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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

#1681

Latest texture on the pistol. I've gone for a lot darker feel to match the original sprite. I've made the grip a lot more modern looking.
Attached Image: dukepistol_053.jpg Attached Image: dukepistol_051.jpg
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User is offline   Night Wolf 

#1682

 Tea Monster, on Jul 19 2010, 06:42 AM, said:

Latest texture on the pistol. I've gone for a lot darker feel to match the original sprite. I've made the grip a lot more modern looking.


Looks pretty cool, I think it could use a little more detail however, the grip part looks like a blurred texture, I would make it more a detailed texture for that part
is the grip part rubber?

Edit: maybe a more grainy texture similar to this?
Posted Image

This post has been edited by ozz: 18 July 2010 - 10:39 PM

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User is offline   Spiker 

#1683

This time I've decided not to follow all your suggestions. Instead I've made it like the original (hopefully). The rest goes on the texture so no bitching.

Out of curiosity I've scaled it down extremly on depth axis to see how it would look. Hopefully this akward shape will be possible to animate :)

Posted Image

This post has been edited by Spiker: 19 July 2010 - 10:00 AM

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#1684

Holy cow. That looks fantastic!

I bet when that's done. It'll look the bee's bollocks!

This post has been edited by KillerBudgie: 19 July 2010 - 10:46 AM

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User is offline   Night Wolf 

#1685

Shotguns coming along pretty well, the perspective looks pretty spot on.
The back part still looks a little odd, it seems a bit sharp in tems of angle, maybe it needs more polys?
The top back part of the gun has a line shape as seen in theres sprites, few other details too
or are you planning to add these details in via normal mapping?
Posted Image

I'm getting this feeling like the back part is thicker in the sprites, but this could just be the angle?

can we see a screen shot of the whole model too?
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User is offline   Tea Monster 

  • Polymancer

#1686

It looks good, but I'd put a lot more detail in there. There are all the slots and panels on the back of the gun. If you check out the photos that were posted earlier, there are a lot of screws and other details. Also there is the nuke symbol.
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User is offline   Spiker 

#1687

Thanks for the tips, comments, and the tutorial. But seriously Tea Monster do you think that adding these very little details like screws will change anything? (Actually when I was speaking with Roma I told him that sooner or later they will tell me to model screws, and I was joking then :)). Somehow I have a feeling that it won't be noticable at all especially after applying a texture and a normal map. I think it won't make any difference even if you stared at it from a very close range, which noone will.

However I may be wrong. I would like to hear some explanation/justification of this. Also would like to hear some more comments on this problem from other guys who know the stuff. Of course if it's really beneficial I will add this.

Edit: Abut the tutorial: Funnily enough I used the same technique to model the holes on the heat shield. However I've discovered it myself :)

This post has been edited by Spiker: 19 July 2010 - 02:32 PM

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User is offline   Master Fibbles 

  • I have the power!

#1688

The texture should include the screws etc. I think TM is talking about making a very high detail mesh with all the details that is used to bake a normal map on.
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User is offline   Spiker 

#1689

View PostMr.Flibble, on Jul 19 2010, 11:06 PM, said:

The texture should include the screws etc. I think TM is talking about making a very high detail mesh with all the details that is used to bake a normal map on.



Yeah, he needs to clarify this because I'm getting confused. Because I'm talking only about low-poly version all the time.
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User is offline   SwissCm 

#1690

When you create modern 3D objects you generally make 2 seperate models; a high-resolution model and a low resolution model. The high resolution model is used to create a normal map for use with the low resolution model so it's usually best to create the high resolution model first and pack as much polygonal detail in it as possible, including bumpy textures, symbols, anything like that. You can then create a diffuse texture for the low res model and bake the normal map onto that which is currently necessary since Polymer doesn't support normal mapped HUD weapons. For pickups you can use a non-baked diffuse texture, normal map and specular.
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User is offline   Tea Monster 

  • Polymancer

#1691

If it is your intention to only make a low-poly model, then that will do.

If you are making for the P-HRP then you have to make a low-poly and then a high poly and then bake the high to the low.

The high-poly model SHOULD have screws and manufacturers labels and ingraved text, dings, scratched paint and the whole 9 yards.

That is why we are re-doing the pack with next-gen assets, as they can be low poly and LOOK like high poly.

Check out this thread at polycount. See all the detail on the gun? Then look at the wires. Its a low-poly model. But forget screws, you can see the wood-grain on the handle!

There is no reason why Duke can't have stuff that looks like this (once we get the HUD working!!)

