Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 326 Pages +
  • « First
  • 303
  • 304
  • 305
  • 306
  • 307
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Tea Monster 

  • Polymancer

#9121

https://i.imgur.com/TlOTsVw.jpg

He's not done. At the moment, they are just personal sculpting projects. I think the HRP is dead at the moment anyway.

Still a lot of form finding to do and the shoulder pads are just placeholders.

This post has been edited by Tea Monster: 25 February 2020 - 11:29 AM

6

User is offline   Tea Monster 

  • Polymancer

#9122

https://i.imgur.com/FwxfTga.jpg

"Ahhh, much better!" Reworked the fat rolls and general body shape. Getting closer now.
6

User is offline   OpenMaw 

  • Judge Mental

#9123

View PostTea Monster, on 25 February 2020 - 05:28 PM, said:


"Ahhh, much better!" Reworked the fat rolls and general body shape. Getting closer now.


Are you still sculpting with Zbrush?
0

User is offline   Tea Monster 

  • Polymancer

#9124

Yep.
0

User is online   Phredreeke 

#9125

Upscaled PC Liztroop with DN64 style eyes

Attached thumbnail(s)

  • Attached Image: spritesheet.png

2

#9126

Got some sick mockup screenshots for ya!

Attached Image: mockup1.png
Shrink, Damn You! Shrink!
Attached Image: mockup2.png
What Are You? Some Bottom-Feeding Scum-Sucking Algae- Wait, the slimers are based on protozoans, and protozoans eat algae. and my slimer is blue so it doesn't make sense anymore. WTF.
Attached Image: mockup3.png
Duke's Gonna Nukem!
Attached Image: mockup4.png
The Shadowy Beast is watching...
Attached Image: mockup5.png
THE IMPOSTOR.
Attached Image: mockup6.png
aw man, he dead now.
9

#9127

Hello! I call her Lisa. The model is made in makehuman 3d in several variants. I use it in my new game, which someday will be released. The camera will be from a third person, as well as a fixed camera. Therefore, the model is so detailed. In the polymer, the model looks excellent.


https://i.ibb.co/zr4FtNy/lisa-casual4.pnghttps://i.ibb.co/j9C2T8N/lisa-casual.pnghttps://i.ibb.co/f1j8N8c/lisa-casual2.png https://i.ibb.co/hdLRz1N/lisa-casual3.png
https://i.ibb.co/qJvbQsR/lisa-dead4.pnghttps://i.ibb.co/GQqK0s5/lisa-dead.png https://i.ibb.co/ygKjKrF/lisa-dead2.png https://i.ibb.co/4fswftW/lisa-dead3.png
https://i.ibb.co/wMsWMhw/lisa-dirt4.pnghttps://i.ibb.co/0qQ9QXt/lisa-dirt.png https://i.ibb.co/dfb0GDz/lisa-dirt2.png https://i.ibb.co/34yZS6R/lisa-dirt3.png
5

User is offline   Mark 

#9128

Its been a long time you have worked on your mod. I hope I'm still alive when its released. ;)
1

User is offline   Kyanos 

#9129

Announcement:
I will be releasing the best thing to happen to the Duke3D multiplayer scene since Kali in about 96 hours (7PM est Sunday)

I'd like to thank Radar for outing m*ltd*wn and inspiring me to finally release this to the Duke community.
5

User is offline   Mark 

#9130

This morning I installed a plugin for Blender that lets you create a 3D model head from photos. This works pretty good. It will be even better when I try it with better quality source photos that are properly lit and I learn the program better. I grabbed a few selfies with my phone in poor lighting so quality was uneven. Its best if someone else takes the photos. I can add hair separately later. I'm sure I'll be adding that in to a future project. :lol:
( no my face and neck are not dirty, its the fault of the program interpreting my low quality pics) ;)

Attached thumbnail(s)

  • Attached Image: facerender2.jpg


This post has been edited by Mark: 14 March 2020 - 08:22 AM

8

User is offline   MusicallyInspired 

  • The Sarien Encounter

#9131

That's really cool!
0

User is offline   Kyanos 

#9132

https://github.com/P...c-source/Fusion
Making a thread. I was delayed in a grocery store line up.

Threads up.
https://forums.duke4...c/11082-fusion/

Tell me what you think. The port is only a small part of it, the URL launching is the game changer.

