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

User is offline   Sobek 

  • There's coffee in that nebula!

#1141

Yep, that would be the one I made using the caustics generator. If you don't feel like trying to create your own, I can provide the one from that video... Pretty sure it's still sitting on my work PC.
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User is offline   3D Master 

#1142

View Postozz, on May 27 2010, 10:46 AM, said:

Anyone like this lava texture I made? ...
I've made a whole set of seamless ones
Posted Image
there practically the same as the original tile


It's a little too orange and red, though. Lava is hot, and as such has more white and yellow in it, than red. The shadows are usually a lot darker more black too; as it has cooled enough to have solidified; before it gets molten again as it falls off of a fall and gets consumed by the lava.
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User is offline   Night Wolf 

#1143

View PostSobek, on May 27 2010, 11:09 PM, said:

Yep, that would be the one I made using the caustics generator. If you don't feel like trying to create your own, I can provide the one from that video... Pretty sure it's still sitting on my work PC.


Your's should be added into the HRP .. it just needs to be a darker blue ... the actual tile was pretty much exactly like that ..
the current one in the HRP is too smooth and blurry look more like liquid silk

example
Posted Image
Posted Image
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User is offline   Night Wolf 

#1144

View Post3D Master, on May 27 2010, 11:34 PM, said:

It's a little too orange and red, though. Lava is hot, and as such has more white and yellow in it, than red. The shadows are usually a lot darker more black too; as it has cooled enough to have solidified; before it gets molten again as it falls off of a fall and gets consumed by the lava.


There the same colours as the original tile... I'm not sure they should be used though .. I mean there all seamless but in game they just look as if there like a fast slide show
They don't animate smoothly ... well neither do the current one in the HRP...
it would be nice to get a lave texture with a smooth animation like the water texture Sobek made but looking more lava like without the water line things :(
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User is offline   Spiker 

#1145

I think these "water seams" should also be slightly larger.
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User is offline   Night Wolf 

#1146

View PostSpiker, on May 28 2010, 06:45 AM, said:

I think these "water seams" should also be slightly larger.


I took a screen shott from the video and did a quick edit of the colour ... and compared it to the original ..so you cant really judge the size from that pic.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1147

View Postozz, on May 28 2010, 07:02 AM, said:

Your's should be added into the HRP .. it just needs to be a darker blue ... the actual tile was pretty much exactly like that ..
the current one in the HRP is too smooth and blurry look more like liquid silk

example
http://i1025.photobucket.com/albums/y319/z...andom/water.jpg
http://i1025.photobucket.com/albums/y319/z...aterexample.jpg


I think the issue there is that the existing water tiles are only 3 frames, whereas mine is 16. I recall that TX was discussing this once a while back, and that there may have been a workaround of some sort that would allow a longer animation to occupy the existing 3 frames... Or something. Hard to remember.

I'll see about darkening my water texture anyway as you're right - it is too bright.

*edit* I adjusted the brightness / contrast, applied far superior normal maps and increased the texture scale by almost 100%... How does that look?;

Posted Image

Obviously though, anyone could adjust the texture to whatever colour, scale, brightness or darkness they see fit.

This post has been edited by Sobek: 27 May 2010 - 04:11 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1148

It looks... (can't find the right word) squiggly?

Do you have antialiasing/filtering turned on?

Otherwise, just be sure you save the finished product as PNG. Flacken.WS and I tried to make colormaps for the water, but it was ruined by the hidden JPEG artifacts.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1149

View PostHendricks266, on May 28 2010, 11:47 AM, said:

It looks... (can't find the right word) squiggly?

Do you have antialiasing/filtering turned on?

Otherwise, just be sure you save the finished product as PNG. Flacken.WS and I tried to make colormaps for the water, but it was ruined by the hidden JPEG artifacts.


Yeah I noticed that too, it could just be the normal maps - the scale or bias might have been off by .1 - obviously it's something else to see it in motion. I do everything in PNG so there's no worries there :(
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User is offline   OpenMaw 

  • Judge Mental

#1150

Idea in regards to the water.

Subtle the texture up so that its almost just a flat blue. Use the Normal/Spec maps to add in highlights. Using a big "parallax scale" should give it a more realistic look, and cut down on the repeating problem.

Just my two cents.
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User is offline   Night Wolf 

#1151

@Sobek

Looks good! that squiggly look kinda adds to the effect in my opinion but I guess you would have to see it in game to know what it really looks like.
but I like it, it's alot closer to real water and the water in classic duke
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User is offline   Tea Monster 

  • Polymancer

#1152

Just a thought, the caustics patterns are what you get on the bottom of a pool after the light has passed through the water.

Colin Litster did a mess of tuts on how to sim water effects in Blender. Maybe this is the way to go?
http://www.cogfilms.com/tutorials.html

http://www.cogfilms.com/images/widescreen-...ts-june2005.jpg

Now obviously, you'll have to reduce the height and colour gradients, but it looks like a good place to start.

There is another tut here: http://www.pekaro.de...r_tutorial.html

This post has been edited by Tea Monster: 27 May 2010 - 11:27 PM

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User is offline   Night Wolf 

#1153

@ Tea Monster

Thats a much more realistic modern day game effect... that would actually look really good if you could get the reflection to go with it in polymer
is that possible in eduke?
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User is offline   Tea Monster 

  • Polymancer

#1154

It all uses proceedural textures for the diffuse and specular, so its just a case of baking them out of Blender.

