Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#61 Posted 21 May 2009 - 12:34 PM
At the moment, the engine is undergoing a lot of optimization. Until that is finished, we are not going to know exactly what kind of poly count we can aim for with game assets.
At the moment, normal and parallax mapping for models hasn't even been implemented, so there is no way to currently test what works and what looks good and what does not.
Basically, when a beta of the engine which is pretty feature complete gets released, we can then see how it runs, what the models look like, how many more polys we could or should aim for, etc.
#62 Posted 22 May 2009 - 10:24 AM
4445.png
Replacement was too plain and a little too opaque. Redone from scratch to add a touch more character.
(Take off the 'o' ImageShack added to the filename)
1203.png
Was too bright before. Adjusted to better match original.
4557_tampon.png
Darkened slightly and redid text to look like chipped paint in stamped metal.
4497_mop.png
Added more texture to head of mop and smoothed out the bucket so it looked a little less like cast-iron.
4496_broom.png
Adjusted color of bristles to better match the original sprite.
4410_letter.png, 4411.png, 4502.png, 4503.png
The replacement was looking more like a sprite than the original.
#63 Posted 22 May 2009 - 10:27 AM
4458_gumballmachine.png, 4459_gumballmachine_broken.png
Both the model and the texture were lacking detail. Devoid of modeling skills, I did what I could with the skin.
4483.png
Replacement looked a bit sloppy in places. Made mostly from scratch of parts from the undamaged version.
0712_lightswitch.png
Redone to better match the electrical outlet. Needs detail texture applied (metal_fine.png detailscale 0.3) to match completely.
4430.png, 4431.png, 4431_glow.png, 4432.png, 4432_glow.png
Made this one from scratch. Was a lot of work and required many layers and in the end it really needs to be a model instead.
I'm planning to make an equally near pointless fusebox to match soon.
This post has been edited by Megadeus: 22 May 2009 - 10:29 AM
#64 Posted 22 May 2009 - 03:44 PM
#66 Posted 22 May 2009 - 11:25 PM
Continue ^^.
This post has been edited by Benichon: 22 May 2009 - 11:56 PM
#67 Posted 23 May 2009 - 01:59 AM
#68 Posted 24 May 2009 - 06:55 AM
#69 Posted 24 May 2009 - 08:29 AM
This post has been edited by Tea Monster: 24 May 2009 - 08:30 AM
#70 Posted 25 May 2009 - 03:49 AM
- the animation smoothness is OK
- none of the frames is cut off at the bottom (or sides)
Comparison in-game shot with one of the current HRP fires (no bloom or polymer involved):
So far I've done 1/3rd of total fire frames (tiles 2270-2283).
What do you guys think about it? Should I edit these one any further?
#71 Posted 25 May 2009 - 04:00 AM
#72 Posted 25 May 2009 - 04:01 AM
At least the shadow of the blue cable should be removed since this part of the sprite has no background in E4L11 (column behind it is "broken away"). And a shadow shown where there couldn't be any doesn't look so nice. Otherwise, good replacement.
Regarding the new fire:
At long last, it's looking HOT!
This post has been edited by NightFright: 25 May 2009 - 04:02 AM
#73 Posted 25 May 2009 - 04:59 AM
gt1750, on May 25 2009, 07:49 PM, said:
HELL YEAH!!! EDIT, EDIT, EDIT!!!!
And I think the colouring is just perfect... I mean the Duke environment is meant to be vibrant and colourful and I always hated that old fire replacement.... It looked so bland.
#74 Posted 25 May 2009 - 05:04 AM
Edit: On a second look i think, Roma Loom's right.
And maybe you could make the edges a little less sharp and blur them a little bit?
This post has been edited by chicken: 25 May 2009 - 05:06 AM
#75 Posted 25 May 2009 - 05:23 AM
Colors toned down a bit, less glaring center. Blends better within the game.
I'll do the remaining 2 frame sets in a similar style
This post has been edited by gt1750: 25 May 2009 - 05:26 AM
#77 Posted 25 May 2009 - 05:39 AM
#78 Posted 25 May 2009 - 05:49 AM
Anyway it looks great!
#79 Posted 25 May 2009 - 09:37 AM
#81 Posted 25 May 2009 - 11:44 AM
Fire sprites 2066-2079, 2270-2283 and 2310-2323
DOWNLOAD HERE or HERE
Share your impressions, opinions and suggestions
#83 Posted 27 May 2009 - 02:23 AM
#84 Posted 27 May 2009 - 02:29 AM
As long as they look like the 2D sprites and everything.
His leg is already much thicker than his sprite version.
So I don't agree with you.
#85 Posted 27 May 2009 - 03:00 AM
gt1750, on May 25 2009, 11:44 PM, said:
Fire sprites 2066-2079, 2270-2283 and 2310-2323
DOWNLOAD HERE or HERE
Share your impressions, opinions and suggestions
Good fire,
my only suggestions is to make upper side of the fire less visible (transparent) to make animation moore smooth. This is pretty visible in trash container (e1l1) - while animated, upside of the fire jumping up and down too obvious. Maybe your fire sprites differ too much between first and last frame ...
Also, middle part mostly just plain yellow - unlike the original, there flame waves are moving too.
This post has been edited by Piterplus: 28 May 2009 - 01:44 AM
#86 Posted 27 May 2009 - 06:08 AM
Good points, I don't like the plain yellow center either - I'll probably bing back the brighter one, though with less saturated colors. I guess I'll have some time to improve it during the weekend.
#87 Posted 27 May 2009 - 06:20 AM
#88 Posted 27 May 2009 - 09:29 AM
Anyway, I will again emphasize this is NOT the final update pack release yet, just a testing version for your convenience and my personal backup purposes.
This post has been edited by NightFright: 27 May 2009 - 09:30 AM
#89 Posted 27 May 2009 - 10:06 AM
as you can see the icons (left and right) in 3/4 is too stretch and in profile pose tends to grow in orizzontal.
it's a coding bug?