Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1051 Posted 20 May 2010 - 09:12 PM
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
#1052 Posted 20 May 2010 - 10:03 PM
Tea Monster, on May 20 2010, 01:28 PM, said:
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
#1053 Posted 20 May 2010 - 11:26 PM
going to need the light to affect the hud models soon
#1054 Posted 21 May 2010 - 12:01 AM
Rellik, on May 21 2010, 03:12 PM, said:
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
#1055 Posted 21 May 2010 - 01:09 AM
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.
#1056 Posted 21 May 2010 - 01:47 AM
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.
#1057 Posted 21 May 2010 - 02:48 AM
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.
#1058 Posted 21 May 2010 - 05:00 AM
.........
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
#1059 Posted 21 May 2010 - 05:08 AM
in short yes that would be cool
#1060 Posted 21 May 2010 - 09:22 AM
ozz, on May 21 2010, 04:47 AM, said:
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
1215.png 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
#1061 Posted 21 May 2010 - 11:18 AM
Tea Monster, on May 21 2010, 12:48 PM, said:
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
#1062 Posted 21 May 2010 - 12:17 PM
Parkar, on May 21 2010, 12:18 PM, said:
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.
#1064 Posted 21 May 2010 - 02:02 PM
Parkar, on May 21 2010, 11:18 AM, said:
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.
I've not properly tested this to see if it's OK as its midnight but this is the first attempt.
This post has been edited by Tea Monster: 21 May 2010 - 03:48 PM
#1065 Posted 21 May 2010 - 04:08 PM
Tea Monster, on May 21 2010, 03:02 PM, said:
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.
#1066 Posted 21 May 2010 - 04:21 PM
Tea Monster, on May 22 2010, 12:02 AM, said:
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
#1067 Posted 22 May 2010 - 12:09 AM
#1068 Posted 22 May 2010 - 12:49 AM
#1069 Posted 22 May 2010 - 02:33 AM
Roma Loom, on May 22 2010, 10:09 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.
#1070 Posted 22 May 2010 - 03:46 AM
Parkar, on May 22 2010, 02:33 AM, said:
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.
#1071 Posted 22 May 2010 - 10:28 AM
#1072 Posted 22 May 2010 - 12:53 PM
Parkar, on May 22 2010, 05:18 AM, said:
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
#1073 Posted 22 May 2010 - 01:47 PM
edit - One with just the normals, the other with a height map generated in Blender.
This post has been edited by Tea Monster: 22 May 2010 - 02:57 PM
#1075 Posted 23 May 2010 - 01:16 AM
#1076 Posted 23 May 2010 - 01:24 AM
Piterplus, on May 23 2010, 07:16 PM, said:
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.
#1078 Posted 23 May 2010 - 03:50 AM
Tea 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..
#1079 Posted 23 May 2010 - 04:39 AM
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
#1080 Posted 23 May 2010 - 04:47 AM
This post has been edited by Marked: 23 May 2010 - 05:52 AM