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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   Danukem 

  • Duke Plus Developer

#2050

View PostRellik, on Sep 12 2010, 07:58 PM, said:

I was considering suggesting Makehuman too, but the licensing kinda confused me.

http://sites.google.com/site/makehumandocs...Legal-questions
http://sites.google.com/site/makehumandocs...-MakeHuman-Mesh

If someone can make better sense of what you can and can't do, then Makehuman would work well if we are in the clear.


What that says is that while you are free to use makehuman and distribute the resulting models, those models must be under the makehuman license. Moreover, while "You are the Copyright holder of changes that you have made... The MakeHuman Team retains Copyright over the topology and the base mesh, but grants you permission to copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the generated materials over which they hold Copyright, including the topology and positional information constituting the base mesh."

It looks to me like there would be no problem with using it on HRP stuff, providing that those models made with makehuman are under the makehuman license and not the HRP license.

This post has been edited by DeeperThought: 12 September 2010 - 07:11 PM

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User is offline   Master Fibbles 

  • I have the power!

#2051

I think DanM has the best idea...asking them via an email explaining the HRP project and ask about usage in this project. If needed, we could probably amend the license to include MH stuff (if it is used) or something like that.
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User is offline   Tetsuo 

#2052

A good thing about that software is it can do male and female models. We need a male "babe" for the Babes of The Caribbean ride in the fourth episode. I've seen some ugly faces made with it but some good ones as well. Used well it could make some good babes.

Anyway one more quick constructive criticism about the new Duke model. The jeans don't seem to fold naturally as they should and lack detail especially around the crotch area. They look more like they where molded from clay and have a jeans texture applied... and I agree that the boots should go over the pants.

This post has been edited by Tetsuo: 12 September 2010 - 08:10 PM

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User is offline   Night Wolf 

#2053

View PostDanM, on Sep 13 2010, 07:00 AM, said:

new tile #742 is completely wrong, it doesn't look anything like the original tile and the one we had earlier was even better



Yeah I know, at the time I did that for a reason ... it looks way to noticeably tiled, since it has the same pattern repeated over and over, most noticeable on the building in e1l1.

although since finding out it were possible to use xscale/yscale trick, it would be possible to make it look detailed and closer to the original ..although I'm not sure how it really works ... pretty much ... it will most likely get remade soon.

however this is a good example of tiles that shouldnt remain exactly the same as the original tiles, to look more realistic and fit in better into an environment.

This post has been edited by ozz: 12 September 2010 - 11:38 PM

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User is offline   Tea Monster 

  • Polymancer

#2054

View PostRellik, on Sep 12 2010, 06:58 PM, said:

I was considering suggesting Makehuman too, but the licensing kinda confused me.

http://sites.google.com/site/makehumandocs...Legal-questions
http://sites.google.com/site/makehumandocs...-MakeHuman-Mesh

If someone can make better sense of what you can and can't do, then Makehuman would work well if we are in the clear.

Export a high-res mesh then re-topo FTW.
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User is offline   Night Wolf 

#2055

#0742
Now if someone could work out that xscale/yscale trick, we'd be in business.
0742
0742_n
0742_s

Edit:
I figured it out.

texture 742 {
pal 0 { file "highres/textures/0742.png" xscale 2.0 }
normal { file "highres/textures/0742_n.png" parallaxbias 0.04 parallaxscale 0.05 }
specular { file "highres/textures/0742_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.3 yscale 0.15 }
}

This post has been edited by ozz: 13 September 2010 - 11:49 AM

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User is offline   Stabs 

#2056

hey that does tile up much nicer now, esp used on thinner surfaces
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#2057

I really like that model! Good work. The legs are looking a little odd to me, but thats maybe only me.
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User is offline   Night Wolf 

#2058

Hey movento, you might also want to consider making the jaw on the model a little bit more squarish and masculine.
also maybe make his lips more flesh coloured, kind of looks like he's wearing lipstick.
it really is a good model though.

This post has been edited by ozz: 13 September 2010 - 11:22 PM

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User is offline   NightFright 

  • The Truth is in here

#2059

SVN build #160 committed. Changes:

> Modified: #742 (incl. n/s)
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User is offline   LeoD 

  • Duke4.net topic/3513

#2060

View PostBrOiler1985, on Sep 14 2010, 06:32 AM, said:

I really like that model! Good work. The legs are looking a little odd to me, but thats maybe only me.

I think the whole guy is too slim (though realistic) compared to the original. I agree with DT that the current model is better. Maybe it will always be because if the new model gets too good the comic style might vanish and it wouldn't fit into the game any more.
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User is offline   Tetsuo 

#2061

Yeah I was saying a few posts back that he could use some beefing up in the muscle department. Although a little more realism is welcome by me we don't need to stick TOO slavishly to how they originally looked. We wouldn't want pixelated models would we? :) Maybe something between the older model and this one would be great.
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User is offline   Night Wolf 

#2062

#699
Posted Image

This post has been edited by ozz: 16 September 2010 - 02:53 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#2063

The blood is great but the writing seems somewhat bleached out and has a brighter backgound than the rest of the blackboard. But I don't think that this will be noticeable ingame. (If you simply pumped up the letters of the original I'd say it works quite well for chalk writing.)
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User is offline   Mark 

#2064

I don't know where or how that tile is used, but my guess is its a menu or something and the prices and items may have been erased and re-written many times so there is extra chalk dust by the writing.

