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Duke Nukem 3D HD  "HD remake of the original sprites."

User is offline   NUKEMDAVE 

  • 504

#1

Edit:

Well, I would've called this project the High Resolution Pack, but that name's already taken and this is a different project.

Duke Nukem 3D HD is an attempt to remake the original Duke3D sprites in higher resolution. Similar to this project:



It will require dedicated artists, preferably who all have similar art style and who are willing to stick with the project. The goal is to make the remade sprites resemble the original sprites as much as possible. I have not yet made a decision whether or not the remade sprites should be hand-drawn, created from 3D models or both. We'll just have to see who jumps aboard this project and what they can deliver first.

Artists should have a copy of Duke Nukem 3D: Atomic Edition.


Duke3D art extractor:

http://wg.duke4.net/files/dukeres.zip

You will need this program to extract the original sprites from the DUKE3D.GRP file. Right click a tile to save. Obviously, you'll need the original sprites to have something to go by. :)

Sizing:

Multiply the length and width of an original sprite by 10. Example: Let's say an original sprite is 32 X 32. The remade sprite should be 320 X 320.


I will handle adding the remade sprites into the game. Also, finalized work should be in .png format with a transparent background.

This post has been edited by NUKEMDAVE: 14 May 2012 - 10:16 PM

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User is offline   djdori11 

  • -5

#2

looks pretty cool but we have the hrp so i dont know if this will be useful..
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User is offline   blizzart 

  • 164

#3

What the ell is the Duke Nukem Babe Porn???
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User is offline   NUKEMDAVE 

  • 504

#4

View Postblizzart, on 07 July 2011 - 02:10 AM, said:

What the ell is the Duke Nukem Babe Porn???


:lol:

http://forums.duke4....k-updated-6811/

Check the last page with his latest work.
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User is offline   LkMax 

  • 318

#5

Actually the HRP models on the limited (even though highly modified) Build engine don't fit well, specially because of they bad animations. Actually I like the idea of HD sprites like they did with Duke 64.

-generic signature here-
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User is online   Micky C 

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#6

A lot of the tiles in the HRP which have models also have HD sprite counterparts as well, so there's no need to do a lot of the sprites again. My two cents is that the enemies and characters should get full priority, as they're the ones that are most difficult to do, and would otherwise probably not get done (not to mention the ones most people want done), then the other sprites can be started.

Edit:

Quote

Actually the HRP models on the limited (even though highly modified) Build engine don't fit well, specially because of they bad animations. Actually I like the idea of HD sprites like they did with Duke 64.



What bad animations? (HUD weapons don't count, as those weapons are being redone)

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 07 July 2011 - 04:34 AM

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User is offline   Spiker 

  • 257

#7

Actually the problem with animation does not only concern HUD weapons. And this is quite demotivating when it comes to remaking the models because probably it won't look as good as you would like to. Hopefully a better system will be introduced in the future.

Looks like those alien bastards drank all my beer.
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User is online   Micky C 

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#8

As an end user the only bad thing I've noticed about the animations for the enemies is that they suddenly change direction but that's due to the original AI code. The animations in general don't look bad to me.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
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User is offline   sebabdukeboss20 

  • 762

#9

Here's my first pass at the prostitute. It's not finished. The second frame shouldn't be hard to do. I tried to keep the pixels close to the original as well as the color, but I did have to use some liberty in some spots like the neck, which is just too thick and the face. To be honest, I almost feel like original woman in the sprite is stretched horizontally. I feel though that the one I drew looks wide because of it, but that might just be me. The original sprite obviously doesn't give much detail for the face, so I made something up. I'm not too happy with it right now.

As a test, I try to shrink my sprite back down to the original scale and try to compare it. Nothing's ever perfect though.

Attached Image: Art1321 copy.jpg

If it was just me, I would make her look more like Jill Valentine, but the point of this project is to keep it close to the original.



Question, are we going to keep the HRP textures like the walls and floors? By that I mean are we going to try to keep ones that resemble the original the most and update the ones that stray a little too far from the original? And do we permission to use such textures from the authors?


This post has been edited by sebabdukeboss20: 07 July 2011 - 04:00 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...
  • 1,235

#10

As far as I knew NukemDave wanted to change only the models to 2D textures.
I didn't read him talking about changing the textures of walls etc (If so then this project would take much to long to work on as it will take now)

Posted Image

This post has been edited by The Commander: 07 July 2011 - 04:34 PM

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User is offline   Hank 

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#11

View Postsebabdukeboss20, on 07 July 2011 - 03:55 PM, said:

Here's my first pass at the prostitute. It's not finished. The second frame shouldn't be hard to do. I tried to keep the pixels close to the original as well as the color, but I did have to use some liberty in some spots like the neck, which is just too thick and the face. To be honest, I almost feel like original woman in the sprite is stretched horizontally. I feel though that the one I drew looks wide because of it, but that might just be me. The original sprite obviously doesn't give much detail for the face, so I made something up. I'm not too happy with it right now.

