Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 163 Pages +
  • « First
  • 56
  • 57
  • 58
  • 59
  • 60
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

#1691

If it is your intention to only make a low-poly model, then that will do.

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

0

User is offline   PimpUigi 

#1692

View Postozz, on Jul 19 2010, 02:35 PM, said:

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?


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

0

User is offline   ReaperMan 

#1693

@ Spiker

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.
0

User is offline   Night Wolf 

#1694

Pretty much the shotgun has to be up to the quality of the other HUD models redone for the P-HRP.
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)
Posted Image

This post has been edited by ozz: 20 July 2010 - 12:24 AM

0

User is offline   Tetsuo 

#1695

Since the grip is a handle it would be redundant for the pump part to have grip.... neither the sprite or the photo have ribbing on the pump part.
0

User is offline   Night Wolf 

#1696

View PostTetsuo, on Jul 20 2010, 06:45 PM, said:

Since the grip is a handle it would be redundant for the pump part to have grip.... neither the sprite or the photo have ribbing on the pump part.


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

0

User is offline   Tetsuo 

#1697

Me either really I'm just calling it what it looks like. :)
0

User is offline   Night Wolf 

#1698

Remade the Arcade sign
now it's actual neon lights!

#1046

Posted Image

This post has been edited by ozz: 22 July 2010 - 10:39 AM

0

User is offline   SwissCm 

#1699

Ya know that texture is actually used as a sprite in-game so it would be quite possible to create a cool looking 3d model instead.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1700

Keep the texture for user maps, etc.
0

User is offline   SwissCm 

#1701

 Hendricks266, on Jul 22 2010, 08:30 AM, said:

Keep the texture for user maps, etc.

Of course, still be nice to have a 3d model though :)
0

User is offline   Night Wolf 

#1702

A 3D model would be awesome, although for people who dont like the models atm, sprites are also needed.
0

User is offline   Night Wolf 

#1703

Remade this ceiling texture, now its a more realistic mineral fiber ceiling board

#1204
Posted Image Posted Image Posted Image

This post has been edited by ozz: 22 July 2010 - 10:19 AM

0

#1704

Man ozz. You sure are one badass texture making machine!
0

User is offline   NightFright 

  • The Truth is in here

#1705

Definition values for this one? Same as existing ones?

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

0

User is offline   Night Wolf 

#1706

 NightFright, on Jul 23 2010, 04:36 AM, said:

Definition values for this one? Same as existing ones?


I would keep them the same.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1707

Question. How do I download the latest updates via the SVN? I'm on svn.eduke32.com but I can't seem to find a download option...
0

#1708

@MusicallyInspired; You might want to read this, I always thought they should sticky that thread, ah well. http://forums.duke4....?showtopic=2251
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1709

Thank you.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1710

 High Treason, on Jul 23 2010, 04:26 PM, said:

@MusicallyInspired; You might want to read this, I always thought they should sticky that thread, ah well. http://forums.duke4....?showtopic=2251

Yes it should be IMO
So I put my request forward. lol
0

User is offline   Night Wolf 

#1711

Remade this metal tile for polymer.
I couldnt seem to generate a working normal map for this, anyone want to give it a go? =)

#0218
Posted Image
0

User is offline   Spiker 

#1712

View Postozz, on Jul 23 2010, 12:40 PM, said:

Remade this metal tile for polymer.
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

0

User is offline   Night Wolf 

#1713

View PostSpiker, on Jul 23 2010, 09:09 PM, said:

Looks rather simple. Why you couldn't generate it?


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

0

User is offline   Spiker 

#1714

I've downloaded your texture and it works for me. Try messing with range setting.
0

User is offline   Night Wolf 

#1715

View PostSpiker, on Jul 24 2010, 01:01 AM, said:

I've downloaded your texture and it works for me. Try messing with range setting.


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
Posted Image
It might be to do with my height map, hmmm

This post has been edited by ozz: 23 July 2010 - 08:06 AM

0

User is offline   Spiker 

#1716

The pickup version of shotgun is basically done. I think it looks pretty good but I think I won't release it. It has problem with "face normals" and from what I've heard this is probably an engine problem which discourages some artists from making models for polymer.

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.
0

User is offline   Master Fibbles 

  • I have the power!

#1717

What do you mean by "face normals"?

Also, if you ask, you could probably get the hand models...
0

User is offline   Spiker 

#1718

Basically speaking the normal map does not look exactly as it should. I asked :)
0

User is offline   Cage 

#1719

how about this one:

Posted Image

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)
0

User is offline   Night Wolf 

#1720

View PostCage, on Jul 24 2010, 04:34 AM, said:

how about this one:
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)


That looks good! ... but it should be parallax
can you make a parallax version?

..........

Yeah I was using a seperate layer, though I think you have to if you want it parallaxed...
It's weird sometimes it works and sometimes it doesnt

This post has been edited by ozz: 23 July 2010 - 10:51 AM

0

Share this topic:


  • 163 Pages +
  • « First
  • 56
  • 57
  • 58
  • 59
  • 60
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options