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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   Roma Loom 

  • Loomsday Device

#3721

View PostMark., on 17 May 2013 - 10:36 AM, said:

Concerning the lack of light reflection, I posted months ago a list of HRP tiles that reflect light in only one direction. If you walk alongside a wall with those textures from one side they are properly lit by Polymer lights. Approach from the other side and they stay dark. I remade a normal for one of them and the problem went away. Then at another time I remade one and the problem persisted. I'm not quite sure but one might have been made with GIMP and it's plugin and the other with CrazyBump. No idea what is actually causing the problem.

Must be related to X/Y axis of a normalmap (R/G channel). There are options for setting X/Y axis either positive or negative both for 3ds max and CrazyBump. The default settings for them in 3ds max force me to invert R & G channels of a normal map in Photoshop after baking (I'm just lazy to set up them properly in 3ds max). Some engines (Unity3D iirc) require to invert only one axis and some engines work properly with normal maps baked with default settings in 3ds max. Wherever normal map texture came from it's possible to check the axis in mapster by moving a light source horizontally to check if X-axis set correctly and then up and down for Y-axis.

Attached thumbnail(s)

  • Attached Image: normal_axis.jpg


This post has been edited by Roma Loom: 18 May 2013 - 03:38 AM

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User is offline   Steveeeie 

#3722

View PostRoma Loom, on 18 May 2013 - 03:19 AM, said:

Must be related to X/Y axis of a normalmap (R/G channel). There are options for setting X/Y axis either positive or negative both for 3ds max and CrazyBump. The default settings for them in 3ds max force me to invert R & G channels of a normal map in Photoshop after baking (I'm just lazy to set up them properly in 3ds max). Some engines (Unity3D iirc) require to invert only one axis and some engines work properly with normal maps baked with default settings in 3ds max. Wherever normal map texture came from it's possible to check the axis in mapster by moving a light source horizontally to check if X-axis set correctly and then up and down for Y-axis.


Yeah this is correct, xNormal which i use, inverts the green channel by default, I have it set to flip the green channel the other way, which is what UDK, Toolbag and Build seem to like
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User is offline   Mark 

#3723

I'll check around on my drives and see if I still have the list of HRP tiles with the problem. I know 757 and 742 have the problem.

This post has been edited by Mark.: 18 May 2013 - 05:07 AM

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User is offline   Mateos 

#3724

Thanks for the link Steveeeie ;)
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User is offline   Spiker 

#3725

Good to see you back Steveeeie ;) I see you brought some nice textures with you :P By the way the "old" closet texture was made by me and the reason it was 1024x1024 was simply because I forgot to scale it down. But as it seems it found a worthy replacement. Keep it coming!
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User is offline   Steveeeie 

#3726

View PostSpiker, on 18 May 2013 - 07:36 AM, said:

Good to see you back Steveeeie ;) I see you brought some nice textures with you :P By the way the "old" closet texture was made by me and the reason it was 1024x1024 was simply because I forgot to scale it down. But as it seems it found a worthy replacement. Keep it coming!



Thanks Spiker :P I think 1024px is a fair size for this texture, its used everywhere and you often have to get close up to it.
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User is offline   Steveeeie 

#3727

View PostMateos, on 18 May 2013 - 05:13 AM, said:

Thanks for the link Steveeeie ;)


No problem, just keep plugging away at it, try and make something new every night, even if only takes you half an hour.

I usually make something new nightly even if I don't feel like doing it :P
1

User is offline   ReaperMan 

#3728

View PostSpiker, on 18 May 2013 - 07:36 AM, said:

Good to see you back Steveeeie ;)

Steveeeie actually died..... but he got better. :P
1

User is offline   Steveeeie 

#3729

View PostReaperMan, on 18 May 2013 - 09:08 AM, said:

Steveeeie actually died..... but he got better. ;)


Thats why we celebrate easter.
2

User is offline   Night Wolf 

#3730

Excellent texture work Steeevie ;)
About the floorboards (0880)
I think the nails are a little too perfect, it would be more realistic if they were a bit misaligned.
Either way it still looks great.

Edit.
Also for consistency the colour of the cupboards (0879) should match the colour of the floorboards (0880).

This post has been edited by ozz: 18 May 2013 - 10:39 PM

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User is offline   Mateos 

#3731

View Postozz, on 18 May 2013 - 10:01 PM, said:

About the floorboards (0880)
I think the nails are a little too perfect, it would be more realistic if they were a bit misaligned.


