
Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#871 Posted 10 May 2010 - 11:49 PM
Someone did a 'Palmaps' system but it was viewed by the other coders as not being suitable - don't know why.
#872 Posted 11 May 2010 - 01:01 AM
ozz, on May 11 2010, 08:28 AM, said:
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.
#873 Posted 11 May 2010 - 01:22 AM
Here you go 1024x1024
I also fixed up the texture as I never 100% finished it last time I posed it\
#0725

"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
#875 Posted 11 May 2010 - 07:08 AM
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
#876 Posted 11 May 2010 - 07:23 AM
Piterplus, on May 12 2010, 01:08 AM, said:
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
#877 Posted 11 May 2010 - 07:38 AM
Any feedback on how I could improve this would be appreciated
this texture is sort of doing my head in
#878 Posted 11 May 2010 - 08:03 AM
This post has been edited by Piterplus: 11 May 2010 - 08:04 AM
#879 Posted 11 May 2010 - 08:08 AM
Piterplus, on May 12 2010, 02:03 AM, said:
yes! that what I meant by sharp

#880 Posted 11 May 2010 - 10:17 AM
I've smoothed it out... added more grunge for a dirtier older look
I think this is done now

#881 Posted 11 May 2010 - 10:46 AM
Anyway #0724 + nrm + spec is in svn now
#882 Posted 11 May 2010 - 01:24 PM
ozz, on May 11 2010, 11:17 AM, said:
I've smoothed it out... added more grunge for a dirtier older look
I think this is done now

Looks perfect to me.

#883 Posted 11 May 2010 - 07:27 PM

#884 Posted 11 May 2010 - 07:47 PM
Gambini, on May 11 2010, 11:27 PM, said:

And hopefully the missing ones

You'r really doing a good job ozz, Keep it up!
#885 Posted 11 May 2010 - 11:27 PM
Roma Loom, on May 12 2010, 04:46 AM, said:
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
#886 Posted 12 May 2010 - 01:25 AM
So far I've done normal+spec maps for ozz's updated 0723 and 0764:


#887 Posted 12 May 2010 - 02:15 AM

#888 Posted 12 May 2010 - 03:17 AM
white lines are back but not nearly as visible as before etc. etc.
Do we al agree on this?

#889 Posted 12 May 2010 - 03:33 AM
@ 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
#890 Posted 12 May 2010 - 07:44 AM
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.
#891 Posted 12 May 2010 - 07:50 AM
#892 Posted 12 May 2010 - 10:03 AM
ozz, on May 12 2010, 01:33 PM, said:
@ 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:

Any thoughts?
#893 Posted 12 May 2010 - 10:49 AM
This post has been edited by LeoD: 12 May 2010 - 10:51 AM
#894 Posted 12 May 2010 - 11:34 AM
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
#896 Posted 12 May 2010 - 11:35 AM
DeeperThought, on May 13 2010, 05:34 AM, said:
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!
#897 Posted 12 May 2010 - 12:02 PM
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.

#898 Posted 12 May 2010 - 12:13 PM
DeeperThought, on May 12 2010, 09:34 PM, said:
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.
#899 Posted 12 May 2010 - 12:21 PM
3D Master, on May 12 2010, 01:13 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.
#900 Posted 12 May 2010 - 01:23 PM
DeeperThought, on May 12 2010, 01:21 PM, said:
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