Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 161 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Rellik 

#1051

Looks fine to me, the button glow is the pretty much only potential offender which could be more subtle. the rest is just alpha blending on the forum skin.

edit:
Ok, here's my take. Once again, I cut out the metal framing stuff because metal doesn't glow, The buttons are the original buttons with a slight outer glow, but only at 25% which isn't obvious when the tile is fully lit.

This post has been edited by Rellik: 20 May 2010 - 09:59 PM

0

User is offline   Green 

  #1052

View PostTea Monster, on May 20 2010, 01:28 PM, said:

There is a lot of stuff in the DNF notes to indicate that he made out quite well (and got rich too :( ) from the first invasion. He owns a casino IIRC. So, having saved the Earth, he might have got a few sponsorship deals out of that! :(

I'll try to whip up a normal map tomorrow for the soda machine.

Here is the progress with the pistol so far. Texture is just a place-holder. But this is the low-poly with the normal map on top, so this is kind of what it might look like in game.
Repeat, the texture is just a place-holder.
~~


Wow! Looking great Tea Monster. How many polygons is that?

This post has been edited by Mr. Green: 20 May 2010 - 10:03 PM

0

User is offline   Stabs 

#1053

+1 great looking pistol there tea monster

going to need the light to affect the hud models soon :(
0

User is offline   Night Wolf 

#1054

View PostRellik, on May 21 2010, 03:12 PM, said:

Looks fine to me, the button glow is the pretty much only potential offender which could be more subtle. the rest is just alpha blending on the forum skin.

edit:
Ok, here's my take. Once again, I cut out the metal framing stuff because metal doesn't glow, The buttons are the original buttons with a slight outer glow, but only at 25% which isn't obvious when the tile is fully lit.


IMO you shouldn't cut out the metal frame , yes it doesn't glow but the lighting from the machine will still light up the metal parts slightly... it doesn't make seance if the metal parts are just pitch black

@ Rellik I didn't notice that the Dr. Zepper label was off ... but ill look into it ... easy to fix

@ Hendricks266 ..BAHHHHHHH! ...how is it not even close seem's to look fine in game
0

User is offline   Night Wolf 

#1055

Ahh ok I see the problem with the glowing buttons...

I prefer the brightness of the buttons in the glowmap ... should the same button brightness be applied to 1215?
the ones currently on 1215 are not bright enough in my opinion .. I thought the glow map would do the trick but apparently the glow map has to be the same as the texture it on top of
My bad iv'e had fark all sleep.
0

User is offline   Night Wolf 

#1056

Does this make more sense?
The buttons in the glow map are now the same as 1215 (In fact everything in the glow map is identical to 1215)
If I can't get it this time I give up on the glow map :(
I still fell the metal should somewhat reflect the glow
but it this case I've cut out all the metal like what Rellik has done

It may also appear that the border is still there in the glowmap looking at this thumbnail but I asure you its not



anyway Im going to leave this to whomever Im over this.
0

User is offline   Tea Monster 

  • Polymancer

#1057

Thanks everyone!

Currently its at 3,200 for the HUD version, but I'm going to remove a lot of stuff that you never see (basicly most of the right side of the pistol!). I'm going to change the laser sight and the barrel as currently they look too low poly. Currently they are 8 sided, I'm going to bump it to 12 or so.

I'm going to make a pick-up version that is a lot less. It will mean that the side slots and a lot of other detail is just normal mapped, but hey.
0

User is offline   Night Wolf 

#1058

1216 (sides of machine)


.........

On the subject of the Duke Pistol
hmmm I forgot that the duke pistol had a laser... maybe one day it would actually crate a beam of light resembling a laser pointer.. kind of like the Laser trip mine
that would be cool
0

User is offline   Micky C 

  • Honored Donor

#1059

actually lameduke had something kind of like that, but they scrapped it for some reason. Whether or not a polymer version would be implemented into eduke I'm not sure (they like to keep it original) but maybe it could be put in dukeplus in the distant future

in short yes that would be cool :(
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1060

View Postozz, on May 21 2010, 04:47 AM, said:

Does this make more sense?
The buttons in the glow map are now the same as 1215 (In fact everything in the glow map is identical to 1215)
If I can't get it this time I give up on the glow map :(
I still fell the metal should somewhat reflect the glow
but it this case I've cut out all the metal like what Rellik has done

It may also appear that the border is still there in the glowmap looking at this thumbnail but I asure you its not

Attachment 1215.png Attachment 1215_g.png

anyway Im going to leave this to whomever Im over this.


