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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   Tea Monster 

  • Polymancer

#871

We've been arguing for a better way to handle Pal changes for years. At the moment you have to do a different image for each Pal - which is kinda rediculous when you consider it was supposed to be a quick way to get some different coloured sprites so that you don't have to go through all the malarkey that we are at the moment.

Someone did a 'Palmaps' system but it was viewed by the other coders as not being suitable - don't know why.
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User is offline   3D Master 

#872

View Postozz, on May 11 2010, 08:28 AM, said:

I've made all of them except yellow ... why would there be a yellow? there's only green , white and red . ones in the game ....


User maps and expansions may use yellow, so yellow should exist. Different palettes is the same picture number, with an underscore and the palette number.
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User is offline   Night Wolf 

#873

@gt1750

Here you go 1024x1024
I also fixed up the texture as I never 100% finished it last time I posed it\
#0725
Posted Image

"Its Huge"

ill work on 0724 now , shouldn't take me more then a minute

.................................

@ Tea Monster
Ahh I see well that's a pain in the ass

ok then umm ill post the white ones on here (0707 -0708) and can someone make the pals for them then?
coz I have no idea ...now

#0707


#0708

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User is offline   Night Wolf 

#874

#0724
Posted Image
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User is offline   Piterplus 

#875

It's too clean, looks like newly builded. Original is durty and old.
And it needs normal map to look properly, of course (like most of the textures you did previously).
Other than that - it looks nice and neat, although old one was not so bad too...

This post has been edited by Piterplus: 11 May 2010 - 07:09 AM

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User is offline   Night Wolf 

#876

View PostPiterplus, on May 12 2010, 01:08 AM, said:

It's too clean, looks like newly builded. Original is durty and old.
And it needs normal map to look properly, of course (like most of the textures you did previously).
Other than that - it looks nice and neat, although old one was not so bad too...


Yeah i agree actually... though I'm kinda running blind atm , since I have no normal maps etc. to test it in...
ill add more grunge when someone adds the maps to it...
I could do it now but then I might look weird with maps applied later on
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User is offline   Night Wolf 

#877

Actually maybe some of the edges are to sharp?

Any feedback on how I could improve this would be appreciated

this texture is sort of doing my head in
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User is offline   Piterplus 

#878

Actually I was going to add that those white lines look slightly unnatural on the this kind of stone wall. It's more suitable for a metal thingies.

This post has been edited by Piterplus: 11 May 2010 - 08:04 AM

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User is offline   Night Wolf 

#879

View PostPiterplus, on May 12 2010, 02:03 AM, said:

Actually I was going to add that those white lines look slightly unnatural on the this kind of stone wall. It's more suitable for a metal thingies.


yes! that what I meant by sharp :( .. I'm trying to smooth it out ... should help it look aged too
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User is offline   Night Wolf 

#880

Ok i got rid on the white lines they where making the texture look to crisp which is not what it was supposed to look like...
I've smoothed it out... added more grunge for a dirtier older look

I think this is done now
Posted Image
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User is offline   Roma Loom 

  • Loomsday Device

#881

I liked the previous more, it would be enough to make those sharp bright edges a bit wider and a bit less bright imo. You should preserve those bright edges - that's for sure, they wouldn't be that sharp in game due to the texture filtration.
Anyway #0724 + nrm + spec is in svn now
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User is offline   OpenMaw 

  • Judge Mental

#882

View Postozz, on May 11 2010, 11:17 AM, said:

Ok i got rid on the white lines they where making the texture look to crisp which is not what it was supposed to look like...
I've smoothed it out... added more grunge for a dirtier older look

I think this is done now
Posted Image


Looks perfect to me. :(
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User is offline   Gambini 

#883

Hey Ozz guy! I agree with your criteria and think you´re doing a gorgeous work. All what you´ve submitted looks like the original game. I hope you have the time and patience to remake all the textures :(
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User is offline   NF64 

  • Touched by the Banhammer

#884

View PostGambini, on May 11 2010, 11:27 PM, said:

I hope you have the time and patience to remake all the textures :(

And hopefully the missing ones :(
You'r really doing a good job ozz, Keep it up!
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User is offline   Night Wolf 

#885

View PostRoma Loom, on May 12 2010, 04:46 AM, said:

I liked the previous more, it would be enough to make those sharp bright edges a bit wider and a bit less bright imo. You should preserve those bright edges - that's for sure, they wouldn't be that sharp in game due to the texture filtration.
Anyway #0724 + nrm + spec is in svn now


well I've still got the white lines in the photoshop file in a hidden layer so if ever needed they are still there.
but judging for the original art ... It really does seem as if the tile was meant to be smoothed ... I see what you mean by making them wider and such , it could add to the smoothness

@Gambini
haha there's ALOT of textures there's no way i could make them all by myself ...though
Roma's doing a awesome job too..I saw the ones for episode 2 it feels like duke again!
The polymer hrp is happing alot faster then I thought... but there's still a long way to go

Also some are way to complicated for me...I've abandoned a few textures that I've been working on because they just don't look right in game high res ,, due to how the game lays them out... for example the cash register
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User is offline   gt1750 

#886

So which one will be the final #0725? I prefer the first one to be honest, maybe it could benefit from adding a bit of dirt.