@ bold
The face in the original is not 'stretched' methink, but turned to the side a little.Your first attempt seems to shows the front view of the face. Try to turn the face like 20deg, it may help. Posted Image But the legs ! Like Posted Image

Ein sarkastischer Deutscher
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User is offline   sebabdukeboss20 

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#12

View PostHank, on 07 July 2011 - 04:41 PM, said:

@ bold
The face in the original is not 'stretched' methink, but turned to the side a little.Your first attempt seems to shows the front view of the face. Try to turn the face like 20deg, it may help. Posted Image But the legs ! Like Posted Image


Hmm I think you're right. I'll try tilting the face, like a side glare. Thanks!

I also just happened to notice her left ring finger is too long.


This post has been edited by sebabdukeboss20: 07 July 2011 - 04:57 PM

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User is offline   NUKEMDAVE 

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#13

View Postsebabdukeboss20, on 07 July 2011 - 03:55 PM, said:

If it was just me, I would make her look more like Jill Valentine, but the point of this project is to keep it close to the original.


As far as the face goes, go for it if you want. You really can't make out what her face looks like anyway.

View Postsebabdukeboss20, on 07 July 2011 - 03:55 PM, said:

Question, are we going to keep the HRP textures like the walls and floors? By that I mean are we going to try to keep ones that resemble the original the most and update the ones that stray a little too far from the original? And do we permission to use such textures from the authors?


I haven't put much thought into this yet. I'll have to see if MrN would be interested in remaking the textures. He has quite a bit on his hands already. Maybe someone else will step up and want to contribute. The main focus now is remaking the sprites. That's the biggest challenge.
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User is offline   Hank 

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#14

View Postsebabdukeboss20, on 07 July 2011 - 04:54 PM, said:

Hmm I think you're right. I'll try tilting the face, like a side glare. Thanks!

I also just happened to notice her left ring finger is too long.

Here is my first attempt to get the face, and the figure. You are right, she was is stretched in the sprite.
If you are interested I can methodically enhance the image further.


Ein sarkastischer Deutscher

This post has been edited by Hank: 07 July 2011 - 05:35 PM

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User is offline   sebabdukeboss20 

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#15

View PostHank, on 07 July 2011 - 05:34 PM, said:

Here is my first attempt to get the face, and the figure. You are right, she was is stretched in the sprite.
If you are interested I can methodically enhance the image further.
Attachment girl002.jpg



Interesting. I guess I'll revisit the points I "thinned" out.
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User is offline   SwissCm 

  • 36

#16

So you're redrawing the sprites, despite the fact that most of the original monster sprites were initially 3D models and despite the fact that sprites look pretty terrible when rendered in a true 3D renderer. This is an incredible waste of time.

Also that medpack sprite looks hilariously awful, I mean I don't even know what the hell it's supposed to be. A bottle? A packet of some kind? Why put "Health" on it when it's already obvious what it represents? What's with the awful, staggered shading? Don't say it's a work in progress because there is nothing that could possibly be done to that artwork to make it good.

This post has been edited by SwissCm: 07 July 2011 - 09:15 PM

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User is offline   Spiker 

  • 257

#17

I have a request. Could you remake this babe on this pic from Duke it out in DC? It would be very cool. The rest of the image is pretty easy.

Attached File  3737.bmp (5.05K)
Number of downloads: 839

Looks like those alien bastards drank all my beer.
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User is offline   NUKEMDAVE 

  • 504

#18

View PostSwissCm, on 07 July 2011 - 09:12 PM, said:

Why put "Health" on it when it's already obvious what it represents?


Because the original sprite has writing there, too, but you can't make out what it says. The HRP model says "HEALTH" on it, so he did the same with his sprite.
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User is offline   Tetsuo 

  • 89

#19

I think they are doing it just because they can and for fun.

BTW, this reminds me of the work freeverse did for their marathon 2 XBLA port... although they didn't hand draw them they did them like how they where originally done.. by prerendereing 3D models into sprites but rendering them higher resolution instead. That sort of thing can actually turn out pretty good although they still look flat like cardboard cutouts especially when you do the weapons that way.... example (running those assets in aleph one).

--Tetsuo

It's funny how the colors of the real world only seem really real when you viddy them on the screen. -- Alex Delarge, A Clockwork Orange

This post has been edited by Tetsuo: 07 July 2011 - 09:40 PM

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User is offline   NUKEMDAVE 

  • 504

#20

Attached Image: liztroopercolors.jpg

The blue version is completely MrN's work. I tweaked it to red and green. The colors are very close to the original colors.

This post has been edited by NUKEMDAVE: 07 July 2011 - 10:55 PM

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User is offline   MrN 

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#21

View PostSwissCm, on 07 July 2011 - 09:12 PM, said:

So you're redrawing the sprites, despite the fact that most of the original monster sprites were initially 3D models and despite the fact that sprites look pretty terrible when rendered in a true 3D renderer. This is an incredible waste of time.

Also that medpack sprite looks hilariously awful, I mean I don't even know what the hell it's supposed to be. A bottle? A packet of some kind? Why put "Health" on it when it's already obvious what it represents? What's with the awful, staggered shading? Don't say it's a work in progress because there is nothing that could possibly be done to that artwork to make it good.


