What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#211 Posted 14 July 2009 - 05:01 PM
The sad part is that, from what I remember, Morrowind's walking animations for some characters were similar to that. Could be false memory on my part, though!
#212 Posted 15 July 2009 - 02:28 PM
Spiker, on Jul 14 2009, 06:10 AM, said:
My first attempt at rigging and animation. Any comments or advice are welcome.
http://www.youtube.c...h?v=mLsWN49b3lg
http://www.youtube.c...h?v=mLsWN49b3lg
nice first attempt
#213 Posted 17 July 2009 - 08:52 AM
#214 Posted 17 July 2009 - 09:29 AM
Spiker, on Jul 14 2009, 04:10 AM, said:
My first attempt at rigging and animation. Any comments or advice are welcome.
http://www.youtube.c...h?v=mLsWN49b3lg
http://www.youtube.c...h?v=mLsWN49b3lg
human walking is one of the most difficult things to animate properly I think..
is not so bad for a first attempt
how many frames have you used for this animation ?
#215 Posted 17 July 2009 - 10:27 AM
just 8 frames I know the good animation would be at least 20 but well
#216 Posted 17 July 2009 - 12:09 PM
Quote
just 8 frames smile.gif I know the good animation would be at least 20 biggrin.gif but well
I can't imagine if this were to be for a sprite... 20 framed sprites o.0
Nice one for a first attempt, keep up workin' !
#217 Posted 17 July 2009 - 12:14 PM
Spiker, on Jul 14 2009, 03:10 AM, said:
My first attempt at rigging and animation. Any comments or advice are welcome.
http://www.youtube.c...h?v=mLsWN49b3lg
http://www.youtube.c...h?v=mLsWN49b3lg
Its not bad for a first attempt.
Keep in mind that EVERYTHING moves. the hips and the shoulders roll along with all the arm and leg movements.
Looking at it, yours looks very stiff and the back is at too severe an angle.
Here is where I learned how to do walk cycles. Its brilliant http://www.idleworm....02w/walk1.shtml
#219 Posted 17 July 2009 - 10:30 PM
Since I use to immitate Duke as a joke for years, I now do voice acting as Duke. Working on getting his voice down, I have landed a part in an animated film as Duke Nukem. This is a work in progress, although all my parts have been recorded, the animation is just starting to take shape. In the meantime, i'm doing some of my own Duke stuff such as this youtube video......Duke Nukem's "I am Forever" speech
Enjoy!
Enjoy!
#220 Posted 18 July 2009 - 07:55 AM
Gambini, on Jul 18 2009, 02:53 AM, said:
That tutorial is great
Indeed it's nice. I got a slightly better result with this but I'm not going to post it yet.
#221 Posted 18 July 2009 - 11:13 AM
VinsaneOne, on Jul 18 2009, 02:30 AM, said:
Since I use to immitate Duke as a joke for years, I now do voice acting as Duke. Working on getting his voice down, I have landed a part in an animated film as Duke Nukem. This is a work in progress, although all my parts have been recorded, the animation is just starting to take shape. In the meantime, i'm doing some of my own Duke stuff such as this youtube video......Duke Nukem's "I am Forever" speech
Enjoy!
Enjoy!
Watched it. And while I agree with a couple of the "it's a bit muffled" comments. The tone of his voice does sound pretty authentic from what I can pick up. Hopefully you'll do more examples and we can get a clearer sound to evaluate for you. Also, I might actually be interested in your voice help if you're willing to do so, and I have a feeling if people consider your Duke voice to be good that I probably wouldn't be the only one to think about that. o.o
#222 Posted 18 July 2009 - 01:49 PM
Yeah, i also watched it. The voice seemed to be pretty similar regardless the reverb. And what i´m really wondering now is whether this echo/distortion did help the voice or did make it worse, in the last case (let´s hope it is!), i think you would be very demand by all of us to customize our own taunts.
#223 Posted 18 July 2009 - 05:30 PM
Lord Misfit, on Jul 18 2009, 12:13 PM, said:
Watched it. And while I agree with a couple of the "it's a bit muffled" comments. The tone of his voice does sound pretty authentic from what I can pick up. Hopefully you'll do more examples and we can get a clearer sound to evaluate for you. Also, I might actually be interested in your voice help if you're willing to do so, and I have a feeling if people consider your Duke voice to be good that I probably wouldn't be the only one to think about that. o.o
Gambini, on Jul 18 2009, 02:49 PM, said:
Yeah, i also watched it. The voice seemed to be pretty similar regardless the reverb. And what i´m really wondering now is whether this echo/distortion did help the voice or did make it worse, in the last case (let´s hope it is!), i think you would be very demand by all of us to customize our own taunts.
Wow! I would be honored to help anyone that wants me. Here is another sample which i'm suprised you missed on my Youtube vids. This is clean as it comes, no effects..check it out
Duke vs Anyone
#224 Posted 18 July 2009 - 05:54 PM
eh that sounds better. I think you just need a little more of self-confidence at the end of the sentences (you know like a stronger accent) to get a 10.
