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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 

#1531

View PostTea Monster, on Jun 29 2010, 09:07 PM, said:

Blender has the ability to create sky boxes. I was going to go ahead and model the buildings of the LA skyline and make a proper realistic looking skybox for e1l1. The joy of that is that you can render it out at any size you like, even 4k.

EDIT: here is an example with a blend file: http://blenderartist...ead.php?t=96131


Thats sounds pretty cool... what can't blender do :)
...........

@ Spiker
Look's alot better but the part around the keypad still looks funny, like its got a sheet of plastic wrap over it.
my sujestion would be to just add some cracks to the plastic, maybe something like the boken one I posted, or even the broken cola machine.

Also you could make the broken hole near the keypad, smaller if you look at the original tile its only the colored keypad that has a broken bit, on the top part of it
This would also be easier to replicate rather then making a big hole thet extends the keypad onto the grey plastic.

But thats up to you, but i would consider black cracks, an easy way to do this is to invert a picture of cracked glass, and fiddle with its brigtness/contrast etc. then overlay parts that you want to be shown as cracks.... or you could just find some other form of cracks :)

This post has been edited by ozz: 29 June 2010 - 09:12 AM

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User is offline   Night Wolf 

#1532

Heres a little screenshot of an updated tile of mine...
Im trying to make thing's look as real as possible... added some bump mapping to the gold outline and symbol on the star and completely reworked the texture.
currently the tile is 1024 x 1024 (1.43 mbs)... So I don't know if you guys would be happy with it being that big, though I would advise it. It's dramatically lossy if shrunk :)
Posted Image
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User is offline   Spiker 

#1533

Ozz, I nominate you for the new HRP leader. Thanks to this we will be sure that every texture will be perfect and as close to reality as possible. And we will have a job to do till the end of our lives since there always will be something to correct or to make better :)

The tile looks amazing despite its simplicity, but almost 1,5 mb for a single tile is definately too much.
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User is offline   Master Fibbles 

  • I have the power!

#1534

There are actual pictures of the Earth from space on a NASA affiliated website. I'm not sure what the license restrictions are on the images however.
http://www.nasaimages.org/

Attached Image: 324327main_4_full.jpg

EDIT: http://www.nasaimages.org/Terms.html

This post has been edited by Mr.Flibble: 29 June 2010 - 09:47 AM

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User is offline   Night Wolf 

#1535

View PostSpiker, on Jun 30 2010, 03:39 AM, said:

Ozz, I nominate you for the new HRP leader. Thanks to this we will be sure that every texture will be perfect and as close to reality as possible. And we will have a job to do till the end of our lives since there always will be something to correct or to make better :)

The tile looks amazing despite its simplicity, but almost 1,5 mb for a single tile is definately too much.



Haha no thanks sounds like too much pressure..

I managed to compress the texture and reduce the Mbs to 775 kbs 1024x1024 , quite a big drop and doesnt appear to be any loss in quality.
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User is offline   Spiker 

#1536

Edited out

This post has been edited by Spiker: 02 July 2010 - 04:16 AM

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#1537

While sight-seeing and saving some screenshots, I figured something interesting:
The earth is actually lighted from the left, not right.
Is this a error, or is the original skybox actually mirrored on this map (Lunar Apocalypse)?

Posted Image

I also learned about creating realistic looking craters now.

@ozz
So can you hand me the fullsize moon skybox? Did you render that? Thats pretty awesome.

@Spiker, I like that computer screen, plenty of destruction going on. Metal looks like metal to me Refering to the one with the big hole., I wish I could do that.

btw: whats the menu font number?: Originally it looks almost crumpled paper with a self-illuminating neon style glow around the edges, red colors only, no white specks, much thicker border. Instead of that polished metal look of the hires

This post has been edited by BuddhaMaster: 29 June 2010 - 12:16 PM

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User is offline   Master Fibbles 

  • I have the power!

#1538

You know, if you can see the Earth lit up from the moon, shouldn't the moon be dark? OH NOZE! DEY DIDN'T LAND ON TEH MOON!!!
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User is offline   NightFright 

  • The Truth is in here

#1539

Spiker:
This version is much better than the previous ones, especially the part with the damaged keypad. ^^
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User is offline   Spiker 

#1540

Thanks, good to know, because I was already getting confused what approach to take.

