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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   3D Master 

#961

View PostCommando Nukem, on May 16 2010, 03:09 AM, said:

The only thing it needs is a bit of a grey edge on the upper left of the word "FORBIDDEN" Its got a highlight there. Basically like the "DUKE NUKEM" title logo, and of course, the border. Then it'll be perfect.


Now that I look at it, the "Videos and Books" has the same thing. Although I'm not entirely sure that makes it look better; and thus, if it should be done.

This post has been edited by 3D Master: 15 May 2010 - 06:07 PM

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User is offline   OpenMaw 

  • Judge Mental

#962

View Post3D Master, on May 15 2010, 07:05 PM, said:

Now that I look at it, the "Videos and Books" has the same thing. Although I'm not entirely sure that makes it look better; and thus, if it should be done.


To me its really quite simple, if the original texture has it, the new one should, in some way, reflect it. :(
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User is offline   Night Wolf 

#963

View PostCommando Nukem, on May 16 2010, 11:09 AM, said:

The only thing it needs is a bit of a grey edge on the upper left of the word "FORBIDDEN" Its got a highlight there. Basically like the "DUKE NUKEM" title logo, and of course, the border. Then it'll be perfect.


indeed! and it need a slight bit of grunge on the top of the red symbol
the blue font would benefit from being flat blue not gradient.


View PostFox, on May 16 2010, 11:48 AM, said:

Hmm, if you look at E1L2, the texture behind should be like #287


#287 should be replaced anyway.. its pretty fake looking
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User is offline   Night Wolf 

#964

Here i've updated #0287
Posted Image
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User is offline   Night Wolf 

#965

might give it a further edit but ...
as I still haven't tested it in game ...
might tone down the shadows a bit
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User is offline   Night Wolf 

#966

This is better shame i had to shrink it down though
Posted Image
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User is offline   Night Wolf 

#967

Fixed up some colours from the shrinker/ expander projectiles I submitted a while back
the colours now match the polymer green/red ... & the green now matches the impact projectile (1656-1659)

1647 -1649

Posted Image Posted Image Posted Image Posted Image

2448 -2451

Posted Image Posted Image Posted Image Posted Image
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User is offline   3D Master 

#968

View Postozz, on May 16 2010, 01:28 PM, said:

Fixed up some colours from the shrinker/ expander projectiles I submitted a while back
the colours now match the polymer green/red ... & the green now matches the impact projectile (1656-1659)

1647 -1649

Posted Image Posted Image Posted Image Posted Image

2448 -2451

Posted Image Posted Image Posted Image Posted Image


Hmm, I think they'd look better if they're slightly darker. They're awefully bright and cheerful.
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User is offline   Night Wolf 

#969

View Post3D Master, on May 16 2010, 09:32 PM, said:

Hmm, I think they'd look better if they're slightly darker. They're awefully bright and cheerful.


well originality they were exactly the same colours as the original ... but people complained that they weren't hot enough.
I suppose for these it actually make sence for them to not be desaturated
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User is offline   Night Wolf 

#970

actually i didnt even notice that you edited them ... they might look better they way youve done it there...
you have to test it in game though ... since colours come out differnt in game
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User is offline   Night Wolf 

#971

unless that just my LCD playing tricks on me :(
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User is offline   3D Master 

#972

I didn't edit the shrinker/expander shots.

However I didn't say desaturate them, I said making them darker.

The first is the original, the second I made slightly darker, -15.

Although, on a black/dark background the original looks pretty good as well.

Attached thumbnail(s)

  • Attached Image: 1646_darker.png
  • Attached Image: 1646.png


This post has been edited by 3D Master: 16 May 2010 - 04:43 AM

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User is offline   Night Wolf 

#973

yeah thats the thing it tends to trick the eye...
its not really that saturated just depends how you view it on screen and what monitor your viewing it on

Also in the game it looks fine it doesnt appear overly saturated ...
try it in the game and you will see what i mean
I think it will be fine
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User is offline   3D Master 

#974

View Postozz, on May 16 2010, 03:15 PM, said:

yeah thats the thing it tends to trick the eye...
its not really that saturated just depends how you view it on screen and what monitor your viewing it on

Also in the game it looks fine it doesnt appear overly saturated ...
try it in the game and you will see what i mean
I think it will be fine


Yeah, in the game it looks good.
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User is offline   Tea Monster 

  • Polymancer

#975

High poly done.
Posted Image

Working on the low poly then gotta do me some bakin'!

This post has been edited by Tea Monster: 16 May 2010 - 10:46 AM

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User is offline   Roma Loom 

  • Loomsday Device

#976

Makin' bakin' :(
Well at least we could see normal and spec on an item version of glock...
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User is offline   Piterplus 

#977

@devastator Please rename in SVN texture 454 to 0454.

This post has been edited by Piterplus: 16 May 2010 - 03:03 PM

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User is offline   3D Master 

#978

View PostRoma Loom, on May 16 2010, 09:14 PM, said:

Makin' bakin' :(


That would be "Makin' bacon." You know, bacon, as in flesh from a pig usually put your bread?