This post has been edited by Photonic: 15 March 2020 - 03:43 PM

2

User is offline   Loke 

#9133

A few more AMC TC Episode 4 shots. The wall limit got brutally murdered on this map.

https://i.imgur.com/0gCez7d.gif

https://i.imgur.com/A0Vmfke.gif

https://i.imgur.com/ZuquCTn.gif
21

User is online   oasiz 

  • Dr. Effector

#9134

Additive blending is strong. Love using it.
1

User is online   ck3D 

#9135

Great combo of terrain work, clean trim work and smart architecture, Loke!
1

User is offline   Tea Monster 

  • Polymancer

#9136

https://i.imgur.com/NdqZdtZ.jpg
All mechanical bits are placeholders.
5

User is online   Sanek 

#9137

@Loke it looks absolutely great! It also looks like some kind of Baptized map sequel.
Just looking at these pics I knew that I'll never make maps for it, since you guys are so freakin' good.

I'm trying to make IF map right now, but chances that I'll actually finish it are slim, since I just can't get hold of the new tileset. Oasiz kinda offered his help with some CON stuff, but if the results will be sub-par I'll just end up wasthing his time. But we'll see...

I'm also thinking about making the sequel to Dark Station/Dark Seed in some foreseeable future...
1

User is offline   Mark 

#9138

Another piece to eventually throw into my sci-fi demo map I plan on making someday. Some textures are WIP.

Attached thumbnail(s)

  • Attached Image: machine 6.jpg

6

#9139

Attached Image: Screenshot1.png
Final level of Blood And Ice! A lot of dead aliens here, but you're not the one who killed them. Who did all of this? Well, you'll find out very soon.
(text was made using deluxe paint. wow!)
3

User is online   oasiz 

  • Dr. Effector

#9140

View PostSanek, on 20 March 2020 - 01:37 AM, said:

@Loke it looks absolutely great! It also looks like some kind of Baptized map sequel.
Just looking at these pics I knew that I'll never make maps for it, since you guys are so freakin' good.

I'm trying to make IF map right now, but chances that I'll actually finish it are slim, since I just can't get hold of the new tileset. Oasiz kinda offered his help with some CON stuff, but if the results will be sub-par I'll just end up wasthing his time. But we'll see...

I'm also thinking about making the sequel to Dark Station/Dark Seed in some foreseeable future...


Don't worry too much, I'll gladly help ;)
If you need some ideas on how to work with the tileset, you can ask me as well.

FYI: You don't need CON coding, pretty much all you see in fury are mostly map effects. Even qoth is 95% map effects and 5% code, you can do almost endless variations on that actually (i.e. have new areas open up each wave, previous close down)
0

User is online   ck3D 

#9141

I resumed work on the second map of my episode project yesterday after a two-month 'break' I needed to get ahead in work again. It never left my mind to continue it, I just couldn't find the time. Anyway last night I added roughly 100 sectors to the current level and in general, now I have much clearer ideas for where it's going and what its mechanics are going to be. With the lockdown here I have all the time I need for indoor activities (although I really wish I could go out), so might as well sneak some Mapster sessions in here and there, I had missed them but the 'downtime' was some necessary buffering after a map and a half and now I'm packed with inspiration for at least three levels again.

Would love to post screenshots but just like the first level, I don't want to spoil much and in the current state of the map, showing a location out of context would either show too much or too little. Maybe once I've made some more generic, but clean-looking indoor sceneries or something.

This post has been edited by ck3D: 23 March 2020 - 01:06 AM

1

User is online   ck3D 

#9142

Trying really hard not to showcase much, so here's a portrait of a chair in a random corridor from this morning, and a wee chunk of a rooftop section I just started building tonight, obviously all still WIP. Map 2 is nearing 850 sectors now and is already really big, but I'm still not sure whether or not I want to make it as huge as the first level, sometimes keeping things reasonable works best, but I also have the progression and pace of the episode to keep in mind. How I myself end up liking the turn the level takes will probably determine its final outcome (wait, that's every creation); so far I'm into it and enjoy adding to it, but I also can't wait to fine-tune a gazillion of little tweaks everywhere so that I'm even further immersed into the settings I've been imagining. But I'm just enjoying every moment of spare time I can get, and trying to optimize inspiration and schedule management.

edit - also in-editor shots due to laziness; for those who might be reading this and not know, the pink on that floor texture shows up as black in game

