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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   Besli 

#2581

Can someone please remake the explosion with the nuclear logo screen (3281)?
I don't like the actual one that much.

I really liked this one:
http://i64.photobuck...DukeNukem3D.jpg
Because it looked very close to the original:
http://www.vgchartz..../3925471aaa.jpg

But here are some great nuclear logos to remake that screen:
http://nukkus.devian...KE-IT-187530573
(Original Duke Nukem 3D Nuke logo)
http://www3.picturep...em-Symbol02.jpg
(Hires XBLA nuke symbol, I think)

I hope someone is willing to redo 3281.

This post has been edited by Besli: 23 June 2011 - 02:10 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2582

Hey, thanks for these images :)

This post has been edited by Fox: 23 June 2011 - 04:54 PM

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User is offline   Besli 

#2583

Which one, the original nuclear logo screen? :)

Here is my try on the title screen (2493):
Posted Image
http://www.sendspace.com/file/z7g21m (1280x720, 2.64MB)
http://www.sendspace.com/file/u6g64v (1024x768, 1.37MB)

Sources:
George Broussard's twitter mushroom background,
XBLA background_nuke (Thanks to Hendricks266),
XBLA background_duke (Thanks to Hendricks266)

It doesn't beat the HD one, but I think it was a very nice try. :P

This post has been edited by Besli: 24 June 2011 - 06:03 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2584

View PostBesli, on 23 June 2011 - 04:23 PM, said:

Thanks to Hendricks226

266
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User is offline   Besli 

#2585

View PostHendricks266, on 23 June 2011 - 10:07 PM, said:

266


Sorry, for the typo. I fixed it!
1

User is offline   Mark 

#2586

I heard he gets mad and kicks his dog when people mis-spell his name. :)

This post has been edited by Marked: 24 June 2011 - 02:47 PM

1

#2587

View PostMarked, on 24 June 2011 - 02:46 PM, said:

I heard he gets mad and kicks his dog when people mis-spell his name. :P


I heard the 266 is a check digit to verify his name is spelt properly. :)
0

User is offline   SwissCm 

#2588

henreeks662
-2

User is offline   Tea Monster 

  • Polymancer

#2589

Hey, Plagman, I'm unwrapping my cycloid and I was wondering if that problem was still in polymer where you can't have touching, mirrored, UV sets. If this was fixed, it would be a big help. I was going to PM you but it says that you can't receive messages.
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User is offline   Plagman 

  • Former VP of Media Operations

#2590

Oh, WTF. That's probably because I have too many PMs in my box, I'll try making it bigger if I can find how.

Unfortunately I think it's still an issue right now, sorry. You need to duplicate the vertices along the seam. I was going to write a Blender script to detect these cases and do it automatically, not fix it in EDuke32 itself.
1

User is offline   Tea Monster 

  • Polymancer

#2591

OK, cheers.
0

User is offline   Spiker 

#2592

Yesterday I finally decided to do something about Parkar's Pigcop. So far I have added details to the texture, rigged it and animated the basic walk cycle. Still need to adjust the shotgun and do the rest of the animations. I did not apply normal maps yet. Thoughts?

http://www.youtube.c...h?v=llpKH76oI80

This post has been edited by Spiker: 03 July 2011 - 01:38 PM

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User is offline   Tea Monster 

  • Polymancer

#2593

Looks good for the movement, did you do any sculpting on him?
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User is offline   Plagman 

  • Former VP of Media Operations

#2594

It's really hard to tell anything about the skin on such a low-res zoomed out video, but at first glance I don't see any improvement from what's currently checked in; in fact it looks like the details are all gone. Maybe if you posted the two skins side by side it would allow for a better comparison?

Also, wasn't Parkar working on a brand new Pig Cop model? Maybe trying to work off the old one isn't really going to pay off in the end.
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User is offline   WedgeBob 

#2595

Let's hope he succeeds with that pig cop. I'm still in the process of learning Carrara 8 Pro myself so I can find some models to bring to life. I might need Hexagon or Sculptris to make a new octabrain model or so, unless someone was also working on a new one. Looks like that could take some thought. Needless to say, I'll see if Carrara can do this, but it might require a sculpting app as well to get things right.
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User is offline   Tea Monster 

  • Polymancer

#2596

To do organic models (monsters, npcs etc) properly, you really need to do a sculpting pass to get decent detail on your normal maps. Z-Brush is the default go-to app here, but Sculptris is free and has a lot of the same functionality. Blender can do sculpting now, but not to the same level of detail as either of those two (but it is getting better).
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User is offline   Spiker 

#2597

View PostTea Monster, on 03 July 2011 - 03:59 PM, said:

Looks good for the movement, did you do any sculpting on him?


