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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

#3931

Good job locating that. I had search for a good picture back when I had updated the model.
Hopefully, Steveeeie can take advantage of it.
0

User is offline   Mark 

#3932

I found this while searching my drives for stuff. I forgot that I started this a while back. 0979_hanglight The present HRP model does not have the grillwork like the original sprite. I'll tweak this one and submit it before the deadline.

Attached thumbnail(s)

  • Attached Image: test2.jpg

1

User is offline   LeoD 

  • Duke4.net topic/3513

#3933

View PostSteveeeie, on 21 July 2013 - 12:05 PM, said:

I have a few things I definitely want to get in before the release.[...]
In terms of consistency I'd like you to put more wooden textures matching 0879/0800 near the top of your list.
0

User is offline   Radar 

  • King of SOVL

#3934

View PostNightFright, on 22 July 2013 - 01:32 PM, said:

We don't have to push it, and if you still have so much stuff in the pipeline, it's probably worth waiting for. If no one has any considerable objections, I'd say we extend the deadline for now by at least 4 weeks, to August 31. The more we get into the HRP, the better. And who knows, maybe it gives some folks a little time to come up with some bonus additions.


Yeah man, haste makes waste. :P

This post has been edited by Ms. Radar: 23 July 2013 - 01:20 PM

0

User is offline   Mark 

#3935

I was thinking about redoing the green desk lamp. If you do a google search of antique desk lamps they all have the shape of the green shade more like my quick mockup than they do the rounded or hex shape of the present HRP model. Are there any reasons why I should stick close to the present model or would my idea work better. I figured I would ask before I actually start to re-make the model from scratch.

Attached thumbnail(s)

  • Attached Image: 4370 lamp.jpg


This post has been edited by Mark.: 23 July 2013 - 05:43 PM

0

User is offline   TON 

#3936

I don't know which is the correct :P

Posted Image
Posted Image

This post has been edited by TON: 24 July 2013 - 02:08 AM

2

User is offline   Steveeeie 

#3937

View PostMark., on 23 July 2013 - 05:42 PM, said:

I was thinking about redoing the green desk lamp. If you do a google search of antique desk lamps they all have the shape of the green shade more like my quick mockup than they do the rounded or hex shape of the present HRP model. Are there any reasons why I should stick close to the present model or would my idea work better. I figured I would ask before I actually start to re-make the model from scratch.


Although I don't your models are bad, I think you need to spend some time looking into high poly modeling and baking out ao and normal maps to a low poly.

This post has been edited by Steveeeie: 24 July 2013 - 02:30 AM

0

User is offline   Steveeeie 

#3938

View PostLeoD, on 23 July 2013 - 12:39 PM, said:

In terms of consistency I'd like you to put more wooden textures matching 0879/0800 near the top of your list.


I will see what I can do !
1

User is offline   LeoD 

  • Duke4.net topic/3513

#3939

View PostMark., on 23 July 2013 - 05:42 PM, said:

I was thinking about redoing the green desk lamp. If you do a google search of antique desk lamps they all have the shape of the green shade more like my quick mockup than they do the rounded or hex shape of the present HRP model. Are there any reasons why I should stick close to the present model or would my idea work better. I figured I would ask before I actually start to re-make the model from scratch.

Attached Image: 4370_desklamp.jpg
The marked area seems to imply that a round lamp is depicted. In US Movies/TV series the model you're proposing is the one I see most frequently, and it would fit quite well into the originals game's maps. Concerning user maps' living room suitability I'd choose a round model though, which is more multi-purpose.
2

User is offline   Steveeeie 

#3940

View PostLeoD, on 24 July 2013 - 05:58 AM, said:

Attachment 4370_desklamp.jpg
The marked area seems to imply that a round lamp is depicted. In US Movies/TV series the model you're proposing is the one I see most frequently, and it would fit quite well into the originals game's maps. Concerning user maps' living room suitability I'd choose a round model though, which is more multi-purpose.


I think thats just the light.
0

User is offline   Rellik 

#3941

View PostLeoD, on 24 July 2013 - 05:58 AM, said:

Attachment 4370_desklamp.jpg
The marked area seems to imply that a round lamp is depicted. In US Movies/TV series the model you're proposing is the one I see most frequently, and it would fit quite well into the originals game's maps. Concerning user maps' living room suitability I'd choose a round model though, which is more multi-purpose.

Seems like it could go either way. the top one I would label as a "table lamp" seen in waiting room or a living room, the bottom one would be labeled as a "desk lamp" seen on a office desk.

In vanilla duke, IIRC, it is used as a "desk lamp" in office areas. So I would tend towards the "desk lamp" style. But as mentioned, mods use it outside of the desk lamp roll. In fact, here's a recent example from the Duke Begins mod just posted:

Posted Image

The "table lamp" would would look best in this situation if models used. (I'm guessing that this mod is intended for 8bit)

If it's possible, do both, and have the default palette be the desk lamp model, and then other green-switching palettes have the "table lamp" style. Unfortunately, I don't think you can have palette-based model switches, can you?
0

User is offline   Mark 

#3942

If I go with the cylindrical shade it would look similar to this. I reused the original skin for this pic. I would of course remake the skin. It has 631 faces. Is that still way too high? Steevie, as mentioned before, I don't have the baking or unwrapping features you listed and to be honest I'm too lazy to learn a new program that does. This is probably the lowest I can get the face count without making any cylinders look blocky. I optimised and removed any hidden faces.

Attached thumbnail(s)

  • Attached Image: 4370 lamp.jpg


This post has been edited by Mark.: 24 July 2013 - 11:05 AM

0

User is offline   Steveeeie 

#3943

View PostMark., on 24 July 2013 - 11:04 AM, said:

If I go with the cylindrical shade it would look similar to this. I reused the original skin for this pic. I would of course remake the skin. It has 631 faces. Is that still way too high? Steevie, as mentioned before, I don't have the baking or unwrapping features you listed and to be honest I'm too lazy to learn a new program that does. This is probably the lowest I can get the face count without making any cylinders look blocky. I optimised and removed any hidden faces.


