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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   Spiker 

#541

Looking great <_<
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User is offline   Tea Monster 

  • Polymancer

#542

View PostDISRUPTOR, on Jan 13 2010, 06:54 PM, said:

Yeah we would you see buuuuut...No.
I started the new menu thread for this reason. I don't think we should work on anything just because it don't look like the original art.
It is alternative (Though stevie says his isn't it still is)
And you say "you guys really need to work on the "atomic" logo" This makes no sense at all. We are all making our own alternative art, we are not working on one set of screens together so each one is different. Unless you are saying all our atomic logos suck then you are talking nonsense.

Oh and if that is the case then someone needs to work on doing a recreation of the 3DR screen at the beginning because i am pretty sure Duke 3D was made by them not "Duke Nukem 3D High Resolution Pack" <_<


In the stuff I'm doing. I'm aiming for "What would 3DR do if they had Gears of War tech back in 1995?", not "It has to look EXACTLY like the old sprites, lack of detail and all".

This post has been edited by Tea Monster: 16 February 2010 - 03:07 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#543

Much closer to the original concerning the details, although I liked the previous HRP version too, because of the metallic look. You might review the tint of the yellow stripes, it should look more like an optical warning.
I really appreciate your ongoing efforts to polymerize the graphics. And I like jumping up and down.

This post has been edited by LeoD: 16 February 2010 - 03:14 PM

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User is offline   Tea Monster 

  • Polymancer

#544

Roma, just saw your last post. That is looking fricking sweet!
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User is offline   Jokke_r 

#545

Somethign that has been bugging me for a long while is the shrink ray crystal, the 3D model just kinda has an egg shaped thing when it's supposed to be crystal like in structure, i dunno maybe a bit like this http://en.wikipedia....um1_640x480.jpg . I'm not sure of the reasoning behind this, maybe whoever made it thought they would save a couple of polygons but you could easily make it less spherical and more crystal like without adding any polys at all, also the texture as with a LOT of the HRP textures are too saturated, which detracts from the gritty/realistic look of the 8bit textures and just kinda makes it a little bit cartoony looking.
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User is online   Danukem 

  • Duke Plus Developer

#546

View PostJokke_r, on Feb 17 2010, 12:45 AM, said:

also the texture as with a LOT of the HRP textures are too saturated, which detracts from the gritty/realistic look of the 8bit textures and just kinda makes it a little bit cartoony looking.


I agree, and I have heard a lot of people make the same criticism. I wonder if it's really as simple as over saturation, though. Do you suppose if you made a Photoshop action to lower saturation and then ran it on a batch of all the offending textures, that the HRP would look better? Might be worth a try.
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User is offline   Jokke_r 

#547

Well it's something you'd have to manually adjust on each texture while comparing to the original 8bit art to get the hue and saturation right, since each texture is different it would be pretty hard to get satisfying results with a batch process.
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User is offline   Tea Monster 

  • Polymancer

#548

A lot of the original HRP's faults can be laid at the door of low-poly models, no lighting effects, beginner modellers and so forth.

Everyone complains about the HRP stuff looking cartoony, but just look at the game's original sprites. Check out stuff like the Pig Cop sprite. What is real about any of the proportions on that? A lot of Duke Nukem 3D was done in a cartoony style. All the mood was in the lighting and the gameplay.

I think that once you get some moody Polymer lighting in there that more approximates the original game, then things will over all look a lot better.

Desaturating is an interesting idea. A freind of mine was playing FarCry 2 recently and its pretty much nearly Sepia toned. Same with GoW - the only color apart from shades of browny-gray is the blood. I got all nostalgic for vanilla Quake! Afterwards, I installed one of the Rayman games for the kids and I nearly got my eyes burned out. It really brought it home how they do things nowadays. I think that going for the whole, XBox Sepia effect is bad, but bringing a lot of the textures down a tad would be a good thing.

What Jokke_r said is a good idea. Not only for saturation purposes, but to flag textures that need fixing or re-doing to fit into the pack better. Go through a few levels and take screenies of Polymer and 8bit mode and just see what the differences really are.

This post has been edited by Tea Monster: 17 February 2010 - 04:19 AM

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User is offline   Roma Loom 

  • Loomsday Device

#549

View PostJokke_r, on Feb 17 2010, 10:45 AM, said:

Somethign that has been bugging me for a long while is the shrink ray crystal, the 3D model just kinda has an egg shaped thing when it's supposed to be crystal like in structure, i dunno maybe a bit like this http://en.wikipedia....um1_640x480.jpg . I'm not sure of the reasoning behind this, maybe whoever made it thought they would save a couple of polygons but you could easily make it less spherical and more crystal like without adding any polys at all, also the texture as with a LOT of the HRP textures are too saturated, which detracts from the gritty/realistic look of the 8bit textures and just kinda makes it a little bit cartoony looking.

