Duke 3D Voxel Pack
#691 Posted 02 April 2019 - 09:11 PM
#692 Posted 02 April 2019 - 09:57 PM
This post has been edited by NightFright: 02 April 2019 - 09:58 PM
#693 Posted 03 April 2019 - 05:09 AM
#694 Posted 03 April 2019 - 01:00 PM
I think it looks ok with scale 1.2 or 1.5 in pickups.def, default scale makes it look tiny.
KVX: https://mega.nz/#!p6...8tqmXSePP0DB9M4
#695 Posted 03 April 2019 - 03:40 PM
NightFright, on 02 April 2019 - 09:57 PM, said:
It isn't quite done. The front needs something that isn't visible on any sprites, like a projectile opening, the bottom and back need some detail/noise added. This pickup takes details from the first person sprites and from above it looks much different than the pickup sprite in game. I'll post it as it sits, and ask kindly for some artistic suggestions from you guys. Specifically what to do about the front, and how do you think the top looks in game.
0025_shrinker.zip (14.17K)
Number of downloads: 453
This post has been edited by Photonic: 03 April 2019 - 03:44 PM
#696 Posted 04 April 2019 - 02:31 AM
Photonic, on 03 April 2019 - 03:40 PM, said:
It isn't quite done. The front needs something that isn't visible on any sprites, like a projectile opening, the bottom and back need some detail/noise added. This pickup takes details from the first person sprites and from above it looks much different than the pickup sprite in game. I'll post it as it sits, and ask kindly for some artistic suggestions from you guys. Specifically what to do about the front, and how do you think the top looks in game.
0025_shrinker.zip
Hi Photonic! I remember seeing once a drawing of shrinker, some early concept art showing it's general structure, proportions, and how it uses brains as ammunition. I tried to find it, but unfortunately I found nothing shrinker related. Maybe some more knowledgable members of this community can chime-in.
Now, getting to 'artistic suggestions' that You asked for, please don't take them as attempt to patronize You, I have a lot of respect & appreciation for Your work, like to other members of this community
IMHO overall width and lenght of shrinker are a little bit exaggerated. Also, I would make it less "boxy", more curved, especially in front and on sides. This weapon suppose to hold green glowing brain inside. We suppose to see this brain inside this "cage" in middle part of a weapon.
I think it could be a good idea to remove some details until proportions and form is right, add them after that.
Have a good day!
#697 Posted 04 April 2019 - 02:55 AM
I was not sure about my jetpacks design & looks, so I did some digging and I found this concept art:
It looks like I misinterpreted parts of original sprite. DN3D sprites are generally imprecise and inconsistent, so this is not the end of the world. But still, this drawing shows what was the original intent for various parts of jetpack.
I obviously took some "creative liberties" with exhaust outlets location and winglets.
I got two three things in defence of my exhausts location:
- it provides better stability during flight - super important for someone that flights & shoots
- there is no risk of burning lower part of users body - look at location of exhaust outlets!
- instead of using those little winglets, my jetpack control flight direction with exhausts. IMHO its much more practical and realistic.
I would like to hear what you folks think, if this thing should stay as it is, or it should be adjusted/complitely redone. Thank you!
#698 Posted 04 April 2019 - 04:38 AM
If you really want to improve something, I would move the two exhaust/propulsion thrusters more towards the inside (i.e. make them stick out less) [A] and add another two bulky/round-shaped "thingies" where the upper parts of the straps are attached to the jetpack [B]. You interpreted B as a part of A, but to me it looks more like there's a second part sticking out behind the thrusters which has probably something to do with the straps.
This post has been edited by NightFright: 04 April 2019 - 04:50 AM
#699 Posted 04 April 2019 - 05:18 AM
NightFright, on 04 April 2019 - 04:38 AM, said:
Ok, glad to hear that!
NightFright, on 04 April 2019 - 04:38 AM, said:
Those all are good points. Two bulky/round-shaped "thingies" might be couple of things, but like you say it's probably about straps.
I'll follow both suggestions while making improvements.
Meanwhile, I got another small thing to share. Hydrant (0981):
KVX: https://mega.nz/#!Qy...kpuRZ-ltIxT9evw
#701 Posted 04 April 2019 - 11:26 AM
#702 Posted 04 April 2019 - 11:43 AM
fgsfds, on 04 April 2019 - 07:46 AM, said:
Thanks!
