Duke Nukem 3D HD "HD remake of the original sprites."
#181 Posted 26 May 2012 - 04:10 PM
This post has been edited by Marked: 26 May 2012 - 04:11 PM
#182 Posted 26 May 2012 - 04:16 PM
#183 Posted 26 May 2012 - 04:23 PM
#184 Posted 26 May 2012 - 05:14 PM
Hendricks266, on 26 May 2012 - 04:05 PM, said:
Yeah, that would look better. I tried doing it with Blender, but I couldn't even get as far as to setting it up to import the models. I kept getting an error. Wesker said he's using 3DS Max. I'm sure it has those settings, but I don't think he knows how to do it.
#185 Posted 27 May 2012 - 05:33 AM
I would suggest trying subsurf in Blender or an equivalent function in 3DSMax to make them a little smoother.
#186 Posted 27 May 2012 - 07:32 AM
Rendering for 'display' rather than game is a COMPLETELY different method of doing things.
I would suggest doing a bit of surgery first on these models. Adding some geometry and then applying a Sub-surf modifier as chicken suggested (in Max it's 'Turbo-smooth').
If it's a 256 pixel skin, I would recommend chucking it and starting afresh.
This is the health bottle. I've done a 'quick and dirty' job on it as I just wanted to show what was possible if you took a bit of time and approached it from a different direction.
1. Used Misfit Model 3D to convert the MD3 to and OBJ. (there are importers for MD3 for Blender 2.49b, but not the latest one).
2. Converted to quads (needed to get nice smoothing for raytracing and makes adding extra edge loops a LOT easier)
3. Added geometry and a subsurf modifier to get a nice smooth shape.
4. Redid the skins as 1024 with proper maps for bump and diffuse.
5. Added an HDRI image for rendering.
6. Got a nice path-tracing image out of Blender's Cycles renderer.
I've used Cycles as I didn't want to spend too much time on this. If you were using Blender, then you'd want to use the Yafaray raytracer as it supports normal maps. This will save you a lot of time when you get to the later models that have normal maps and more modern polycounts. If you are using Max, I'm pretty sure that Mental Ray will handle normal maps.
You'll want to remove any trace of 'baked on' lighting from your texture maps. This will fight with your renderer.
When you set up your lights, you'll want to try to reproduce the look and feel of the sprite. Spots are good for dramatic lighting and area lights are good for more 'studio' setups.
Wesker500, I'm not a Max Guru, but if you want any help, PM me.
Cycles render:
Model in viewport after a smooth and adding a few edge loops:
#187 Posted 27 May 2012 - 05:42 PM
This post has been edited by Marked: 27 May 2012 - 05:43 PM
#188 Posted 12 March 2014 - 04:17 PM
#189 Posted 12 March 2014 - 04:25 PM
Yoko, on 12 March 2014 - 04:17 PM, said:
Desperate, huh? I never really got anywhere with this. The only thing it had were a few slime babes. Only one of them was nude.
#190 Posted 12 March 2014 - 04:26 PM
Also i don't want to go through installing the HRP pack again.
This post has been edited by Yoko: 12 March 2014 - 04:27 PM
#191 Posted 12 March 2014 - 04:39 PM
#192 Posted 12 March 2014 - 04:58 PM
for old times sake I suppose you could send me the sprites I don't think 'll use them in game though.
I think if you would continue this for the babes and make a nude version similar to the duke nudes one it'd be really good.
This post has been edited by Yoko: 12 March 2014 - 05:23 PM
#193 Posted 12 March 2014 - 06:04 PM
Yoko, on 12 March 2014 - 04:58 PM, said:
If Sebab ever returns and wants to finish the babes, I'll package them up and release it just with the babes alone.
#194 Posted 12 March 2014 - 06:06 PM
#195 Posted 12 March 2014 - 06:33 PM
Yoko, on 12 March 2014 - 06:06 PM, said:
Will do.
#196 Posted 12 March 2014 - 06:36 PM
is there a chance someone else could do it?
This post has been edited by Yoko: 12 March 2014 - 06:36 PM
#198 Posted 12 March 2014 - 10:45 PM
#200 Posted 13 March 2014 - 08:23 AM
#203 Posted 13 March 2014 - 06:10 PM
#204 Posted 13 March 2014 - 06:36 PM
Duke Nukem 3d HD is cancelled by its author.
Source: Post #189