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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   Sobek 

  • There's coffee in that nebula!

#271

(Not posting in my WIP thread on AMC because I honestly don't know if this will stay as-is);

Posted Image

Once again just farting around, trying out new things. I've added models along the corridor to simulate some detailings seen in the show that I just couldn't accomplish any other way... But it's nowhere near perfect and I'm not sure where I'll go with it from here. Trying out new textures too, heck, new bloody everything. The corridor seems so bright because I threw in two (admittedly way too bright) polymer lights to try and accentuate things a little. Carpet's giving me grief.

On the plus side, My attempts at creating a foresty-ish area that's intended to be on an alien world is turning out great, and with Polymer I can simulate fake moonlight at night. Even got some wannabe 'volumetric' lighting in place in the form of god rays and such, which turned out nicely to my surprise.

Pretty soon I should have a whole swathe of new stuff to post in my WIP thread over on AMC, but until then, back to work!
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User is offline   Geoffrey 

#272

That looks pretty cool Sobek :blink:

View PostGambini, on Jul 29 2009, 04:30 PM, said:

I always wondered about how artists do those sprites with eight angles...

Would not be usefull to make a dummy model, take screenshots of it in every angle and then drawing the sprite over it?


Depends. There's a mod out there which has all the character sprites drawn by hand and then scanned. They looked pretty horrible but that's one way to do it. The other's models, or - which is what I did for an old mod - just drawing them pixel by pixel in editart (based on quick stick figures drawn in photoshop).

The doom sculptures are way cool but I doubt that process is going to be quicker than making clever use of photoshop.

This post has been edited by Geoffrey: 30 July 2009 - 09:23 AM

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User is offline   Tea Monster 

  • Polymancer

#273

Probably the best way of doing it is to put some interesting lighting on the model, funk up the textures so that they look good as renders, rather than just as game textures. You can use bump maps and specular maps and even SSS to make it look as real as possible. The whole thrust of the texturing and lighting would be to impress on the render and ignore its potential as a game model. Approaching the model from this angle would, of course, allow you to casually ignore poly counts, so it won't LOOK like a game model It can look pretty much exactly like what it would be anyway. The only restriction would be render times and how many pollys your CPU can handle (not the GPU!).

Then you move the camera and take a render at each postion you need to have your sprite at. You can green-screen your model so it has a transparent background. Yafaray will do this for you if you are using Blender.

If it looks too 'Real' then you can batch-process the resulting renders with a filter or two in Photoshop.

This post has been edited by Tea Monster: 30 July 2009 - 11:24 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#274

Geoffrey, Eriance from the Doom community has hand drawn enemies on paper before and come up with good results.

This post has been edited by Captain Awesome: 30 July 2009 - 12:26 PM

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User is offline   Gambini 

#275

View PostGeoffrey, on Jul 30 2009, 02:22 PM, said:

That looks pretty cool Sobek :blink:



Depends. There's a mod out there which has all the character sprites drawn by hand and then scanned. They looked pretty horrible but that's one way to do it. The other's models, or - which is what I did for an old mod - just drawing them pixel by pixel in editart (based on quick stick figures drawn in photoshop).

The doom sculptures are way cool but I doubt that process is going to be quicker than making clever use of photoshop.


I meant the same than you, using those dummy models and draw the sprite in editart, not manually.
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User is offline   Daedolon 

  • Ancient Blood God

#276

View PostSobek, on Jul 30 2009, 10:48 AM, said:

Posted Image


I only followed the very first Star Trek so I'm not sure what these things are supposed to represent -- that said, I love the style, very clinical yet not. Sleek and gritty at the same time, I love the look of the corridor, it makes me wanna go walk there already.
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User is offline   Geoffrey 

#277

View PostCaptain Awesome, on Jul 30 2009, 12:26 PM, said:

Geoffrey, Eriance from the Doom community has hand drawn enemies on paper before and come up with good results.


Got a link to screenshots or projects he's been involved with? That would be interesting to see.
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User is offline   XThX2 

#278

Clicky

Just about every page has his work.
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User is offline   Chip 

#279

Back when I had a go at a W40K mod, I started out by drawing a Marine through MS Paint. It had 8 frames per pose (going 360 around) and its walking animation had 8 frames each (8x8=64) And I'm still impressed with the results now although it was never finished since that was all I did for it but it still looks good.

I then dropped it and moved onto 3D models so I could import that directly into game and models just look better then sprites.
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#280

Better than sprites?! Heretic! :blink:

Anyway, I was trying out to make the DNF gloves thing for the 8-bit art. Not a lot of success, since I have no clear idea on how the author did the gloves himself, so I could follow the process myself.

That, and I need to somehow get the Duke pallete for PSP9. =P
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User is offline   Geoffrey 

#281

View PostXThX2, on Jul 31 2009, 01:19 AM, said:

Clicky

Just about every page has his work.


Awesome stuff there, though I haven't seen any scan-to-sprite examples there. Plenty of awesome drawings, but they're only used as visual reference and not the actual base of the sprite like I assumed Captain A meant.
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#282

I do think a tutorial he made once had a sketch to sprite example, but that's as far as I remember.
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User is offline   Hendricks266 

  • Weaponized Autism

  #283

View PostRyan Cordell, on Jul 31 2009, 10:32 AM, said:

Better than sprites?! Heretic! :blink:

Anyway, I was trying out to make the DNF gloves thing for the 8-bit art. Not a lot of success, since I have no clear idea on how the author did the gloves himself, so I could follow the process myself.