Trooper Dan, on 04 April 2019 - 11:26 AM, said:
It's all strictly in X/Y resolution of original sprites, so there is no need to adjust scale Besides jetpack, that has same resolution as sprite, but looks better with scale 1.2 or 1.5.
All of posted models were tested in-game via edits of voxel pack *.def files (no scale/position adjustments). I checked all these stuff with both vanilla DN3D maps and my own little test areas. All pivot settings seem to be fine.
Of course if anyone finds some mistakes, I'll be delighted to correct them
This post has been edited by Borion: 04 April 2019 - 11:55 AM
#703 Posted 04 April 2019 - 12:07 PM
It's always a good idea to provide a line with the def code when releasing the model, even if it's using default settings.
Btw the animtilerange for the HoloDuke is wrong in current voxel pack. No idea how it could work flawlessly with this mistake, but it does. It will be corrected in the next release, though. Curious about the jetpack adjustments and improvements on that Shrinker. The Atomic Health may take longer, though.
Great job with the new contributions, guys! It's nice to see people actively modelling again after a while, considering the current situation with our HRP.
This post has been edited by NightFright: 04 April 2019 - 12:22 PM
#704 Posted 04 April 2019 - 12:28 PM
NightFright, on 04 April 2019 - 12:07 PM, said:
In my current setup I am using scale 1.2 for the jetpack and it's fine.
Yes, Tyrion would fit just right in that 1.0 scale jetpack, ha!
NightFright, on 04 April 2019 - 12:07 PM, said:
Ok, I will do that in the future. I'll also post list of def code for all posted models tomorrow.
#705 Posted 04 April 2019 - 12:33 PM
Borion, on 04 April 2019 - 02:31 AM, said:
Now, getting to 'artistic suggestions' that You asked for, please don't take them as attempt to patronize You, I have a lot of respect & appreciation for Your work, like to other members of this community
IMHO overall width and lenght of shrinker are a little bit exaggerated. Also, I would make it less "boxy", more curved, especially in front and on sides. This weapon suppose to hold green glowing brain inside. We suppose to see this brain inside this "cage" in middle part of a weapon.
I think it could be a good idea to remove some details until proportions and form is right, add them after that.
Have a good day!
Hi Borion, thanks for your input. Funnily enough I did do just that back when I was trying to figure this out. I went much thinner without any of the top details (green hue and yellow lights) that came from the first person sprites. I think that version may be a better fit to the original sprite, we can just assume Duke has to turn it on before we see lights, I think they may have been full bright colors also which would be an issue for sure.
So I'm going to rework this, coming back with thinner, more curved and less top details.
Also I like what I've seen of your work so far too, it's great to see more voxel art in general but especially for Duke
#706 Posted 04 April 2019 - 12:45 PM
#707 Posted 04 April 2019 - 08:43 PM
This post has been edited by Striker: 04 April 2019 - 08:44 PM
#708 Posted 04 April 2019 - 09:37 PM
#709 Posted 05 April 2019 - 05:33 PM
I tweaked the shape of the shrinker a lot here, from 32 wide to 20. Now I'm torn on which version should get the finishing touches, I think I'm leaning towards this new sleeker model.
0025_shrinker.zip (12.95K)
Number of downloads: 479
#710 Posted 05 April 2019 - 06:14 PM
Photonic, on 05 April 2019 - 05:33 PM, said:
I tweaked the shape of the shrinker a lot here, from 32 wide to 20. Now I'm torn on which version should get the finishing touches, I think I'm leaning towards this new sleeker model.
0025_shrinker.zip
I think new version is great improvement over older one, Photonic! IMHO all elements got right proportions, besides middle upper part. I think it should be wider & clearly expose brain/cristal. It is also glowing when weapon is inactive, glowing part is visible on a side of a weapon sprite.
