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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   Night Wolf 

#2791

Reworked a couple of textures I thought looked a bit cartoony.
got a few more in progress such as 0723 / 0764 as I have to match the style of windows and whatnot.


0743
Posted Image
0743_s
Posted Image
0743_n
Posted Image

0342
Posted Image
0342_s
Posted Image
0343
Posted Image
0343_s
Posted Image


Edit:
Defs for 0743

texture 743 {
pal 0 { file "highres/textures/0743.png" xscale 2.0 }
normal { file "highres/textures/0743_n.png" parallaxbias 0.02 parallaxscale 0.05 }
specular { file "highres/textures/0743_s.png" }
detail { file "highres/detail/concrete.png" xscale 0.15 yscale 0.075 }
}

This post has been edited by ozz: 21 September 2011 - 07:17 AM

2

User is offline   Plagman 

  • Former VP of Media Operations

#2792

Can you post screenshots comparing before/after ingame with lights? These window texture went through about 4 Polymerized iterations, so it'd be good to make sure everyone agrees they're better before actually making the switch.
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User is offline   Night Wolf 

#2793

Sure thing , i'm pretty sure I have the old ones lying around somewhere.

Edit:
A few screenshots.

http://i1025.photobu...om/duke0005.jpg
http://i1025.photobu...om/duke0006.jpg

http://i1025.photobu...om/duke0004.jpg
http://i1025.photobu...om/duke0003.jpg

http://i1025.photobu...om/duke0002.jpg
http://i1025.photobu...om/duke0001.jpg

This post has been edited by ozz: 21 September 2011 - 11:17 PM

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User is offline   NightFright 

  • The Truth is in here

#2794

I kinda agree with the wall part being brighter than the existing texture, but the curtains look darker in the original texture, that's what is better in the current highres texture we already have. Maybe you can mix them together?

In the meantime, I committed a new SVN build (now @ rev.280), adding the new fire extinguisher/alarm (916/917) from earlier on, also the updated #821 which was posted a while ago plus updated 342/343 ozz posted above. 743 may follow later (when the curtains have been exchanged, at least that's what I would vote for). :(

This post has been edited by NightFright: 22 September 2011 - 12:53 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2795

I kinda of like, but the new textures lack contrast. Besides the curtains doesn't look too much like curtains
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User is offline   Night Wolf 

#2796

Yeah there is less contrast , but you really have to see them real time, they are more made for polymer then the existing ones I did, the older ones had fake shadowing, which I though looked kinda dumb.
Also i've doubled up the texture so that it doesn't seem noticeably tiled.

I know the original tiles have curtains, and I originally pushed for curtains when I made the past textures, but they just don't look that good, mainly because they are right up on the glass.
its kind of hard to judge them without the other textures, when I finish them ill upload them and you can try them out for yourselves and see what you like better.
Personally I think this is they way to go, they seem more consistent with all the latest polymer textures.
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User is offline   NightFright 

  • The Truth is in here

#2797

Well, maybe you try my edit attached below. Can't check it ingame right now, but maybe it does the trick already. Made the windows darker and increased contrast a bit.
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User is offline   Night Wolf 

#2798

View PostNightFright, on 22 September 2011 - 03:37 AM, said:

Well, maybe you try my edit attached below. Can't check it ingame right now, but maybe it does the trick already. Made the windows darker and increased contrast a bit.


Hmm....changing the contrast seems like a good idea, probs best if I changed the contrast in Photoshop however, as if you do it form the jpeg the colours fade a bit.
I kind of liked the lighter windows as it was meant to represent a dirty window, although darker is more true to the original tile.
ill have a mess with it a bit later.

Anyway I forgot about this one.

