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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   Night Wolf 

#991

Reworked #0814
the previous one looked a like weird colour wise , and the pattern on the previous one wasn't really tileable so it stood out
These may seem like small changes but they do make big difference in game its the finer details that matter
NEW / ORIGINAL / PREVIOUS
Posted Image Posted Image Posted Image
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User is offline   Night Wolf 

#992

Note: the normal map works fine on the one above so there's no need to replace it
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User is offline   Parkar 

  • Honored Donor

#993

View Postozz, on May 17 2010, 03:28 PM, said:

^ 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.


Usually you would generate a wireframe template from your modeling application and use it as a guide. You can also genereate a bunch of different maps to help out with both the final texture and use as guides when texturing. Like color maps for selecting different objects, ambient occulsion maps for ambient shadows etc. Even the normal map it self can be used as a guide when doing the texture.
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User is offline   Night Wolf 

#994

View PostParkar, on May 18 2010, 12:08 AM, said:

Usually you would generate a wireframe template from your modeling application and use it as a guide. You can also genereate a bunch of different maps to help out with both the final texture and use as guides when texturing. Like color maps for selecting different objects, ambient occulsion maps for ambient shadows etc. Even the normal map it self can be used as a guide when doing the texture.


Thank's that's given me insight ...

Its something I was thinking about a while back when I was trying to make the skins of some models look better ...
but I could never get the textures to line up properly so I gave up
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User is offline   Night Wolf 

#995

I found another missing pal
E2L3 just after the yellow key-card door
Posted Image

this should be red like this picture
Currently its blue
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User is offline   Night Wolf 

#996

I've gone back to something I was working on a while back.. don't know why i stopped working on it..
its not finished yet , but here's a preview
Posted Image Posted Image


Does anyone know what typeface is used for the cola font?
or at least recommend a similar typeface....
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User is offline   Tea Monster 

  • Polymancer

#997

Looks like a squared off version of Eurostile
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User is offline   Night Wolf 

#998

View PostTea Monster, on May 19 2010, 12:47 AM, said:

Looks like a squared off version of Eurostile


Well at least I now know the name to the font used in the previous one..

Eurostyle is close but no cigar

It seem that that particular font is use quite a bit in Duke 3D ... If only I could get my hands on it
I might have to make it myself for this texture :(
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User is offline   The Commander 

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

#999

SwissCM may hold the answer?
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User is offline   Rellik 

#1000

I was actually the one that suggested Eurostile Bold (Original Discussion)

It's the closest one that I currently know of, certainly better than what was used before, Loki Cola (Coca Cola font)

Ozz, If you are interested in using my buttons for the original look go for it.
http://forums.3drealms.com/vb/showthread.p...ola&page=34
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User is offline   Tea Monster 

  • Polymancer

#1001

You can use the Duke Cola stuff I did for Duke Plus. I don't think DT will mind.

This post has been edited by Tea Monster: 18 May 2010 - 10:52 AM

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User is offline   Night Wolf 

#1002

View PostRellik, on May 19 2010, 04:23 AM, said:

I was actually the one that suggested Eurostile Bold (Original Discussion)

It's the closest one that I currently know of, certainly better than what was used before, Loki Cola (Coca Cola font)

Ozz, If you are interested in using my buttons for the original look go for it.
http://forums.3drealms.com/vb/showthread.p...ola&page=34


I couldn't find what you were referring to here.

View PostTea Monster, on May 19 2010, 04:52 AM, said:

You can use the Duke Cola stuff I did for Duke Plus. I don't think DT will mind.


hmm that's an interesting thought considering Duke Plus uses a can from the machine.
however for now I've gone with a more duke 3d traditional approach, I'm trying to keep it as close to the original tile as possible , plus keeping polymer in mind with normal maps etc.

tell me what all your thoughts are with this.
Posted Image
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User is offline   3D Master 

#1003

Like it a lot. Only the white lines, they probably should be dark.
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User is offline   Tea Monster 

  • Polymancer

#1004

It's much more like the original sprite. I personally think I miss some of the character of the old HRP version. Can we see a shot of it with the spec and normal maps?
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User is offline   Night Wolf 

#1005

View Post3D Master, on May 19 2010, 07:14 AM, said:

Like it a lot. Only the white lines, they probably should be dark.