No, it already has some more detailed normal map, which I didn't apply. In fact what would need sculpting? Also sculpting is something I haven't spend too much time with yet.

Plagman: seem like you didn't fire up HRP in years if you can't tell the difference. It is the NEW PIGCOP. This is how the old one looks.

Posted Image



And here is the new one before and after my edits(apart from the eyes), of course I never said that the texture is final because it isn't, maybe I should make the details pop up more and some here and there but I think it looks better.


Posted Image



Posted Image




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User is offline   Plagman 

  • Former VP of Media Operations

#2598

Oh, I see now; I thought you somehow edited the old pig cop skin and made it lose half the details in the process.

Since the skin on there was clearly a placeholder, maybe it would be better to start from scratch than to attempt to base your work off it?
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User is offline   Spiker 

#2599

I don't have to start from scratch because I have the PSD file of the texture. And after openning it I don't think it's a placeholder bit even if it was it's mostly solid colors + ambient occlussion, so exactly the way I would start my own texture.
0

User is offline   Danukem 

  • Duke Plus Developer

#2600

Obviously, the uniform on the pigcop needs details. Right now it looks like he's dressed for the gym.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2601

I have to complain about the on-screen RPG model a bit. I understand that the current one serves to show off Polymer's HUD coordinate/FOV tweaking, but right now it looks too much like it's ortho-projected, especially compared with the original art. Also, does it absolutely have to break Polymost compatibilty? Surely already the textures look bad there because of the lack of shading, but keep in mind that you might want to play with models but without hightiles. Since the Polymost HRP doesn't seem to be actively maintained, could at least a minimal effort be made to not introduce outright misaligned models etc.?
1

User is offline   Tea Monster 

  • Polymancer

#2602

The two systems work completely differently. By it's nature, textures in Polymer will look completely crap in Polymost, just from how they work and how they have to be constructed. The only way to get around that is to run the old Polymost pack. One of the reasons that we don't have a decent shotgun is due to FOV problems with Polymost. Fixing that was a high priority, but in doing that, it broke other stuff.

This post has been edited by Tea Monster: 04 July 2011 - 02:49 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#2603

I think he's just talking about the alignment and direction of the HUD RPG model, not the texture. Keeping the Polymost compatibility thing aside (for that you'd use the previous model that Parkar made, it was perfect for it), I agree that it looks a little off; it doesn't look like it's pointing in the right direction to me.
0

User is offline   Roma Loom 

  • Loomsday Device

#2604

Yep, the def tweaks were written like by my left leg's fingers so feel free to tweak them to get optimal perspective.
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User is offline   Plagman 

  • Former VP of Media Operations

#2605

Can't change the vertical aiming angle without modifying the model itself, though.
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User is offline   Tea Monster 

  • Polymancer

#2606

Things you would sculpt would be sub-armour plates, cloth creases, skin creases and the ridges on the snout.
Posted Image
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User is offline   Helixhorned 

  • EDuke32 Developer

#2607

Yeah, I was mainly talking about the perspective. Reverting the model to r203 and sticking the old def in did it for me, that one was pretty spot-on IMO.
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User is offline   Besli 

#2608

Here are some pics:
http://www.deviantar...by_Cybopath.jpg
http://john.idlecrea...blog/pigcop.jpg
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User is offline   Spiker 

#2609

The pigcop is done! I'm quite satisfied with it. The normal map has all the details you mentioned btw. I could release the beta now but I still need to make some small tweaks to the texture and create the painskin. I will post it tomorrow for you to test it. Now I go to sleep!
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User is offline   Hendricks266 

  • Weaponized Autism

  #2610

View PostPlagman, on 05 July 2011 - 11:14 AM, said:

Can't change the vertical aiming angle without modifying the model itself, though.

Sounds more like a problem with EDuke32, if you know what I mean.
0

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