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

User is online   Mark 

#9151

Yes, the original commander did look human. WIP. He needs a hose in the belly and a couple of head implants. I grabbed the ship from DNF and the guy is TeaMonster's butcher for Blood. But I made the normal maps and tweaked the skins along with merging the models together. This is just for fun or maybe a future project. I don't know.

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  • Attached Image: new commander.jpg
  • Attached Image: image6.jpg


This post has been edited by Mark: 23 February 2020 - 11:57 AM

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#9152

View PostPerro Seco, on 21 February 2020 - 04:36 PM, said:

Well, I was talking about the map from your screenshot. :rolleyes:

I'm trying to recreate it based on the beta videos.

Wow, I love that.
Do you think you could send the map file to me? cause i would really like to see how that looks in game.
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User is offline   Jimmy 

  • Let's go Brandon!

#9153

View PostPerro Seco, on 21 February 2020 - 01:55 PM, said:

And that's the beginning of the first level from this demo. Where did you got it? Can I have it too? :rolleyes:

This screenshot was originally posted by TX and is part of the materials being held hostage by rights bullshit.
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User is online   Mark 

#9154

Its not finished but I had my fun with BossCommander and I'm moving on to something else. I'm happy with the results so I'm sure I'll get back to it eventually.
Maybe I can talk Teamonster into making a sprite sheet of it. ;)

Attached thumbnail(s)

  • Attached Image: BossCommander.jpg


This post has been edited by Mark: 24 February 2020 - 11:40 AM

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User is offline   Tea Monster 

  • Polymancer

#9155

Posted Image
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User is online   Mark 

#9156

Cool. Unlike mine, your's looks to be a good candidate for the HRP so far.
Does he have a meaner look when viewed from directly in front?

This post has been edited by Mark: 25 February 2020 - 10:34 AM

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User is offline   Tea Monster 

  • Polymancer

#9157

Posted Image

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

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User is offline   Tea Monster 

  • Polymancer

#9158

Posted Image

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

  • Judge Mental

#9159

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?
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User is offline   Tea Monster 

  • Polymancer

#9160

Yep.
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User is offline   Phredreeke 

#9161

Upscaled PC Liztroop with DN64 style eyes

Attached thumbnail(s)

  • Attached Image: spritesheet.png

2

#9162

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.
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#9163

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.


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User is online   Mark 

#9164

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 

#9165

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.
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User is offline   Radar 

  • King of SOVL

#9166

Posted Image
1

User is online   Mark 

#9167

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

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#9168

That's really cool!
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User is offline   Radar 

  • King of SOVL

#9169

View PostPhotonic, on 11 March 2020 - 03:24 PM, said:

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


Posted Image
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User is offline   Kyanos 

#9170

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 

#9171

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

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User is offline   Radar 

  • King of SOVL

#9172

Always love seeing your content Loke. ;)
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User is offline   oasiz 

  • Dr. Effector

#9173

Additive blending is strong. Love using it.
1

User is offline   ck3D 

#9174

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

User is offline   Tea Monster 

  • Polymancer

#9175

Posted Image
All mechanical bits are placeholders.
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User is offline   Sanek 

#9176

@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...
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User is online   Mark 

#9177

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

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#9178

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!)
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User is offline   oasiz 

  • Dr. Effector

#9179

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)
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User is offline   ck3D 

#9180

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

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