Duke 3D Voxel Pack
#1112 Posted 27 June 2019 - 08:16 AM
This post has been edited by NightFright: 27 June 2019 - 08:16 AM
#1113 Posted 27 June 2019 - 08:27 AM
This post has been edited by Gaydar: 27 June 2019 - 08:29 AM
#1114 Posted 27 June 2019 - 08:38 AM
#1115 Posted 27 June 2019 - 08:54 AM
This post has been edited by Gaydar: 27 June 2019 - 09:37 AM
#1116 Posted 27 June 2019 - 09:43 AM
On that note will there be a comparible addition to the dukenudes pack for the girls?
#1117 Posted 27 June 2019 - 10:09 AM
I don't think babes would work as voxels though. Not with the current faithfulness to the original sprites.
#1118 Posted 27 June 2019 - 05:39 PM
Phredreeke, on 27 June 2019 - 10:09 AM, said:
I don't think babes would work as voxels though. Not with the current faithfulness to the original sprites.
#1119 Posted 27 June 2019 - 08:54 PM
Others:
680 - Folding Chair.
556/557 - Desk Chair. (This one is in desperate need of voxelization, considering it only has front/back angles)
694/695 - Pot and Saucepan.
This post has been edited by Striker: 27 June 2019 - 09:34 PM
#1121 Posted 28 June 2019 - 05:17 AM
Marya, on 27 June 2019 - 05:39 PM, said:
See Reaperman's post about voxelized enemies. That said, I think the sentry drones and slimers would work well as the former is mechanical in nature while the latter is a pile of goo. Anything humanoid will be tough though - the best candidate IMO would be the geishas in Raw Meat as they're meant to be artificial.
#1122 Posted 28 June 2019 - 05:26 AM
Phredreeke, on 28 June 2019 - 05:17 AM, said:
Just add my 2 cents, as You write geishas and sentry drones are a good material for voxelization. I already started working on them some time ago and hope to finish after I'm done with all barrels and most popular decorative elements.
#1123 Posted 28 June 2019 - 10:05 AM
Striker, on 27 June 2019 - 08:54 PM, said:
Here you are, Striker
KVX: https://mega.nz/#!9j...n5fUlF-Ei-PRgMk
voxel "voxels/props/4360_gunpowderbarrel.kvx" { tile 4360 }
This post has been edited by Lunick: 04 July 2019 - 07:35 PM
#1124 Posted 28 June 2019 - 03:41 PM
Borion, on 28 June 2019 - 10:05 AM, said:
KVX: https://mega.nz/#!9j...n5fUlF-Ei-PRgMk
voxel "voxels/props/4360_gunpowderbarrel.kvx" { tile 4360 }
Excellent! Thank you very much. I appreciate this a ton.
#1125 Posted 29 June 2019 - 12:52 AM
Borion, on 28 June 2019 - 05:26 AM, said:
Quick suggestion: the hoop rivets should be more pronounced on the voxel, they feel kind of flat when compared to the sprite, just a little bit should be enough!
This post has been edited by Jmoc: 29 June 2019 - 12:53 AM
#1126 Posted 29 June 2019 - 05:06 AM
#1127 Posted 29 June 2019 - 06:54 AM
Striker, on 28 June 2019 - 03:41 PM, said:
I know it will be put to a good use, glad I could help!
Jmoc, on 29 June 2019 - 12:52 AM, said:
I'm afraid 'a little bit' is not possible - there is no "half voxel", and rivets sticking out were too much IMHO. But I will see definitely look into it & see what can be done.
But I would rather not make them too big. Rivets shouldn't stop barrel from rolling - that is super important for this type of container.
stranger, on 29 June 2019 - 05:06 AM, said:
I will make the shadow underneath metal rings more pronounced.
Left original, right voxel model:
By the way, original sprite is quite irregular. It is not symmetrical and has a lot of noise. Thats why those above have slightly different shape.
Also the metal ring on original can't as thick on voxel model, it was looking ridiculously unrealistic when observed from angle or from top.
#1128 Posted 29 June 2019 - 07:04 AM
#1129 Posted 29 June 2019 - 08:01 AM
#1130 Posted 29 June 2019 - 02:59 PM
#1132 Posted 01 July 2019 - 08:01 AM
KVX: https://mega.nz/#!tj...UjZqSfxvEPTRLkM
voxel "voxels/props/0669_vacuumcl.kvx" { tile 669 }
#1133 Posted 01 July 2019 - 08:36 AM
Borion, on 29 June 2019 - 06:54 AM, said:
By the way, original sprite is quite irregular. It is not symmetrical and has a lot of noise. Thats why those above have slightly different shape.
Also the metal ring on original can't as thick on voxel model, it was looking ridiculously unrealistic when observed from angle or from top.
They looks tasty too, if you scroll the page down fast, they may looks like chocolate cakes.
#1134 Posted 01 July 2019 - 11:00 AM
#1136 Posted 02 July 2019 - 08:53 PM
This post has been edited by Marya: 02 July 2019 - 09:00 PM
#1137 Posted 02 July 2019 - 10:57 PM
Marya, on 02 July 2019 - 08:53 PM, said:
Yes, it has vibe of sci-fi medical device. I think they made it this way, because standard vacuum cleaner would only fit city levels.
That poor guy looking trough the window, I always wondered if he is still alive.
#1138 Posted 02 July 2019 - 11:44 PM
Borion, on 02 July 2019 - 03:51 AM, said:
This is exactly how I imagined the shrinker to be. Nailed it!
#1139 Posted 03 July 2019 - 01:00 AM
Shrinker (0025)
KVX: https://mega.nz/#!c3...tkAsIfMXXRHBd4U
voxel "voxels/pickups/0025_shrinker.kvx" { tile 25 }
Expander (0032)
KVX: https://mega.nz/#!Qy..._2CtsWkNyYNW53I
voxel "voxels/pickups/0032_shrinker.kvx" { tile 32 }
My interpretation of Expander ammo, looking more like a 'shrinker-to-expander conversion kit'. I think that was idea behind original graphic, but someone in 3D Realms responsible for cleaning sprite screwed structure of objects (my theory ). Below crude drawing to illustrate what I mean:
Expander Ammo aka growammo (0045)
KVX: https://mega.nz/#!Ru...6Vatd-mcCrKyTfE
This post has been edited by Lunick: 04 July 2019 - 07:30 PM