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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   Hendricks266 

  • Weaponized Autism

  #6511

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User is offline   Corvin 

  • King of the Lamers

#6512

Looks like you got the SSI support in!

Unless it was in before, I wouldn't have known.
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User is offline   pmw 

#6513

I almost forgot:



Now I try to finish this episode in summer 2015..
Anymore pnly one map to go..and it's ~40% ready.
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User is offline   sergey808a 

#6514

View Postpmw, on 25 March 2015 - 12:22 PM, said:

I almost forgot:



Now I try to finish this episode in summer 2015..
Anymore pnly one map to go..and it's ~40% ready.


Looks very interesting. Good work!
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User is offline   Mark 

#6515

Just having some fun while eating breakfast today. Re-imagining the first map of Fate. Here are the first 2 areas at the start. Just quick mockups.

Attached thumbnail(s)

  • Attached Image: fate1.jpg
  • Attached Image: fate2.jpg

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User is offline   pmw 

#6516

Couple screenshots about the results of my new motivation:

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I also decided to make a toy shop...
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This post has been edited by pmw: 28 March 2015 - 06:42 PM

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User is offline   Micky C 

  • Honored Donor

#6517

If those shots had some floor shading they'd be gold.

For example, lower the shade of the floors just a bit, except for the sectors containing lights on the ceiling, to make it seem like they're actually casting light. Some floors should have an even darker shade, for example that thin sector with the partition in the middle of the first shot. And if possible, have some sectors cast shadows across the room, for example with some columns or corners that have no lights behind them. Makes a world of difference.
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User is offline   pmw 

#6518

yeah I know. I should make more shadows. Just blah, I hate to make em. I'll try again tomorrow.
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User is offline   Micky C 

  • Honored Donor

#6519

Doesn't need to be extensive or complex, simple stuff like what I mentioned above will do (don't need a wealth of sloping wall shadows for example). Once you start it gets a lot easier, faster and more natural to do in the future.
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User is offline   pmw 

#6520

Yep.. I just have a big fear that I start to make shadows to all my maps.. I just want to finish this shit. I've used now 11-12 years to this episode, I'm getting pretty pissed off. But I'll try to focus on shadows even more for now on.
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User is offline   Mark 

#6521

You have way more patience than I do. It was a little over a year that I spent on my Ancient Rome project before I said I was tired of looking at it and released it unfinished.

This post has been edited by Mark.: 29 March 2015 - 04:12 AM

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User is offline   Tea Monster 

  • Polymancer

#6522

I've been playing with Marmoset Toolbag recently and chucked my Duke pistol into it to see what it looked like.

Not too bad for one of my first next-gen efforts.

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User is offline   Tea Monster 

  • Polymancer

#6523

... and Duke
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User is offline   ReaperMan 

#6524

Dukes left arm looks broken... its bent the other way.
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User is offline   Mark 

#6525

The model in the HRP looks OK because the left arm is slightly bent. In this pose it is straight out and its probably just a vertice or 2 that needs repositioning. Or it could just be the angle of the camera. If it was a little lower maybe that underpart of the arm would show and balance out nicely.

And an interesting tidbit of info to tell all your friends. Most girl's elbows will extend slightly past the 180 degree mark.

This post has been edited by Mark.: 04 April 2015 - 11:36 AM

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User is offline   brullov 

  • Senior Artist at TGK

#6526

Time to make some map with dark design. I hope I will finish it soon.

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User is offline   Jblade 

#6527

That looks pretty fantastic, there's no custom art in that pic right? I especially love using the blood splats with a spritepal of 8 for grass, that's a pretty ingenious idea.
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User is offline   MetHy 

#6528

That looks really good indeed. But what about your city map with the weird palettes?
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User is offline   brullov 

  • Senior Artist at TGK

#6529

 Jblade, on 10 April 2015 - 09:56 AM, said:

That looks pretty fantastic, there's no custom art in that pic right? I especially love using the blood splats with a spritepal of 8 for grass, that's a pretty ingenious idea.


Right, no custom art.

 MetHy, on 10 April 2015 - 10:14 AM, said:

That looks really good indeed. But what about your city map with the weird palettes?



It is waiting my inspiration :D
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#6530

Beautiful work!
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User is offline   pmw 

#6531

That looks really nice, especially because of no custom art.
But that tree bothers me, I don't remember a tile like that in original Duke. Is it custom art? And the colored glass windows?
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User is offline   brullov 

  • Senior Artist at TGK

#6532

 pmw, on 12 April 2015 - 06:39 AM, said:

That looks really nice, especially because of no custom art.
But that tree bothers me, I don't remember a tile like that in original Duke. Is it custom art? And the colored glass windows?


Tree is tile #1385 with pal 14; Colored glass is made of tiles #510 and #511 with pal 21 and 0.
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User is offline   brullov 

  • Senior Artist at TGK

#6533

So now it is one of the ready locations of my upcoming map.

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User is offline   Daedolon 

  • Ancient Blood God

#6534

That's really amazing! Great use of the textures.
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User is offline   pmw 

#6535

 Artem Nevinchany, on 12 April 2015 - 08:07 AM, said:

Tree is tile #1385 with pal 14; Colored glass is made of tiles #510 and #511 with pal 21 and 0.


#1385 is really great find and nice way to use it. That's some great imagination.
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User is offline   sergey808a 

#6536

 Artem Nevinchany, on 13 April 2015 - 01:39 AM, said:

So now it is one of the ready locations of my upcoming map.



Восьмигранна я плитка круто смотрится, отличная находка для дизайна карты.

This post has been edited by sergey808a: 13 April 2015 - 03:06 PM

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User is online   Mike Norvak 

  • Music Producer

#6537

That's fucking brilliant Artem!!!!
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User is offline   brullov 

  • Senior Artist at TGK

#6538

 Daedolon, on 13 April 2015 - 02:53 AM, said:

That's really amazing! Great use of the textures.


Thanks, you know how duke's mappers must turn on their imagination to use textures of original Duke 3D. I even like it.


 pmw, on 13 April 2015 - 02:11 PM, said:

#1385 is really great find and nice way to use it. That's some great imagination.



But it is not my idea. This trick is in my favorite map "It Lives" for sure, dunno about other maps. But you will also see my own tricks with sprites and sectors for this map, I think they are pretty nice.

 sergey808a, on 13 April 2015 - 03:06 PM, said:

Восьмигранна я плитка круто смотрится, отличная находка для дизайна карты.


Именно! В Дюке полно таких текстур, а если ещё заморочиться и поизменять палитру... Можно открыть для себя массу "новых" текстур и спрайтов.

 Mike Norvak, on 13 April 2015 - 07:22 PM, said:

That's fucking brilliant Artem!!!!


Thanks, I am ready to show my real skill. Just give some time to finish this map!
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#6539

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Taken from my upcoming speedmapping episode.
Time limit is 20 workhours for each map. I already have two maps finished, both of them took me around 16 +/-2 hours, but this one is a pain in the ass to make.

It looks really blocky, I know, but I have no time for complex architecture :D

This post has been edited by Mister Sinister: 21 April 2015 - 04:50 PM

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User is offline   pmw 

#6540

Nice scheduling. Maybe with time limit like that, somebody can actually finish their map. My timelimit with my maps seems to be like 2-3 years per map..
And looks good, but I don't like the grey tile texture, at the top of the wall. I mean as texture, I think it's extremely boring and have too solid colors.
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