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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

#811

Thanks for the comment Ozz.

To make a game model nowadays, you make a high-poly model, that has a rediculous number of polys in it to get the detail that you need. Then you make a low-poly version that will actually go into game. When you have your high and your low poly, you 'bake' the normals off of the high-poly to the low poly. It's kind of like peeling an orange and putting the bumpy skin over a cue ball.

Perversly, that model shown isn't detailed enough. Nowadays, you include rivets, manufacturer's stamps and grip patterns. Some of the stuff is provided by textures, but it should all be there. Then, if you are really going for gold, you take the whole thing into z-brush and sculpt in dings and scratches! If you included that shotty, as it is now, in a modern game, it would look like a toy gun.
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User is offline   Night Wolf 

#812

very interesting...


so how many poly's can eduke actually handle... or is that unknown?

I alos had a look at Roma Loom's devastator
and it looks like the hud weapons are getting a massive makeover :P
are all the weapons be going to receive this treatment sometime in the future?

View PostRoma Loom, on May 5 2010, 05:39 AM, said:

regarding lemo's duke shotty (and also devastator) - they are just hipoly, non-game models. Even one shell from that box has a higher polycount than any monster model in HRP :D

wow that I didn't know ..just one shell.. that's insane haha
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User is offline   Tea Monster 

  • Polymancer

#813

I don't think we have decided on a poly limit to props and weapons and so forth.

The thing is, with normal maps, you have your high poly, and it makes the low poly LOOK like a high-poly without actually being one. How many polys that are in your high-poly is irrelevant, as you are only using it to transfer the illusion of the detail to your low-poly. I'm going to be aiming for about 1K for the low-poly HUD gun. Currently, the high-poly is at about 8K, but it's nowhere near finished.

Hopefully, most, or maybe even all the models and textures will eventually get a make-over. I'm working on the HUD and pick-up pistol at the moment (as well as doing a zombie and a trooper for other mods!). Roma is busy with textures and Zilppuri came back to re-do the trooper.

I think that a lot of the modellers got to a stage where they wanted to get into next-gen modelling before the Polymer renderer was announced, and they went off and got involved in other things.
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User is offline   Night Wolf 

#814

This one was a bit of a bitch.
#0725
Posted Image
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User is offline   Night Wolf 

#815

Is anyone currently working on the cinema sign in E1L1?

I attempted to make one a few weeks back but then gave up when I noticed how the game laid out the sign.. it seem to overlay parts
would there be anyway to make that whole sign just one long sign thus getting rid of #0785
or something along those lines?
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User is online   Hendricks266 

  • Weaponized Autism

  #816

The cinema sign is done already.

There's something unique about the 1-way visibility flag and translucency.

Parkar would know best.
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User is offline   Night Wolf 

#817

For polymer hrp yeah?

I trust he does..
awesome :P
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User is offline   lawl 

#818

Can Duke 3D handle 3D max?
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User is offline   Tea Monster 

  • Polymancer

#819

View PostAtlas555, on May 8 2010, 01:38 PM, said:

Can Duke 3D handle 3D max?

If you mean "Can I import models from 3D Max to EDuke 32?" the answer is yes. If you check in the tutorials thread, there is a plug-in there somewhere for exporting MD3's from Max.

Did an update on the pistol.
Posted Image
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User is offline   Night Wolf 

#820

Holy shit that pistol is badass! good work!
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User is offline   Jaxx 

#821

Looking Good ^^
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#822

Oorah! That is one badass lookin' Pistol
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User is offline   lawl 

#823

View PostTea Monster, on May 9 2010, 03:08 AM, said:

If you mean "Can I import models from 3D Max to EDuke 32?" the answer is yes. If you check in the tutorials thread, there is a plug-in there somewhere for exporting MD3's from Max.

Did an update on the pistol.
Posted Image




Thanks for the answere.
The pistol looks awesome.... :P


But are some models from 3D Max?
If "no" would the game looks better, when we would do the models with 3D Max?
Please answere, thanks :D

Sry for my bad English....
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User is offline   Master Fibbles 

  • I have the power!

#824

The program you use to make models is entirely dependent on you. I never got very good with Max mostly because it cost money. I have gotten much better with Blender because it is free and there are ample tutorials online. Some people use Max, some use Maya, some use Blender, others use Milkshape I hear, there are other programs out there but I can't remember which are used now.
I know some models were made with 3D Max and those people may still have the source files on hand to edit them etc. Either way, it isn't particularly relevant which application people use to make the models.
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User is offline   Night Wolf 

#825

Since where on the subject of models
I don't mean to bitch but this model always annoyed me..
Posted Image

The model looks more like some other sore of tree... like a cone with grass on top

The trunk should be more pole like ... instead of a cone

It should look more like a "Californian Palm tree"
Posted Image
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User is offline   3D Master 

#826

View Postozz, on May 9 2010, 07:35 PM, said:

Since where on the subject of models
I don't mean to bitch but this model always annoyed me..
Posted Image

The model looks more like some other sore of tree... like a cone with grass on top

The trunk should be more pole like ... instead of a cone

It should look more like a "Californian Palm tree"
Posted Image


That's exactly what it looks like. The colors of the textures could be a less bright, but the model is great.
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User is offline   Tea Monster 

  • Polymancer

#827

Thanks for the comments.