0341
Posted Image
0341_n
Posted Image
0341_s
Posted Image

This post has been edited by ozz: 22 September 2011 - 04:38 AM

1

User is offline   Piterplus 

#2799

Truly speaking, I cannot tell that current 341-42-43 looks worse than new ones made by ozz (no offense).
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User is offline   NightFright 

  • The Truth is in here

#2800

I guess all of the new textures might require tweaking. Maybe you can give some tips what could be done to make them look better? ^^
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User is offline   Night Wolf 

#2801

View PostPiterplus, on 23 September 2011 - 02:03 AM, said:

Truly speaking, I cannot tell that current 341-42-43 looks worse than new ones made by ozz (no offense).


non taken, granted there not as close to the original tiles, however i think its best to verge from that for a more realistic approach, airvents look like that, the previous ones looked like stone...

take a look at them ingame with lighting.


use them don't use them I don't really care, ill be using them.
:(

Edit:
How about a dirtier version... thoughts?
Posted Image

This post has been edited by ozz: 23 September 2011 - 05:46 AM

2

User is offline   Spiker 

#2802

My thoughts are that you are doing a nice job but I'd rather you redirect your efforts at textures that were not remade yet or are completely missing. The goal is to make it look good in game regardless of how it looks in image viewer but you already know that. If I have more time I may give some textures a go as well.
1

User is offline   Night Wolf 

#2803

Yeah I wouldn't mind working on some new ones the thing is that allot are already being secretly worked on, and submitted though svn.
So im not sure which ones to have a go at, besides there's nothing wrong with improving on what we already have to match the quality ones that are being submitted, one of the main problems with the HRP is that some textures just don't match some of the others, they all need to be in the same style.

I was actually working on the snack machine, but kinda gave up on it when it came to the actual snack packets, if I could get a hold of the source for the current packets it would be a help, as they look pretty good.
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User is offline   Spiker 

#2804

You're textures are good because they are not as cartoony as many old polymost textures. Sometimes matching the textures is not even possible because they were used for different objects/purposes so in one place they may look good and in the other one they may look off and if you add user maps to it the problem becomes even more prominent (For example floating flags suddenly change into a piece of hardware with the HRP, in this case there's no good solution). But the goal is to find the balance and make them look rather neutral if possible taking the original maps as a guide.

As for the snacks chances are rather small to get the source but it shouldn't be a problem to process some real snack photos and combine them with your texture.
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User is offline   Night Wolf 

#2805

View PostSpiker, on 23 September 2011 - 11:35 PM, said:

You're textures are good because they are not as cartoony as many old polymost textures. Sometimes matching the textures is not even possible because they were used for different objects/purposes so in one place they may look good and in the other one they may look off and if you add user maps to it the problem becomes even more prominent (For example floating flags suddenly change into a piece of hardware with the HRP, in this case there's no good solution). But the goal is to find the balance and make them look rather neutral if possible taking the original maps as a guide.

As for the snacks chances are rather small to get the source but it shouldn't be a problem to process some real snack photos and combine them with your texture.


Thats true , but I think the main reason they look off is due to the polymost textures the polymer textures look alot more realistic imo, its just that in some levels there are more polmost textures then polymer, some of the space levels look amazing and somewhat realistic looking like E2L6. whilst some of the episodes mainly in episode 4 look less impressive.

anyway...

Are we even allowed to use real products like snacks in the hrp? wouldn't that be a copyright issue?
I suppose I could modify them but I don't really have the time, that would be pretty time consuming.

This post has been edited by ozz: 24 September 2011 - 08:45 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#2806

The recent face culling change to Polymer breaks many models (I agree that back faces shouldn't be drawn though). Some of them are those that are mirrored, like the left devastator part or the left pistol in DukePlus. Here are a couple of others I noticed:

- keycard hand?
- China vase
- quick foot
- fence, but that's well-known

View Postozz, on 24 September 2011 - 08:43 PM, said:

Are we even allowed to use real products like snacks in the hrp? wouldn't that be a copyright issue?
I suppose I could modify them but I don't really have the time, that would be pretty time consuming.

I think it's better to change at least one letter to be on the safe side, and maybe have a slightly different font design.
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User is online   Mark 

#2807

Hey OZZ. If you really want to re-do vending machines, how about 4500 and 4501 for the Post Office. I made those quite a while ago when I had less texturing experience and they certainly are not my best work.

IIRC 4500 graphics and size were messed around with so as to work with the hidden switch and stretched tiling in the game.

This post has been edited by Marked: 25 September 2011 - 08:12 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#2808

Helix, I think I was supposed to reverse the culling order when drawing reversed, so keycard hand (which is reversed fist) and quick kick (reversed mighty foot) should probably be fixed. Fence is a model thing as you said, what's the tilenum for the vase?
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User is offline   Helixhorned 

  • EDuke32 Developer

#2809

It's 765.
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User is offline   Night Wolf 

#2810

View PostMarked, on 25 September 2011 - 08:09 AM, said:

Hey OZZ. If you really want to re-do vending machines, how about 4500 and 4501 for the Post Office. I made those quite a while ago when I had less texturing experience and they certainly are not my best work.

