Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1141 Posted 27 May 2010 - 05:09 AM
#1142 Posted 27 May 2010 - 05:34 AM
ozz, on May 27 2010, 10:46 AM, said:
I've made a whole set of seamless ones
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.
#1143 Posted 27 May 2010 - 12:32 PM
Sobek, on May 27 2010, 11:09 PM, 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
#1144 Posted 27 May 2010 - 12:41 PM
3D Master, on May 27 2010, 11:34 PM, said:
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
#1146 Posted 27 May 2010 - 12:49 PM
Spiker, on May 28 2010, 06:45 AM, said:
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.
#1147 Posted 27 May 2010 - 03:50 PM
ozz, on May 28 2010, 07:02 AM, said:
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?;
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
#1148 Posted 27 May 2010 - 05:17 PM
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.
#1149 Posted 27 May 2010 - 05:32 PM
Hendricks266, on May 28 2010, 11:47 AM, said:
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
#1150 Posted 27 May 2010 - 07:58 PM
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.
#1151 Posted 27 May 2010 - 11:16 PM
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
#1152 Posted 27 May 2010 - 11:19 PM
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
#1153 Posted 27 May 2010 - 11:41 PM
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?
#1154 Posted 28 May 2010 - 12:04 AM
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.
#1155 Posted 28 May 2010 - 02:11 AM
Tea Monster, on May 28 2010, 06:04 PM, said:
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
#1156 Posted 28 May 2010 - 05:05 AM
This post has been edited by Tea Monster: 28 May 2010 - 05:13 AM
#1157 Posted 28 May 2010 - 10:39 AM
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
#1158 Posted 28 May 2010 - 10:48 AM
#1159 Posted 28 May 2010 - 10:53 AM
#1160 Posted 28 May 2010 - 11:14 AM
The circle parts are a little rounder then the original but thats not really a big deal
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
#1161 Posted 28 May 2010 - 11:42 AM
now I can start touching it up again
#1162 Posted 28 May 2010 - 03:21 PM
#1163 Posted 28 May 2010 - 10:22 PM
3D Master, on May 29 2010, 09:21 AM, said:
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
#1164 Posted 29 May 2010 - 02:20 AM
#1165 Posted 29 May 2010 - 04:03 AM
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.
#1166 Posted 29 May 2010 - 04:09 AM
ozz, on May 29 2010, 02:03 PM, said:
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.
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.
#1167 Posted 29 May 2010 - 05:03 AM
This post has been edited by Piterplus: 29 May 2010 - 05:48 AM
#1168 Posted 29 May 2010 - 05:18 AM
Parkar, on May 29 2010, 10:09 PM, said:
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?
#1169 Posted 29 May 2010 - 05:35 AM
Im thinking in my head that the spec map would do this ... or am I totally wrong?
#1170 Posted 29 May 2010 - 06:03 AM
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