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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 

#1261

View PostSpiker, on Jun 6 2010, 07:05 PM, said:

What exactly do you mean by remaking the monitors? They look bad or do they lack normal maps?


They look bad... they don't look real at all ..
and they have way to intense contrast and wrong colours
just look bad quality... and don't match the original 8bit versions ...they need a fresh new look, to closely match the original tiles
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User is offline   Night Wolf 

#1262

It's actually easier to show the problems
Posted Image
as you can see its totally wrong... :(
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User is offline   Spiker 

#1263

Hmmm looks bad indeed. I might give it a try but don't blame me if I fail miserably because this will be first ever attempt to create a texture.

But I won't develop if I won't try something more challenging like this.
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User is offline   Night Wolf 

#1264

View PostSpiker, on Jun 6 2010, 07:30 PM, said:

Hmmm looks bad indeed. I might give it a try but don't blame me if I fail miserably because this will be first ever attempt to create a texture.

But I won't develop if I won't try something more challenging like this.


There's allot of them to do though just so you know... looks like these ones were made by the same artist .. it think there's like 10 monitors like this that need to be remade. that's including the broken versions of them
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User is offline   Tea Monster 

  • Polymancer

#1265

View PostSpiker, on Jun 6 2010, 01:30 AM, said:

Hmmm looks bad indeed. I might give it a try but don't blame me if I fail miserably because this will be first ever attempt to create a texture.

But I won't develop if I won't try something more challenging like this.

That is how we all started. If you get stuck, we are here to help.
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User is offline   Cage 

#1266

IIRC the HRP monitors had the problem are not aligned with the original tiles as well - they look off a in a lot of user maps, where the monitor textures where used for small details.
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User is offline   Tea Monster 

  • Polymancer

#1267

Yeah, I really appreciated Ozz's melding of Old 8 bit authenticity and Modern graphics methods.
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User is online   Mark 

#1268

View PostTea Monster, on Jun 6 2010, 05:14 AM, said:

Yeah, I really appreciated Ozz's melding of Old 8 bit authenticity and Modern graphics methods.

I like a lot of what he is doing too.
We'll see if I feel the same way after he changes one of the tiles I made. :(
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User is offline   Night Wolf 

#1269

Cheers guys ... I suppose everything that doesn't match the original art close enough will get remade at some point.. if not by me then by others. :(

I've remade this wooden create as the previous one was off in measurements to the original.

#0884
Posted Image

This post has been edited by ozz: 06 June 2010 - 07:36 AM

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User is offline   Tea Monster 

  • Polymancer

#1270

That is looking good.

Just a question here, have spec maps been enabled for world (I know they haven't for HUD) models in Polymer yet? I'm getting JS over here on the pistol in game. It Just looks like a very dark grey blob.
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User is offline   Spiker 

#1271

Yeah it's awesome.

Ok, here a first peak of what I have so far. Is this of any use? Of course it's not finished yet. The yellow text doesn't match and is illegible at the moment (I've just picked up some random text for placeholder, and I have no idea what kind of text should be there) also I don't know what is bluish thing at the upper part of the screen, temporaily I drew some similar shit there. Also the origanl has some noise (rust, scratches?) I would need to put it in there but don't know what should I use for it. Probably there is a lot more, point it out! The texture is 1024x1024 but for the preview I made it smaller.

Posted Image
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User is offline   Night Wolf 

#1272

View PostSpiker, on Jun 7 2010, 01:55 AM, said:

Yeah it's awesome.

Ok, here a first peak of what I have so far. Is this of any use? Of course it's not finished yet. The yellow text doesn't match and is illegible at the moment (I've just picked up some random text for placeholder, and I have no idea what kind of text should be there) also I don't know what is bluish thing at the upper part of the screen, temporaily I drew some similar shit there. Also the origanl has some noise (rust, scratches?) I would need to put it in there but don't know what should I use for it. Probably there is a lot more, point it out! The texture is 1024x1024 but for the preview I made it smaller.

Posted Image

That's looking good!...
the parts on the screen under the green text shouldn't flick up but it should be a perfect sharp square screen...
and maybe tone the white square parts to a more grey
the monitors frame should match the other greys too yours looks like it has a slight bit more magenta.

other then that its coming along well

Edit:
the bluish thing is like this white line in this pic(advanced boot mode banner) but blue instead of white for example
Posted Image

that's what i think it is anyway

This post has been edited by ozz: 06 June 2010 - 08:18 AM

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User is offline   Night Wolf 

#1273

One other thing I forgot to add... if normal maps are to be applied to this you may want to take in to consideration the lighting you have used... it should be a more flat light say just one shading .. if you get me

also the edges should be sharp there coming of kind of rounded

Im interested to see how this turns out its looking good
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User is offline   Tea Monster 

  • Polymancer

#1274

That is looking good. Remember to loose the glint highlights - that should be handled by the spec map.

Here is the pistol. I've rotated it so that it appears the same angle in a user map, so map hacks may have to be changed (my previous one may have been backwards).

I've adjusted the diffuse heavily so that it actually appears as something in game rather than a grey mass. I'm hoping that there is something wrong with my Duke3D folder.

