Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1600 Posted 04 July 2010 - 09:53 AM
Anyway, I dunno, it's gets tricky when you mix pals, palmaps, tints and polymer lighting together.
#1602 Posted 05 July 2010 - 10:08 AM
ozz, on Jul 5 2010, 07:51 PM, said:
I know that clean textures are the prettiest but the dirty ones are the most realistic.
#1603 Posted 05 July 2010 - 10:19 AM
Spiker, on Jul 6 2010, 04:08 AM, said:
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

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
#1604 Posted 06 July 2010 - 05:26 AM
ozz, on Jul 5 2010, 08:19 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
#1605 Posted 06 July 2010 - 06:54 AM
BuddhaMaster, on Jul 6 2010, 11:26 PM, said:
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
#1606 Posted 06 July 2010 - 07:44 AM
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
#1607 Posted 06 July 2010 - 08:10 AM
#1608 Posted 06 July 2010 - 09:12 AM
#1609 Posted 06 July 2010 - 11:55 AM
#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."
#1610 Posted 06 July 2010 - 02:49 PM
#1611 Posted 06 July 2010 - 02:52 PM
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" }
}
#1612 Posted 06 July 2010 - 03:30 PM
#1613 Posted 06 July 2010 - 03:38 PM
Plagman, on Jul 6 2010, 04:30 PM, said:
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!
#1614 Posted 06 July 2010 - 10:40 PM
@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
#1615 Posted 06 July 2010 - 11:22 PM
ozz, on Jul 6 2010, 10:40 PM, said:
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
#1616 Posted 07 July 2010 - 12:22 AM
This post has been edited by Jokke_r: 07 July 2010 - 12:23 AM
#1617 Posted 07 July 2010 - 01:38 AM
Plagman, on Jul 7 2010, 01:30 AM, said:
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!
#1619 Posted 07 July 2010 - 02:23 AM
still needs a bit more work to look the the one in duke ...
this might help you
This post has been edited by ozz: 07 July 2010 - 02:24 AM
#1620 Posted 07 July 2010 - 02:31 AM
#1621 Posted 07 July 2010 - 08:58 AM
Don't be afraid to add more polys to make little shapes like the block that attaches the two barrels and the heatsheild. That was my biggest problem with the pistol. I was that used to Quake 3 style modelling that I stinged on the polys and it messed up my smoothing groups.
http://dynamicarmame...v2008/50580.jpg
#1622 Posted 07 July 2010 - 12:26 PM
#1623 Posted 07 July 2010 - 01:00 PM
The Commander, on Jul 7 2010, 01:26 PM, said:
Its the same now, but they make a 3D model first rather than get the real gun!
#1624 Posted 07 July 2010 - 01:42 PM
> Added: #342/342_s
> Modified: #181_s, 342/343_n, 783_n/s, 814_n
ToDo:
> normal/spec defs for #378 (added, but might need finetuning)
> normal/spec defs for #1097 (commented out right now in textures.def)
-----------
In the meantime, I have uploaded a new preview build which you can download from my signature link (filesize 466.4 MB).
#1625 Posted 07 July 2010 - 01:59 PM
Tea Monster, on Jul 7 2010, 05:58 PM, said:
I've tried to follow your suggestions. I still lack some technique and often I have to guess how to achieve certain things. I've added all the details I could see on this pic and now it's slightly above 800 faces. I guess that some external render would make it look better. Hopefully it's not that bad. Not sure what should be the next step
#1626 Posted 07 July 2010 - 03:10 PM
NightFright, on Jul 8 2010, 07:42 AM, said:
> Added: #342/342_s
> Modified: #181_s, 342/343_n, 783_n/s, 814_n
I think the previous spec map for 0783 that roma made was better ... the new one makes the wall too shiny, kind of kills the dirty effect.
Also why is the spec map for 0181 a completely different texture to whats been used in the tile.. looks odd when it doesnt reflect the tile properly...
This post has been edited by ozz: 07 July 2010 - 03:18 PM
#1627 Posted 07 July 2010 - 03:45 PM
#1628 Posted 07 July 2010 - 10:25 PM
Spiker - That is starting to look the part. I'd concentrate on the grips at the moment. They look a little strange. Also, don't be afraid to put in the ribs on the pump.
#1629 Posted 08 July 2010 - 12:21 AM
--------------
@ Tea Monster:
Since you are intending to do something about normal maps anyway, maybe you can also fix the following:
> normal/spec defs for #378 (added, but might need finetuning)
> normal/spec defs for #1097 (commented out right now in textures.def)

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