Will PM you as soon as some phrase comes to my mind
Will PM you as soon as some phrase comes to my mind
#225 Posted 18 July 2009 - 06:24 PM
Yeah, it's definately to me at least, one of the closest things to his current voice [because recent clips of him are of a lot better sound quality than the original DN3D sounds]. So, I'll think up of a sample line I guess to see how it comes out. o.o Like Gambini's example... I'll probably PM the line for you so we don't turn this into a chat topic >.>
#227 Posted 20 July 2009 - 05:18 AM
I took advantage of the quiet afternoon at work today and completely rebuilt the Galactica model I previously showed in the Polymer thread. It's not quite perfect, but I got it as good as I possibly could without sacrificing more polys (and effectively ruining the look). I ended up taking HQ versions of all the individual models (ship base, ribbing, hull plating etc), I then fired up Blender and carefully removed all of the gun turrets from the base ship model - I don't need them, and they're disgustingly high-poly for using in Duke. I then saved that, hit up the ribbing and cut the polycount back as far as I could while maintaining shape, then did the same for the hull plating. Fired up Milkshape, merged all the models, exported and textured... Voilà!;
Voyager's just there for comparison's sake... It SHOULD be a fair bit bigger than that but I wanted the old girl to dwarf it
*edit* Forgot to mention - It's devoid of insignia because I figure it can be called or labelled whatever the hell I like if/when I use it.
Voyager's just there for comparison's sake... It SHOULD be a fair bit bigger than that but I wanted the old girl to dwarf it
*edit* Forgot to mention - It's devoid of insignia because I figure it can be called or labelled whatever the hell I like if/when I use it.
This post has been edited by Sobek: 20 July 2009 - 05:21 AM
#228 Posted 20 July 2009 - 07:04 AM
just some shots from Duke Nukem Nukem Eternity, doing some massive redesigns in places atm.
diff angle from the const yard, and an indoor shot. the others are from the next level iam working on.
nice work with your spaceships there too Sobek
diff angle from the const yard, and an indoor shot. the others are from the next level iam working on.
nice work with your spaceships there too Sobek
#229 Posted 20 July 2009 - 10:11 AM
Awesome, DanM (and Sobek too)! It seems that, like with the HRP, you can get very good results with Polymer when you design a map specifically for it.
#231 Posted 21 July 2009 - 02:02 AM
yeh iam getting there with the poly ligthing, treating it like a quake map, everything is dark and the only light made is from polylights.
just checked out what chaser is and it does a bit
the street shot actually reminds me a bit of deus ex, i think its the streetlights
just checked out what chaser is and it does a bit
the street shot actually reminds me a bit of deus ex, i think its the streetlights
#232 Posted 21 July 2009 - 02:04 AM
Maybe it's just me but the street shot reminds me of Max Payne 2. Really cool looking stuff over there. There's a misalignment on the bedroom shot though
#233 Posted 22 July 2009 - 01:06 PM
Sobek, that is very cool looking!
DanM that is looking amazing. I've said this before, but if we are going to embrace the lighting, we should also embrace model props, rather than trying to make stuff like beds, cars, chairs and other props out of sectors.
DanM that is looking amazing. I've said this before, but if we are going to embrace the lighting, we should also embrace model props, rather than trying to make stuff like beds, cars, chairs and other props out of sectors.
#234 Posted 22 July 2009 - 02:24 PM
You can already import models (including props) in Duke so what's the problem? Perhaps the collision detection could be better but bleh
#235 Posted 22 July 2009 - 04:14 PM
Sangman, on Jul 23 2009, 08:54 AM, said:
Perhaps the collision detection could be better but bleh
Ahhh, if only.
Or if we could at least freely rotate / tilt / slant / whatever sprites, we could easily enough create blocking invisible bounding boxes of any shape and size to fit in and around a model.
#236 Posted 22 July 2009 - 04:23 PM
Heh, if we could have tilted sprites there would be much better uses for it than making them block off models.
#237 Posted 22 July 2009 - 05:23 PM
That´s still possible sobek, the problem is making those collition spritework-models to follow the model everywhere.
#238 Posted 22 July 2009 - 05:43 PM
Gambini, on Jul 23 2009, 11:53 AM, said:
That´s still possible sobek, the problem is making those collition spritework-models to follow the model everywhere.
That was something that occured to me initially. I was going to put "if it were stationary" at the end of my previous post If you could just 'weld' one sprite to another, that wouldn't be too bad for larger more solid models. Place your blocking sprites as necessary, snap in place relative to the model, and off you go (hey, oversimplification is GREAT!)...
*edit* Ok that's just about the dodgiest thing suggestable.
This post has been edited by Sobek: 22 July 2009 - 05:53 PM
#239 Posted 22 July 2009 - 07:22 PM
Tea Monster, on Jul 22 2009, 01:06 PM, said:
Sobek, that is very cool looking!
DanM that is looking amazing. I've said this before, but if we are going to embrace the lighting, we should also embrace model props, rather than trying to make stuff like beds, cars, chairs and other props out of sectors.
DanM that is looking amazing. I've said this before, but if we are going to embrace the lighting, we should also embrace model props, rather than trying to make stuff like beds, cars, chairs and other props out of sectors.
oh iam so sick of making sector based cars, dukeplus is going to have custom models now so should be able to have some nice props soon. i dont mind making the bounding box as i only have to do that once and its all copy & paste.
#240 Posted 23 July 2009 - 04:48 AM
If we had some form of blocking for imported models, it would transform map-making pretty much over night.
Suddenly, maps could start looking like stuff out of Unreal III. Instead of tiresomely building your basic level shapes out of sectors, you could whip up something completely in a 3D app that (gasp of shock and surprise) ACTUALLY LOOKS LIKE WHAT IT IS SUPPOSED TO BE and not like it was made of Duplo.
Suddenly, maps could start looking like stuff out of Unreal III. Instead of tiresomely building your basic level shapes out of sectors, you could whip up something completely in a 3D app that (gasp of shock and surprise) ACTUALLY LOOKS LIKE WHAT IT IS SUPPOSED TO BE and not like it was made of Duplo.