If they're aligned in original Duke, they should stay aligned; Also somebody doing his job correctly will not say "I have misaligned your floor because it is more realistic to my mind, you're OK with it? ;)" x)
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User is offline   Steveeeie 

#3732

View Postozz, on 18 May 2013 - 10:01 PM, said:

Excellent texture work Steeevie ;)
About the floorboards (0880)
I think the nails are a little too perfect, it would be more realistic if they were a bit misaligned.
Either way it still looks great.


It is a fair point, but any inaccuracy would stick out like a saw thumb when tiled. modern engines get away with it because they have vertex painting.
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User is offline   Night Wolf 

#3733

View PostSteveeeie, on 19 May 2013 - 02:24 AM, said:

It is a fair point, but any inaccuracy would stick out like a saw thumb when tiled. modern engines get away with it because they have vertex painting.


Fair enough.

Though the colours should match as they did in 8bit, those two textures are used together quite often, (0880) as the top of the cupboards.

This post has been edited by ozz: 19 May 2013 - 05:43 AM

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User is offline   Steveeeie 

#3734

View Postozz, on 19 May 2013 - 05:42 AM, said:

Fair enough.

Though the colours should match as they did in 8bit, those two textures are used together quite often, (0880) as the top of the cupboards.


I am tweeking both textures now and will upload a modified version later ;)
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User is offline   Steveeeie 

#3735

This is about as good as I can get it as they are different types of wood grain.

I have updated the wood grain on 879_d as I felt the last was a bit blury - blotchy

879_n also had an inverted green channel, so that is now fixed.

Attached thumbnail(s)

  • Attached Image: color.png

Attached File(s)



This post has been edited by Steveeeie: 19 May 2013 - 12:36 PM

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User is offline   Steveeeie 

#3736

Does anyone know when the next release is going to be?

Here is a run down of what I currently have:

========= THIS RELEASE ========

Toilet - New Model (>10%)
Urinal - New Model ((>10%)
Camera - New Model (>10%)
Rubber Bin - Re-Modeling (0%)

Square Switch (With Round DIal) - (25%) - High Poly Complete
Beer Bottles - (25%) - High Poly Complete
Bar Stool - (25%) - High Poly Complete
Toilet Roll Holder - (25%) - High Poly Complete
C9 (25%) - Needs Re-Texturing and Animating.

Fire Hydrant (75%) - Needs Broken Model.

Portable Medkit (COMPLETE) - Will release with other med kits
Large Medkit - New Model (COMPLETE) - Will release with other med kits
Small Medkit - New Model (25%) - High Poly Completed


======= FUTURE (Possibly Next Release )========

Freeze Ray (50%) Model / Texturing Complete, Needs Animating.
Shotgun (25%) High Poly Complete
Handgun (25%) High Poly Complete
Ripper (10%) Half Way Through High Poly

This post has been edited by Steveeeie: 20 May 2013 - 11:41 AM

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User is offline   Steveeeie 

#3737

And back for the first time since it went into hiding; the rubber bin.

its had a little taken off the top, and has gained a bin bag on the inside (not visible in the preview).

Attached thumbnail(s)

  • Attached Image: rubber-bin-may.jpg

3

User is offline   Mark 

#3738

I can include my microphone and stand model. I just need to figure the scale size for the defs.

Attached thumbnail(s)

  • Attached Image: mic.jpg

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User is offline   Night Wolf 

#3739

View PostSteveeeie, on 20 May 2013 - 11:39 AM, said:

======= FUTURE (Possibly Next Release )========

Freeze Ray (50%) Model / Texturing Complete, Needs Animating.
Shotgun (25%) High Poly Complete
Handgun (25%) High Poly Complete
Ripper (10%) Half Way Through High Poly

Very interested in seeing these.
The Freeze Ray's progress was great.

This post has been edited by ozz: 20 May 2013 - 11:57 PM

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User is offline   Spiker 

#3740

The next release will be when Nightfright decides there is enough content to justify it. Shouldn't been too long from now on since you make some awesome contributions. Yeah, I can't wait to see it.
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User is offline   NightFright 

  • The Truth is in here

#3741

I mentioned a deadline here (for June 28). However, this is not carved in stone. If you guys need more time, it's not an issue. We are not in a hurry, and if cool stuff is in the pipeline which is worth waiting for, then we wait.