This post has been edited by Tea Monster: 19 July 2010 - 03:42 PM

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User is offline   PimpUigi 

#1692

View Postozz, on Jul 19 2010, 02:35 PM, said:

Shotguns coming along pretty well, the perspective looks pretty spot on.
The back part still looks a little odd, it seems a bit sharp in tems of angle, maybe it needs more polys?
The top back part of the gun has a line shape as seen in theres sprites, few other details too
or are you planning to add these details in via normal mapping?
Posted Image

I'm getting this feeling like the back part is thicker in the sprites, but this could just be the angle?

can we see a screen shot of the whole model too?


See that looks nice, don't forget to leave a big amount of space for the Atomic symbol.
That's one of the most important parts of Duke Nukem's shotgun. And one overlooked in the current shotgun. ie they did it poorly

This post has been edited by PimpUigi: 19 July 2010 - 04:24 PM

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User is offline   ReaperMan 

#1693

@ Spiker

The shotgun's perspective is perfect. :)

One thing that is seriously bothering me is the part that ejects the shells is in the wrong spot, it should higher up on the gun, look at the sprite.
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User is offline   Night Wolf 

#1694

Pretty much the shotgun has to be up to the quality of the other HUD models redone for the P-HRP.
The new Pisol & Devastator models are very highly detailed, and they look fantastic... the shotgun needs more work to be up to their level.
Probably best to just model the shotgun as close as possible to the picture of the real shotgun the TM posted
http://dynamicarmame...v2008/50580.jpg
then add in the nuke symbol

After all they made the spites from that gun. (Although the pump part was smoother & didnt have grip)
Posted Image

This post has been edited by ozz: 20 July 2010 - 12:24 AM

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User is offline   Tetsuo 

#1695

Since the grip is a handle it would be redundant for the pump part to have grip.... neither the sprite or the photo have ribbing on the pump part.
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User is offline   Night Wolf 

#1696

View PostTetsuo, on Jul 20 2010, 06:45 PM, said:

Since the grip is a handle it would be redundant for the pump part to have grip.... neither the sprite or the photo have ribbing on the pump part.


Yeah ribbing , that's what I ment by grip ... wasn't sure of the technical words for gun parts. :)

This post has been edited by ozz: 20 July 2010 - 01:19 AM

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User is offline   Tetsuo 

#1697

Me either really I'm just calling it what it looks like. :)
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User is offline   Night Wolf 

#1698

Remade the Arcade sign
now it's actual neon lights!

#1046

Posted Image

This post has been edited by ozz: 22 July 2010 - 10:39 AM

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User is offline   SwissCm 

#1699

Ya know that texture is actually used as a sprite in-game so it would be quite possible to create a cool looking 3d model instead.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1700

Keep the texture for user maps, etc.
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User is offline   SwissCm 

#1701

View PostHendricks266, on Jul 22 2010, 08:30 AM, said:

Keep the texture for user maps, etc.

Of course, still be nice to have a 3d model though :)
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User is offline   Night Wolf 

#1702

A 3D model would be awesome, although for people who dont like the models atm, sprites are also needed.
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User is offline   Night Wolf 

#1703

Remade this ceiling texture, now its a more realistic mineral fiber ceiling board

#1204
Posted Image Posted Image Posted Image

This post has been edited by ozz: 22 July 2010 - 10:19 AM

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#1704

Man ozz. You sure are one badass texture making machine!
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User is offline   NightFright 

  • The Truth is in here

#1705

Definition values for this one? Same as existing ones?

Otherwise: SVN Build #138 committed. Changes:

> Modified: #1046, 1204 (d/n/s)

This post has been edited by NightFright: 22 July 2010 - 10:45 AM

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User is offline   Night Wolf 

#1706

View PostNightFright, on Jul 23 2010, 04:36 AM, said:

Definition values for this one? Same as existing ones?


I would keep them the same.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1707

Question. How do I download the latest updates via the SVN? I'm on svn.eduke32.com but I can't seem to find a download option...
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#1708

@MusicallyInspired; You might want to read this, I always thought they should sticky that thread, ah well. http://forums.duke4....?showtopic=2251
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1709

Thank you.
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User is offline   The Commander 

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

#1710

View PostHigh Treason, on Jul 23 2010, 04:26 PM, said:

@MusicallyInspired; You might want to read this, I always thought they should sticky that thread, ah well. http://forums.duke4....?showtopic=2251

Yes it should be IMO
So I put my request forward. lol
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