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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   Tea Monster 

  • Polymancer

#1591

I like the "nobody steals our chips and lives" as that works for Duke and as a reference to the original (2001 A Space Odyssey)
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User is offline   Night Wolf 

#1592

 Tea Monster, on Jul 4 2010, 11:53 PM, said:

I like the "nobody steals our chips and lives" as that works for Duke and as a reference to the original (2001 A Space Odyssey)


Hmm maybe i have to watch the movie...

so exacly how does someone stealing dukes chips fit into 2001 A Space Odyssey , or duke for that matter lol

chicks yes ... chips ...not so much
Edit ...unless its the computer talking about computer chips? ... I think im getting this now ?

This post has been edited by ozz: 04 July 2010 - 07:49 AM

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User is offline   Night Wolf 

#1593

Anyway ill figure that texture out later , might watch the movie for idea's

Heres some new force sheild lights

0276
Posted Image

0276_2
Posted Image

This post has been edited by ozz: 04 July 2010 - 07:54 AM

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User is offline   vakooja 

#1594

The computer's chips. And the movie has all the reasons to be a classic. Definitely worth a watch or several. Also, you do know the ATM saying "feed me a stray cat" is an American Psycho reference? I find the quote rather clever and think it works well in the Duke world. There's another brilliant film. I could possibly try and polymerize the ATM some time. BTW, I'm amazed how quickly your skills have been improving, ozz! You're the best thing to happen to the HRP in a long time.
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User is offline   Roma Loom 

  • Loomsday Device

#1595

 ozz, on Jul 4 2010, 06:53 PM, said:

Heres some new force sheild lights

You may consider adding a very slight glow here:
Posted Image

maybe even less than in my example

This post has been edited by Roma Loom: 04 July 2010 - 08:31 AM

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User is offline   Night Wolf 

#1596

 Roma Loom, on Jul 5 2010, 02:30 AM, said:

You may consider adding a very slight glow here:
Posted Image

maybe even less than in my example


Good idea! I didnt even think of that ... perhaps a glow map with a glow insted?

Edit: I like what you've done there, looks about the right amount of glow

This post has been edited by ozz: 04 July 2010 - 08:43 AM

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User is offline   Tea Monster 

  • Polymancer

#1597

That should work.

Duke says "Nobody steals our chicks and lives" (maybe paraphrasing but hey)

And in 2001:
Spoiler


This post has been edited by Tea Monster: 04 July 2010 - 08:52 AM

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User is offline   Rellik 

#1598

View Postozz, on Jul 4 2010, 10:33 AM, said:

Good idea! I didnt even think of that ... perhaps a glow map with a glow insted?

Paging Dr. Hendricks. Whatever the glow is, it needs to be on the base texture.

BTW, isn't PAL2 supposed to make the entire texture a red shade?

for reference:
Posted Image
By rellik66 at 2010-07-04
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User is offline   Night Wolf 

#1599

@Rellik

I was thinking these should have normal n spec, maybe then it wouldnt be best to add a glow to the base texture... maybe just the glowmap?
im not sure on this however


... Yeah I think your right about PAL2...

however It looks bad with a red shade in my opinon... im not really a fan with the way the Pal textures work ... I mean why would the whole thing be red?
wasnt the grey parts red in the 8bit mode , just it give the illusion of a red glow?

there must be a more modern appreach to this... :)
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User is offline   Rellik 

#1600

If the intent was to make just the light red and not the border, then PAL21 should have been used since it only colors the blue part. PAL2 on the the other hand is meant to convey that the entire area is awash in red light from all directions.

Anyway, I dunno, it's gets tricky when you mix pals, palmaps, tints and polymer lighting together.
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User is offline   Night Wolf 

#1601

#0305
Posted Image
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User is offline   Spiker 

#1602

View Postozz, on Jul 5 2010, 07:51 PM, said:

#0305


I know that clean textures are the prettiest but the dirty ones are the most realistic.
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User is offline   Night Wolf 

#1603

View PostSpiker, on Jul 6 2010, 04:08 AM, said:

I know that clean textures are the prettiest but the dirty ones are the most realistic.


It's the same style as the rest of the monitors i've done ... it still needs normal n spec... which make a big difference.
normally things that have a matt finish are clean, as finger prints ect. wont show up

I could ad a bit more grunge to the top part ... ill fiddle with it

Edit:

Here it is with a bit more grunge on the top, also i fixed the keypad , it was looking weird in the previous post
0305
Posted Image

It should be fine like this ,... I could further test it if I had a normal n spec map

This post has been edited by ozz: 05 July 2010 - 10:51 AM

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#1604

View Postozz, on Jul 5 2010, 08:19 PM, said:

0305


Best texture style I've ever seen.
This must look so good with normal map

That really captures the feel of 90's textures

Just add some dark impressed specks, especially on edges
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User is offline   Night Wolf 

#1605

View PostBuddhaMaster, on Jul 6 2010, 11:26 PM, said:

Best texture style I've ever seen.
This must look so good with normal map

That really captures the feel of 90's textures

Just add some dark impressed specks, especially on edges


Cheers man.

Yeah it should look great with normal n spec, the paralax map will probebly have to be "sculpted"
I can't seem to make complex normal maps with the nvidia photoshop plugin, and I'm no modeler:mellow:
It should look somewhat like what 0293 looks like with normal n spec maps ... ( for some reason the normal n spec for 0293 having been added to svn yet)
http://i1025.photobucket.com/albums/y319/z...Random/spec.jpg
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User is offline   NightFright 

  • The Truth is in here

#1606

@Cage:
Regarding your #4112 revision... Could you also provide that in 512x512? 256x256 res seems a little low to me, we try to keep texture size at a higher level. Defs for this would also be nice (if they are different from current defs).