I'm tired of this texure. Wanted to try my hand at some model after it is done. Shotgun maybe ?:)
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User is offline   Night Wolf 

#1541

@ Spiker.
Not exactly what i ment by cracks , but it looks way better anyway, so lets put it to rest lol done
It's good to get an opinion other then mine ... im a bit of a perfection nazi. :)
.........

Anyway

Heres the revised 0823 & maps
I converted 0823 & 0823_s to index colour to save Mbs (Im asuming that wont cuse problems with the engine?)

0823
http://i1025.photobu...oid333/0823.png

0823_n
http://i1025.photobucket.com/albums/y319/z...d333/0823_n.png

0823_s
http://i1025.photobucket.com/albums/y319/z...d333/0823_s.png

This post has been edited by ozz: 29 June 2010 - 01:15 PM

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User is offline   Tetsuo 

#1542

Ozz you never cease to amaze and seem to be outdoing yourself with each texture you do! You can definitely count me as a fan! :)
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User is offline   Plagman 

  • Former VP of Media Operations

#1543

When you add polymer-ready replacements, make sure to also provide the proper specular material definitions (power/factor). Here the diffuse map should also have the _d suffix as I don't think it's meant to replace the existing texture in Polymost.
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User is offline   Roma Loom 

  • Loomsday Device

#1544

View Postozz, on Jun 30 2010, 12:10 AM, said:

I converted 0823 & 0823_s to index colour to save Mbs (Im asuming that wont cuse problems with the engine?)

Dunno how for specmaps (I personally save them as 8bit to save some upload traffic, disc space e.t.c. and the quality won't suffer at all) but the engine converts 8bit textures back to 24/32 bit before feeding them to OpenGL texture loading routines iirc... so we don't win anything that way plus there may some gradient or color detail loss happen after 24/32->8 bit oconversion...

Also regarding specmap for 823: marble plates are more shiny than the seams between them, so the seams should be darker than marble...

This post has been edited by Roma Loom: 29 June 2010 - 02:33 PM

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User is offline   Night Wolf 

#1545

@ Plagman
hmm yeah i forgot about that, ill do that in the future ... also just like to add that the current .Defs are fine with this tile

View PostRoma Loom, on Jun 30 2010, 08:31 AM, said:

Dunno how for specmaps (I personally save them as 8bit to save some upload traffic, disc space e.t.c. and the quality won't suffer at all) but the engine converts 8bit textures back to 24/32 bit before feeding them to OpenGL texture loading routines iirc... so we don't win anything that way plus there may some gradient or color detail loss happen after 24/32->8 bit oconversion...

Also regarding specmap for 823: marble plates are more shiny than the seams between them, so the seams should be darker than marble...


So is saving 0823(the coloured file) as index a bad idea? I couldnt see any loss in quality in the file itself , not sure about in game.

yeah im still not really good at making spec maps , ideally it would be great if the marble parts were really shiny like gloss, not sure how that would be possible

Roma if you want to give the spec map a go be my guest, you seem to be a pro at this stuff.

This post has been edited by ozz: 29 June 2010 - 11:53 PM

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User is offline   Cage 

#1546

View PostNfelli64, on Jun 25 2010, 06:11 AM, said:

Attachment compare.png
The color is completly off, and it looks nothing like the original. Anyone working on this? Cause I might be able to take a shot at it...


I've started to think about it since I'm playing around sculpting programs latetly and that one might be a good exercise :) Plus I think that making it in 3d is necessary, since it looks like it would work best as a normal/ heavily parallaxed texture
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User is offline   NF64 

  • Touched by the Banhammer

#1547

View PostCage, on Jun 30 2010, 04:56 AM, said:

I've started to think about it since I'm playing around sculpting programs latetly and that one might be a good exercise :) Plus I think that making it in 3d is necessary, since it looks like it would work best as a normal/ heavily parallaxed texture

Go for it, You could probably do it alot better than me. :)
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User is offline   Night Wolf 

#1548

@ BuddhaMaster

Sorry I think you misunderstood what i meant by moon... not the moon surface skybox ... I just increased the size & added a new moon and distant sun to 0084_bigorbit_back nothing special
But theres probs no use for me to post it since i've upscaled the star background and added higher resolution pictures of a moon and drew in bright star, which means that the stars in the background won't be high res
The whole 0084_bigorbit skyboxes should be remade in a bigger resolution IMO, not sure what resolution though.
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User is offline   NightFright 

  • The Truth is in here

#1549

 ozz, on Jun 29 2010, 11:10 PM, said:

@ Spiker.
Not exactly what i ment by cracks , but it looks way better anyway, so lets put it to rest lol done
It's good to get an opinion other then mine ... im a bit of a perfection nazi. :)
.........