See how you get on. If there are any adjustments that need making let me know.
Attached File  pistol02.rar (603.64K)
Number of downloads: 475
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User is online   Mark 

#1275

Spiker: Its a good thing if the text can not be read. That way the screen can fit in any situation and not be narrowed down to one meaning.
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User is offline   Danukem 

  • Duke Plus Developer

#1276

View PostMarked, on Jun 6 2010, 10:49 AM, said:

Spiker: Its a good thing if the text can not be read. That way the screen can fit in any situation and not be narrowed down to one meaning.


Yes. That's one of the advantages of the 8-bit tiles that gets lost in the HRP.
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User is offline   Spiker 

#1277

I've tried to fix things you've mentioned. What's next? Unfortunately flatting the shadows makes it look worse at this point.

Posted Image
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User is offline   Night Wolf 

#1278

Try setting the Bevel and Emboss , shading angle to 0-90 .. which is directly in the middle...
that is of course if your using that method.

edit: and set Bevel and Emboss to sharp (Chisel Hard) not smooth.. see how that looks

This post has been edited by ozz: 06 June 2010 - 12:19 PM

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User is offline   Spiker 

#1279

Ok. What's next? Temporaily I post jpg files of course.

Posted Image
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User is offline   TURBOKID 

#1280

View PostTea Monster, on Jun 6 2010, 08:38 AM, said:

That is looking good. Remember to loose the glint highlights - that should be handled by the spec map.

Here is the pistol. I've rotated it so that it appears the same angle in a user map, so map hacks may have to be changed (my previous one may have been backwards).

I've adjusted the diffuse heavily so that it actually appears as something in game rather than a grey mass. I'm hoping that there is something wrong with my Duke3D folder.

See how you get on. If there are any adjustments that need making let me know.
Attachment pistol02.rar


Checked it TM looks great to me.
Thought i would let you know as it has had 11 downloads and no one saw fit to comment.

This post has been edited by DISRUPTOR: 06 June 2010 - 01:50 PM

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User is offline   Tea Monster 

  • Polymancer

#1281

Cheers, I was just concerned as it bore no resemblance to what I got out of the two model viewers I used.
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User is offline   TURBOKID 

#1282

View PostTea Monster, on Jun 6 2010, 01:58 PM, said:

Cheers, I was just concerned as it bore no resemblance to what I got out of the two model viewers I used.


Nah it looks great :(
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User is offline   Spiker 

#1283

Hhhmm don't you need to add something to the normal map line to make it work? parallaxbias x parallaxscale x ? :(
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User is offline   Night Wolf 

#1284

@ TM ...Pistol pick-up looks really good... can't wait to see the HUD pistol.

@ Spiker ... It seems to be coming out a little cartoony, this may a result of relying on the embossing effect too much...

Maybe these tiles should be sculpted?

I gave this a quick go myself but even then its not looking right.
Posted Image

This is how I would start if I were to make them ...
start with flat colours and always make sure the colours match ... overly saturated colours are a Bad thing.
polymer textures shouldn't really have light shadings also.
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User is offline   Spiker 

#1285

Hhhmm good point. Remember that I've just started learning this and I'm still a noob, but hopefully after some practice I will become much better. What technique do you use to make these shapes without bevel and emboss? And what's wrong with the version you posted?

This post has been edited by Spiker: 06 June 2010 - 02:32 PM

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User is offline   Night Wolf 

#1286

View PostSpiker, on Jun 7 2010, 08:31 AM, said:

Hhhmm good point. Remember that I've just started learning this and I'm still a noob, but hopefully after some practice I will become much better. What technique do you use to make these shapes without bevel and emboss? And what's wrong with the version you posted?


That's why I'm helping you heh heh ...
you will pick it up though ... I used to do exactly what your doing ... but then learned that you have to used take that harder way with some textures .. embossing doesn't always work.
For example if you use an Inner Bevel the outside will stay sharp but if you cut out a piece on the inside it will have smooth edges , which is a pain in the ass, and why I don't really on it.

I suppose the version I have done isn't bad, but its really basic ... I would have to mess around with it to look right and even then it might not come out looking right, its really hard to match it when the 8bit version is soo blurry.
for some reason the colours come up purplish in game too ... probably due to the engines colour restrictions :(
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User is offline   Tea Monster 

  • Polymancer

#1287

It's a big no-no to actually USE the old tile in the new one, by oversampling it and other garbage short-cuts. But I find it vital to have it open beside the tile I'm working on to sample colours directly and to place objects accurately.
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User is offline   Spiker 

#1288

Ozz: I've noticed that in your version you discarded some shape irregularities like the gap between panels, is this a way to go?

And so have you used embossing or any other method?

Damn, I can't sleep :(
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User is offline   Lunick 

#1289

Duke nukem is set in the future right?

Why the hell are they still using internet explorer?

*This refers to the error message in the picture
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User is offline   Zaxtor 

#1290

About HRP stuff like textures, monsters, small animation when you (win the level) title etc became high resolution etc.

But I always wondered if the cineover etc (clip when you beat a boss and beginning of E4) changed?
Or if is still old fashion etc..

This post has been edited by Zaxtor: 06 June 2010 - 07:31 PM

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