Attached thumbnail(s)

  • Attached Image: blastradius-map2-1.png
  • Attached Image: blastradius-map2-2.png


This post has been edited by ck3D: 24 March 2020 - 04:45 PM

9

User is offline   Maarten 

#9143

View Postck3D, on 24 March 2020 - 04:39 PM, said:

edit - also in-editor shots due to laziness; for those who might be reading this and not know, the pink on that floor texture shows up as black in game


Well, even when not showing much, it's nice to seee ur active & the shots looks nice ;)

----

Speed at bulding got a bit slower last weeks (busy days @ work) but still there is progress :lol:
1100 sectors, 9000 walls.

Attached thumbnail(s)

  • Attached Image: Woudrichem 27-3.png


This post has been edited by Maarten: 27 March 2020 - 07:46 AM

9

User is offline   Merlijn 

#9144

Guess it's the day of the veteran mappers. :lol:

I also picked up mapping for Shaky Grounds again, got inspired by the amazing backdrops in Doom Eternal. Can you tell? ;)
Attached Image: duke0062.png
8

User is online   ck3D 

#9145

Maarten, again I'm really looking forward to that map, the style looks super interesting to me. I hope it's somehow possible to get inside that Duke Burger, first thing that came to mind - secrets in places that look impossible to enter like this are the best secrets!

Merlijn this is awesome. I really, really like all those sceneries of destruction you build. In general I really like how you've been treating the scale of your maps, ever since Clear The Coast I'd say.

Just broke the 1000 sector barrier on map 2 (also the ones of 7500 walls and 2000 sprites, for those who like to keep count - I know I kind of do because the ratio of wall/sector/sprite per mapper is never the same). I'm super happy with how it's turning out and my vision for it is only getting more accurate, from now on I can tell it's going to be another huge level, but with a layout and general mechanics that work very differently from the first one that I'm really starting to pinpoint now. Also got a lot of semi-annoying terrain work done and now I can focus on filling the boxes in, with a clear idea of how it should work eventually.

I'll celebrate by sharing a bit more, which I will later either regret or use as motivation to go at it even harder. Although to be honest, I've been super on it over the past couple of days. Schedule is convenient right now, hope it stays that way a fair bit. Everything is still WIP,

1/ One of the most recent indoor areas I built in map 2 (side note: this is the chronological order I'm building them, but not their eventual place in the episode). The fallen shelf detail behind that wall (you can't see it that well from that angle) was fun to make. Ceiling is too flat for my tastes and will probably get retouched,

2/ 3/ 4/ 5/ Part of a destruction scene I just built tonight, with electrified water that flashes light, buzzes and fucks Duke up. On 4 you can see a good example of the 'vertical gradient lighting' technique I've been having fun using here and there in my last couple of maps, I think it has the potential to add a lot to the atmosphere in certain settings.
EDIT - yay, just spotted non-shaded walls on screen 2

6/ Another destruction scale, same WIP rooftop I showed last time, just with slightly more perspective to give a better sense of the scale. And this is a super tiny portion of the level.

7/ This one is from the starting area of map 1 (the one that's complete) with visibility turned down, and most spoilers out of the way. Sky texture is bogus as fuck but for some reason I still like it so far like I have for months, maybe it'll stay eventually, maybe not. That street is definitely less than 5% of the area of the map.

Attached thumbnail(s)

  • Attached Image: blastradius-map2-3.png
  • Attached Image: blastradius-map2-4.png
  • Attached Image: blastradius-map2-5.png
  • Attached Image: blastradius-map2-6.png
  • Attached Image: blastradius-map2-7.png
  • Attached Image: blastradius-map2-8.png
  • Attached Image: blastradius-map1.png


This post has been edited by ck3D: 27 March 2020 - 04:38 PM

7

User is online   Sanek 

#9146

I don't have to visit porn sites anymore, because there's the stuff right here at duke4. ;)

Seriously guys, it's great that such maps being developed right now, can't wait to play it! I was kinda worried when my recent maps was the only map released so far in 2020, almost 3 months ago. But seeing your WIP, I'd say that it'll definitely worth the wait.