That, and I need to somehow get the Duke pallete for PSP9. =P


Here's my entire palette database. I think it's in Paint Shop Pro format.
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User is offline   Jimmy 

  • Let's go Brandon!

#284

View PostGeoffrey, on Jul 31 2009, 01:30 PM, said:

Awesome stuff there, though I haven't seen any scan-to-sprite examples there. Plenty of awesome drawings, but they're only used as visual reference and not the actual base of the sprite like I assumed Captain A meant.

Here is an example.
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User is offline   Geoffrey 

#285

Hah, that's really cool. The things he does in photoshop are almost identical to what I've been doing, but drawing the frames by hand first = super awesome.
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#286

That's so awesome. :blink: :D
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User is offline   NerdZilla 

#287

I'm making a mod that uses bullet time with some guns. so far it's a work in progress because im no good at editing the game's code. i want to make it so if i make a enemy in blue. he'll fallow all blue team member and atack everyone else. and if i make'em a red coler. he'll team up with the red team.
At the moment Im working on a map im calling simcity 2000 3d. it's a huge map thats 9 times the size mappers allows. so far im useing this design as a backround landscape. its nice how it takes over 140 seconts befor a rocket hits its target.
heres some pics if your interested in seeing it?

http://viewmorepics.myspace.com/index.cfm?...mageID=34568620

http://viewmorepics.myspace.com/index.cfm?...mageID=34602084

http://viewmorepics.myspace.com/index.cfm?...mageID=34537617


I'm hoping someone can help me with game's code for the enemys and the guns. if anyone want to help me, of course.

thank you for your time... Nerdzilla.

This post has been edited by NerdZilla: 31 July 2009 - 11:49 PM

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User is offline   NerdZilla 

#288

alot of the work here is awesome.

This post has been edited by NerdZilla: 31 July 2009 - 11:49 PM

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User is offline   Stabs 

#289

some high res DNE shots, almost done with this level, got the layout, now to detail and fix/program whatever :blink:




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User is offline   zykov eddy 

#290

Only one thing i must to say - your maps looks amazing with polymer. I like it a lot =)
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User is offline   Geoffrey 

#291

View PostNerdZilla, on Jul 31 2009, 11:27 PM, said:



You've got some nice shots in that gallery there - I love the E1L1 remake shot. The landscapes are also pretty cool - is that the grid texture from dukevr I see?
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#292

The swimming pool + Bar looks really awesome, pitty about the sky though. The other shots just look like basic areas + polymer lights.
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User is offline   Stabs 

#293

alot has changed since those shots

this level.. is just turning out so well, its like die hard on crack and my class warfare pack is fitting in well

the battle that occurs in this map puts that drone / freeway part in TTA2 to shame :blink:
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User is offline   Sangman 

#294

View PostWilliam Gee, on Aug 2 2009, 08:50 AM, said:

The swimming pool + Bar looks really awesome, pitty about the sky though. The other shots just look like basic areas + polymer lights.


My thoughts exactly (though I don't mind the sky)
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User is offline   Sobek 

  • There's coffee in that nebula!

#295

Just posting this here as a follow-up;

http://www.youtube.c...H_VPkcn4&fmt=22

Basically, as per my comment there, this is the style I'm sticking with for the corridors now. It's actually so incredibly easy to create in comparison to my previous style that I've reconstructed almost everything already, which only took me one evening. As an added benefit, the removal of several sectors per each wall panel in favour of better textures & a couple of models has improved performance even more... All positives.

There's no audio sorry, I just don't use sound on this PC at work when I'm mapping (normally there's red alert alarms and such sounding off. Use your imagination!).

*edit* The corridor with the fire (will be adding debris and a little area to explore later sometime);

Posted Image

This post has been edited by Sobek: 02 August 2009 - 09:11 PM

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User is offline   Geoffrey 

#296

Cool :blink:
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User is offline   Stabs 

#297

Duke Nukem Eternity is now on the moddb
http://www.moddb.com...-nukem-eternity

fixed that bar shot, playing with the vis stopped it getting so black in areas, and picked up the framerate in parts
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User is offline   Sobek 

  • There's coffee in that nebula!

#298

Awesome. That bar scene would go so well with some kind of high-tech Tokyo themed backdrop of neon lit skyscapers and the like. The immersion factor would just increase tenfold :blink:

Earlier I started fiddling about with the idea of a sequence involving both landing Voyager on a planet, and then moving into the countryside (for... well, for a specific reason). At first I was simply seeing how I would go about blending the model within the environment and using proper transitions between 'zones' so that as the player moves through the level, the ship is always visible at some stage and provides the sense that you're moving great distances... I got that nailed down great (and it's actually all thanks to DukePlus - I guess you'll see when it's all said and done). But this screenshot was from my first play around. I put down some basic foliage then for some reason just went nuts on it. Anyway, I took some screenshots before deleting the map because it was actually rather beautifull, especially so in motion.

Sunset landing on an alien planet;

Posted Image

*edit* Only one light source so unfortunately no sexy shadows to be seen :D

This post has been edited by Sobek: 05 August 2009 - 12:05 AM

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User is offline   Stabs 

#299

couldnt agree more on the sky, i keep looking it and see the same thing myself, ive been thinking of getting a new one for the past few days now.

Thats some nice epicness there, like your use of the trees esp, not fan of star trek wish that was tau ceti and the von braun :blink:

is that one massive point light for the sun? should do a spot light one doing all the trees just for screenshot goodness, prolly kick the fps in the balls tho.
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User is offline   Geoffrey 

#300

That looks awesome! It'd be great to walk around in the shadow of the voyager with animal sounds and such in the background.
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