Are you referring to the drink buttons?

View PostTea Monster, on May 19 2010, 07:38 AM, said:

It's much more like the original sprite. I personally think I miss some of the character of the old HRP version. Can we see a shot of it with the spec and normal maps?


if you have any requests for drink names I could change a few of the names, if you could come something more witty ones.
it think they should be one a smarter side of comedy not something like cockacola.
I was thinking of naming one Duff ... since Duke Nukem 3d has a few Simpson jokes (Easter eggs) in game , such as the Duff Blimp in E3L9 ..and the writing on the wall (Pick up Bart or something)...

but yeah..
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User is offline   Night Wolf 

#1006

oh and as for a shot with normal n spec probably shouldn't ask me , I don't know how to make them :(
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User is offline   Plagman 

  • Former VP of Media Operations

#1007

View PostTea Monster, on May 18 2010, 02:38 PM, said:

It's much more like the original sprite. I personally think I miss some of the character of the old HRP version. Can we see a shot of it with the spec and normal maps?


I don't think there's any existing normal map for this tile, which makes creating a diffuse map for it pretty useless as is. What's the advantage of using a bland-looking diffuse map on its own versus something that already has lighting baked into it?

ozz: I understand making diffuse maps for tiles that already have a normal map, but not that. It seems like the coke machine tile you made is strictly worse than the old one if you don't have a normal map to go with it. I'm curious what others think, though.
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User is offline   Mark 

#1008

I like a lot of what ozz has been making lately, but not so much this one. I remember a lot of work and discussion going into the buttons and logos on the original HRP version. And the scratch texture used on his has some of scratches way too long on the right half side of the machine. They need to be broken into smaller and varied ones instead of running right over everything. Or possibly way less of them. I like the one we have now better. But keep up the good work. :(

This post has been edited by Marked: 18 May 2010 - 03:44 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1009

View Postozz, on May 18 2010, 05:54 AM, said:

I've gone back to something I was working on a while back.. don't know why i stopped working on it..
its not finished yet , but here's a preview
Posted Image Posted Image


Does anyone know what typeface is used for the cola font?
or at least recommend a similar typeface....


Looking at the original tile, the cola machine looks pretty clean without a lot of wear and tear. To the extent that it looks dirty, I take this to be an artifact of the limited color palette. But you seem to have interpreted that as actual grime. For what it's worth, in my experience soda machines tend to be fairly clean and well maintained even in areas that are otherwise run down. This makes sense, because there must be someone who comes by regularly to refill it and take the money, and that person must also clean and maintain it. IMO, it would be better if the HRP tile looked glossy and new. Or at least clean, with maybe some small dents and scratches.

As a player and modder, one thing I notice is when HRP versions of tiles don't work well in all the situations that their 8-bit counterparts did. This might be one of those cases. A good example of this is the toilet. The original toilet sprite doesn't look dirty; it's just an ordinary looking toilet that can be used in any bathroom. It doesn't look out of place in a cheap hotel or an expensive mansion. But the skin of the HRP toilet model is filthy (same with the urinals). So when Duke walks into the bathroom of an expensive mansion or nice hotel, it always has filthy toilets and urinals, which isn't right. It might be fine for E1L1, but there's a lot of other maps out there where it doesn't fit.
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User is offline   Gambini 

#1010

^ Great words.

I also think this soda machine is self illuminated, if you look at the original tile, there is a kind of shine coming from the center, like if it were a plastic cover with a neon tube behind (that is the most common case for these machines).

First time i´m not fully satisfied with your work Ozz, not saying it´s bad but it´s somewhat mismatching the objective.
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User is offline   Rellik 

#1011

View Postozz, on May 18 2010, 02:12 PM, said:

I couldn't find what you were referring to here.

