Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2051 Posted 12 September 2010 - 07:14 PM
#2052 Posted 12 September 2010 - 08:02 PM
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
#2053 Posted 12 September 2010 - 11:33 PM
DanM, on Sep 13 2010, 07:00 AM, said:
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
#2054 Posted 13 September 2010 - 01:09 AM
Rellik, on Sep 12 2010, 06:58 PM, said:
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.
#2055 Posted 13 September 2010 - 02:09 AM
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
#2056 Posted 13 September 2010 - 01:24 PM
#2057 Posted 13 September 2010 - 08:32 PM
#2058 Posted 13 September 2010 - 11:22 PM
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
#2059 Posted 14 September 2010 - 10:42 AM
> Modified: #742 (incl. n/s)
#2060 Posted 14 September 2010 - 03:52 PM
BrOiler1985, on Sep 14 2010, 06:32 AM, said:
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.
#2061 Posted 14 September 2010 - 07:12 PM
#2062 Posted 16 September 2010 - 02:41 AM
This post has been edited by ozz: 16 September 2010 - 02:53 AM
#2063 Posted 16 September 2010 - 02:22 PM
#2064 Posted 16 September 2010 - 02:55 PM
Or did I just over analyze the whole thing
#2065 Posted 16 September 2010 - 04:15 PM
Marked, on Sep 16 2010, 05:55 PM, said:
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.
#2066 Posted 16 September 2010 - 10:11 PM
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.
This post has been edited by ozz: 16 September 2010 - 10:32 PM
#2067 Posted 17 September 2010 - 12:20 AM
#2068 Posted 17 September 2010 - 02:28 AM
everyone agree with this one?
This post has been edited by ozz: 17 September 2010 - 02:39 AM
#2069 Posted 17 September 2010 - 03:29 AM
#2070 Posted 17 September 2010 - 06:22 AM
Micky C, on Sep 17 2010, 01:29 PM, said:
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
#2071 Posted 17 September 2010 - 07:09 AM
#2072 Posted 17 September 2010 - 09:42 AM
Micky C, on Sep 17 2010, 04:29 AM, said:
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
#2073 Posted 17 September 2010 - 09:54 AM
ozz, on Sep 17 2010, 03:28 AM, said:
everyone agree with this one?

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.
#2074 Posted 17 September 2010 - 09:55 AM
Jaxx, on Sep 12 2010, 09:53 PM, said:
I think this looks great. I look forward to using it.
#2075 Posted 18 September 2010 - 10:14 AM
DeeperThought, on Sep 18 2010, 03:54 AM, said:
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.
#2076 Posted 18 September 2010 - 01:25 PM
#2077 Posted 18 September 2010 - 10:10 PM
Tetsuo, on Sep 19 2010, 07:25 AM, said:
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.
#2078 Posted 18 September 2010 - 11:46 PM
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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