As to the reflection, you'd have to talk to Plagman about that. It's possible, in that there were some shots of E1L1 with reflective floor effects issued, but it's not an officially supported effect in the current build.
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User is offline   Night Wolf 

#1155

View PostTea Monster, on May 28 2010, 06:04 PM, said:

It all uses proceedural textures for the diffuse and specular, so its just a case of baking them out of Blender.

As to the reflection, you'd have to talk to Plagman about that. It's possible, in that there were some shots of E1L1 with reflective floor effects issued, but it's not an officially supported effect in the current build.


It would still probably look great without the reflection ... if it had normal n spec ... but it would still be a nice effect with it..
I didn't this it were possible to create water like what you just pointed out.

that would probably be alot of frames too I guess
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User is offline   Tea Monster 

  • Polymancer

#1156

I've only breifly played with it myself, but you should be able to cycle it over 4 frames - its probably not going to look as spanky, but should be serviceable.

This post has been edited by Tea Monster: 28 May 2010 - 05:13 AM

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User is offline   Night Wolf 

#1157

ive remade #1097
unfortunately my computer locked up before i had a chance to save the latest progress of the .psd file ...so hopefully this will be fine or im going to have to start over from the un detailed previous file , which i suppose isnt to bad considering but still ive lost a good half n hr of work
so im really pissed of about that :(
luckily I saved a .png file of it
Posted Image
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User is online   Danukem 

  • Duke Plus Developer

#1158

That looks really nice, but it's hard to compare it with the original tile and the old HRP version without seeing them side by side.
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User is offline   Spiker 

#1159

Yeah, loosing a work in progress sucks! :( Thank God the png looks awesome :(
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User is offline   Night Wolf 

#1160

adding some normal n spec it should look good

The circle parts are a little rounder then the original but thats not really a big deal

Posted Image

I might be able to recreate what i've done here if needed, the loss of the file was bad but ive still got another file which is just one side missing a bit of the details overlaid ...
so I could recreate it if needed
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User is offline   Night Wolf 

#1161

Actually feel free to tell me anything that needs to be fixed ... Im actually back to the same progress in the psd file now :(
now I can start touching it up again
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User is offline   3D Master 

#1162

I think it should be less round. This isn't wood, or something else manufactured, it's some organic substance that is grown. You'll notice that when something is grown it's never 100% smooth, or round, or such. Yours look like it's been created/built/polished, while the original looks like something grown.
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User is offline   Night Wolf 

#1163

View Post3D Master, on May 29 2010, 09:21 AM, said:

I think it should be less round. This isn't wood, or something else manufactured, it's some organic substance that is grown. You'll notice that when something is grown it's never 100% smooth, or round, or such. Yours look like it's been created/built/polished, while the original looks like something grown.



yeah well you have to understand , that I lost the original file due to a system freeze ... which was annoying coz my computer never locks up so I didn't see it coming.... this was all I had at the time ,

but I've remade the half n hr of work i've lost ... so i'm fixing it up now... I've already fixed the circle parts , now im fine tuning parts so to speak
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User is offline   Piterplus 

#1164

Looks nice , but I think you relaying too much for a normal/speck maps. For example those sticking out parts in the middle of the round thingies looks flat and dark. A bit of lighting obviously don't hurt it (Middle section also).
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User is offline   Night Wolf 

#1165

And here is the finished product
i've decided to make this 1024 x 1024 ... since is such a large tile in game so it's much more detailed
its essentially mirrored like the original tile but ive changed one side slightly.
I mean it not like your going to stop playing the game and stare at it.
Posted Image
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User is offline   Parkar 

  • Honored Donor

#1166

View Postozz, on May 29 2010, 02:03 PM, said:

And here is the finished product
i've decided to make this 1024 x 1024 ... since is such a large tile in game so it's much more detailed
its essentially mirrored like the original tile but ive changed one side slightly.
I mean it not like your going to stop playing the game and stare at it.
Posted Image


I get the impression the original has a lot more depth and hardly any flat surfaces. I am thinking the only way to do these justice in Polymer is to sculpt them to get that organic feel.
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User is offline   Piterplus 

#1167

Or, to add those features in an good old way - just by painting them in graphic editor.

This post has been edited by Piterplus: 29 May 2010 - 05:48 AM

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User is offline   Night Wolf 

#1168

View PostParkar, on May 29 2010, 10:09 PM, said:

I get the impression the original has a lot more depth and hardly any flat surfaces. I am thinking the only way to do these justice in Polymer is to sculpt them to get that organic feel.


when you say original I assume your refusing to the 8bit art yes?
if so yeah I agree but im not sure how it would look in polymer if I made the dark areas darker.
also some of the dark areas are shadows , so technically shouldn't they not be so noticeable right?
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User is offline   Night Wolf 

#1169

this is a example ...ive upped the contrast on an overlaid layer and it gives the feel of depth
Posted Image

Im thinking in my head that the spec map would do this ... or am I totally wrong?
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User is offline   Piterplus 

#1170

Not totally, but partly. See here:
Posted Image

You have made circles lighter (1), and that was quite correct - thay are indeed have lighter tone.
But other parts of the image still looks darker than original, they looks flat (2, 3). Of course they should look sculptured (as noted Parkar). It may be achieved by: skilled work of normal map artist - or by you - you see my point. To be extreemely strict - with best normal map (and spec map) technicue this texture should be just flat green with no shapes etc. But right now we use some sort of compromise withing fake lighting drawed by artist and normal maps applied.

This post has been edited by Piterplus: 29 May 2010 - 06:07 AM

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