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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   Fox 

  • Fraka kaka kaka kaka-kow!

#3391

The models just follow the sprite sizes, which are unrealistic. For example the ammo clip is bigger than the pistol sprite.

This post has been edited by Fox: 31 December 2012 - 07:25 PM

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User is offline   NUKEMDAVE 

#3392

View PostFox, on 31 December 2012 - 07:25 PM, said:

The models just follow the sprite sizes, which are unrealistic. For example the ammo clip is bigger than the pistol sprite.


I know, but now that we have models, I wouldn't see any harm in tweaking them to actual size. Isn't adding 3D models and Polymer an attempt to make the game more realistic? The only big problem is that the levels are oversized as well, but I think at least the pickups should be actual sized. It's not changing how the game plays or anything. Yes, they will be smaller, but I'm pretty sure people will still be able to notice them still.
1

User is offline   NF64 

  • Touched by the Banhammer

#3393

I think it's time Eduke32 updates its model format so more people will be willing to get involved. The biggest turn off of Eduke32 is setting everything up and searching hours on Google through old information and old plug ins just to contribute to the community project.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3394

View PostNfelli64, on 31 December 2012 - 08:05 PM, said:

I think it's time Eduke32 updates its model format so more people will be willing to get involved. The biggest turn off of Eduke32 is setting everything up and searching hours on Google through old information and old plug ins just to contribute to the community project.

Don't shoot the messenger. I think it's time people contribute to the wiki.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#3395

View PostRoma Loom, on 31 December 2012 - 08:01 AM, said:

LeoD, I've uploaded tile 4155 to svn so you can take it with normal and spec map and deflines aswell
Well, you have defined more than you've actually uploaded. :)
Error: file "highres/textures/4210_d.png" does not exist
Error: file "highres/textures/4210_n.png" does not exist
Error: file "highres/textures/4210_s.png" does not exist
Error: file "highres/textures/4211_d.png" does not exist

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User is offline   Steveeeie 

#3396

Hey everybody,

I thought I might actually post here instead of lurking for a change.

Hope you guys don't mind but I have also had a go at modelling the airlock sign, sorry if I'm stepping on peoples toes.

If you guys like it I will contribute a couple of items a week.

I can probably get it in to build pretty easily, I have managed it before with other models, but it was a while ago and will need to figure out how to do it again :S

EDIT : Attached sprite version.

Attached thumbnail(s)

  • Attached Image: airlock_render.jpg
  • Attached Image: sprite_airlock.png


This post has been edited by Steveeeie: 01 January 2013 - 07:14 PM

6

User is offline   Mark 

#3397

Good high quality model. More would be good.
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User is offline   OpenMaw 

  • Judge Mental

#3398

I think i've asked this before, but i'll ask it again because I can't find the post or any information on it presently.

Do any of the source files exist for the monster/babe meshes? Specifically, the slime babes/Strippers/Prostitue, and the Battlelord/Octabrain/Pig Cop/Trooper ?
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User is offline   Kyanos 

#3399

Quote

Hope you guys don't mind but I have also had a go at modelling the airlock sign, sorry if I'm stepping on peoples toes.


Not bothering me any, I let mine slip behind me anyways, and didn't have the motivation to finish it yet.

Quote

I can probably get it in to build pretty easily, I have managed it before with other models, but it was a while ago and will need to figure out how to do it again


I'll gladly help you with exporting and def code to get things into the HRP, if you'd like. Use one of the modelling threads for questions about that stuff. A quick criticism would be that your sprite should be perfectly to scale with the game sprite, 96 X 54.
1

User is offline   Steveeeie 

#3400

I have started remaking the barrel of C9 (Orange Explosive Barrel).

I felt the current one doesn't represent the original sprite close enough.

Attached is a screen of the low poly with the normal map inside UDK (for testing), the colours are just a basic color map and are not final.

Will finish this up after some sleep :)

Attached thumbnail(s)

  • Attached Image: c9.jpg

5

User is offline   Steveeeie 

#3401

Another Model.

Exit Sign

Definitely going to be bed now :) .

Attached thumbnail(s)

  • Attached Image: exit.jpg

7

User is offline   Tetsuo 

#3402

View PostDrek, on 01 January 2013 - 07:33 PM, said:

A quick criticism would be that your sprite should be perfectly to scale with the game sprite, 96 X 54.

Just to be clear to scale here doesn't mean exactly the same size (if you are baking it down to a sprite). That would defeat the purpose to make a high res asset and then downscale to the original size. It should be multiples of 96x24. Like if you want the dimensions to fit exactly but be 8x the resolution it would be 768x432.

Just for the hell of it I tried to take his earlier example, scale the canvas of the old one and paste it into it to see how well it lines up (I used 4x the original resolution as it seemed to fit his example the best). It seems he has more padding in the sign area than in the original graphic on the height and also probably the yellow\black stripes area but not as much on the width so it doesn't line up. In other words it needs to be shorter and wider. It looks great either way but yeah, could use some rejiggering of the elements to fit the same relative dimensions so it can be a drop-in replacement.

This post has been edited by Tetsuo: 02 January 2013 - 05:01 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3403

I'm really pleased by the recent texturing/modelling activities. :) :)

I hope that the downside of requesting stuff - multiple guys working on the same item - doesn't scare anyone off. Everything I've seen during the last few days is really good.

