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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   Night Wolf 

#1291

View PostSpiker, on Jun 7 2010, 09:21 AM, said:

Ozz: I've noticed that in your version you discarded some shape irregularities like the gap between panels, is this a way to go?

And so have you used embossing or any other method?

Damn, I can't sleep :(


This was just a quick example as I stated to kinda give you an idea of what I meant for shading ...
This is what I meant by is not looking right because I too shortcuts as well (emboss) ... its not bad for a quick mock up , but really id have to start over.

as for shape irregularities no don't follow what ive done ...the frame size is probably more correct though
as u can see theres alot missing from what ive done , i whipped that up in 10 mins lol

ill state again , just an example ...

This post has been edited by ozz: 06 June 2010 - 11:05 PM

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User is offline   0815Jack 

#1292

great additons to the hrp have been posted recently in this thread :(

but i have one question: why didnt they made to the hrp svn? like the revised soda machine ?
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User is offline   Night Wolf 

#1293

View Post0815Jack, on Jun 7 2010, 08:37 PM, said:

great additons to the hrp have been posted recently in this thread :(

but i have one question: why didnt they made to the hrp svn? like the revised soda machine ?


Hmm yeah some of them might not have been added yet due to there not being normal maps for them yet ...

though there's a few that don't require normal maps like the updated #0181 I remade and that hasn't been added in yet..

also the updated building textures with curtains I made (#0743 / #0764)... with the normal maps gt1750 created for them.. these should be added to SVN..

anyway..

Here's a updated #0749 tile I made , with normal map
I've colour matched the tile too
Posted Image Posted Image
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User is offline   Night Wolf 

#1294

normal map for #0884 update
Posted Image

Have I done this right?
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User is offline   Master Fibbles 

  • I have the power!

#1295

View PostZaxtor, on Jun 6 2010, 10:31 PM, said:

But I always wondered if the cineover etc (clip when you beat a boss and beginning of E4) changed?
Or if is still old fashion etc..


No. Those have not been updated because support for other formats has not been implemented because there aren't any good replacements for them them because support for other formats has not been implemented because there aren't any good replacements for them because support for other formats has not been implemented because there aren't any good replacements for them because....well, you get the idea.

I think there have been attempts to make the intro nuke scene but since there hasn't been a consensus on what format to use when support is implemented it was kind of shelved. I think there were other reasons too...
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User is offline   Night Wolf 

#1296

Ive gone back and fixed up this wall texture... people were complaining of Whether it was plaster or concrete , bla bla

I overlaid a few textures to the surface for detail
It looks more like a concrete wall, which could also be seen as a plaster wall.

#0783
Posted Image

Thoughts?

This post has been edited by ozz: 13 June 2010 - 05:12 AM

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User is offline   Spiker 

#1297

I like it.

Hmmm I've tried to follow your suggestions and here is something that I got. Is it any better? I know these "teeth" need revising but it's just a quickie.

Posted Image
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User is offline   Jokke_r 

#1298

looks pretty good imo, i'd try and make the card slot thingey look more shallow though, it seems darker and for once actually desaturated compared to the original, usually with textures here it's the opposite. I like the overall shape of things for the most but i'd try and match the colors a bit more.
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User is offline   Zaxtor 

#1299

I see. Would be fun (in the future) they replace the old cineove etc by HRP mpeg, avi, mov etc.
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User is offline   Spiker 

#1300

View PostJokke_r, on Jun 7 2010, 09:36 PM, said:

looks pretty good imo, i'd try and make the card slot thingey look more shallow though, it seems darker and for once actually desaturated compared to the original, usually with textures here it's the opposite. I like the overall shape of things for the most but i'd try and match the colors a bit more.


Thanks for the advice. I've improved it and tomorrow I will try to make the final version and attempt to create some maps for it as well. After that I have one more project to finish before seriously getting into graphic stuff but it shouldn't be long as it's about 95% done.
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User is offline   Tea Monster 

  • Polymancer

#1301

Looking good. I've got that tut about done. I'll try to get it up tomorrow. If you have any questions, PM me.
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User is offline   Night Wolf 

#1302

Nice work spiker , now your on the right track, its looking better :(

Be careful with the different colours you have used in the grey parts , they could come up weird in game, I would recommend maybe making the grey all one colour

A nice a nice metal texture overlaid on the grey would look nice.. maybe 30 - 40 %

make the circuit board blue the same colour blue in the screen banner.

and lastly tweak the sharpness on the white border on the keycard slot and the keypad make them square ...
maybe just with the paintbrush tool or watever.
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User is offline   Tetsuo 

#1303

I think the number pad still looks a bit too bulky with too much padding around the buttons. The original tile didn't have that much padding nor was it as rounded I don't think.
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User is offline   Night Wolf 

#1304

View PostTetsuo, on Jun 8 2010, 07:36 PM, said:

I think the number pad still looks a bit too bulky with too much padding around the buttons. The original tile didn't have that much padding nor was it as rounded I don't think.