So far I've done normal+spec maps for ozz's updated 0723 and 0764:

Posted Image
Posted Image
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User is offline   Night Wolf 

#887

yeah 0725 I'm finalising it now.. this should be the last time hopefully lol :(
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User is offline   Night Wolf 

#888

OK I've listened to what you guys have to say
white lines are back but not nearly as visible as before etc. etc.
Do we al agree on this?
Posted Image
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User is offline   Night Wolf 

#889

Oh and

@ gt1750
normal+spec maps are looking good!
I feel 0723 looks a little flat though , is it possible to make it stick out more, other then that good stuff
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User is offline   Parkar 

  • Honored Donor

#890

Some awsome preogress and constructive discussion in here lately.

Just a few random comments relevant to the discussions on the last couple of pages.

As far as texture resolution I think we should aim to keep the density as close to uniform as possible. Big walls at 1024x1024 as the guide and then simply pick the texture res based on the nomraly used ingame size compared to those walls. This should result in textures around 2x2 to 4x4 the original size.

I have a 4 day weekend starting tomorrow and might pitch in and model some of the walls to help out with some normal maps. I will mostly be spending time on and UDK game I am working on but the a lot of Duke art is simply fun work on.


Ozz, for the different paletts just make them like you have as separate files where you feel the tints don't work, like the lights for instance. It would also be awesome if you could post the source files of textures where there are more textures in the same set but you won't be able to finish them. That way someone else can pick it up and do the variations. YOur doing asome work on the textures BTW.
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User is offline   Plagman 

  • Former VP of Media Operations

#891

Looking at these E1L1 screens, some of these new replacements seem like a step back from what we had before. Also, please remember not to overwrite old replacements that work better with Polymost due to the lack of lighting. Keep the textures with baked lighting and shadows and add the Polymer-ready diffuse map with the _d suffix.
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User is offline   gt1750 

#892

 ozz, on May 12 2010, 01:33 PM, said:

Oh and

@ gt1750
normal+spec maps are looking good!
I feel 0723 looks a little flat though , is it possible to make it stick out more, other then that good stuff


I'll look into it, but I'm afraid I'd have to mess with the heightmap because increasing the scale even further makes the texture look distorted.

I've played with zilppuri's trooper a bit: cleaned the def to make the normals work, tweaked the skins and created glow and specular maps. A compilation of ingame shots:

Posted Image

Any thoughts?
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User is offline   LeoD 

  • Duke4.net topic/3513

#893

The eyes still glow too strong. They don't even look like eyes, more like Cyclops' thingies.

This post has been edited by LeoD: 12 May 2010 - 10:51 AM

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User is offline   Danukem 

  • Duke Plus Developer

#894

It looks pretty damned awesome if you ask me. Assuming the animation is good.

I have one complaint which applies to the old trooper model as well. When it dies, it drops like a board and lies down long and flat. This doesn't look very good, but more importantly it causes the bodies to clip through walls and stuff, and hang off of ledges in a comical way. In the original art, the trooper collapses in more of a heap, and that would be much better.

This post has been edited by DeeperThought: 12 May 2010 - 11:34 AM

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User is offline   Night Wolf 

#895

The colours are really nice ... I like that desaturated look
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User is offline   Night Wolf 

#896

 DeeperThought, on May 13 2010, 05:34 AM, said:

It looks pretty damned awesome if you ask me. Assuming the animation is good.

I have one complaint which applies to the old trooper model as well. When it dies, it drops like a board and lies down long and flat. This doesn't look very good, but more importantly it causes the bodies to clip through walls and stuff, and hang off of ledges in a comical way. In the original art, the trooper collapses in more of a heap, and that would be much better.


I second that!
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User is offline   Night Wolf 

#897

I think the normal map should be smoother its too sharp...that's kind of my fault since I added those white lines ... but they were sort of there for a guide for whomever make the normal map.

for instance ... this is the old normal map with my texture

It come's up with a better effect ... plus I've noticed in the new maps that the windows are coming up a mat look instead of the previous glossy look.

Posted Image
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User is offline   3D Master 

#898

 DeeperThought, on May 12 2010, 09:34 PM, said:

It looks pretty damned awesome if you ask me. Assuming the animation is good.

I have one complaint which applies to the old trooper model as well. When it dies, it drops like a board and lies down long and flat. This doesn't look very good, but more importantly it causes the bodies to clip through walls and stuff, and hang off of ledges in a comical way. In the original art, the trooper collapses in more of a heap, and that would be much better.


No matter how much you collapse it into a heap, you're still going to get the same effect. It's resultt of the sprite being 2D sprite, versus the model being 3D and build not having collision detection and some way of bouncing falling corpses off of a wall.
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User is offline   Danukem 

  • Duke Plus Developer

#899

 3D Master, on May 12 2010, 01:13 PM, said:

No matter how much you collapse it into a heap, you're still going to get the same effect. It's resultt of the sprite being 2D sprite, versus the model being 3D and build not having collision detection and some way of bouncing falling corpses off of a wall.


That's not true. For example, if they curled up into a quasi-fetal position, the problem would be greatly reduced. Just because it can't be made perfect is no reason to leave it as it is.
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User is offline   Tea Monster 

  • Polymancer

#900

 DeeperThought, on May 12 2010, 01:21 PM, said:

That's not true. For example, if they curled up into a quasi-fetal position, the problem would be greatly reduced. Just because it can't be made perfect is no reason to leave it as it is.

If you check out the death sprites, they pretty much all look like they died as a heap of gibs, not as a reposed corpse.

Good work on the Trooper tweaking!

This post has been edited by Tea Monster: 12 May 2010 - 01:24 PM

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