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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   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

View Postozz, 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

View PostFox, 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

View PostNightFright, 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

View PostCage, 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

View PostBuddhaMaster, 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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User is offline   Master Fibbles 

  • I have the power!

#1561

Actually, there may be available a height map of the Moon...
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User is offline   Tea Monster 

  • Polymancer

#1562

View PostMr.Flibble, on Jul 2 2010, 08:17 AM, said:

Actually, there may be available a height map of the Moon...


Yep, there is.


But honestly, for just a skybox, you would be better faking it.
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User is offline   Night Wolf 

#1563

Thoes moon renders look pretty awesome.

..................

Heres the cola machine tiles revised ...yet again ... they look sooooo much better now... the ones I previously submitted looked like dog shit
1215_d
Posted Image

1217_d
Posted Image

1216_d
Posted Image

Edit: Ive still got to make a new glow map ...oh the joy :)

This post has been edited by ozz: 02 July 2010 - 10:38 AM

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User is offline   king karl 

#1564

i love the cracks on the machine but the blue and red parts just look too...flat
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User is offline   Night Wolf 

#1565

View Postking karl, on Jul 3 2010, 07:12 AM, said:

i love the cracks on the machine but the blue and red parts just look too...flat


one word polymer.
I can't say for sure but im hopeing that with propper mapping it wont be flat at all.

There was suposed to be a 3d effect on the machine that made it stick out with a curve, it didnt seem to work though.
Tea monster knows more about all that

also there a glow map which ive made too, which also add's to the effect
still testing it though

Edit:

Heres the glow map.
Preferably I would have liked to leave the metal parts at a 10% or so transparentcy.
Posted Image

This post has been edited by ozz: 02 July 2010 - 11:43 PM

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User is offline   SwissCm 

#1566

where da fonts at
Posted Image

wip
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User is offline   movento 

#1567

Hello everyone,

I'm movento, some may remember me from the 3D Realms forum.
I got an email from a certain "Mr. Green" (i don't know if he's on this forum or not) about my Duke Nukem model i made some months ago.
He suggested that i posted it here. Here's a picture of it.
Posted Image
And for additonal pictures(wires/textures) you can visit this page: Duke Nukem Model URL
Maybe this can be usefull for the HRP project,but that's up to you guys to decide.
I also have an old unfinished Pig Cop model laying around. But that's not really up to date anymore.
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User is offline   Spiker 

#1568

Yeah, i remember you and I was telling you to make a version for the HRP ages ago:)

Looking great!
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User is offline   Tea Monster 

  • Polymancer

#1569

Sweeet!!!

Did you post a WIP of your pigcop on polycount?

This post has been edited by Tea Monster: 03 July 2010 - 12:37 AM

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