This is several orders of magnitude better. When I overlay the glow over the diffuse, the only problem is that the shading on the sides of the drink labels is gone. You should either copy the labels from the diffuse to the glow (fullbright shading), the glow to the diffuse (no diffuse shading), or only glow the labels gradually translucent.

Good job! You're doing great.

This post has been edited by Hendricks266: 21 May 2010 - 09:23 AM

0

User is offline   Parkar 

  • Honored Donor

#1061

View PostTea Monster, on May 21 2010, 12:48 PM, said:

Thanks everyone!

Currently its at 3,200 for the HUD version, but I'm going to remove a lot of stuff that you never see (basicly most of the right side of the pistol!). I'm going to change the laser sight and the barrel as currently they look too low poly. Currently they are 8 sided, I'm going to bump it to 12 or so.

I'm going to make a pick-up version that is a lot less. It will mean that the side slots and a lot of other detail is just normal mapped, but hey.


Don't do that!

It's ok to simplyfy the shape (lower polycount) but the shadowing will reveal if the model is not solid if you remove all the backfacing polygons.

And since you got to modeling the soda machine just hours before me. Try to make the front a bit bent (just a few degrees) so it looks something like a D from above. I think it would make for some intersiting normal mapping.

@ozz For the destroyed version I think you could overlay some broken glass/plastic to get some cracks on the parts thats not fully gone.

Edit: Somthing like these:
http://www.cgtexture...=browse&q=33638

This post has been edited by Parkar: 21 May 2010 - 11:22 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#1062

View PostParkar, on May 21 2010, 12:18 PM, said:

And since you got to modeling the soda machine just hours before me. Try to make the front a bit bent (just a few degrees) so it looks something like a D from above. I think it would make for some intersiting normal mapping.


What is the soda machine model going to be used for? The soda machines in Duke 3D are sectors with a texture slapped on them, not sprites.
0

User is offline   Spiker 

#1063

Solely for the purpose of creating the normal map :(
0

User is offline   Tea Monster 

  • Polymancer

#1064

View PostParkar, on May 21 2010, 11:18 AM, said:

And since you got to modeling the soda machine just hours before me. Try to make the front a bit bent (just a few degrees) so it looks something like a D from above. I think it would make for some intersiting normal mapping.


Sorry Parkar, didn't mean to take that one off you. Yeah, I'll put a bow on the front.

On the pistol, it's going to weigh in at about 3,200 otherwise. I bumped the polys up on the radial cross section, but reduced the number of latereal polys so the polycount actually fell a few! I'll take a look and see what I can get rid of.

DT was working on a LOD system. It might be interesting to see if it would be practical to implement that.

Spiker - When you bake the normal map off, you have to invert the green and red channels in an image editor (or you can use the node system within Blender). I love 2.5 and use it for rendering and animation projects, but they only recently (like in the last week or so) got the baking of normal maps ported over from 2.4. Also, they don't have anything except a handfull of exporters (no MD3 export = :( ) . I'll be much more tempted to switch when I get a Yafaray exporter for 2.5! :(

EDIT: Here's what it looks like. flat plane with the normal map is on the left, Model on the right.

I'll do a little tut tomorrow. You can do all this in 2.5. I can set it out in that if people prefer.
Attached Image: NORMALS_STUFF.jpg

I've not properly tested this to see if it's OK as its midnight but this is the first attempt.
Attached Image: 1215norm.png

This post has been edited by Tea Monster: 21 May 2010 - 03:48 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#1065

View PostTea Monster, on May 21 2010, 03:02 PM, said:

DT was working on a LOD system. It might be interesting to see if it would be practical to implement that.


Nah I wasn't really. You must be thinking of a simple CON hack I did to not draw certain sprites in the distance if the framerate was low.
0

User is offline   Spiker 

#1066

View PostTea Monster, on May 22 2010, 12:02 AM, said:

I'll do a little tut tomorrow. You can do all this in 2.5. I can set it out in that if people prefer.

That would be nice :( I'm not even sure if I'm suposed to save it by just making a render from a camera or in any other way.

This post has been edited by Spiker: 21 May 2010 - 04:23 PM

0

User is offline   Roma Loom 

  • Loomsday Device

#1067

There seem to be few glitches on the normal map due the the bent front, that's strange however, try pulling those parts further more off the glass or maybe use X-Normal instead Blender's internal baker...

