Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2851 Posted 15 January 2012 - 12:18 AM
#2852 Posted 15 January 2012 - 11:01 AM
Supertanker, on 14 January 2012 - 10:16 PM, said:
This is your only choice: http://svn.eduke32.c...art_license.txt
#2853 Posted 15 January 2012 - 11:15 AM
First off, nice to know. I think I'll fiddle with the hair a bit more then upload an md3 for people to critique.
Also, starting another project: (NSFW): http://supertanker.m....net/1323_2.jpg
Dang godiva hair. Blender's hair tools are really annoying me.
END NSFW
Edit: The HRP license looks reasonable to me. Basically, do whatever you want with it so long as you don't sell it and so long as you give credit to the authors, correct?
This post has been edited by Supertanker: 15 January 2012 - 11:16 AM
#2854 Posted 15 January 2012 - 11:45 AM
- Her body shape is not sexy enough. The babe in the original tile appears more athletic and has a better hip to waist ratio.
- In the original tile, you can see that she is suffering and struggling. In your model, she is just kind of standing there like she is enjoying the view.
- Also note the difference in the cut of her panties.
#2855 Posted 15 January 2012 - 11:54 AM
My computer is feeling the strain of the years...2GB RAM just isn't enough for Blender anymore. Darn DDR1!
Edit: Wait, I think I can just tinker with the shapekeys in Blender. We'll see
This post has been edited by Supertanker: 15 January 2012 - 11:57 AM
#2856 Posted 15 January 2012 - 12:50 PM
- the pale should have a different surface, like in the orginal
- the babe definetly needs more body tension, not only more muscles
- the hair of the babe should have more volume
all in all great work can you make screenshot from different angeles?
This post has been edited by 0815Jack: 15 January 2012 - 12:51 PM
#2857 Posted 15 January 2012 - 12:56 PM
NightFright, on 15 January 2012 - 12:18 AM, said:
Let's not do this, it's not what maphacks are for. Otherwise you're bound to have me complaining endlessly .
#2858 Posted 15 January 2012 - 01:08 PM
Helixhorned, on 15 January 2012 - 12:56 PM, said:
Also, user maps do not use maphacks, and 95% of good maps are user maps.
#2859 Posted 15 January 2012 - 02:08 PM
NSFW from three different angles:
http://supertanker.m....net/1323_3.jpg
http://supertanker.m....net/1323_4.jpg
http://supertanker.m....net/1323_5.jpg
The hair is a placeholder. The underthings are a placeholder. The eyes are whacky @.o And I fail at textures but now I have things to do in real life so I'll probably focus on getting 0603 done and then take my time on this model. (Was planning on baking normals to a lower-res object...)
Thanks for the advice all I'll just keep tweaking it until it's done, but it probably won't be as done as fast as 603.
#2860 Posted 15 January 2012 - 02:21 PM
#2861 Posted 15 January 2012 - 02:22 PM
#2862 Posted 15 January 2012 - 03:32 PM
#2863 Posted 15 January 2012 - 06:20 PM
The #603 sprite still flips around its middle and not the odd top center. So if I try to adjust my model to make it taller by putting it above the model center--it starts flipping around an invisible point instead (the actual center) instead of the middle like it should be.
If you use zadd to try to correct for THAT, you'll find that zadd messes up object flipping; it moves the center and your object starts flipping around an origin that is not the middle of the model like it should be.
Long story short: Eduke32 is not handling this tile properly. Get this in your head: EVERY instance of #603 in game (the original sprite) is raised above the floor and/or is in the ceiling halfway. It's just that the center of the tile is actually the top of the tile. Doesn't make sense? Nope, it doesn't :> But it's wasted about five hours of my time today trying to get it to appear in game right and I don't feel like fiddling with it any right now and I'm more than a little irritated right now.
I guess I'll work on 1323 instead. :>
#2864 Posted 15 January 2012 - 08:00 PM
#2865 Posted 15 January 2012 - 08:48 PM
#2866 Posted 15 January 2012 - 09:02 PM
DeeperThought, on 15 January 2012 - 08:00 PM, said:
Surprisingly, in the two locations I found it hanging from the ceiling (I looked in E3L1 and E3L2) it did not have cstat 128 set. It truly is an oddity that it has the yoffset of -85 for no particular reason.