Which part? The font or the Drink labels?

I'll just attach everything

Attached thumbnail(s)

  • Attached Image: atomic.png
  • Attached Image: drproton.png

Attached File(s)


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User is offline   Spiker 

#1012

I do agree that the vending machine should be well maintained. I do not like Rellik's buttons to be honest. ozz went for strict similarity with the original which is good, but in this case I think it could befenit from more colorful buttons like on real vending machines. Pity there are no maps for it :(
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User is offline   Night Wolf 

#1013

View PostDeeperThought, on May 19 2010, 09:46 AM, said:

Looking at the original tile, the cola machine looks pretty clean without a lot of wear and tear. To the extent that it looks dirty, I take this to be an artifact of the limited color palette. But you seem to have interpreted that as actual grime. For what it's worth, in my experience soda machines tend to be fairly clean and well maintained even in areas that are otherwise run down. This makes sense, because there must be someone who comes by regularly to refill it and take the money, and that person must also clean and maintain it. IMO, it would be better if the HRP tile looked glossy and new. Or at least clean, with maybe some small dents and scratches.


well the grime is on a separate layer like everything I do so I can easily revert etc.
i kind of used my imagination with the grime since alot of things in Duke are grimy ...
the funny thing is there's no-one around to clean the machines in duke its like most of the population was wiped out by aliens


View PostGambini, on May 19 2010, 10:57 AM, said:

^ Great words.

I also think this soda machine is self illuminated, if you look at the original tile, there is a kind of shine coming from the center, like if it were a plastic cover with a neon tube behind (that is the most common case for these machines).

First time i´m not fully satisfied with your work Ozz, not saying it´s bad but it´s somewhat mismatching the objective.


i could easily make it look more illuminated ... i just wasnt sure about that as maybe this could be doen some other way with ploymer :(

also the previous one might just look better because it have fake lighting ... this is for polymer so you are only going to see its full potential if it had normal n spec

editing it is easy from here ... i could fix it up to what you guy think ... unless there's something else you guys don't like about it that I don't see

Here's a quick example of less grunge , back lighting and added some water dropplets for the red part
Posted Image
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User is offline   Night Wolf 

#1014

View PostSpiker, on May 19 2010, 05:41 PM, said:

I do agree that the vending machine should be well maintained. I do not like Rellik's buttons to be honest. ozz went for strict similarity with the original which is good, but in this case I think it could befenit from more colorful buttons like on real vending machines. Pity there are no maps for it :(


You also have to understand that Dukes world so to speak isn't exactly like reality, it has its own class .. I always saw it as being a futuristic world crossed with the the grungy 90's and products such as food had a more 50 - 70s feel to them ,colours weren't so bright and eye grabbing they were simple
Posted Image
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User is offline   Parkar 

  • Honored Donor

#1015

View PostPlagman, on May 19 2010, 01:22 AM, said:

I don't think there's any existing normal map for this tile, which makes creating a diffuse map for it pretty useless as is. What's the advantage of using a bland-looking diffuse map on its own versus something that already has lighting baked into it?

ozz: I understand making diffuse maps for tiles that already have a normal map, but not that. It seems like the coke machine tile you made is strictly worse than the old one if you don't have a normal map to go with it. I'm curious what others think, though.


I don't think this is an issue at all. The textures Ozz has done is very easy to model and make normal maps for. Infact they almost look like they were made after working normal map was rendered with correctly chamfered edges etc. So it's just a temporary problem until someone does the normal map. Infact I could probably model and render normal maps that match all the textures he has done in one day. I kinda planed to do it last weekend when I had 4 days off but never got around to it.

As far as the vending machine goes I think it deservs a bit of grime since it wil make it fit better in the Duke world IMO. It should also have a glow map I think so it's slightly iluminated.