I agree ... it should look more like this
Posted Image

the original didn't have numbers or text on the buttons either... (It's kind of debatable though, since the original 3d realms artists couldn't show high detail on a low res tile)

if fact nothing on this tile regarding edges should really be rounded (The grill(vent) for example)
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User is offline   Night Wolf 

#1305

This is an example of a bad match to original tiles.
Posted Image

It's completely different.
It defiantly shouldn't have shadows like that if its normal mapped.
anyone want to give this a go?
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User is online   Danukem 

  • Duke Plus Developer

#1306

View Postozz, on Jun 8 2010, 06:41 AM, said:

This is an example of a bad match to original tiles.
Posted Image

It's completely different.
It defiantly shouldn't have shadows like that if its normal mapped.
anyone want to give this a go?


It's supposed to be rebar jutting out of broken concrete, like what you would see if a freeway overpass broke in two. The artist made it look like the bars are coming out of a natural rock formation.
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User is offline   Spiker 

#1307

This one looks tough. I wouldn't even know to to start with it.

Anyway any more comments on this one? It's a good example of revising something to death. Temporaily I left slight color variation because I think it looks good, we'll see how it turns out in game.

Posted Image

This post has been edited by Spiker: 08 June 2010 - 08:37 AM

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User is offline   Night Wolf 

#1308

Better but still needs improvements
Posted Image


1. This should be dark like the rest of frame, ( make sure all the frame parts are a flat plain grey)
2. The gaps between plates should be one flat grey ... you cant make it 100% the same as original tile since this is for polymer
3. The black part is a little bit wider then original and the white squares and a bit bigger then the original
4. Thicker dark frame
5. Should be one flat colour .. you seem to have added a lighter part here

why does the outside border have one lighter side? is this due to the texture you overlaid ..(make sure the texture you use to overlay doesn't have a light source) if you can't find a good texture to overlay , leave it out for now.

lastly make the circuit board part ,, just plain blue, like you had it previously .. the only reason the 8bit one has grey parts its because there's glass on top and its acting like a refection
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User is offline   king karl 

#1309

i like whats in the monitors and the blue part but the gray frame looks flat and its inbetweens need to look look divits not just lines
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User is offline   Spiker 

#1310

Ok, fixing these should be easy. A good thing is that I've learned some stuff while doing this. Pretty darn cool (a buzz phrase used in 95% of photshop tutorials) :(
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User is offline   Night Wolf 

#1311

I've remade this black n white tile and made a normal map for it ... (I've learnt how to make simple normal maps)

#0414
Posted Image
#0414_n
Posted Image
Posted Image
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User is offline   Spiker 

#1312

Good work. You seem to choose more and more complicated texture with every attempt :(


Btw I think that someone should upadate SVN with some stuff by ozz and Tea Monster, Loomsday? If not I will have to take care of it myself but I don't know how how to do it exactly (yet).

This post has been edited by Spiker: 08 June 2010 - 11:03 AM

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User is offline   Night Wolf 

#1313

View PostSpiker, on Jun 9 2010, 05:01 AM, said:

Good work. You seem to choose more and more complicated texture with every attempt :(

LOL

Its because some of the simple one's just look awful ... every tile makes a difference even the simple ones.. one step closer to realism
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User is offline   Spiker 

#1314

By all means my intention wasn't to embarrass you. You really are doing awesome work here and many guys here really appreciate it. (Takes another sip of beer).
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User is offline   Night Wolf 

#1315

View PostSpiker, on Jun 9 2010, 05:08 AM, said:

By all means my intention wasn't to embarrass you. You really are doing awesome work here and many guys here really appreciate it. (Takes another sip of beer).


Haha I know that.. I found it funny
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User is offline   Jokke_r 

#1316

my first attempt at a texture, it's closer to the original thats for sure but other than that it's pretty abysmal imo, the rebars litearally look like shit turds, and trying to get the rock pattern even close to the original is impossible.

Posted Image
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User is offline   Spiker 

#1317

Looks really good. But apart from these "shit turds" which are not that bad in fact I think you should dispose of this shading even if it was like this in the original.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1318

Yeah, looks like dog shit.
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User is offline   Zaxtor 

#1319

Looks more like over BBQ'ed hotdogs wiener.
Texture is cool tho also is normal those rods inside get severely rusted.

They use water when they built stuff using those rods and water rust them like shit.
Thats why they wanna replace with plastic based rods.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1320

Heh, ok I just wanted to pop in and note something. It turns out that, upon further investigation, I had stuffed up my DEF code and the previous shots I posted of the water texture I'd been working on were... using the wrong normal maps altogether. The directory I work out of for water textures has a lot of sub-directories with various styles, colours, textures etc, and somehow at some stage I managed to point the DEF code to the entirely wrong normal / height maps. I've corrected this, and it looks much much better - smoother, more '3d', and just... better;

Posted Image

Obviously as usual it's something else to see it in motion ingame, and the parallax scale and bias can always do with some fine tweaking, but I think it's turned out excellent. The height maps crest along the brighter lines of the caustics, which effectively removes that 'underwater' look about it.
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