If it will kick out an MD3 file, you can use it to make models. Using Max dosen't make you a better modeller.

Stuff like Milkshape and Misfit 3D won't bake normal maps, but I find it is better to use something like X-Normal to do that.

So, a rough list is Max, Maya, Blender, Milkshape, Misfit 3D, GMax.
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User is offline   lawl 

#828

View PostMr.Flibble, on May 9 2010, 09:11 AM, said:

The program you use to make models is entirely dependent on you. I never got very good with Max mostly because it cost money. I have gotten much better with Blender because it is free and there are ample tutorials online. Some people use Max, some use Maya, some use Blender, others use Milkshape I hear, there are other programs out there but I can't remember which are used now.
I know some models were made with 3D Max and those people may still have the source files on hand to edit them etc. Either way, it isn't particularly relevant which application people use to make the models.




Okay.
Other question: I have respect for the work that the community did.
But why Duke 3D dont looks like (for example) CoD?

What thinks does Duke Nukem 3D didnt have, that modern games have?

I hope you understand me.... please answere my question ....
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User is offline   Devastator 

#829

It is simple - Duke nukem doesn't look like CoD because Duke is a great game, and Cod is not.
Even in terms of models. does Cod have shrinker or freezer - nope.
does Cod have stripers - nope.
does Cod have a good atomic explosion - NOPE.
Duke nukem is great game and it will never look like Crap of Dog.

But sincirely, our hrp pack misses intercommunication. all textures are made in very different manner and colors, and some levels look just like a bunch of textures.

This post has been edited by Devastator: 09 May 2010 - 11:23 AM

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User is offline   lawl 

#830

View PostDevastator, on May 9 2010, 11:22 AM, said:

It is simple - Duke nukem doesn't look like CoD because Duke is not a piece of crap.
Even in terms of models. does Cod have shrinker or freezer - nope.
does cad have stripers - nope.
does Cod have a good atomic explosion - NOPE.
Duke nukem is great game and it will never look like Crap of Dog.

But sincirely, our hrp pack misses intercommunication. all textures are made in very different manner and colors, and some levels look just like a bunch of textures.




You dont understand what i will say.
Im from Germany, its hard 4 me to write in English....

I mean the graphics, the models...
Why the graphics dont looks like CoD?

Why the models looks so much better?
Btw. Cant we convert models into Duke 3D, that it looks better?


I hope you understand me, what i mean :P
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User is offline   lawl 

#831

 Devastator, on May 9 2010, 11:22 AM, said:

It is simple - Duke nukem doesn't look like CoD because Duke is not a piece of crap.
Even in terms of models. does Cod have shrinker or freezer - nope.
does cad have stripers - nope.
does Cod have a good atomic explosion - NOPE.
Duke nukem is great game and it will never look like Crap of Dog.

But sincirely, our hrp pack misses intercommunication. all textures are made in very different manner and colors, and some levels look just like a bunch of textures.




You dont understand what i will say.
Im from Germany, its hard 4 me to write in English....

I mean the graphics, the models...
Why the graphics dont looks like CoD?

Why the models looks so much better? (in CoD)
Btw. Cant we convert models into Duke 3D, that it looks better?


I hope you understand me, what i mean :P

This post has been edited by Atlas555: 09 May 2010 - 11:26 AM

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User is offline   NF64 

  • Touched by the Banhammer

#832

 Atlas555, on May 9 2010, 03:01 PM, said:

Okay.
Other question: I have respect for the work that the community did.
But why Duke 3D dont looks like (for example) CoD?

What thinks does Duke Nukem 3D didnt have, that modern games have?

I hope you understand me.... please answere my question ....

The reason why eduke doesnt look like COD is because the eduke is limited to md3. We do have a really good shader, and eduke can handle bloom. But then you cant do environmental hills are landscapes like COD, Once we get that we can easily make a really good game/mod. We really dont need higher quality model types since md3 can handle a decent poly limit.
But if you are in for graphical mods you can try Eternity, or that one guy named "Evil ash" looks like he is making a really good mod.
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User is offline   lawl 

#833

 Nfelli64, on May 9 2010, 11:27 AM, said:

The reason why eduke doesnt look like COD is because the eduke is limited to md3. We do have a really good shader, and eduke can handle bloom. But then you cant do environmental hills are landscapes like COD, Once we get that we can easily make a really good game/mod. We really dont need higher quality model types since md3 can handle a decent poly limit.
But if you are in for graphical mods you can try Eternity, or that one guy named "Evil ash" looks like he is making a really good mod.



k, thanks for the answere^^
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User is offline   Master Fibbles 

  • I have the power!

