Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#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
#1711 Posted 23 July 2010 - 02:40 AM
I couldnt seem to generate a working normal map for this, anyone want to give it a go? =)
#0218
#1712 Posted 23 July 2010 - 03:09 AM
ozz, on Jul 23 2010, 12:40 PM, said:
I couldnt seem to generate a working normal map for this, anyone want to give it a go? =)
Looks rather simple. Why you couldn't generate it?
This post has been edited by Spiker: 23 July 2010 - 03:09 AM
#1713 Posted 23 July 2010 - 03:28 AM
Spiker, on Jul 23 2010, 09:09 PM, said:
Yeah I know hey... not sure.. some tiles just don't want to work.
When I gererate it with Nvidia normal map filter, the edges just drop straight off, same situation I had with the monitor tiles.
It only seems to work 50% of the time with me, I'm most probably doing somthing wrong
This post has been edited by ozz: 23 July 2010 - 03:28 AM
#1714 Posted 23 July 2010 - 07:01 AM
#1715 Posted 23 July 2010 - 07:29 AM
Spiker, on Jul 24 2010, 01:01 AM, said:
Range setting aih...
....
....
I'm not gonna lie i'm only guessing what you mean by that haha
I'm essentially just fiddling with things I dont understand and hope for the best .. it works sometimes others not so much.
I should really look up how to use this filter properly.
Edit:
This is what's happening

It might be to do with my height map, hmmm
This post has been edited by ozz: 23 July 2010 - 08:06 AM
#1716 Posted 23 July 2010 - 10:00 AM
Also I won't make the HUD version since noone wants to share with me the hands that should be used with it, and these should be consistent as far as I know. Thank you for your attention.
#1717 Posted 23 July 2010 - 10:10 AM
Also, if you ask, you could probably get the hand models...
#1718 Posted 23 July 2010 - 10:23 AM
#1719 Posted 23 July 2010 - 10:34 AM

Btw. I found that when I have my heightmap as a separate layer (not as background) in photoshop, I end up with a weird normal map (kinda similar to one you've posted)

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