Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#1681 Posted 18 July 2010 - 12:42 PM
#1682 Posted 18 July 2010 - 10:21 PM
Tea Monster, on Jul 19 2010, 06:42 AM, said:
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?
This post has been edited by ozz: 18 July 2010 - 10:39 PM
#1683 Posted 19 July 2010 - 10:00 AM
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
This post has been edited by Spiker: 19 July 2010 - 10:00 AM
#1684 Posted 19 July 2010 - 10:45 AM
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
#1685 Posted 19 July 2010 - 11:35 AM
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?

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?
#1686 Posted 19 July 2010 - 12:02 PM
#1687 Posted 19 July 2010 - 01:43 PM
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
#1688 Posted 19 July 2010 - 02:06 PM
#1689 Posted 19 July 2010 - 02:09 PM
Mr.Flibble, on Jul 19 2010, 11:06 PM, said:
Yeah, he needs to clarify this because I'm getting confused. Because I'm talking only about low-poly version all the time.
#1690 Posted 19 July 2010 - 02:27 PM
#1691 Posted 19 July 2010 - 03:42 PM
If you are making for the P-HRP then you have to make a low-poly and then a high poly and then bake the high to the low.
The high-poly model SHOULD have screws and manufacturers labels and ingraved text, dings, scratched paint and the whole 9 yards.
That is why we are re-doing the pack with next-gen assets, as they can be low poly and LOOK like high poly.
Check out this thread at polycount. See all the detail on the gun? Then look at the wires. Its a low-poly model. But forget screws, you can see the wood-grain on the handle!
There is no reason why Duke can't have stuff that looks like this (once we get the HUD working!!)
This post has been edited by Tea Monster: 19 July 2010 - 03:42 PM
#1692 Posted 19 July 2010 - 04:23 PM
ozz, on Jul 19 2010, 02:35 PM, said:
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?

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?
See that looks nice, don't forget to leave a big amount of space for the Atomic symbol.
That's one of the most important parts of Duke Nukem's shotgun. And one overlooked in the current shotgun. ie they did it poorly
This post has been edited by PimpUigi: 19 July 2010 - 04:24 PM
#1693 Posted 19 July 2010 - 06:26 PM
The shotgun's perspective is perfect.
One thing that is seriously bothering me is the part that ejects the shells is in the wrong spot, it should higher up on the gun, look at the sprite.
#1694 Posted 20 July 2010 - 12:06 AM
The new Pisol & Devastator models are very highly detailed, and they look fantastic... the shotgun needs more work to be up to their level.
Probably best to just model the shotgun as close as possible to the picture of the real shotgun the TM posted
http://dynamicarmame...v2008/50580.jpg
then add in the nuke symbol
After all they made the spites from that gun. (Although the pump part was smoother & didnt have grip)
This post has been edited by ozz: 20 July 2010 - 12:24 AM
#1695 Posted 20 July 2010 - 12:45 AM
#1696 Posted 20 July 2010 - 01:18 AM
Tetsuo, on Jul 20 2010, 06:45 PM, said:
Yeah ribbing , that's what I ment by grip ... wasn't sure of the technical words for gun parts.
This post has been edited by ozz: 20 July 2010 - 01:19 AM
#1698 Posted 21 July 2010 - 11:57 AM
now it's actual neon lights!
#1046
This post has been edited by ozz: 22 July 2010 - 10:39 AM
#1699 Posted 21 July 2010 - 02:28 PM
#1701 Posted 21 July 2010 - 02:31 PM
Hendricks266, on Jul 22 2010, 08:30 AM, said:
Of course, still be nice to have a 3d model though
#1702 Posted 21 July 2010 - 10:44 PM
#1703 Posted 22 July 2010 - 08:53 AM
#1204
This post has been edited by ozz: 22 July 2010 - 10:19 AM
#1705 Posted 22 July 2010 - 10:36 AM
Otherwise: SVN Build #138 committed. Changes:
> Modified: #1046, 1204 (d/n/s)
This post has been edited by NightFright: 22 July 2010 - 10:45 AM
#1706 Posted 22 July 2010 - 10:41 AM
NightFright, on Jul 23 2010, 04:36 AM, said:
I would keep them the same.
#1707 Posted 22 July 2010 - 07:58 PM
#1708 Posted 22 July 2010 - 08:26 PM
#1710 Posted 22 July 2010 - 09:22 PM
High Treason, on Jul 23 2010, 04:26 PM, said:
Yes it should be IMO
So I put my request forward. lol

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