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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   Fox 

  • Fraka kaka kaka kaka-kow!

#1321

I liked the format of that. It keeps the Duke aspect, but yet looks more like a modern game.

But I feel like it should not be blue. Like modern games, it should have no color at all, and instead being completely reflective.

This post has been edited by Fox: 08 June 2010 - 06:37 PM

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User is offline   Night Wolf 

#1322

View PostFox, on Jun 9 2010, 12:37 PM, said:

I liked the format of that. It keeps the Duke aspect, but yet looks more like a modern game.

But I feel like it should not be blue. Like modern games, it should have no color at all, and instead being completely reflective.


very true .... but that would be pointless unless the water was transparent ...
plus can we even make the water reflective yet?

This post has been edited by ozz: 08 June 2010 - 11:38 PM

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User is offline   NF64 

  • Touched by the Banhammer

#1323

View Postozz, on Jun 9 2010, 03:36 AM, said:

very true .... but that would be pointless unless the water was transparent ...
plus can we even make the water reflective yet?

No. If the "mirror wall" effect can still be done, then yes.
Attached Image: duke0036.jpg
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User is offline   Spiker 

#1324

Tea Monster I have a problem with baking the normal map. The map turns just blue and I don't know what I did wrong :(

Posted Image

This post has been edited by Spiker: 09 June 2010 - 04:46 AM

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User is offline   Spiker 

#1325

Ok, I've figured out it was because of the position. However now some part of the normal map turns out shit color, what can this be? And it's upside down :(

This post has been edited by Spiker: 09 June 2010 - 05:12 AM

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User is offline   Night Wolf 

#1326

I had a go at taking on one of the monitors (since there's so many of them)
... plus now that I've created this one 3 other monitors will be a breeze to create , since they use the same frame

I might still tweak this texture a bit , but this is what I have so far

Posted Image Posted Image
Ive made the screen look like an old tv screen , since the tv's etc don't seem liket flat screens in duke 3d future lol

not sure how you would make the screen pop out orb shaped with a normal map.

Edit: I think that blue dot on the screen might be a triangle? i might change that

This post has been edited by ozz: 09 June 2010 - 05:43 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1327

Not trying to be harsh, but your monitor surround looks like a cross between metal and concrete. I think it should look more like black plastic.
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User is offline   Night Wolf 

#1328

View PostThe Commander, on Jun 9 2010, 11:51 PM, said:

Not trying to be harsh, but your monitor surround looks like a cross between metal and concrete. I think it should look more like black plastic.


no offence taken ... thanks for the tip ... I wasn't to sure what material this actually is... easy fix there just overlays.
just have to find the right textures to overlay it with

looking at the two side by side some of the dots on the screen are to big so ill have to fix that also

This post has been edited by ozz: 09 June 2010 - 05:57 AM

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User is offline   Night Wolf 

#1329

You were right commander, its looks better with more plastic like feel
Posted Image

I fixed that up and made it feel like a more plastic like texture.
I also added a texture to the screen which came out with a really nice effect
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User is offline   Spiker 

#1330

no clue what was wrong but i fixed it by inverting a part of blue channel in photoshop and now it looks like this.

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#1331

Spiker - bring the two items on top of each other in the z direction, like this...

Attached Image: baked.png

They have to be one on top of the other.
It has to be Tangent Space normals.
Secondly, Blender inverts the Red and Green channels in comparison to what is used in Polymer (and nearly every other game engine :( )
So you have to flip the red and green channels in Photoshop before feeding it to Polymer.

This post has been edited by Tea Monster: 09 June 2010 - 07:32 AM

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User is offline   Spiker 

#1332

Tea Monster: Any clue why some edges are sharp and some are cut off? Like in this pic, upper and lower corner.

Posted Image
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User is offline   Hendricks266 

  • Weaponized Autism

  #1333

View PostSobek, on Jun 8 2010, 08:59 PM, said:

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;

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.


Lookin' good!
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User is offline   Tea Monster 

  • Polymancer

#1334

Spiker - Have you applied the sub-surf modifer? That will soften all your edges so that you get a nice gentle transition between edges and heights. You'll have to put extra edges in to control how the subsurf affects the surface. The subsurface modifier will 'soften' and round everything. You have to use extra geometry to hold the shape. But really really avoid having any sharp edges, make sure everything has a nice, gentle rounded edge.
Attached Image: controledges.jpg

Baking HATES sharp edges, and anything that is 90 degrees to the baking angle. So if you have a raised or sunken area on your mesh, taper the sides so it has a transition zone if seen from the baking angle. Here is an example of how the tapering should go.
Attached Image: straightandbent.jpg
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User is offline   Spiker 

#1335

Ok thanks, the map now becomes blurry but probably it has to be like that.

So, where is your promised tutorial? Cause I had to use 2.49 because I couldn't find the buttons in 2.5 :(
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User is offline   Tea Monster 

  • Polymancer

#1336

View PostSpiker, on Jun 9 2010, 12:37 PM, said:

Ok thanks, the map now becomes blurry but probably it has to be like that.