This post has been edited by NightFright: 06 July 2010 - 07:45 AM

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User is offline   Night Wolf 

#1607

#0378 with normal n spec... nothing amazing just a small tile that needed remaking.
Posted Image Posted Image Posted Image
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User is offline   Spiker 

#1608

View Postozz, on Jul 6 2010, 05:10 PM, said:

nothing amazing


Actually one thing here is amazing, guess what :)
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User is offline   NightFright 

  • The Truth is in here

#1609

SVN Build #129 committed. Changes:

#276 (pal0/2/23), 305, 362 (d/n/s), 378 (n/s), 823 (d/n/s), 1215-1217 (d/g)

------------------

To be fixed/changed/checked:

> normal/spec defs for #378 (added, but might need finetuning)
> normal/spec defs for #1097 (commented out right now in textures.def)
> error message in eduke32.log: "warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded? / warning: defined hightile replacement for empty tile 9001."
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User is offline   Spiker 

#1610

Hhhmmm this extremly low-poly shooty (307 faces) took me about 20 minutes and I haven't applied any modifiers to it. Any hope for it? Any suggestions or advice? Of course it still needs a lot of work.

Posted Image
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User is offline   Cage 

#1611

I've made(or tweaked) some normals/specs of Ozz's tiles, hope you don't mind Ozz :) Good work, btw.

Those are tested ingame and work well IMO, I've defined them with simple defs like:

texture 343 {
  pal 0 { file "polytex/0343_d.png" }
  normal { file "polytex/0343_n.png" }
  specular { file "polytex/0343_s.png" }
}

Attached thumbnail(s)

  • Attached Image: 0342_n.png
  • Attached Image: 0342_s.png
  • Attached Image: 0343_n.png
  • Attached Image: 0343_S.png
  • Attached Image: 0814_n.png
  • Attached Image: 0181_s.png
  • Attached Image: 0783_s.png
  • Attached Image: 0783_n.png

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User is offline   Plagman 

  • Former VP of Media Operations

#1612

No parallax mapping? The old vent tiles had height maps, so that would be a step in the wrong direction.
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User is offline   Tea Monster 

  • Polymancer

#1613

 Plagman, on Jul 6 2010, 04:30 PM, said:

No parallax mapping? The old vent tiles had height maps, so that would be a step in the wrong direction.


Yeah, just shove a height map into the alpha channel.

the shotty looks interesting. You can see the blocks quite easily though. Can we see some wires? Looks from here that you could make it a bit higher poly to hide the blockiness. Wires please! :)
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User is offline   Night Wolf 

#1614

Nice work cage, I dont mind at all :) .... but yeah they should be parralax...


@spiker ... That looks interesting, top barrel seems to be on a slight angle which seems odd... but it has potential.

......

one thing I always wondered , is why theres a better pickup shotgun then the current HUD version... the pickup version looked pretty good

This post has been edited by ozz: 06 July 2010 - 10:41 PM

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#1615

 ozz, on Jul 6 2010, 10:40 PM, said:

one thing I always wondered , is why theres a better pickup shotgun then the current HUD version... the pickup version looked pretty good

I know right?
The hud model sucks it seems so long, Looking nothing like the original one at all same goes for the pistol what were they thinking :/
The rest looks so much like the originals..

This post has been edited by SchoeteCitie: 06 July 2010 - 11:23 PM

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User is offline   Jokke_r 

#1616

problem with the hud models is that the FOV they are being rendered with doesn't really match that of the original HUD sprites. Even if the 3D model is a 100% correct representation, it will look long and stretched. The original sprites were almost orthogonally projected as if having no depth perspective. Still whoever made the shotgun for Duke plus or whatever it was got it looking pretty good perspective wise, sadly the shotgun itself isn't the same model as the one in the original.

This post has been edited by Jokke_r: 07 July 2010 - 12:23 AM

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User is offline   Cage 

#1617

 Plagman, on Jul 7 2010, 01:30 AM, said:

No parallax mapping? The old vent tiles had height maps, so that would be a step in the wrong direction.


It seems I'm never able to set the scale and (especially) bias value totally right so I've been kinda avoiding them :)

texture 342 {
  pal 0 { file "polytex/0342_d.png" }
  normal { file "polytex/0342_n.png" parallaxbias 0.05 parallaxscale 0.15 }
  specular { file "polytex/0342_s.png" }
}

texture 343 {
  pal 0 { file "polytex/0343_d.png" }
  normal { file "polytex/0343_n.png" parallaxbias 0.05 parallaxscale 0.15 }
  specular { file "polytex/0343_s.png" }
}


Guess those work good enough, but not perfect! :)

Attached thumbnail(s)

  • Attached Image: 0342_n.png
  • Attached Image: 0343_n.png

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User is offline   Spiker 

#1618

I've added more geometry. Thoughts?

Posted Image
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User is offline   Night Wolf 

#1619

Thats looking pretty good.
still needs a bit more work to look the the one in duke ...
this might help you
Posted Image

This post has been edited by ozz: 07 July 2010 - 02:24 AM

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User is offline   Spiker 

#1620

The problem is I have to make 2 versions. One less detailed and one more detailed. And I have to decide how many polys can be pumped in and what should be put on a normal map. Because the objective is to make it look great with the normal map.
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