Anyway

Heres the revised 0823 & maps
I converted 0823 & 0823_s to index colour to save Mbs (Im asuming that wont cuse problems with the engine?)

0823
http://i1025.photobu...oid333/0823.png

0823_n
http://i1025.photobucket.com/albums/y319/z...d333/0823_n.png

0823_s
http://i1025.photobucket.com/albums/y319/z...d333/0823_s.png


These can be used with existing defs or will there be need of adjustments?
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#1550

@ ozz

I don't think I can do such a good render of a moon landscape.
This texture really impressed me, there's just some things needing a fix

Who made that render of the moon surface?
Besides the mysterious secret of the stone pebbles, that make the picture really look like moon surface, Terragen (1) could do it

This post has been edited by BuddhaMaster: 30 June 2010 - 02:53 PM

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User is offline   Master Fibbles 

  • I have the power!

#1551

It should look something like this:
Attached Image: 297755main_GPN_2001_000009_full.jpg
NASA Images
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1552

Ozz, you did a very good texture there.

But there is something I would change, to make it looks closer to the original... well, I edited it to give you an idea: http://img180.images...68/texture2.png (compare to yours)
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User is offline   Night Wolf 

#1553

 Fox, on Jul 1 2010, 11:39 AM, said:

Ozz, you did a very good texture there.

But there is something I would change, to make it looks closer to the original... well, I edited it to give you an idea: http://img180.images...68/texture2.png (compare to yours)


Actually fox I already did that, its just on about 15% transparency or something ... if you make it to dark it looks odd because it so repeated as a tile

this tile is a strange one, it took me a long time to get it to look right in game, I could maybe crank up the shadows around the edges a tiny bit but too much looks odd , pretty much looks unrealistic
The one you posted makes it look exactly like theres a shadow on the sides looks to photoshoped...

EDIT:
Ok I incresed the shadowing around the edges a bit ...
it actually does loook better with a slight increase :)
Posted Image

Thanks for pointing that out

This post has been edited by ozz: 01 July 2010 - 12:51 PM

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User is offline   Night Wolf 

#1554

 NightFright, on Jul 1 2010, 06:28 AM, said:

These can be used with existing defs or will there be need of adjustments?


Im pretty sure the current Defs are fine , thats what im using it with
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User is offline   Spiker 

#1555

Nightfright: Here is a small pack for you to upload. Tested in game.

http://www.mediafire.com/?tenykhmn4w1
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User is offline   Cage 

#1556

What's the syntax for defining spec maps? I'm trying:

specular { file "blah/blah.blah"}


And my tile looks like the one without spec map applied.

Attached another revision of my old 4112

Attached thumbnail(s)

  • Attached Image: 4112_n.png
  • Attached Image: 4112_d.png

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User is offline   Spiker 

#1557

 Cage, on Jul 1 2010, 05:20 PM, said:

What's the syntax for defining spec maps? I'm trying:

specular { file "blah/blah.blah"}


Try adding space here "-}
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User is offline   Cage 

#1558

Works wonders, thanks a lot :)

Here's spec then:

Attached thumbnail(s)

  • Attached Image: 4112_s.png

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User is offline   Night Wolf 

#1559

 BuddhaMaster, on Jul 1 2010, 08:50 AM, said:

@ ozz

I don't think I can do such a good render of a moon landscape.
This texture really impressed me, there's just some things needing a fix

Who made that render of the moon surface?
Besides the mysterious secret of the stone pebbles, that make the picture really look like moon surface, Terragen (1) could do it


Im no expert on skyboxes, but I have a feeling you would need some program to make them, as they have to match up seamlessly.
it would be cool if we could make the moon surface look exactly like the original duke art

This post has been edited by ozz: 02 July 2010 - 12:27 AM

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User is offline   Tea Monster 

  • Polymancer

#1560

BuddhaMaster suggested Terragen, which should work.

2 options - create your moonscape in terragen and render directly.
http://developer.valvesoftware.com/wiki/Sk...)_with_Terragen

or export your terragen file to Blender
http://www.movingfro...nder/Ter2Blend/
(I'm sure there is a max script somewhere) and render from there.

Someone has done something similar with the asteroid Eros
http://home.tiscali..../eros/eros.html

In fact, they are talking about it here:
http://forums.planet...php?topic=707.0

This post has been edited by Tea Monster: 02 July 2010 - 03:14 AM

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