This post has been edited by 3D Master: 16 May 2010 - 12:07 PM

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User is offline   The Commander 

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

#979

He means baking the normals.
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User is offline   Daedolon 

  • Ancient Blood God

#980

View PostTea Monster, on May 16 2010, 09:45 PM, said:

High poly done.


That looks REALLY sweet! :(
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User is offline   Night Wolf 

#981

Very nice... all it needs now is a equally great texture to accompany the great model
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User is offline   Spiker 

#982

Excellent model! Just one question: How do you exactly make a low-poly version of this? Do you use some modifier that simplifies this? :(
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User is offline   Daedolon 

  • Ancient Blood God

#983

Most 3D programs come with a tool that drops the polygon count down, then it's just some manual fixing.
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User is offline   Tea Monster 

  • Polymancer

#984

What I do is get my high-poly and remove the smoothing (techy term is Sub Division, or Sub-D). Then I remove all the extra edge loops I had to have to control how the Sub-D smoothed the model. Then you remove stuff like rivets and grip details and button textures. That should leave you with a good basic low poly.

There are scripts that do that sort of thing, but they tend to be very hit and miss and can tend to make a mess of things if you are not careful. One good one that might work to get a base mesh to start from is one called 'unsubsurf' (bundled with Blender 2.49). But I don't think it will remove rivet details and stuff like that. There is a tool called MeshLab that also might do this, but I've not used it for that.

Here is the High poly mesh and the (WIP) low poly, showing some of how it works.
Attached Image: edgeloops.jpg

This post has been edited by Tea Monster: 17 May 2010 - 04:20 AM

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User is offline   Night Wolf 

#985

I reworked the cinema curtain tile ... there was way too much contrast on it , which looked bad with ploymer
Posted Image Posted Image Posted Image

Textures like #1101 and #1132 for example need this same treatment
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User is offline   Night Wolf 

#986

View PostTea Monster, on May 17 2010, 10:13 PM, said:

What I do is get my high-poly and remove the smoothing (techy term is Sub Division, or Sub-D). Then I remove all the extra edge loops I had to have to control how the Sub-D smoothed the model. Then you remove stuff like rivets and grip details and button textures. That should leave you with a good basic low poly.

There are scripts that do that sort of thing, but they tend to be very hit and miss and can tend to make a mess of things if you are not careful. One good one that might work to get a base mesh to start from is one called 'unsubsurf' (bundled with Blender 2.49). But I don't think it will remove rivet details and stuff like that. There is a tool called MeshLab that also might do this, but I've not used it for that.

Here is the High poly mesh and the (WIP) low poly, showing some of how it works.


I assume then that then the normal maps give it an illusion of being a higher poly?
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User is offline   Tea Monster 

  • Polymancer

#987

Good work on the curtains!

Yep, thats how it works.

Heres a model I made for another project. Notice the ends of the bullets, how the light hits it and makes it look like there is a dimple there. If you check out the wires, there is no 'real' dimple there. It was baked on from the high poly. When it gets loaded into the game, the renderer makes the light behave as if the dimple is there by looking at the normal map. Also, all those scratches and dents will catch the light as if they are really inset on the model. If you were to model all that stuff, you would be talking millions of polys per model.

Attached Image: bb_03.jpg

This post has been edited by Tea Monster: 17 May 2010 - 04:34 AM

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User is offline   Night Wolf 

#988

nice! should look awesome then

also. that ammo box looks nicer then the one we have
which make me think
are the ammo crates in the HRP eventually going to be reworked? The current ones in the HRP aren't exactly accurate and the texture skins aren't to great
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User is offline   Tea Monster 

  • Polymancer

#989

View Postozz, on May 17 2010, 05:40 AM, said:

nice! should look awesome then

also. that ammo box looks nicer then the one we have
which make me think
are the ammo crates in the HRP eventually going to be reworked? The current ones in the HRP aren't exactly accurate and the texture skins aren't to great


Cheers!

A lot of the stuff depends on someone just setting to and doing them. If its me and Roma and Parkar doing stuff, then they will probably get done, but no telling exactly when. Doing models this way takes a lot more work. You have to, in effect make two models, then there is the baking and stuff, which is usually a PitA. It's going to take longer to make the assets. You may find that once word spreads that you can make next-gen models for Duke, we will get a few more people making meshes.

People have got to remember that when the old stuff was done, the engine couldn't handle any of this cool stuff we have now (Polymer). Also, when the HRP started, Duke didn't have a robust model-making community like the Quake and Half Life communities did at that point.
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User is offline   Night Wolf 

#990

^ Yeah good point there Tea Monster.
Hopefully we can get more people to work on models

The HRP will probably get more attention when the polymer HRP starts to show its full colours so to speak.

Question , when you make a skin for a model is that done in the same program or similar program?
as I've always wondered how the skin matches up with the model.
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