So, where is your promised tutorial? Cause I had to use 2.49 because I couldn't find the buttons in 2.5 :(


Just started the baking section. I advised going with 2.49 as it's more stable, but I've already done all the screens for 2.5.
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#1337

View PostSpiker, on Jun 6 2010, 04:55 PM, said:

Posted Image


for this texture I recommend adding soft and strong shadows around every panel, pushing the digits panel deeper inside, clearly visible reflection around the display just where the glass bends (the screen is soft) dont use pure white, use grey but cover!

excuse for peaking into your kitchen, but how do you create that blue tech-mix-pattern?
It's better visible on the fullsize.

Is this a mockup of some cpu boards photographs and blue tint?
Did you accidently create some hd DooM textures? Because the tech mix looks very similar in one texture?

Attached thumbnail(s)

  • Attached Image: TEKWALL6.PNG


This post has been edited by BuddhaMaster: 09 June 2010 - 01:12 PM

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User is offline   Spiker 

#1338

Um, this texture you posted was just a failed first attempt, now it's looking much better. (The final version not posted here) Also I can't add any shadows for it since it's going to be for polymer renderer.

As for your question: Yes, real photos become very useful while creating textures (used as an overlay or a part of an image). And no, I haven't done any doom textures, in fact I've just started making textures 2 days ago.
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User is offline   Tea Monster 

  • Polymancer

#1339

Nearly done.
If you click in your window, 'N' key brings up the transform widgets and the 'T' key brings up your toolshelf.

Space bar brings up a search function and you can search for the tool you need :(
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User is offline   Tea Monster 

  • Polymancer

#1340

OK, here is a rough version of the texturing tut. I've got to pretty it up a bit, but should get you going. Can you take a look and see if it describes everything that you need to know to do this.

ONE BIG POINT: This is NOT a modelling tut! I've included some basic stuff about subdivision modelling and how to set it up in Blender, but I can't really cover the whole Subsurf modelling thing in detail.

So, could the texture artists take a look at this and see if there is anything vital I've missed or anything else that needs more explanation.

Once everything is sorted out I'll post a finished version into the resources thread.

http://www.filedropp...rtexturetutbeta

I have created a new thread to cover the feedback for the tut, so that we don't fill up this thread with all that stuff.
Please comment here.


This post has been edited by Tea Monster: 09 June 2010 - 03:57 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#1341

BTW, it's not only baking that hates sharp edges. The parallax mapping algorithm hates quick height changes in the heightmap. As piterplus said it before (shamelessly stealing his image):

Posted Image
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#1342

A duke nukem 3d speedtree

Posted Image

Uploaded with ImageShack.us

since speedtree 5.0 sdk is included in unreal engine 3 sdk 'free', I wonder if that could be used

This post has been edited by BuddhaMaster: 09 June 2010 - 04:04 PM

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User is offline   Sobek 

  • There's coffee in that nebula!

#1343

What's the poly count on that? I think that would be the limiting factor...
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#1344

this tree had 5'400 poly's
It has now <1'000 polys
thats 78% less /same detail
How much does a Trooper have? There are never more that 5 palmtree on sceen, or even 3 (The most are probably in the last big city map with the huge screen)


Posted Image


These are built in leafs and textures. Im still trying to get the leafs to a more uniform, spherical shape (more up and down angle)

Posted Image

This post has been edited by BuddhaMaster: 09 June 2010 - 05:14 PM

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User is offline   Sobek 

  • There's coffee in that nebula!

#1345

Yeah that's much better... I think the liztroopers are just under 2,000 polys or so (?) Either way, if you've got that under 1,000 I think that's a pretty good compromise. Curious to see how it looks in-game!
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#1346

Can we have wind-influences in duke 3d? :(

How about adding some routine that plays a animation for each tree simultaneously at random intervals, to make them sway in wind? Like a breeze of fresh air, how about ambient sounds?
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User is online   Danukem 

  • Duke Plus Developer

#1347

That's a really nice palm tree BuddhaMaster. It looks better than the old one with fewer polygons. Congratulations!

As for how many there are on screen: I don't know about the 3DR maps, but there are MANY popular user maps with dozens of them on screen at a time. The trees are the single biggest framerate killer when using the HRP. And actually, I would be surprised if all the 3DR maps kept it down to 5 on screen.

If you want to make a tree swaying animation, go ahead. Even if it's not used in the regular HRP, it could be used in DukePlus and other mods.
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User is offline   Tea Monster 

  • Polymancer

#1348

That looks much more like the original sprite.
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User is offline   Night Wolf 

#1349

View PostBuddhaMaster, on Jun 10 2010, 10:01 AM, said:

A duke nukem 3d speedtree

Posted Image

Uploaded with ImageShack.us

since speedtree 5.0 sdk is included in unreal engine 3 sdk 'free', I wonder if that could be used

FINALLY! A good looking tree! its fuk'n awesome
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User is offline   Night Wolf 

#1350

I've created the following monitor textures
ive still got 4132 - 4133 and the damaged texture to do
might have a go at a normal map too

#0293
Posted Image

#4130
Posted Image

#4131
Posted Image

Getting the right grey colour was a real bitch ... certain dark greys were coming up purple or green in game .. frustrating
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