This post has been edited by Parkar: 19 May 2010 - 06:36 AM

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User is offline   Omni 

#1016

View Postozz, on May 19 2010, 12:25 AM, said:

well the grime is on a separate layer like everything I do so I can easily revert etc.
i kind of used my imagination with the grime since alot of things in Duke are grimy ...
the funny thing is there's no-one around to clean the machines in duke its like most of the population was wiped out by aliens




i could easily make it look more illuminated ... i just wasnt sure about that as maybe this could be doen some other way with ploymer :(

also the previous one might just look better because it have fake lighting ... this is for polymer so you are only going to see its full potential if it had normal n spec

editing it is easy from here ... i could fix it up to what you guy think ... unless there's something else you guys don't like about it that I don't see

Here's a quick example of less grunge , back lighting and added some water dropplets for the red part
Posted Image


That is the change return ozz while the piece of metal drawn as a change return seems to be a bottle opener.
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User is offline   Night Wolf 

#1017

View PostParkar, on May 20 2010, 12:34 AM, said:

I don't think this is an issue at all. The textures Ozz has done is very easy to model and make normal maps for. Infact they almost look like they were made after working normal map was rendered with correctly chamfered edges etc. So it's just a temporary problem until someone does the normal map. Infact I could probably model and render normal maps that match all the textures he has done in one day. I kinda planed to do it last weekend when I had 4 days off but never got around to it.

As far as the vending machine goes I think it deservs a bit of grime since it wil make it fit better in the Duke world IMO. It should also have a glow map I think so it's slightly iluminated.


I'm not sure what to do now .. it seems its a bit of a debate grime no grime..?
A glow map yes.. that would achieve the effect without drawing it in.
Im still fine tuning this texture atm,.. but i'm kinda stuck until we decide on the look (grime/no grime etc.)


View PostOmni, on May 20 2010, 12:37 AM, said:

That is the change return ozz while the piece of metal drawn as a change return seems to be a bottle opener.


Im not sure it is ..
Isn't the thing under that the change return :( :S
I'm not too sure what to do with it I cant really make it look real if I have no idea what its meant to look like realistically
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User is offline   Night Wolf 

#1018

I played around with it a bit ... with brightness / contrast ...details etc
its now a bit brighter ... more brighter then what the original tile was but maybe it should be to show the fact that its glowing then maybe add a glow map with it ?
or maybe keep the contrast as before and just add a glow map I'm not too sure unless I could test it

also I haven't finished that "coin return" part note to sure what to do with it...
I'm pretty sure the person who made the previous tile didn't know either that's why they put a warning sticker in it place

Posted Image

quite frankly I think it looks pretty damn good
almost realistic, but that's just my opinion
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User is offline   Luigi 

#1019

View Postozz, on May 19 2010, 04:39 PM, said:

I played around with it a bit ... with brightness / contrast ...details etc
its now a bit brighter ... more brighter then what the original tile was but maybe it should be to show the fact that its glowing then maybe add a glow map with it ?
or maybe keep the contrast as before and just add a glow map I'm not too sure unless I could test it

also I haven't finished that "coin return" part note to sure what to do with it...
I'm pretty sure the person who made the previous tile didn't know either that's why they put a warning sticker in it place

quite frankly I think it looks pretty damn good
almost realistic, but that's just my opinion

It looks great in my opinion. It'll certanly better then the original with the normal/diffuse/glow maps. You're doing an awsome job on the new textures, keep it up dude :(.

This post has been edited by Luigi: 19 May 2010 - 10:04 AM

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User is offline   Rellik 

#1020

rather than brighten the the whole thing, What you want to do is create a glow map so only the parts you want glowing will glow

Here's a simple example I made with one of your previous tests, I cropped out all of the metal border parts and selectively removed the dark parts into transparency so it looks kinda illuminated, even in a dark room
Attached Image: cola_g_copy.png

The second image is with the original behind the glow with the brightness reduced to simulate it in a dark environment
Attached Image: cola_dark_room.png

Unfortunately, the Jpeg artifacting really shows through. but you get the idea.
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