Attached thumbnail(s)

  • Attached Image: wending_nrm_err.png

0

User is offline   Tea Monster 

  • Polymancer

#1068

Yeah, I'll try that. That is just the normal map as well, there is no height map yet, I'm thinking that will help tie it together.
0

User is offline   Parkar 

  • Honored Donor

#1069

View PostRoma Loom, on May 22 2010, 10:09 AM, said:

There seem to be few glitches on the normal map due the the bent front, that's strange however, try pulling those parts further more off the glass or maybe use X-Normal instead Blender's internal baker...


It's not strange at all. due to the bent shape the bevel of the parts is not covered equally. The easiest way to fix that is probably to simply move them so they are floating infront of the surface. The other option is to tweak them so the bottom of them follow the surface.

Is Blender capable of super sampling the normal map rendering? If not I would suggest rendering at a much higher resolution (>=x8) and sample the texture down to ingame resolution. Should get rid of any aliasing like this.
0

User is offline   Tea Monster 

  • Polymancer

#1070

View PostParkar, on May 22 2010, 02:33 AM, said:

It's not strange at all. due to the bent shape the bevel of the parts is not covered equally. The easiest way to fix that is probably to simply move them so they are floating infront of the surface. The other option is to tweak them so the bottom of them follow the surface.

Is Blender capable of super sampling the normal map rendering? If not I would suggest rendering at a much higher resolution (>=x8) and sample the texture down to ingame resolution. Should get rid of any aliasing like this.



LOL, Why do I think it would be much easier to just build models of this stuff? :(

You can bump up the anti-aliasing, I'll try it in x-normal first.
0

User is offline   Roma Loom 

  • Loomsday Device

#1071

Good news: helixhorned just implemented tweaking parallax and specular through his a.m32 script. The slash key (which turns override on) isn't working for me but anyway that's great.
0

User is offline   Night Wolf 

#1072

View PostParkar, on May 22 2010, 05:18 AM, said:

@ozz For the destroyed version I think you could overlay some broken glass/plastic to get some cracks on the parts thats not fully gone.

Edit: Somthing like these:
http://www.cgtexture...=browse&q=33638


Sure that sounds like a good idea Parkar.

Ill finish off adding a slight glow to the buttons of the glow map too

A little later though for now im going to get some sleep
0

User is offline   Tea Monster 

  • Polymancer

#1073

Found out that I'd loaded a 1024 texture last night. It works fine with a 2048 image.

edit - One with just the normals, the other with a height map generated in Blender.
Attached Image: 1215_n.png Attached Image: 1215_normalnheight.png

This post has been edited by Tea Monster: 22 May 2010 - 02:57 PM

0

User is offline   Night Wolf 

#1074

Something like this for broken?


0

User is offline   Piterplus 

#1075

Shouldn't there be something visible inside of the broken machine (wires, cans etc)?
0

User is offline   Night Wolf 

#1076

View PostPiterplus, on May 23 2010, 07:16 PM, said:

Shouldn't there be something visible inside of the broken machine (wires, cans etc)?

Not necessarily ... if you look at a open vending machine there doesn't seem to be any visible wires well not from pictures I've seen ... though I haven't really been able to find any good images.

unless I had a good image of what a damaged or open vending machine might look like its quite hard to imagine what the inside would look like. :(
0

User is offline   Tea Monster 

  • Polymancer

#1077

http://farm1.static.flickr.com/130/3331730...f9dbbb8.jpg?v=0
0

User is offline   Night Wolf 

#1078

View PostTea Monster, on May 23 2010, 08:15 PM, said:



hmmm that about as far as I got with finding a picture ... doesn't really show much but gives a basic idea ...this picture look to show the broken fluorescent lights.

As you can see though there's a sheet of plain metal under the plastic so the only way you would see the cans is if the metal sheet was also broken , which it is in the tile... though I still don't know if you would see the cans or what's behind the metal sheet..
0

#1079

The insides look a lot like most kit-kat vending machines, but instead of using the rotating coil they have the bottles on a sloped surface and the end of that opens up, then there are usually 3 T8 tubes in the front of the machine. sometimes there are a couple of wires near the hinges to the door. Hope this helps. I actually know a fair bit about vending machines, I can even make some of them spit money out or get into the debug mode, lol.

You guys are doing an awesome job btw, I often lurk in this thread :(

This post has been edited by High Treason: 23 May 2010 - 04:40 AM

0

User is offline   Mark 

#1080

Here is the one from Shadow Warrior. You can see the columns of cans inside. Maybe add a few broken wires or circuit board. Or a broken light like was mentioned before.

This post has been edited by Marked: 23 May 2010 - 05:52 AM

0

Share this topic:


  • 161 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options