Adding an easy one to the request list - tile0959 (round pole):
Attached Image: tile0959.jpg
Although it isn't mentioned in the HRP wiki's ToDo list it shows up in E4L4 (Babe Land) and, more recently, in Duke2013.

Steveeeie, your current barrel is too reddish IMO.

This post has been edited by LeoD: 02 January 2013 - 11:08 AM

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User is offline   Steveeeie 

#3404

Calling this done.

Was a bitch to texture :/

Attached thumbnail(s)

  • Attached Image: c9.jpg


This post has been edited by Steveeeie: 02 January 2013 - 11:18 AM

4

User is offline   Steveeeie 

#3405

View PostLeoD, on 02 January 2013 - 11:05 AM, said:

Steveeeie, your current barrel is too reddish IMO.


I did say the color wasn't final :)

Thanks for all all the respect everyone :)

EDIT: Only changed some spelling errors.

This post has been edited by Steveeeie: 02 January 2013 - 11:30 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#3406

View PostSteveeeie, on 02 January 2013 - 11:22 AM, said:

I did say the colours wan't final :)
Too tired to read properly. Will go to bed soon.

View PostSteveeeie, on 02 January 2013 - 11:18 AM, said:

Calling this done.
It's done when we have the MD3/PNG. :)
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User is offline   Steveeeie 

#3407

View PostLeoD, on 02 January 2013 - 11:27 AM, said:

It's done when we have the MD3/PNG. :)


I have to make an exploding animation for it first :S

Which I have no idea of how to do! :)
0

User is offline   NightFright 

  • The Truth is in here

#3408

Try to do the Skywalker model from Ep.2 with the quality level of the new C-9 cannister and we are definitely getting somewhere... In general, it's great to see the wake-up call with the HRP release worked at least a little. :)

This post has been edited by NightFright: 02 January 2013 - 01:12 PM

0

User is offline   Mark 

#3409

View PostLeoD, on 02 January 2013 - 11:05 AM, said:

Adding an easy one to the request list - tile0959 (round pole):
Attachment tile0959.jpg
Although it isn't mentioned in the HRP wiki's ToDo list it shows up in E4L4 (Babe Land) and, more recently, in Duke2013.


I'm assuming you mean we need a model version. There is a higher res version of the sprite in the HRP. IIRC it was one of mine.
0

User is offline   Steveeeie 

#3410

I'm am having some problems importing the C-9 Barrel.

Having some lighting problems. I believe the UV is being split at some stage but I cant figure it out.

This post has been edited by Steveeeie: 02 January 2013 - 06:07 PM

2

User is offline   Plagman 

  • Former VP of Media Operations

#3411

I'm at work right now so I could only take a look at your screenshot, which lighting problems are you referring to specifically?
0

User is offline   Steveeeie 

#3412

View PostPlagman, on 02 January 2013 - 05:06 PM, said:

I'm at work right now so I could only take a look at your screenshot, which lighting problems are you referring to specifically?


Hey Plagman,

The model looks faceted in game when light hits the model.

It looks as smooth as a baby's bum in md3 compiler.

Am I missing something?

Also is there any way of increasing the normal and specular strength?

Attached thumbnail(s)

  • Attached Image: facets.jpg


This post has been edited by Steveeeie: 02 January 2013 - 05:15 PM

1

User is offline   Steveeeie 

#3413

View PostNightFright, on 02 January 2013 - 01:08 PM, said:

Try to do the Skywalker model from Ep.2 with the quality level of the new C-9 cannister and we are definitely getting somewhere.


I would jump on modelling skywalker if I had any experience modelling people :)
0

User is offline   OpenMaw 

  • Judge Mental

#3414

View PostSteveeeie, on 02 January 2013 - 05:13 PM, said:

Hey Plagman,

The model looks faceted in game when light hits the model.

It looks as smooth as a baby's bum in md3 compiler.

Am I missing something?

Also is there any way of increasing the normal and specular strength?


Did you hit the "Rebuild normals" button?
0

User is offline   Plagman 

  • Former VP of Media Operations

#3415

Could it be that the triangles got exported separately instead of as a mesh?

You can finetune the specular material with specularpower/specularfactor in the DEF. I don't know what normal strength means; if you want parallax strength, use parallaxscale/parallaxbias.
0

User is offline   Mark 

#3416

I loaded the model into my program and saw that the cylinder body and other parts extruded from it have only 24 faces. I remade only the main canister body using 48 faces as a test and it looks smooth as a baby's bottom. You'll have to see it in game to figure out the minimum face count needed for smoothness.

EDIT: I forgot to attach the before pic.

Attached thumbnail(s)

  • Attached Image: tank.jpg
  • Attached Image: before.jpg


This post has been edited by Mark.: 02 January 2013 - 06:02 PM

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User is offline   Steveeeie 

#3417

FIXED!

Attached is the final version of the barrel and a screenshot.

The problem was just the obj export settings from 3DS Max.

Enjoy.

Attached thumbnail(s)

  • Attached Image: better.jpg

Attached File(s)

  • Attached File  C9_2.zip (2.4MB)
    Number of downloads: 196

1

User is offline   Mark 

#3418

pay no attention to my previous post :)
1

User is offline   Steveeeie 

#3419

View PostMark., on 02 January 2013 - 06:07 PM, said:

pay no attention to my previous post :)


Thanks for having a look Mark.
0

User is offline   Mark 

#3420

With more models of this quality you're going to be a popular guy around here.
1

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