I redrew the sprite exactly how it was in the original game. Take a look at the original sprite below, you'll see it is a pill bottle that says "health". I accept your criticism, but that's my art style. I'd like to see you do a better job.

Attached File  000-052.bmp (46.41K)
Number of downloads: 628

This post has been edited by MrN: 08 July 2011 - 09:27 AM

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User is offline   MrN 

  • 0

#22

View PostSpiker, on 07 July 2011 - 09:26 PM, said:

I have a request. Could you remake this babe on this pic from Duke it out in DC? It would be very cool. The rest of the image is pretty easy.

Attachment 3737.bmp


I'll give it a shot, but I know that Sebab's going to want to do it too. Maybe we'll use both somehow.
-1

User is offline   sebabdukeboss20 

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#23

View PostMrN, on 08 July 2011 - 09:31 AM, said:

I'll give it a shot, but I know that Sebab's going to want to do it too. Maybe we'll use both somehow.


I didn't even know that was in the DC pack. You can give it a shot too MrN if you want.



Here's an update on the prostitute:
Attached Image: prost1.gif
And if people fail to read what was said earlier, the original sprite will look horizontally stretched. While in game, it's corrected.

I'm working also on the pod babe right now.


This post has been edited by sebabdukeboss20: 08 July 2011 - 02:04 PM

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User is offline   Mark 

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#24

EDIT: My fault for not scrolling all the way down to your latest post with the updated pic.

I looked at your first babe and thought it was real good except for the face placement and head size. In my quick fix pic here I didn't resize the head but what I did was "grab" the face and move it slightly to the left and then rotated it 5 degrees to the left. To me it looks better aligned now. I just sloppily cloned some hair to fill in the blank spot from the original face area. I think the head should still be very slightly larger.

Attached thumbnail(s)

  • Attached Image: hooker.jpg


This post has been edited by Marked: 08 July 2011 - 03:31 PM

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User is online   Jimmy 100MPH 

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#25

Love the concept, but in so far it's very poorly executed. MrN doesn't appear to be a very good artists (no offense, just facts) and while Sebab is talented his art style tends to be a bit too anime for Duke and also is rather unique. Anybody else's art would clash with his style since they're likely to be very different.

Coke costs a lot of money you know. - oasiz
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User is offline   SwissCm 

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#26

View PostMrN, on 08 July 2011 - 09:26 AM, said:

I redrew the sprite exactly how it was in the original game. Take a look at the original sprite below, you'll see it is a pill bottle that says "health". I accept your criticism, but that's my art style. I'd like to see you do a better job.


That text could be anything really, in any case it being dark black text brings way too much focus on it. Regarding me doing a better job, I'm quite sure I could, but I'm busy with other stuff at the moment and as I said before I don't really have any enthusiasm for this project.

EDIT: Unless you're willing to redo all the UI fonts from scratch, you can use mine from the HRP. It would be funny to see my name in the credits if this project ever goes anywhere.

This post has been edited by SwissCm: 09 July 2011 - 05:58 AM

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User is offline   rasmus thorup 

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#27

2d sprites is a big advantages over 3d models because you can put far more 2d sprites into the screen and still be able to play than with 3d models. So this is useful. I'm not really sure with the babe porn o.O seems pretty weird hehe.

It is I, GILGAMESH!
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User is offline   Tea Monster 

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#28

This is the game model of the overlord, I didn't do anything to it, I just posed and lit it. It is EXACTLY THE SAME MODEL that is in the HRP. It took me 15 minutes all told, with posing, lighting and fidling around with render settings. Its raytraced with Blender's internal renderer, if you used something like Yafaray or VRay you'd get even better results. It would look even better if you had the high-poly model. This is why we are saying that models are the best way to go, even if you are doing sprites based off of them.
Posted Image
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User is offline   sebabdukeboss20 

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#29

I was thinking that might be a good idea for the enemies too. As long as we can use the owner's models. After all, that was how the original models were created. Considering drawing every angle would be really hard and matching it up to their other angles and animations. As long as each model has enough detail. Maybe even photoshop tweak things in the post render to match up to the original sprite.

As for the babes, I'm still drawing those cause the 3d models really don't cut it for me (no offense to the makers). Also, I'll try focus on making their faces more realistic looking rather than cartoonish.


This post has been edited by sebabdukeboss20: 09 July 2011 - 07:30 AM

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User is offline   Hank 

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#30

View Postsebabdukeboss20, on 09 July 2011 - 07:29 AM, said:

As for the babes, I'm still drawing those cause the 3d models really don't cut it for me (no offense to the makers). Also, I'll try focus on making their faces more realistic looking rather than cartoonish.

Speaking as the outsider: what does that mean, cartoonish?
I opened the hooker in 3D, she looks like a hooker to me.


@ Tea Monster - you should write a book, or at least a info website! Every time I come here I learn something new. I never heard about Yafaray. - It seems Blender and all it's aids is compatible with Maya, and sort of it priceless :lol:

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