@ck3d Hmm, looks like you're about to make a semi-sequel to endotheworld map, isn't it? Even if it's part of the episode. Also, the last screenshot instantly reminded me of your old map called Filler.
4

User is online   ck3D 

#9147

Thanks, I mean I always kind of re-use the same old tricks of mine, what's a novelty in one level usually ends up part of the repertoire and integrated to all the following ones (I always seem to find new applications and disguises for them), there are so many fun ways one can tweak stuff with Build, those maps so far have a lot of such funky stuff. End Of The World was more chaotic with a clusterfuck of effects I had just learned, it really was a one-off type of release whereas those maps are generally more consistent I'd say, and come in a much bigger scale so it's only logical that the destruction grows with it. That colorful room/collapsed ceiling is the same one in several shots by the way, there's only one section like this in the level.

About the last shot looking like Filler, wow that's smart, I can see it now. But I'm not too surprised as it's my least favorite segment of the level (also the first one I designed), for it's the messiest texturing-wise when the rest feels cleaner and bigger. Its distinct look works in the context of how it's just an isolated portion of the map, though (and one that marks quite the contrast with the following one). Small uptown block vs., well, you'll see if I don't die before I complete this!

This post has been edited by ck3D: 27 March 2020 - 04:03 PM

0

User is offline   Merlijn 

#9148

Quote

Merlijn this is awesome. I really, really like all those sceneries of destruction you build. In general I really like how you've been treating the scale of your maps, ever since Clear The Coast I'd say.


Thanks man! Ever since The Imperium my maps have been become more large scaled and 'epic'. One of the side effects of working with William Gee and Dan I reckon. ;)
The new Shaky Grounds will continue the scale of the last 2. Last one was mostly indoors, this one will reshift the focus to large and unique looking outdoor environments.

(PS: if you like my large scale stuff, you'll certainly like the map I made for the new DN:AA episode. :lol: )

Really curious about your new work, from the looks of it you continue to evolve and try new stuff which is great.

This post has been edited by Merlijn: 28 March 2020 - 03:07 AM

1

User is online   ck3D 

#9149

Oh I wish I could find the time to play AA altogether. Just finding time to map is a blessing, but I'm looking forward to playing more once I have the luxury to, if ever.

Thanks for your appreciation, honestly to me it feels like all my past maps were pretty much warm-up maps at this stage, like every single one was a necessary step for me to better understand this or that mechanic be it in literal design or gameplay. Since Poison Heart I finally feel like I can churn out levels that are representative of my vision enough that I now feel comfortable tackling an episode but since that's a chronophagous enterprise, I essentially treat it as a project of a lifetime type of thing. It's still rooted in my essence, but I'm always trying to complete the picture, yeah (and I feel like I've gotten to a stage where I can feel free to try and move the pieces around as opposed to sweating it over technicalities, which wasn't always the case at all and only makes mapping now even more fulfilling).

What I'm basically trying to do here is take all the elements I think made Duke great for me: the open environments, the interconnected 2D layouts, possibilities of the 2.5D engine, pop culture references and visual storytelling, and basically update them to the 2020 scale of possibilities, all the while remaining true to the original game/assets (I'm still debating how much custom content to add with my own self so hard, but I have plenty of ideas in that department too). It's a very thin line I feel responsible if not downright stupid for even trying to walk, especially right now!

Is there a particularly popular thread dedicated to posting mapping tips on here? I've started writing down some of my personal quirks I've developed that I'd like to share sometime.

This post has been edited by ck3D: 28 March 2020 - 04:08 AM

0

User is offline   Perro Seco 

#9150

View PostHollaback Duke (defiatron), on 21 March 2020 - 07:13 PM, said:

Attachment Screenshot1.png
Final level of Blood And Ice! A lot of dead aliens here, but you're not the one who killed them. Who did all of this? Well, you'll find out very soon.
(text was made using deluxe paint. wow!)
I like it! I guess it's based on this beta screenshot:
Attached Image: beta.jpg

View Postck3D, on 27 March 2020 - 03:25 PM, said:

7/ This one is from the starting area of map 1 (the one that's complete) with visibility turned down, and most spoilers out of the way. Sky texture is bogus as fuck but for some reason I still like it so far like I have for months, maybe it'll stay eventually, maybe not. That street is definitely less than 5% of the area of the map.
Is that the level with the working subway? I'm eager to play it. ;)

I don't know if I like the sky or not, but that's a very original use of texture and palette!
1

Share this topic:


  • 326 Pages +
  • « First
  • 303
  • 304
  • 305
  • 306
  • 307
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options