Or did I just over analyze the whole thing :)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2065

It's used in E3L1.

View PostMarked, on Sep 16 2010, 05:55 PM, said:

I don't know where or how that tile is used, but my guess is its a menu or something and the prices and items may have been erased and re-written many times so there is extra chalk dust by the writing.

That's not how chalk works. You have very clear chalk writing that's on the board, and what's erased leaves a slight, big smear. You can't see the text after erasing unless you press very hard.
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User is offline   Night Wolf 

#2066

I'm going for realism over originality ... if made the background darker it wouldn't look right, plus then the blood would be very hard to see ... i'm not going to make the blood look like paint like the original.
The chalk looks fine, to me its like the chalk has been there for a very long time.
anyway the original tile had smudging on the chalk, do some research.

Here's what it looks like darker.
Actually its not as bad as I thought, bloods still visible.
Posted Image

This post has been edited by ozz: 16 September 2010 - 10:32 PM

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User is offline   Tetsuo 

#2067

I kind of thought the chalkboard looked a little more realistic lighter to tell you the truth.... especially with the smudges from being previously erased.
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User is offline   Night Wolf 

#2068

Made the chalk a little sharper and detailed.
everyone agree with this one?
Posted Image

This post has been edited by ozz: 17 September 2010 - 02:39 AM

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User is offline   Micky C 

  • Honored Donor

#2069

That's definitely the best one imo, I'd be happy with it ingame. My only worry is that the chalk still looks a tad blurry, as I tend to prefer nice crisp textures generally speaking, and chalk tends to have sharp edges despite it's texture in my experience, more like this:
Posted Image
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User is offline   LeoD 

  • Duke4.net topic/3513

#2070

View PostMicky C, on Sep 17 2010, 01:29 PM, said:

That's definitely the best one imo, I'd be happy with it ingame.

Agreed. Ozz, tell us when it becomes too nitpicky. No one wants to scare of valuable contributors.

This post has been edited by LeoD: 17 September 2010 - 10:07 AM

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User is offline   ReaperMan 

#2071

I think the chalk should look more like what Micky C showed.
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User is offline   Tetsuo 

#2072

View PostMicky C, on Sep 17 2010, 04:29 AM, said:

That's definitely the best one imo, I'd be happy with it ingame. My only worry is that the chalk still looks a tad blurry, as I tend to prefer nice crisp textures generally speaking, and chalk tends to have sharp edges despite it's texture in my experience, more like this:
http://titania.stockton.edu/idzinskt/files...-chalkboard.png


The writing in Duke could have been done with a duller piece of chalk and left on the board longer. To be honest your example looks too sharp and not at all realistic.

This post has been edited by Tetsuo: 17 September 2010 - 09:43 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2073

View Postozz, on Sep 17 2010, 03:28 AM, said:

Made the chalk a little sharper and detailed.
everyone agree with this one?
Posted Image


That looks great to me.

In the future, you might want to post your work alongside the original 8-bit tiles, so that people can easily do a direct comparison. The smudging is definitely in the 8-bit tile and you have done a good job of replicating it.

Posted Image
0

#2074

View PostJaxx, on Sep 12 2010, 09:53 PM, said:

IMO the model looks perfect, but as spiker said, it needs a poly reduction.



I think this looks great. I look forward to using it.
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User is offline   Night Wolf 

#2075

View PostDeeperThought, on Sep 18 2010, 03:54 AM, said:

That looks great to me.
In the future, you might want to post your work alongside the original 8-bit tiles, so that people can easily do a direct comparison. The smudging is definitely in the 8-bit tile and you have done a good job of replicating it.


Yeah I'll remember to do that in future, I would have thought people would look at the 8bit art themselves before criticizing.
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User is offline   Tetsuo 

#2076

Are you going to do normal\specular for that tile Ozz? I think the blood could be a little shiny for example and the frame raised.
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User is offline   Night Wolf 

#2077

View PostTetsuo, on Sep 19 2010, 07:25 AM, said:

Are you going to do normal\specular for that tile Ozz? I think the blood could be a little shiny for example and the frame raised.


Actually I did make a normal n spec maps but they didn't really do anything amazing. I might try it with a parallax map.
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User is offline   Tea Monster 

  • Polymancer

#2078

To modellers, there is an experimental Blender 2.53 MD3 exporter.

http://xembie.com/2010/md3-exporter/

It only works with 2.53 (not the latest Beta) and it needs to have the mesh triangulated before export.
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User is offline   Night Wolf 

#2079

0699_n
Posted Image
No idea what the def values are.

0699_s
Posted Image
0

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