#2867 Posted 15 January 2012 - 09:07 PM
Try inserting #603 at ground level. It'll be sticking halfway into the ground. Use control + pageup to put it into the ceiling; it'll be floating a few units (~85?) below the ceiling. This makes things difficult for this model.
#2868 Posted 15 January 2012 - 10:37 PM
#2869 Posted 15 January 2012 - 11:23 PM
Edit: to explain better: #603 flips around its middle even though its "center" is technically the top edge. When the model rotates around the center it's too low. zadd fixes one direction but when you flip the model, it decides it wants to flip around the old center (before zadd is applied) so you get your model flying up in the air or into the ground when you turn it upside down, just by changing zadd.
This post has been edited by Supertanker: 15 January 2012 - 11:27 PM
#2870 Posted 16 January 2012 - 12:42 AM
#2871 Posted 16 January 2012 - 12:29 PM
What would be great would be an "absolute" zadd that does NOT care about model flipping.
Here's a test version for people that want to play around/critique it. http://supertanker.m...0603_test1a.zip
Unzip it into ~/.eduke32 and include babes.def in your duke3d.def
#2872 Posted 17 January 2012 - 12:11 PM
Supertanker, on 16 January 2012 - 12:29 PM, said:
What would be great would be an "absolute" zadd that does NOT care about model flipping.
Here's a test version for people that want to play around/critique it. http://supertanker.m...0603_test1a.zip
Unzip it into ~/.eduke32 and include babes.def in your duke3d.def
definetly an hugh improvment compared to the old model i like the details on the face ( open mouth, teeth, nose...) and the the hands.....and the animation looks very natural ....
- Wouldit be possible to add some more polys to the breasts, so that they will look "rounder" from the side?
- Could the toes also be modeled or would that increase the poly count too much?
- I really dont know if is it really necessary to model the slip, cause there will be always a small visible gap between body and slip.
- The skin needs some improvement..... looks very bright with my setup..... could have some more details
#2873 Posted 17 January 2012 - 12:17 PM
#2874 Posted 17 January 2012 - 03:51 PM
#2875 Posted 17 January 2012 - 08:37 PM
0815Jack, on 17 January 2012 - 12:11 PM, said:
- Wouldit be possible to add some more polys to the breasts, so that they will look "rounder" from the side?
- Could the toes also be modeled or would that increase the poly count too much?
- I really dont know if is it really necessary to model the slip, cause there will be always a small visible gap between body and slip.
- The skin needs some improvement..... looks very bright with my setup..... could have some more details
I added a few more around the breasts to make them smoother but I have to cut back because I just realized the model somehow has around 5k polies (!!!!). I'm trying to optimize as best I can.
Toes would be difficult to do from the base mesh.
Dunno about the slip, too lazy to texture paint it in. As for the skin, added an AO layer to the texture so it's a bit darker, somewhat.
What's really annoying me is the experimental normal map for the body. It looks GREAT but there are seems at the places in the model where the UV map edges are. It's really annoying.
The last main problem is the hair mesh--I can't seem to get Blender to export it "last" so that it's drawn over the rest of the body instead of alpha-blending through the body so you can see weird things like the wall through the babe's head. Blender is not cooperating. I always select the hair last but it's still not working quite right. (Tried hair first too.)
This post has been edited by Supertanker: 17 January 2012 - 08:44 PM
#2877 Posted 18 January 2012 - 12:30 AM
If you don't want to do that, use Blenders texture painting smear and clone tools to feather out seams on the maps.
#2878 Posted 18 January 2012 - 02:32 AM
Supertanker, on 17 January 2012 - 08:37 PM, said:
The HRP is specific to polymer these days, and Plagman has told us several times not to worry about the poly count because essentially it doesn't affect performance in polymer. So don't worry about optimising for that reason; the babes are some of the few characters in the game which you can have a good long look at in the game without being shot at