Yesterday I played a bit with your older version, just out of curiosity of middle part of this strange weapon. Maybe you will find some use for it, cannibalise it freely
This is how looks like in editor (don't mind brown masks):
KVX: https://mega.nz/#!li...RYgPEcD9WGxgIWQ
This post has been edited by Lunick: 14 May 2019 - 08:39 PM
#711 Posted 05 April 2019 - 07:12 PM
Photonic, on 05 April 2019 - 05:33 PM, said:
I tweaked the shape of the shrinker a lot here, from 32 wide to 20. Now I'm torn on which version should get the finishing touches, I think I'm leaning towards this new sleeker model.
0025_shrinker.zip
The 2nd one is too thin, and looks nothing like the 1st-person weapon, but would be neat as a redesign if there were new weapon sprites to accompany it.
#712 Posted 05 April 2019 - 07:13 PM
Borion, on 05 April 2019 - 06:14 PM, said:
Yesterday I played a bit with your older version, just out of curiosity of middle part of this strange weapon. Maybe you will find some use for it, cannibalise it freely
This is how looks like in editor (don't mind brown masks):
KVX: https://mega.nz/#!li...RYgPEcD9WGxgIWQ
This looks pretty good.
#713 Posted 06 April 2019 - 06:46 AM
Few things were changed to make its appearance closer to original.
KVX: https://mega.nz/#!Yy...5d-ZxPWYS-T8ZFc
EDIT:
I made model and straps a little bit more massive, it is fine now with default scale 1.0
pickups.def line:
// Jetpack (57)
voxel "voxels/pickups/0057_JETPACK.kvx" { scale 1 tile 57 }
This post has been edited by Lunick: 14 May 2019 - 08:40 PM
#714 Posted 06 April 2019 - 07:18 AM
props.def line:
// Gate (915)
voxel "voxels/props/0915_GATE.kvx" { scale 1 tile 915 }
KVX: https://mega.nz/#!p3...lfKz9q-zDzphDrg
This post has been edited by Lunick: 14 May 2019 - 08:41 PM
#715 Posted 06 April 2019 - 07:21 AM
#716 Posted 06 April 2019 - 07:29 AM
NightFright, on 06 April 2019 - 07:21 AM, said:
Thanks, I appreciate that complement
Those brown things are something I noticed on Duke sprites. There are two brown cables bowing over Duke shoulders. On one end they are connected to jetpack, on the other they are attached to Duke torso with some handles(?) or buttons(?).
I assumed they are some controlling devices.
EDIT:
It is visible here
This post has been edited by Lunick: 14 May 2019 - 08:41 PM
#718 Posted 06 April 2019 - 07:09 PM
Zaxtor, on 06 April 2019 - 02:21 PM, said:
nice stuff, really nice
Thank you!
I'm happy that I can share these things with you people. I wanted to do voxel models inside Build Engine games since I was 12 yo and it haunted me for years.
Time to deal with it
I started exit level button aka Nuke Button
I'm not sure if doing end-level button in voxels is a good idea, It might look super bad in first person view. But it can look great too, so it's worth trying.
I tried to load first frame of this model. For some reason it is not working.
Line that I used in props.def:
// Nuke Button (142)
voxel "voxels/props/0142_NukeButto_VIP.kvx" { scale 1 tile 142 }
KVX file of first frame: https://mega.nz/#!5i...ZjFDdg5rgA1makE
This post has been edited by Lunick: 14 May 2019 - 08:42 PM
#719 Posted 06 April 2019 - 07:16 PM
I tried to use poly2vox
Crash / exit soo fast.
Wont give me the time to read the error
With Windows 7 you can "disable close on exit" so it let you read the error.
not on Win10, not to my knowledge
So what you think is the cause of the crash. Kinda "pressing X on corner genre crash"
#720 Posted 06 April 2019 - 09:06 PM
Zaxtor, on 06 April 2019 - 07:16 PM, said:
I tried to use poly2vox
Crash / exit soo fast.
Wont give me the time to read the error
With Windows 7 you can "disable close on exit" so it let you read the error.
not on Win10, not to my knowledge
So what you think is the cause of the crash. Kinda "pressing X on corner genre crash"
I think it is not a crash, just the normal way CLI programs act.
Poly2Vox is command line tool, so run it from Command Prompt.
You need to use it like DOS program, with text commands. Google ‘command prompt win10’.
This post has been edited by Borion: 06 April 2019 - 09:06 PM