.

Either way, I think you show a lot of promise and I can't wait to play your map.
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User is offline   Mia Max 

#7282

Update on my gears.

https://youtu.be/ku8M2OVe8zY

Ingame it rotates faster. Framerate is still at about 300 fps and there must be over 20.000 triangles at this place :P

Posted Image




The bearing isn't textured yet. I also wanted to let the balls rotate on their own axis. But that it too difficult for me to make the animation in Blender yet.

Posted Image

This post has been edited by Mia Max: 27 August 2016 - 07:34 AM

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User is offline   Micky C 

  • Honored Donor

#7283

View PostMia Max, on 27 August 2016 - 07:06 AM, said:

Update on my gears.

https://youtu.be/ku8M2OVe8zY

Ingame it rotates faster. Framerate is still at about 300 fps and there must be over 20.000 triangles at this place B)



I'm sure there are over 20 triangles just by looking at it :P

Yeah polymer handles models pretty well. I wouldn't recommend having too many of those in polymost.
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User is offline   Mark 

#7284

The latest revision of Mapster has a glitch that causes the normal map textures to display instead of the regular diffuse map. I showed this pic to TM in our project website and joked that this could be a good teaser shot. He said "go for it". So here is another of TM's creations.

EDIT: It was brought to my attention that TM's son CGPhantom created the high poly version of the model. So Kudos to him for a great job.

Attached thumbnail(s)

  • Attached Image: capt0011.jpg


This post has been edited by Mark.: 28 August 2016 - 08:16 AM

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User is offline   Jolteon 

#7285

Made this area of my map. It's still WIP though for I'm not sure if I should add more barrels in this area. Also some of the walls won't be there when it's finished.

Attached Image: capt0051.png Attached Image: capt0052.png

Yes, this level does take place on a train. It will be called Prison Train. I'll admit it, I'm a sucker for train levels (You can thank Sly Cooper 2 for that :D )!
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#7286

View PostJolteon, on 30 August 2016 - 07:24 PM, said:

Made this area of my map. It's still WIP though for I'm not sure if I should add more barrels in this area. Also some of the walls won't be there when it's finished.

Attachment capt0051.png Attachment capt0052.png

Yes, this level does take place on a train. It will be called Prison Train. I'll admit it, I'm a sucker for train levels (You can thank Sly Cooper 2 for that :D )!


Sometimes less is more.
1

User is offline   Mia Max 

#7287

I've made a Stirlingmotor to actuate my gears.
Now I will have to think about what the gears will actuate :D
It's almost done :D

EDIT: There is a uncorrect animated frame on the connection rod when rendered in Blender. I hope this won't happen when I export it to md3 format.

Attached thumbnail(s)

  • Attached Image: SM.gif


This post has been edited by Mia Max: 01 September 2016 - 12:23 PM

1

User is offline   LeoD 

  • Duke4.net topic/3513

#7288

View PostMark., on 28 August 2016 - 06:19 AM, said:

The latest revision of Mapster has a glitch that causes the normal map textures to display instead of the regular diffuse map.
Same goes for EDuke32. HRP is unplayable.

[Edit] r5827 is OK, r5830 is not.

This post has been edited by LeoD: 01 September 2016 - 01:07 PM

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User is offline   Tea Monster 

  • Polymancer

#7289

Typical. We can't get normal maps to display correctly for months, then suddenly EVERYTHING is blue and purple :D
0

User is offline   TerminX 

  • el fundador

  #7290

That's hilarious. We'll fix it in a couple days I'm sure.
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