What I am suggesting is just the standard workflow for modern game art.
0

User is offline   Mark 

#3944

I know you mean well by your suggestions. And you are correct in making them. But I'm doing what I can within my program's limitations.
0

User is offline   ReaperMan 

#3945

Mark, Blender is your friend and easy to learn. :P

This post has been edited by ReaperMan: 27 July 2013 - 07:09 PM

0

User is offline   OpenMaw 

  • Judge Mental

#3946

View PostReaperMan, on 27 July 2013 - 07:08 PM, said:

Mark, Blender is your friend and easy to learn. :P


UGGGHHHHHHHHHHHHHH... No! Posted Image
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3947

Sure it is.
0

User is offline   Master Fibbles 

  • I have the power!

#3948

Blender may be your friend, but she sure as hell ain't easy.
1

User is offline   Radar 

  • King of SOVL

#3949

i learned how to use blender yesterday it was pretty easy
0

User is offline   ReaperMan 

#3950

View PostMr.Flibble, on 27 July 2013 - 08:14 PM, said:

Blender may be your friend, but she sure as hell ain't easy.

If you have used other modeling programs its not that hard to learn. Besides, Blender became much easier to use after 2.5.

This post has been edited by ReaperMan: 27 July 2013 - 09:54 PM

0

User is offline   Steveeeie 

#3951

Blender is a joke :P edge splits are not a substitute for smoothing groups i dont care what anyone says !
0

User is offline   OpenMaw 

  • Judge Mental

#3952

View PostReaperMan, on 27 July 2013 - 09:42 PM, said:

If you have used other modeling programs its not that hard to learn. Besides, Blender became much easier to use after 2.5.


Speaking as someone who has used every modeling program under the sun at least once in his life I can say that is definately not true of everyone. Some people like Blender and pick it up very easy. For other's it just... It's uncomfortable. I just don't care for the interface at all.
0

User is offline   Tea Monster 

  • Polymancer

#3953

If you don't like Blender, there are a host of different choices now. There is Voidworld (now Nvil) and Wings3D. Don't forget Silo (its not free, but its cheap as chips) as well. All of these are pretty much modellers only and you'd need to get a copy of X-Normal to do your baking (I can bake in Blender, but XN is much nicer). All you will be doing is making a nice high and low poly model for baking purposes.

I honestly think that Blender is better than them as it is able to do more, but you aren't going to be rendering living room models, so all you really need is a modeller that can kick out Objs and do subdivision smoothing. Either of those will be fine for that.

If you want to learn Max (as most of the pros do), if you know a student or a teacher who has a school email address, you can grab a 3 year educational license for either Max or Maya. My Son did this with Maya and he's made some storming stuff.

If you want to get into sculpting at all for organics, Sculptris is free and Blender can do sculpting as well. Having a sculpting app is great for props as well, as I like to take my hard surface stuff into Z-Brush (yes, I bought a license) and ding it up a bit before baking off my normals.

Blender has got a LOT better - and more useable with the advent of the 2.6 series, especially the new modelling tools. Before they came along, I'd push for the first three as a stand alone modeller.

This post has been edited by Tea Monster: 28 July 2013 - 01:49 AM

3

User is offline   Skyrilla 

#3954

So.

Who is in charge of the monsters? At the pace of how fast everything else is being updated and overhauled, the monsters are starting to look way, way out of date / toony in contrast. While a great effort in its day, they seriously need an overhaul.

Or am I the only one thinking this?

Is there a team in charge of them at all? Could I maybe offer help if there is none?
0

User is offline   Tea Monster 

  • Polymancer

#3955

I was never in charge of monsters (we aren't that organized!!!).

Pretty much ALL the models need an overhaul. The Cycloid and the Lunar Overlord are new. Apart from that, they all need doing.

Nobody has 'Dibbs'ed' them as yet. If you have a copy of Sculptris or ZBrush, get cracking!
0

User is offline   Skyrilla 

#3956

View PostTea Monster, on 07 August 2013 - 01:12 PM, said:

I was never in charge of monsters (we aren't that organized!!!).

Pretty much ALL the models need an overhaul. The Cycloid and the Lunar Overlord are new. Apart from that, they all need doing.

Nobody has 'Dibbs'ed' them as yet. If you have a copy of Sculptris or ZBrush, get cracking!


Oh dang, I thought you were, since you put them off your shoulders.

Do you still have the meshes of the enforcer, pig cop and trooper? Maybe I could pick up from where you left off?

This post has been edited by Skyrilla: 07 August 2013 - 02:05 PM

0

User is offline   Tea Monster 

  • Polymancer

#3957

I was doing them as nobody else was.

I may have some other plans for one or two of them in the future so I have no plans to release anything.
0

User is offline   Skyrilla 

#3958

View PostTea Monster, on 08 August 2013 - 05:18 AM, said:

I was doing them as nobody else was.

I may have some other plans for one or two of them in the future so I have no plans to release anything.


Hopefully those plans are dedicated to HRP 5.3! Otherwise, I'll see if I can give it a gander, I'm pretty okay at modeling anatomy and organic things, I just don't have many fancy tools for zBrush.
0

User is offline   Tea Monster 

  • Polymancer

#3959

No, I've retired from the HRP. Go right ahead. Sculptris and blender are free.
0

User is offline   NightFright 

  • The Truth is in here

#3960

Pinnnng! Slowly approaching the end of the month. Anything visible on the horizon regarding pending HRP stuff ? :P
0

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