What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6421 Posted 05 February 2015 - 02:49 PM
Reflecto-test.
This post has been edited by Robman: 05 February 2015 - 05:50 PM
#6422 Posted 07 February 2015 - 04:35 AM
Fox, on 05 February 2015 - 01:09 AM, said:
That was bullshit. I misunderstood the perspective.
Now THIS is the real thing. I also simplified some of the buildings:
This post has been edited by Fox: 07 February 2015 - 04:37 AM
#6423 Posted 07 February 2015 - 06:41 PM
This post has been edited by Fox: 07 February 2015 - 06:42 PM
#6425 Posted 07 February 2015 - 06:59 PM
Black Shuck, on 07 February 2015 - 06:58 PM, said:
Brings a new meaning to "Come to Brazil"
#6427 Posted 07 February 2015 - 07:02 PM
#6428 Posted 07 February 2015 - 07:03 PM
Rellik, on 04 February 2015 - 09:03 AM, said:
The clouds were generated in Terragen, and the building were given additional perspective in Photoshop by skewing copies of the buildings.
That skybox is actually really good. What texture did you used on the bottom?
#6430 Posted 07 February 2015 - 07:05 PM
This post has been edited by Robman: 07 February 2015 - 07:44 PM
#6431 Posted 07 February 2015 - 07:05 PM
Robman, on 07 February 2015 - 07:00 PM, said:
Fox is making a skybox for the Duke Nukem 3D Hail to the King Collection (basically Duke for Android). The reason for this is because the port uses openGL for various reasons, and that traditional parallex tiles that look ok in classic 8-bit have flaws and limitations in openGL, such as solid colour at the top when you look up high enough, and a bit of distortion when looking up/down and spinning around due to the flat nature of the tiles.
So far looks pretty damn good, but I can't get over what appears to be a "texture allignment problem" on the closest corner of the building left of the center. I get the impression from your post that you've still got some work to do?
This post has been edited by Micky C: 07 February 2015 - 07:07 PM
#6433 Posted 07 February 2015 - 07:19 PM
#6434 Posted 07 February 2015 - 07:25 PM
Just be glad the buildings don't have curved tops anymore
Honestly once people have seen it in-game for the first time and admire the buildings, they're not really going to pay much attention to it. I'm not dismissing the importance of Fox's work; if they do stop paying attention to it then that's a sign that the result is a nice, consistent product, as opposed to the annoying limited classic sky we would have had. Just like with map design, people don't really notice detail and shading when it is there, but they do notice it when it's not.
This post has been edited by Micky C: 07 February 2015 - 07:28 PM
#6435 Posted 07 February 2015 - 07:59 PM
Fox, on 07 February 2015 - 06:41 PM, said:
I won't suck your dick, but that's pretty awesome work.
#6436 Posted 08 February 2015 - 06:42 AM
This post has been edited by Artem Nevinchany: 08 February 2015 - 06:42 AM
#6437 Posted 08 February 2015 - 06:48 AM
This post has been edited by Fox: 08 February 2015 - 07:35 AM
#6438 Posted 08 February 2015 - 01:28 PM
This post has been edited by DISRUPTOR: 08 February 2015 - 01:28 PM
#6440 Posted 08 February 2015 - 02:19 PM
#6441 Posted 08 February 2015 - 07:21 PM
#6442 Posted 08 February 2015 - 11:41 PM
Fox, on 07 February 2015 - 07:03 PM, said:
You know, I'm not entirely sure where I got the bottom from, but if you are looking for an idea, try night time satellite/aerial photography of cities.
This post has been edited by Rellik: 08 February 2015 - 11:42 PM
#6443 Posted 08 February 2015 - 11:54 PM
#6444 Posted 08 February 2015 - 11:57 PM
#6445 Posted 09 February 2015 - 03:47 AM
Mark., on 08 February 2015 - 02:19 PM, said:
#6446 Posted 09 February 2015 - 03:56 AM
Micky C, on 07 February 2015 - 07:25 PM, said:
I hope so.
Bottom texture:
#6447 Posted 09 February 2015 - 04:32 AM
DISRUPTOR, on 08 February 2015 - 01:28 PM, said:
Great stuff. I love that celshading look.
#6448 Posted 09 February 2015 - 04:57 AM
DISRUPTOR, on 08 February 2015 - 01:28 PM, said: