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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

#2671

View PostMr.Flibble, on 17 July 2011 - 09:59 AM, said:

Doesn't the license of Make Human require you to change the topography or something? I'm not sure the process by which one could use the Make Human export within the license.


Why can't the Make Human models be under a different license from the rest of the HRP?
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User is offline   alandog 

#2672

MakeHuman looks interesting... can it manage the animations?
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User is offline   Spiker 

#2673

I have just uploaded the following content:

- shotgun ammo skin (0049)
- broken mirror (0070)
- wooden crate (0884)
- sign (0848)
- foot marks (0550, 0672, 0673, 0674)
- fire extenguisher skin (0916)
- shark skin (1550)
- teleport effect (1630-1635)
- cleaner dollar note

If you think something else should be included please explain why you think so. I did not incuded the fire or explosion yet as the current state isn't good enough (apart from 2270 but we need the whole set of fires which looks both good with polymer and polymost). I'm going to include the new stadium grass by ojclatchford (which looks awesome) as soon as I get clean grass version so that I can create normal maps with parallax)

This post has been edited by Spiker: 17 July 2011 - 10:50 AM

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User is offline   Hank 

#2674

View PostMr.Flibble, on 17 July 2011 - 09:59 AM, said:

Doesn't the license of Make Human require you to change the topography or something? I'm not sure the process by which one could use the Make Human export within the license.

Reading Make Human licence I think: When you alter the base and want to claim copyright for your portion of the work, then you need to be also under the open source license from Make Human. There is no conflict to import a open source models into HRP, only that all your work has to stay open source.

@ Tea Monster - thanks for the link. I like this Make Human. I can't make models if my life depends on it. Cheers Posted Image

This post has been edited by Hank: 17 July 2011 - 11:09 AM

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User is offline   alandog 

#2675

I tried to make a model with makehuman, the result was acceptable but i can't manage animations, but it could be because it's an alpha version; so i though to export the model for blender, without success.

did someone manage to get it work?
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User is offline   Master Fibbles 

  • I have the power!

#2676

View PostDeeperThought, on 17 July 2011 - 10:06 AM, said:

Why can't the Make Human models be under a different license from the rest of the HRP?

View PostHank, on 17 July 2011 - 10:50 AM, said:

Reading Make Human licence I think: When you alter the base and want to claim copyright for your portion of the work, then you need to be also under the open source license from Make Human. There is no conflict to import a open source models into HRP, only that all your work has to stay open source.

I wasn't sure. Thanks for clearing it a bit, Hank. It was discussed at some point earlier. Make Human has come up more than once here.

I like MH since it is relatively easy to use and produces high poly stuff. I don't like that it models the eyes and eye lids and inside of the mouth, but quick editing of the model after it has been imported helps. it does UV map it (I think) but it has been a while since I did an import into Blender with it. Things have been unstable with MH and Blender but Blender is now stable so I may get back into it again soon.
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#2677

View PostSpiker, on 17 July 2011 - 10:47 AM, said:

I have just uploaded the following content:

- shotgun ammo skin (0049)
- broken mirror (0070)
- wooden crate (0884)
- sign (0848)
- foot marks (0550, 0672, 0673, 0674)
- fire extenguisher skin (0916)
- shark skin (1550)
- teleport effect (1630-1635)
- cleaner dollar note

If you think something else should be included please explain why you think so. I did not incuded the fire or explosion yet as the current state isn't good enough (apart from 2270 but we need the whole set of fires which looks both good with polymer and polymost). I'm going to include the new stadium grass by ojclatchford (which looks awesome) as soon as I get clean grass version so that I can create normal maps with parallax)


what about the new bullet casting similar to the old one, that I posted on

http://forums.duke4....post__p__100316

One of the two shotgun shells that go with the box

http://forums.duke4....post__p__100740

The new wood behind the mirror

http://forums.duke4....post__p__100577

Some of the new graphics that I did on post 98613 like the shrinker.

http://forums.duke4....dpost__p__98613

And the three muzzle fires for the chaingun that have the same shape as the originals, posted above 98613

Quote

I found out that polymost handles wrong proportions differently than polymer so if you want to make it look ok in polymost you have to preserve proper dimentions in every tile meaning the whole set can't be just the same size.


I used the pixel size of the current explosion in the HRP zip, that is a whole series of png with the same size ( 700 x 600 )... if there's a problem with the explosion I can just use the old pixels proportions from the old version and multiply the size by 3, what should work all right.

I still need a little more time with the last two fires.

This post has been edited by Lightsource: 17 July 2011 - 12:02 PM

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User is offline   Tea Monster 

  • Polymancer

#2678

Yes, but part of the process would be making a low-poly game mesh from your high-poly female mesh, so you would be using YOUR female mesh, not thiers, in the HRP. Problem solved :(

This post has been edited by Tea Monster: 17 July 2011 - 12:18 PM

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User is offline   Besli 

#2679

View PostLightsource, on 17 July 2011 - 12:00 PM, said:

View PostSpiker, on 17 July 2011 - 10:47 AM, said:

I have just uploaded the following content:

- broken mirror (0070)

The new wood behind the mirror

http://forums.duke4....post__p__100577


Allready done. :(

This post has been edited by Besli: 17 July 2011 - 12:30 PM

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User is offline   Master Fibbles 

  • I have the power!

#2680

View PostTea Monster, on 17 July 2011 - 12:18 PM, said:

Yes, but part of the process would be making a low-poly game mesh from your high-poly female mesh, so you would be using YOUR female mesh, not thiers, in the HRP. Problem solved :(

Of course...using the high poly mesh for mapping but running something like decimator or manually decimating the model will make it a unique model. There is also the thing where MH uses rectangles but HRP/EDuke32 uses triangles.
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#2681

I did one more thing for today... I hope this time is good to use.

Since the last intro pics ( 3281 ) that I did had some troubles with strong contrasted colors and also that the symbol itself was not the same, I remade the intro pic using one of the frames of the intro movie that I'm working on ( I left a new youtube video sample in my thread ) as a base for the colors and overall position of the elements.

Also the whole idea here is to unify the symbols, always working with the old logo in good resolution instead of the XBL. I added some details and effects to make the image look cool and modern but still using the old logo.

Here the full screen and wide screen versions. 1600x1200 and 2151x1200

Posted Image
Posted Image
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#2682

@spiker

Quote

Could you send me the "clear" version of this stadium grass? Please include the one you used with nuke as well.


please define 'clear' version and also, do you mean the metal 'nuke' one too?

@Lightsource

Quote

I don't mind that someone edits my pictures, I post them to be used... but I do think that is not necessary to tweak every texture or pic as soon as I post them... this texture tweaks for example would not match the normal maps that I did for them, since the grass is different. Maybe you could try to start making different textures or sprites on your own from scratch instead of only editing mine; in any case, if the texture has a problem or something that needs fixing it's better for me to fix them since I save the original .PSD file of all textures that I did with layers and every element separated.


its not a fix, or a replacement, nor is it a slight at your abilities; its an alternative.
seriously guys its not the end of the world to have more than one version of a texture out there. I did this for myself and a personal freind, not for any other reason.
I put it on here to share, not to get noticed, gain an ego boost or steal anyone's thunder. just to share.
I have stated quite clearly that it is lightsource's work NOT mine. so whats the problem?
so the normal does not match? make a new one if you want it. (not my department)
As for asking you to do it for me; why should I struggle to explain exactly what I want to do on a texture job that I can do perfectly well for myself, let alone that I enjoy doing it for myself?

you state "I don't mind that someone edits my pictures..." but it seems from the rest of the post that you clearly do...

if this is about credit where credit's due the answer is simple; take it.
Seriously, if its about putting you name on something, do it.
as I said, its your work before I did anything and its still your work now, I'm not interested in leaving my mark on duke3d HRP I just thought that others might enjoy what I had done with it...

regards
Latchford
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User is offline   Spiker 

#2683

Grass without any paint etc, just grass! I also asked about the grass that was used with nuke logo because it seems it has been cropped, offset whatever but it does not match the rest. I don't want the logo. GRASS!

Lightsource: I will add the projectiles you mentioned. I didn't include them because I thought they weren't made from scratch. I"ve also tested your muzzle flash for all weapons, I did not include them because I had a feeling they are too obstrusive instead of being subtle. The one you used with pistol looks really good. RPG one looks excellent as a picture but for me it looked slightly odd in game. And chaingun it's mostly the hue, I know the orignal is very much orange but this one is too strong I think. Hmmmm what if all these were set partially transparent? They could look better then. (Maybe :()
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User is offline   Tea Monster 

  • Polymancer

#2684

Alandog, can you post a link to that model, I'll try to fix it for you.

It's amazing how the graphics work has taken off.

This post has been edited by Tea Monster: 17 July 2011 - 11:20 PM

0

User is offline   Micky C 

  • Honored Donor

#2685

View PostLightsource, on 17 July 2011 - 09:27 PM, said:

I did one more thing for today... I hope this time is good to use.

Since the last intro pics ( 3281 ) that I did had some troubles with strong contrasted colors and also that the symbol itself was not the same, I remade the intro pic using one of the frames of the intro movie that I'm working on ( I left a new youtube video sample in my thread ) as a base for the colors and overall position of the elements.

