Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1321 Posted 08 June 2010 - 06:37 PM
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
#1322 Posted 08 June 2010 - 11:36 PM
Fox, on Jun 9 2010, 12:37 PM, said:
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
#1323 Posted 09 June 2010 - 03:34 AM
ozz, on Jun 9 2010, 03:36 AM, said:
plus can we even make the water reflective yet?
No. If the "mirror wall" effect can still be done, then yes.
#1324 Posted 09 June 2010 - 04:44 AM
This post has been edited by Spiker: 09 June 2010 - 04:46 AM
#1325 Posted 09 June 2010 - 05:02 AM
This post has been edited by Spiker: 09 June 2010 - 05:12 AM
#1326 Posted 09 June 2010 - 05:38 AM
... 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
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
#1327 Posted 09 June 2010 - 05:51 AM
#1328 Posted 09 June 2010 - 05:57 AM
The Commander, on Jun 9 2010, 11:51 PM, said:
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
#1329 Posted 09 June 2010 - 06:17 AM
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
#1330 Posted 09 June 2010 - 06:23 AM
#1331 Posted 09 June 2010 - 07:08 AM
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
#1332 Posted 09 June 2010 - 10:19 AM
#1333 Posted 09 June 2010 - 10:35 AM
Sobek, on Jun 8 2010, 08:59 PM, said:
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!
#1334 Posted 09 June 2010 - 11:06 AM
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.
#1335 Posted 09 June 2010 - 11:37 AM
So, where is your promised tutorial? Cause I had to use 2.49 because I couldn't find the buttons in 2.5
#1336 Posted 09 June 2010 - 11:53 AM
Spiker, on Jun 9 2010, 12:37 PM, said:
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.
#1337 Posted 09 June 2010 - 01:02 PM
Spiker, on Jun 6 2010, 04:55 PM, said:
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?
This post has been edited by BuddhaMaster: 09 June 2010 - 01:12 PM
#1338 Posted 09 June 2010 - 01:18 PM
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.
#1339 Posted 09 June 2010 - 02:32 PM
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
#1340 Posted 09 June 2010 - 03:39 PM
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
#1341 Posted 09 June 2010 - 03:42 PM
#1342 Posted 09 June 2010 - 04:01 PM
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
#1343 Posted 09 June 2010 - 04:15 PM
#1344 Posted 09 June 2010 - 04:27 PM
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)
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)
This post has been edited by BuddhaMaster: 09 June 2010 - 05:14 PM
#1345 Posted 09 June 2010 - 05:11 PM
#1346 Posted 09 June 2010 - 05:18 PM
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?
#1347 Posted 09 June 2010 - 06:09 PM
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.
#1349 Posted 09 June 2010 - 10:08 PM
BuddhaMaster, on Jun 10 2010, 10:01 AM, said:
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
#1350 Posted 10 June 2010 - 03:45 AM
ive still got 4132 - 4133 and the damaged texture to do
might have a go at a normal map too
#0293
#4130
#4131
Getting the right grey colour was a real bitch ... certain dark greys were coming up purple or green in game .. frustrating