This post has been edited by NightFright: 21 May 2013 - 12:29 AM

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User is offline   Steveeeie 

#3742

View PostNightFright, on 21 May 2013 - 12:25 AM, said:

I mentioned a deadline here (for June 28). However, this is not carved in stone. If you guys need more time, it's not an issue. We are not in a hurry, and if cool stuff is in the pipeline which is worth waiting for, then we wait.


That sounds ok, I may be able to provide some other unknown items by then as well. who would I send a launch surprises to, LeoD?
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User is offline   TON 

#3743

Nice model, but i think the top part should be like the second image ;)


Posted Image
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User is offline   Mateos 

#3744

From the pixel art, it seems the little arcade are a bit "inside" compared to the top and bottom oranged parts?

And the bottom is dirty ;)

That's just details, but as TON I think it's always good and never useless to point details out :P
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User is offline   Steveeeie 

#3745

I'm not convinced by the shape of the bin either tbh.

I will re visit it ;)
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User is offline   Paul B 

#3746

I have a question... I noticed that people are re-doing some of the textures.. but the ones that really need the work aren't being looked at. I was just curious as to why? For instance tile #904. On my PC it doesn't retain its color with the HRP.

This post has been edited by Paul B: 21 May 2013 - 10:46 AM

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User is offline   Steveeeie 

#3747

View PostPaul B, on 21 May 2013 - 10:44 AM, said:

I have a question... I noticed that people are re-doing some of the textures.. but the ones that really need the work aren't being looked at. I was just curious as to why? For instance tile #904. On my PC it doesn't retain its color with the HRP.


I re-did 879 and 880 simply because they were my least favorite textures in game (no offence to the original creators intended), and they are used everywhere.

This post has been edited by Steveeeie: 21 May 2013 - 11:11 AM

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User is offline   Paul B 

#3748

I meant no disrespect Steveeeie you are doing an awesome job! I enjoy watching your progress!

This post has been edited by Paul B: 21 May 2013 - 11:15 AM

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User is offline   Steveeeie 

#3749

View PostPaul B, on 21 May 2013 - 11:14 AM, said:

I meant no disrespect Steveeeie you are doing an awesome job! I enjoy watching your progress!


Im not put out or anything :P

I was just clarifying why I chose to do those ;)
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User is offline   LeoD 

  • Duke4.net topic/3513

#3750

Spiker, could you please rotate the shotgun and move the origin to the center (length-wise)? It gave me quite some trouble recently when working on map hacks.
Attached Image: Shotgun.jpg

View PostSteveeeie, on 21 May 2013 - 02:36 AM, said:

That sounds ok, I may be able to provide some other unknown items by then as well. who would I send a launch surprises to, LeoD?
Actually I'm more in favour of discussing important contributions in before, and especially I should not be the person to decide what's in and what's not, you know. While I have some dedicated opinion about things, I do not have the technical or artistic background to judge contributions. (Of course I'm willing to put generally accepted stuff into the repo and take care of possible Polymost issues and others.) Plus, real life might make me disappear from here for months at any time.
As far as models are concerned, especially pickups, try to preserve the size, aspect ratios, and origin offset of their predecessors to avoid clipping problems. The power connection of your exit sign for example looks really cool but I've seen it clipping into nearby walls or float mid-air in a few user maps so far.

View PostPaul B, on 21 May 2013 - 10:44 AM, said:

I have a question... I noticed that people are re-doing some of the textures.. but the ones that really need the work aren't being looked at. I was just curious as to why?
That's quite typical for small fan/amateur(vs. professional) projects. People usually do what's most fun for them and what they can do best. This does not always cover the actual necessities. While we may consider NightFright as the HRP leader, there is no actual team to lead, but a couple of contributors who pop up with new or updated stuff every now and then. I understand that (re-)doing complicated models or textures which do not appear in-game very often, or only in user maps, is not that attractive.

View PostPaul B, on 21 May 2013 - 10:44 AM, said:

For instance tile #904. On my PC it doesn't retain its color with the HRP.
Could it be related to the hightiles? Or is it just too dark overall? It seems black for me in many maps but when I get closer the colours can be seen.

This post has been edited by LeoD: 21 May 2013 - 01:44 PM

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