I'll see what i can do. Also it could be normal map that would do the trick once the support for it is implemented.
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User is offline   NightFright 

  • The Truth is in here

#550

Roma, since you wrote you were making walls for Ep.2, would that also include some previously not included ones from the todo list? Would like to see something new for Lunar Apocalypse after all this time... ^^
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User is offline   Roma Loom 

  • Loomsday Device

#551

yeah, but not #1237, it scares the shit out of me, pretty time consuming unless it could be redone in some "fakey" way...
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User is offline   NightFright 

  • The Truth is in here

#552

Whoever did stuff like our current #403 should maybe try to do #1237. If I remember correctly, that one had been done by somebody's wife. ^^

This post has been edited by NightFright: 20 February 2010 - 02:12 AM

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User is offline   Stabs 

#553

if by this you mean making 2 different bump files and having the 2 merge together for different height in different sections, ask me, i have sniper precision dealing with this kind of stuff, i can save it as PNG with full trans aswell
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User is offline   Roma Loom 

  • Loomsday Device

#554

View PostNightFright, on Feb 20 2010, 12:10 PM, said:

Whoever did stuff like our current #403 should maybe try to do #1237. If I remember correctly, that one had been done by somebody's wife. ^^

<_<

Anyway I have few pending "almost finished" tasks like new hud devastator, freezer, batty's minigun and few textures for lunar episode that requires attention atm...
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User is offline   KareBear 

#555

New hud devastor?Awesome,can you post a preview please?Also is anyone working on redoing the hud shotgun?

This post has been edited by KareBear: 20 February 2010 - 10:04 AM

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User is offline   Roma Loom 

  • Loomsday Device

#556

View PostKareBear, on Feb 20 2010, 08:03 PM, said:

New hud devastor?Awesome,can you post a preview please?Also is anyone working on redoing the hud shotgun?

I think new dev preview was posted already but I don't really remember, so
Posted Image Posted Image

Once polymer HUD is implemented I'll be tinkering with a glossmap for it...

This post has been edited by Roma Loom: 20 February 2010 - 10:27 AM

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User is offline   Jinroh 

#557

View PostRoma Loom, on Feb 21 2010, 02:20 AM, said:

I think new dev preview was posted already but I don't really remember, so
Once polymer HUD is implemented I'll be tinkering with a glossmap for it...


It's pretty. <_< I like the geometry.

This post has been edited by Jinroh: 20 February 2010 - 10:59 AM

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User is offline   Tea Monster 

  • Polymancer

#558

Wasn't the big problem with the shotty the Polymer renderer?
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User is offline   Gambini 

#559

There is a tool in photoshop, of which i´m pretty sure everybody knows, that can match two tiles colors. If it´s properly used, a face to face 8bits-hires tiles match would do the trick.
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User is offline   Stabs 

#560

lighting looks v.cool on that devastator, good work
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User is offline   Tea Monster 

  • Polymancer

#561

View PostGambini, on Feb 20 2010, 05:57 PM, said:

There is a tool in photoshop, of which i´m pretty sure everybody knows, that can match two tiles colors. If it´s properly used, a face to face 8bits-hires tiles match would do the trick.


You mean this?

OK, I gave this a spin and got this...

Current HRP #4308:

After colour correction from original sprite:

The original tile has to be a fairly close match in color spectrum. I tried it with the eye-hurtingly Technicoloured #0475 and it just made a mess of it. Just for laughs, I tried de-saturating it and got this:

This post has been edited by Tea Monster: 21 February 2010 - 01:00 AM

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User is offline   Gambini 

#562

I was working on my own example to keep this discussion when i this got in the way and i couldn´t continue:

How in the world this is better than the original art? (i respect whoever did it, but it´s a fail-fail choce that lowes the HRP quality to the ground)

I know that silly rule about real images and such but... What sense it makes people?

Posted Image

Posted Image

Posted Image

I suggest some tiles sprites and models should be deleted until further replacement
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#563

Yes, those last 3 are really off putting. <_<
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User is online   Danukem 

  • Duke Plus Developer

#564

View PostGambini, on Feb 21 2010, 08:11 AM, said:

Posted Image


This one looks like a plastic robot having a bad dream, whereas the original was a sexy animation that looked like a downsized porno clip. It really hurts the game to see something like that. Like the other day when I was playing through E1L2 using the HRP. I opened the porno booth that had the pigcop watching that clip, and it was really disturbing.

Posted Image

The original sprites are of a beautiful woman doing a sly wink. The replacement looks like an ugly wall-eyed statue.

Posted Image

Unsexy plastic robot.


View PostGambini, on Feb 21 2010, 08:11 AM, said:

I suggest some tiles sprites and models should be deleted until further replacement


I can undef them from my own mods at least, until there are replacements worth using.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#565

I just tried out that colour match using a plugin for my paint program (paint.net, much faster than the rest)
Some of the textures actually looked quite good with the effect added to them and some did not.
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User is offline   Gambini 

#566

Let´s see, just to keep on topic

WTF:

http://img651.images.../capt0aa000.jpg

edit: it´s mispelled also in the original art :S

This post has been edited by Gambini: 21 February 2010 - 09:29 AM

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User is online   Danukem 

  • Duke Plus Developer

#567

Heh, I never realized that the tile spells it "authorised" instead of "authorized" (the more standard spelling)

This post has been edited by DeeperThought: 21 February 2010 - 09:29 AM

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User is offline   Cipher 

#568

You know, I seem to remember that back in the day we had a Revision thread for this sort of thing...
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User is online   Danukem 

  • Duke Plus Developer

#569

View PostCipher, on Feb 21 2010, 09:30 AM, said:

You know, I seem to remember that back in the day we had a Revision thread for this sort of thing...


But we aren't offering any revisions, we are saying that some HRP content should be removed because it sucks, so this thread about HRP assets appears to be the correct one.
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User is offline   Roma Loom 

  • Loomsday Device

#570

I have never looked into this match color thingy, but after your posts I've tried it and it's pretty good on some textures but failed a bit on one of my latest, which is not a problem with some handwork applied. This one I think have gotten better in a matter of second:

Posted Image

However it makes the image more contrast, which is not recommended for polymer textures that receive dynamic light ingame...

This post has been edited by Roma Loom: 21 February 2010 - 11:15 AM

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