#834

Oh, look, a troll.

The difference between Classic Duke 3D and modern games is engine.
The current engine being used makes use of dynamics lights in a limited way. The comment above about no intercommunication between artist is valid. There isn't a comprehensive editing process involved in this whole thing. All textures and models are made by different people and there is no process that would make them similar in style etc.

However, I think your comment is more along the lines of quality. Things are softened down in order that they can run on older machines. However, lately there has been a movement away from that and things are getting fancier...
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User is offline   Tea Monster 

  • Polymancer

#835

We are stuck with a 15 year old engine with a few modern bits and peices bolted on. Plagman has put fancy lights in there, but at heart, its still Duke3d. We have models, but no real collision system for them. You CAN use models for environments, but its a pain in the arse as you have to use sprites and sectors to block everything off.

The main problem is that until recently we had a pre-Quake II lighting system and all the models were made to accomodate that. Now that we have a modern lighting system, it's taken a major push on all quarters to make mappers and modellers realise that we don't have to use sectors for cars etc.
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User is offline   NF64 

  • Touched by the Banhammer

#836

 ozz, on May 9 2010, 01:35 PM, said:

Since where on the subject of models

The model looks more like some other sore of tree... like a cone with grass on top

The trunk should be more pole like ... instead of a cone

It should look more like a "Californian Palm tree"

Attached Image: tree.png
like this? Sorry didnt add textures yet...
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User is online   Hendricks266 

  • Weaponized Autism

  #837

Keep in mind that the trunk and the top are two separate models.

A few years ago, we had a "street-pole" tree trunk... It looked like shit. The present model is great. /discussion
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User is offline   NF64 

  • Touched by the Banhammer

#838

 Hendricks266, on May 9 2010, 06:19 PM, said:

Keep in mind that the trunk and the top are two separate models.

A few years ago, we had a "street-pole" tree trunk... It looked like shit. The present model is great. /discussion


well atleast can we call for re-animations? I mean the cycloid emporer looks like he is dancing and sliding while he is walking or attacking, it just looks goofy and silly.
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User is offline   3D Master 

#839

 Nfelli64, on May 10 2010, 12:38 AM, said:

well atleast can we call for re-animations? I mean the cycloid emporer looks like he is dancing and sliding while he is walking or attacking, it just looks goofy and silly.


The trooper needs a new model. I think first it is actually taller than the original, much taller, also much bulkier, then it's head is a. too big, b. too flat, c. too wide and d. it's mouth is constantly open. The original trooper had a more lizard-like snout, closely related to the machine gunners, it was much more narrow, and its head was overall smaller. Finally, it's mouth didn't hang constantly open. The model looks nothing like the original, it looks like it's mentally handicapped and can't close it's mouth. Also, the color of the skin textures clothes/armor/jetpack rig, is far too bright. It looks like a cartoon, while the original was much more pale, a teal subdued color.

I remember when someone created a new pigcop model, I let me tell you, the original pigcop looks a lot more like the sprite, and better overall, than the trooper model.

This post has been edited by 3D Master: 09 May 2010 - 02:49 PM

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User is offline   NF64 

  • Touched by the Banhammer

#840

\Well as long as im playing around with animations, i might try to re-animate some things. But the biggest thing in animating is giving the allusion of weight (having the shoulders bobbing/collapsing and having the front body and head bobbing or swaying as it steps forward, etc)

 3D Master, on May 9 2010, 06:48 PM, said:

The trooper needs a new model. I think first it is actually taller than the original, much taller, also much bulkier, then it's head is a. too big, b. too flat, c. too wide and d. it's mouth is constantly open. The original trooper had a more lizard-like snout, closely related to the machine gunners, it was much more narrow, and its head was overall smaller. Finally, it's mouth didn't hang constantly open. The model looks nothing like the original, it looks like it's mentally handicapped and can't close it's mouth. Also, the color of the skin textures clothes/armor/jetpack rig, is far too bright. It looks like a cartoon, while the original was much more pale, a teal subdued color.

I remember when someone created a new pigcop model, I let me tell you, the original pigcop looks a lot more like the sprite, and better overall, than the trooper model.

Well thats the problem with the hrp, too much color. although ozz has been doing really good updates. Nothing is wrong with any of the models though except the textures. All though zilp's model was pretty good. But if you look at the models textureless they look fine, they just need improvements on animation and textures.
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