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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 

#1660

I'm busy at the moment. I just watch some random tutorials before going to sleep but I will resume it again soon.

An experienced artist would be able to create a compliacted model (with rigging, animation and textures) like cycloid emperor for example in about one day. And no I'm not kidding, and what's more funny tweaking it takes more time than creating it from scratch.
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#1661

View PostSpiker, on Jul 10 2010, 02:58 PM, said:

I'm busy at the moment. I just watch some random tutorials before going to sleep but I will resume it again soon.

An experienced artist would be able to create a compliacted model (with rigging, animation and textures) like cycloid emperor for example in about one day. And no I'm not kidding, and what's more funny tweaking it takes more time than creating it from scratch.

Idc if you take 2 months to finish it as long as it doesnt get..D-N-F'edO_O.. i'm fine
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User is offline   necroslut 

#1662

View PostTea Monster, on Jul 10 2010, 10:19 PM, said:

This brings us back to a similarly old point. Why didn't someone just take the model into a 3D proggy and just scale up the front of the barrel?

Wouldn't that look weird when reloading it?
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User is offline   Master Fibbles 

  • I have the power!

#1663

Well, I think MD3s are all vertex animated so you can make it change shape as it is propped up to cock. The difficulty is getting it to look correct at the FOV. The entire process involves a lot of work and I, for one, appreciate the work put into it. I don't mind the current shotgun but if Spiker can produce a higher quality one and get the animation to work right, I am all for it.
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User is offline   Night Wolf 

#1664

View Postnecroslut, on Jul 11 2010, 08:25 AM, said:

Wouldn't that look weird when reloading it?



Wait.... this is asuming that this shotgun with even reload ... remember this is Duke Nukem 3D ... the shotgun is magic and reloads itself
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User is offline   necroslut 

#1665

View Postozz, on Jul 11 2010, 08:01 AM, said:

Wait.... this is asuming that this shotgun with even reload ... remember this is Duke Nukem 3D ... the shotgun is magic and reloads itself

I meant the cocking.
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User is offline   Tea Monster 

  • Polymancer

#1666

I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.
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User is offline   necroslut 

#1667

View PostTea Monster, on Jul 11 2010, 10:36 AM, said:

I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.

But wouldn't that cause a noticable "jump" when switching between them?
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User is offline   Stabs 

#1668

that new alien trooper model has some issues, it has a jerky death animation and its skin is way to bright , It goes pitch black at 37 most sprites go pitch black at 27 - 28 max
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User is offline   Gambini 

#1669

I second this ^

The model looked pretty cool in the screenshots but in game i just missed the old one.

Also: Why monsters still loop the shooting animation when they´re standing? is that so hard to fix?
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#1670

View Postnecroslut, on Jul 11 2010, 01:40 AM, said:

But wouldn't that cause a noticable "jump" when switching between them?

Uhmm you scale up the model when you walk with it then the shoot animation then the cocking animation goes upwards right? you stretch it a bit each animation it goes up, then it looks more real?
(ehmm if you dont understand me nvm i guess..)
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User is offline   Night Wolf 

#1671

#0316

Posted Image

.....Revised ......
Added more depth to broken parts.

#0360
Posted Image

#0361
Posted Image
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User is offline   Parkar 

  • Honored Donor

#1672

View PostTea Monster, on Jul 11 2010, 10:36 AM, said:

I've not studied the anims closely, but one trick is to use a different model for the cocking. You would stretch out the main one, and switch the models for the cocking one in the def file.


Actually I was experimenting with this when I decided to make a new shotgun altogether (which I never got around to though). Anyway, You just need to scale the thing after it's animated and it should look ok. Might run into problems with polymer down the road though with shadows etc not looking right. But you probably won't know for sure if that's an issue until after you try it.

The best option is of course if the engine would support rendering the hud models at custom fovs. This is the most common trick used, usually the guns are rendered at say 45-60 while the world around 75-90. Since the guns are placed very close to the camera, cover a large part of the screen and have some part that goes behind the camera the stretching is more obvious than on the world.

Edit:

View PostRoma Loom, on Jul 10 2010, 06:07 PM, said:

Some games just use stretched down HUD weapon models to make them look normal, some games render HUD weaponry with FOV that's lower than world's FOV. STALKER weapons are stretched down by the depth axis that's for sure because I've ripped a scene via 3D Ripper.


Actually that's probably just the side effect of 3D Ripper assuming everything is at the same fov. You get the whole world scaled along the depth axis if it rips at a different fov then the game renders it at, the guns are probably just rendered at a lower fov.

This post has been edited by Parkar: 13 July 2010 - 01:55 PM

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User is offline   NightFright 

  • The Truth is in here

#1673

SVN build #136 committed. Changes:

> Updated: #360, 361, 363
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User is offline   Tea Monster 

  • Polymancer

#1674

The only way to find out if it works is to try it.

