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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   ReaperMan 

#1081

View Postozz, on May 23 2010, 07:50 AM, said:

As you can see though there's a sheet of plain metal under the plastic so the only way you would see the cans is if the metal sheet was also broken , which it is in the tile... though I still don't know if you would see the cans or what's behind the metal sheet..


Well, from the looks of this Vending machine i don't think you could see past the metal plate on the door. Personally i think it would look better with the cans showing, rather then a metal plate.
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User is offline   Roma Loom 

  • Loomsday Device

#1082

yet another svn rape

Posted Image

P.S. This one was modelled a long time ago by my co-worker Dr. Lambert and only now I've got chance to get a textures from it...

This post has been edited by Roma Loom: 23 May 2010 - 07:07 AM

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User is offline   Tea Monster 

  • Polymancer

#1083

Fricking awesome!

I just had this big grin on my face. Brilliant!
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User is offline   Parkar 

  • Honored Donor

#1084

View Postozz, on May 23 2010, 10:58 AM, said:

Something like this for broken?

Attachment 1217.png


Yea something like that. I would a a thin bright edge to the cracks though.
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User is offline   Night Wolf 

#1085

Thanks guys that should help me out fine!
ill add some cans etc ..

@ ReaperMan ... the metal plate is in the orignal tile thus why im keeping it there but the metal plat is also damaged showing the deep inside (where the cans are etc.) so I can still show them
@ Parkar ... yeah i was thinking of doing something around that area the lines are pretty dark. could maybe even fiddle with transparency ... ill mess with it

.........

Roma that door look's fk'n Awesome
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User is offline   Rellik 

#1086

The metal plate is actually an inner "door" that helps with insulation. Naturally, the door is usually a made up of an insulating material (fiberglass, I think) layer with a thin metal cover that aids the light box reflection
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User is offline   Tea Monster 

  • Polymancer

#1087

Parkar - What happened with those tests you were going to be doing with the AO maps?
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User is offline   Night Wolf 

#1088

This looks alot better


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User is offline   Piterplus 

#1089

Yep,
it looks cool.
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User is offline   Night Wolf 

#1090

The metal parts could maybe benefit from a metal texture overlayed ... but we'll see how it looks with normal n spec first , maps might be all that's needed.

..............

This is the same glow map posted earlier ...exept I've added slight glow to the buttons.
should be fine? ...

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User is offline   Spiker 

#1091

The broken version looks awesome. I feel like smashing some vending machines now :(
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User is offline   LeoD 

  • Duke4.net topic/3513

#1092

Don't forget to take a photo for further improvements.
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User is offline   The Commander 

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

#1093

Has anyone spoken about making a simple projection texture for these lights in E1L1 so that they don't do this when you look at them at an odd angle.

Posted Image
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User is offline   3D Master 

#1094

Do what?
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User is offline   The Commander 

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

#1095

... I thought it was obvious myself.

This is right
Posted Image

This is wrong
Posted Image
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User is offline   Night Wolf 

#1096

haha it was pretty obvious
That problem was annoying me too.

I wonder if its possible to remove those fake shadows that are there in the levels too?
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User is offline   Rellik 

#1097

View Postozz, on May 24 2010, 06:41 AM, said:

The metal parts could maybe benefit from a metal texture overlayed ... but we'll see how it looks with normal n spec first , maps might be all that's needed.

Shouldn't here be broken florescent tubes inside the machine? Or are those two broken bar things the tubes?

Quote

This is the same glow map posted earlier ...exept I've added slight glow to the buttons.
should be fine? ...
Attachment 1215_g.png

Remember the glowmap rules, you shouldn't add anything that isn't in the original texture.

With some clever use of feather, you can simulate a glow effect
Here's my latest effort:
Attached Image: 1215_g.png

I've since learned some new tricks.

Tools that came in handy in Photoshop when making this:

Feather
Layer via copy
Load Selection...Layer Transparency
And a Brightness/contrast layer over the background for comparison

And the darkened image as a background with the glow map overlayed on top as a proof-of-concept:
Attached Image: 1215dark.jpg
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User is offline   Night Wolf 

#1098

heh heh...

I'll leave it with you guys , I just wanted to show the right buttons for the glowmap...
I don't really know the technical side to this stuff :(
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User is offline   Plagman 

  • Former VP of Media Operations

#1099

View PostThe Commander, on May 24 2010, 07:50 AM, said:

Has anyone spoken about making a simple projection texture for these lights in E1L1 so that they don't do this when you look at them at an odd angle.


The square shape of these spotlights actually is a projection map already. It stops working because currently projective textures aren't getting applied if the spotlight can't cast a shadow, and looking at the far window causes enough shadows to be in view to exceed your shadowcount. Making projective textures work even if the spotlight doesn't cast a shadow is a fairly simple fix that I have planned.
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User is offline   The Commander 

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

#1100

Good news.
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User is offline   Night Wolf 

#1101

Reworked #0763

Posted Image

I strongly recommend removing detail textures for it
here's why....

The left is without detail textures ... The right is with detail textures
Posted Image
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User is offline   Night Wolf 

#1102

Ahh shit ... I fk'd up one on the sides is off by a millimetre, which causes tiling problems in game...
barely noticeable but noticeable enough for me to have to fix it :(
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User is offline   Night Wolf 

#1103

Funnily enough the actual original tile isn't 100% matching on each side ...
making both sides symmetrical fixed one problem then made another one worse.. due to how the game laid out the texture
so in order for it to not be so noticeable in game, one side has to be off tiny bit like the original tile.. which is annoying :(

so I've made the adjustments.
Posted Image
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User is offline   Night Wolf 

#1104

I was messing with the force shield texture ... as I didn't really see a point why it was high res when it was just blurred anyway.

so I made a more sharp version with an outer glow ... also made the appearance of scan type lines to it..
came out quite interesting... don't know if you guys would be interested though..
Posted Image
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User is offline   Tea Monster 

  • Polymancer

#1105

That does look interesting.

Anything that doesn't go in the HRP, but looks cool, you could slide DanM's way for the Eternity mod.

This post has been edited by Tea Monster: 25 May 2010 - 05:12 AM

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User is offline   The Commander 

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

#1106

View PostTea Monster, on May 26 2010, 01:11 AM, said:

Anything that doesn't go in the HRP, but looks cool, you could slide DanM's way for the Eternity mod.

You know thats already released right?
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User is offline   Spiker 

#1107

These lines are not necessary and they are not even close to the original. The thing is that similar effect can be achieved just by scaling a forcefield in mapster like on this pic. So it's up to a mapper if he wants that effect or not.

Edit: if I scaled it more the lines would straight but it was a quickie just to get the idea.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg


This post has been edited by Spiker: 25 May 2010 - 05:31 AM

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User is offline   Night Wolf 

#1108

View PostSpiker, on May 25 2010, 11:26 PM, said:

These lines are not necessary and they are not even close to the original. The thing is that similar effect can be achieved just by scaling a forcefield in mapster like on this pic. So it's up to a mapper if he wants that effect or not.



yeah I know it doesn't come close its just an example... but maybe this could be sutley overlaid or something... maybe using two different textures , though that's probs not possible though..
but the main point I was trying to make was that the force shield should be sharper

at the moment its look pretty much the same as the low res tile .. so what the point
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User is offline   Night Wolf 

#1109

Something like this for example sharper dots with a glow
looks much better...
maybe I could slightly apply those lines ..as its kinda cool how they actually look like they scan as the texture moves down

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User is offline   Night Wolf 

#1110

with a combination of dots and 80% transparent lines gives this sort of effect
Posted Image
0

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