Also the whole idea here is to unify the symbols, always working with the old logo in good resolution instead of the XBL. I added some details and effects to make the image look cool and modern but still using the old logo.

Here the full screen and wide screen versions. 1600x1200 and 2151x1200


*Pics*


Maybe that can be used in HRPv6. IIRC every HRP major update changes the nuke symbol screen, which is kind of like an identity or each individual pack, and HRP v5 recently released has its own new Nuke logo screen, so if the HRP guys think those pics of yours are the right stuff, they'll probably have to wait until the next major release.
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#2686

oh, ok spiker!
These? let me know if not...

and just in case someone does want it; 3392 - metal-plate version for the new grass...[/size]

enjoy...or not
Latchford

This post has been edited by osjclatchford: 18 July 2011 - 07:14 AM

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User is offline   Spiker 

#2687

Now all the content should be up to date. I've uploaded:

- new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water. I allowed myself for some tweaks here and there, mostly adjusting opacity.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2688

Someone should make a thread with a collection of all the loading screen nuke-symbol explosion remakes everyone's ever made. There must be tons of them lol.
0

User is offline   Mike Norvak 

  • Music Producer

#2689

Wow it's great how many new quality assets were added to the HRP. Keep the good work guys!
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User is offline   Spiker 

#2690

That motivated me to add one more texture for the stadium (polymerized 0885).
1

User is offline   alandog 

#2691

View PostTea Monster, on 17 July 2011 - 11:20 PM, said:

Alandog, can you post a link to that model, I'll try to fix it for you.

It's amazing how the graphics work has taken off.


I only did a test, unfortunately I didn't be able to export anything.... and It was only a 10 minutes test, anything special, believe me.

I'm sick I cannot do anything useful from the scratch. but I would really like to help.
There are two things I cannot do; The base model and the texture. But maybe I could try to help with animation. Most animations are simple, maybe I could start from here.
What program fits more for the animations? Where I can find some good tutorial?

and maybe, but it's a personal opinion, if the base model would be redone from scratch, or at least fixed, some people could be more interested in working in it, especially the ones able to retexturize it...

@Lightsource
I really like your screens, good work

This post has been edited by alandog: 18 July 2011 - 11:35 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2692

View PostMusicallyInspired, on 18 July 2011 - 06:58 AM, said:

Someone should make a thread with a collection of all the loading screen nuke-symbol explosion remakes everyone's ever made. There must be tons of them lol.

Will do!
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#2693

Does anyone know who did the fire alarm model and texture? And since I'm sure I will ask about others is there a list of credits.
I would like to do the sides, top and bottom which looks like the map texture coordinates will need to be changed.
Thought about including brand names? Simplex in this case.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2694

View PostForeverDuke, on 18 July 2011 - 02:37 PM, said:

Does anyone know who did the fire alarm model and texture? And since I'm sure I will ask about others is there a list of credits.
I would like to do the sides, top and bottom which looks like the map texture coordinates will need to be changed.
Thought about including brand names? Simplex in this case.

Tea Monster made it, if we are both referring to the dome light.

There is no list of credits for each individual tile. The best you can do is search through all the old HRP threads, here and on 3DR.
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#2695

View PostHendricks266, on 18 July 2011 - 02:58 PM, said:

Tea Monster made it, if we are both referring to the dome light.

There is no list of credits for each individual tile. The best you can do is search through all the old HRP threads, here and on 3DR.


Referring to 0917_firealarm

Attached Image: 0917_firealarm - Copy.jpg
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User is offline   Night Wolf 

#2696

Speaking of the dome light, the animation needs fixing
why does the whole outer case spin, the only part that should be spinning is the light inside.
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User is offline   Master Fibbles 

  • I have the power!

#2697

That is probably because instead of having a higher poly count, the model just has different skins per frame or really does rotate the entire outer shell. There is no inner part, I don't think. It would have been a poly count issue. With that said, it probably should be redone with those few more polys. (seriously, like 12 more triangles)
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User is offline   Tea Monster 

  • Polymancer

#2698

Weebl did the old fire alarm. The dome light spins as there was no way to do lights and reflections on models in the game engine, so the outside has to spin.

If you want to change something, just change it. All those old models will need to be re-done anyway. If you feel you want to fix something or re-do a model, then just get on with it.
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User is offline   NightFright 

  • The Truth is in here

#2699

How do you like Lightsource's new loading screen? Is it any better than the one we have, or should we keep the current one?
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User is offline   Spiker 

#2700

Here is the comparison. They both look good but the new one is more like the original.

Posted Image
1

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