I've found that the most time-consuming part of modelling isn't the modelling, the texturing, or the animating, its the constant arsing around with getting the def's right. Especially for HUD models.

On that note, just saying that I've pretty much finished the HUD pistol. I'm just tweaking the textures. Parkar has given me his latest hand so I'll put them together and see how they work out. I probably won't be releasing it just yet as the HUD lighting isn't ready. I will be releasing an improved pick up pistol in the next week or so.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1675

Does said hand include separate flesh textures from the weapon as what plotted on the HRP to-do?
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User is offline   Tea Monster 

  • Polymancer

#1676

View PostHendricks266, on Jul 16 2010, 10:36 AM, said:

Does said hand include separate flesh textures from the weapon as what plotted on the HRP to-do?

Should be no problem. Just needs handling the same way that Duke and the Jetpack are.
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User is offline   Spiker 

#1677

After a few days off I worked on it again. I think I'm getting there, am I not?

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#1678

That looks like it is developing nicely. Still needs a lot more detail.

This post has been edited by Tea Monster: 17 July 2010 - 12:59 AM

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User is offline   Night Wolf 

#1679

It's looking better...
the trigger and handle look a little odd.
try making the inside area of the trigger more oval shaped like in the picture of the real gun.
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User is offline   Gambini 

#1680

@Spiker: Keep up the good work, from the last time i checked this thread to now, your model improved a lot and it´s close to the quality the game would need.

Keep in mind that the second cannon is where the shells are stored and therefore it´s thicker and a little bit shorter than the above one. Also you should add grips and mold details to the sides of the handle.
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User is offline   Tea Monster 

  • Polymancer

#1681

Latest texture on the pistol. I've gone for a lot darker feel to match the original sprite. I've made the grip a lot more modern looking.
Attached Image: dukepistol_053.jpg Attached Image: dukepistol_051.jpg
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User is offline   Night Wolf 

#1682

View PostTea Monster, on Jul 19 2010, 06:42 AM, said:

Latest texture on the pistol. I've gone for a lot darker feel to match the original sprite. I've made the grip a lot more modern looking.


Looks pretty cool, I think it could use a little more detail however, the grip part looks like a blurred texture, I would make it more a detailed texture for that part
is the grip part rubber?

Edit: maybe a more grainy texture similar to this?
Posted Image

This post has been edited by ozz: 18 July 2010 - 10:39 PM

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User is offline   Spiker 

#1683

This time I've decided not to follow all your suggestions. Instead I've made it like the original (hopefully). The rest goes on the texture so no bitching.

Out of curiosity I've scaled it down extremly on depth axis to see how it would look. Hopefully this akward shape will be possible to animate :)

Posted Image

This post has been edited by Spiker: 19 July 2010 - 10:00 AM

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#1684

Holy cow. That looks fantastic!

I bet when that's done. It'll look the bee's bollocks!

This post has been edited by KillerBudgie: 19 July 2010 - 10:46 AM

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User is offline   Night Wolf 

#1685

Shotguns coming along pretty well, the perspective looks pretty spot on.
The back part still looks a little odd, it seems a bit sharp in tems of angle, maybe it needs more polys?
The top back part of the gun has a line shape as seen in theres sprites, few other details too
or are you planning to add these details in via normal mapping?
Posted Image

I'm getting this feeling like the back part is thicker in the sprites, but this could just be the angle?

can we see a screen shot of the whole model too?
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User is offline   Tea Monster 

  • Polymancer

#1686

It looks good, but I'd put a lot more detail in there. There are all the slots and panels on the back of the gun. If you check out the photos that were posted earlier, there are a lot of screws and other details. Also there is the nuke symbol.
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User is offline   Spiker 

#1687

Thanks for the tips, comments, and the tutorial. But seriously Tea Monster do you think that adding these very little details like screws will change anything? (Actually when I was speaking with Roma I told him that sooner or later they will tell me to model screws, and I was joking then :)). Somehow I have a feeling that it won't be noticable at all especially after applying a texture and a normal map. I think it won't make any difference even if you stared at it from a very close range, which noone will.

However I may be wrong. I would like to hear some explanation/justification of this. Also would like to hear some more comments on this problem from other guys who know the stuff. Of course if it's really beneficial I will add this.

Edit: Abut the tutorial: Funnily enough I used the same technique to model the holes on the heat shield. However I've discovered it myself :)

This post has been edited by Spiker: 19 July 2010 - 02:32 PM

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User is offline   Master Fibbles 

  • I have the power!

#1688

The texture should include the screws etc. I think TM is talking about making a very high detail mesh with all the details that is used to bake a normal map on.
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User is offline   Spiker 

#1689

View PostMr.Flibble, on Jul 19 2010, 11:06 PM, said:

The texture should include the screws etc. I think TM is talking about making a very high detail mesh with all the details that is used to bake a normal map on.



Yeah, he needs to clarify this because I'm getting confused. Because I'm talking only about low-poly version all the time.
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