IIRC 4500 graphics and size were messed around with so as to work with the hidden switch and stretched tiling in the game.


I could give it a go, i'm not really sure what it is though, so it would be hard to detail.
Episode 4 does need some work though, wouldn't be a bad one to do.

Anyway here's,
0343/0341 tweaked to match the one above if you decide to use it.

http://i1025.photobu...d333/0343-1.png
http://i1025.photobu...d333/0341-1.png
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User is offline   Piterplus 

#2811

View Postozz, on 23 September 2011 - 04:22 AM, said:

non taken, granted there not as close to the original tiles, however i think its best to verge from that for a more realistic approach, airvents look like that, the previous ones looked like stone...


Your textures are pretty nice. I would just add some notes, and probably with couple of tweaks they will be better, I hope.
Lets take all set - 341-342-343. It is obvious that all of those airvent are not new. 342 and 343 is both rusty and dirty from the begining. Difference is that 343 is much dirtied and rusty, has some bumps and grime flowing down, Your 342 as fresh as new and that will lead to big contrast betwen 342 and 343 in case they will be placed together.
Now, lets go to 341. Big hole in it supposed to be result of the blast from inside the vent, or some alien sticking out of it. While old 341 is not in any way perfect, your hole looks like it was accurately cut out with scissors.
I'm sure you can invent some tricks to get more realistick results. For example see current 4100.
Good luck.
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User is offline   NightFright 

  • The Truth is in here

#2812

I agree with Piter. While I have added your duct textures to the SVN already, they should be improved (i.e. made dirtier and the blasted versions should actually look like being blasted open from the outside). 743 could also be added after being modified with more contrast and changed windows (i.e. darker and changed curtains or whatever it is supposed to be).
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User is offline   Tetsuo 

#2813

NightFright are you also updating the update pack?
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User is offline   NightFright 

  • The Truth is in here

#2814

Eventually, I'll make a new one. Right now, nothing really spectacular has been added since the last release. Maybe after a few more SVN updates. :( I just wished that finally something from the to-do list would be done again, especially for ep.4.

This post has been edited by NightFright: 01 October 2011 - 12:02 PM

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User is offline   Night Wolf 

#2815

View PostNightFright, on 01 October 2011 - 02:27 AM, said:

I agree with Piter. While I have added your duct textures to the SVN already, they should be improved (i.e. made dirtier and the blasted versions should actually look like being blasted open from the outside). 743 could also be added after being modified with more contrast and changed windows (i.e. darker and changed curtains or whatever it is supposed to be).


Yeah, easier said then done though, perhaps someone else would like to give them a go, can't seem to get them looking right, the blasted one is a pain in the ass.

I'll get onto tuning up 0743 etc eventually, but yeah they do need a more contrast after looking further into it.
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#2816

The 3d model of duke nukem is ridicilous. The arms and the chest are abnormal. And also the legs and thighs are kinda fat. Other than that, the 3d model looks alright. Just as long as those areas are fixed then the HRP will be perfect. Just my opinion.
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User is offline   Micky C 

  • Honored Donor

#2817

IMO there's a lot more important stuff to do for the HRP than slightly improve a model that is almost never seen. Some textures for example have been redone over and over while there are other textures and models that haven't even been started.

Anyway this has been discussed before so don't worry your thoughts are noted. You'll have a hard time finding someone willing to do the work though.
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User is offline   Piterplus 

#2818

View Postozz, on 01 November 2011 - 07:54 PM, said:

Yeah, easier said then done though, perhaps someone else would like to give them a go, can't seem to get them looking right, the blasted one is a pain in the ass.


Alien Skin Xenoflex2 plugin - Rip open.
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User is offline   Master Fibbles 

  • I have the power!

#2819

The original sprite looked rather ridiculous and it was kind of meant to be so.
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User is offline   Jimmy 

  • Let's go Brandon!

#2820

The original sprite doesn't look ridiculous at all. In fact, my issue with it is that he just looks like some teenage boy. It's not a very quality sprite at all.
0

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