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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   3D Master 

#2011

A model's animation can overwrite a sprite's, yes? It can essentially be longer than the sprites original, yes? Would it be possible for the next poledancing babe, to actually be pole dancing, instead of just shaking her ass a bit?
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User is offline   Master Fibbles 

  • I have the power!

#2012

Has the animation system been redone? I think we are still limited to the number frames in the original art files. Now, that may not mean the animation itself is limited to those 5~10 frames but you can only define that many frames. At least with replacement art. I could be wrong though.
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User is offline   Danukem 

  • Duke Plus Developer

#2013

View Post3D Master, on Sep 10 2010, 01:24 PM, said:

A model's animation can overwrite a sprite's, yes? It can essentially be longer than the sprites original, yes? Would it be possible for the next poledancing babe, to actually be pole dancing, instead of just shaking her ass a bit?


The model's animation has to be mapped to the same tiles as the sprite's animation, but it can be as long as you want. You could define a 1000 frame, 30 second animation on a single tile if you wanted. A problem would occur if the CON code was telling a sprite to switch animations after a certain amount of time, and the HRP versions were not the same length as the 8-bit ones (the HRP version would get cut short). However, I don't think that would be an issue in this case.

This post has been edited by DeeperThought: 10 September 2010 - 12:33 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #2014

Flib, DT,

View PostHendricks266, on Aug 27 2010, 04:59 PM, said:

Hopefully someday we will have tile/model/animation definitions (optionally) based on the "action" CON command, and HUD definitions (optionally) based solely on curr_weapon, kickback_pic, knee_incs, tipincs, scuba_on, etc.

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User is offline   Roma Loom 

  • Loomsday Device

#2015

View PostHendricks266, on Sep 11 2010, 01:24 AM, said:

Hopefully someday we will have tile/model/animation definitions (optionally) based on the "action" CON command, and HUD definitions (optionally) based solely on curr_weapon, kickback_pic, knee_incs, tipincs, scuba_on, etc.

quoted for truth
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User is offline   Awesomebob 

#2016

Speaking of ugly...

I just noticed (shows how much I'm able to play with polymer) how horrid the watertile looks in polymer. The middle looks fine, but in poly the edges look stretched out, so when you connect a bunch to make a body of water, they make this ugly stretched grid (see pic).

Attached thumbnail(s)

  • Attached Image: duke0001.jpg

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User is offline   movento 

#2017

Hey, i totally forgot i posted here a while ago,and i didn't noticed i got a PM from "Spiker" because it was in my spam folder.
Anyway,here's my Duke Nukem model and the textures.The textures are pretty large(2048x2048) but i think you can resize them to 1024 without losing much detail.
Duke Nukem model link
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User is offline   Spiker 

#2018

The model looks great. But it may need some poly reduction since it's about 9100. Also I think that adding some AO to the texture will make it look even better.
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User is offline   Plagman 

  • Former VP of Media Operations

#2019

Got a screenshot?
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User is offline   Spiker 

#2020

Nah, to use it in game it would need all animations done, jetpack and RPG. Unless there is a different way to make him carry all guns and stuff.
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User is offline   Jaxx 

#2021

IMO the model looks perfect, but as spiker said, it needs a poly reduction.
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User is offline   Roma Loom 

  • Loomsday Device

#2022

Posted Image

Posted Image

This post has been edited by Roma Loom: 12 September 2010 - 04:16 AM

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User is offline   Spiker 

#2023

The model does not suffer much when reducing it to 3000. But is there a way to do this without having to remake the UV?
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User is offline   movento 

#2024

Thanks everyone,I'll reduce the polycount,that's possible without remaking the uv.I did use an AO bake for the textures
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User is offline   Tea Monster 

  • Polymancer

#2025

Why are we knocking the polycount for Duke down to 3K? Isn't that what it was under the old HRP? Shouldn't it be around 5-6K?
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User is offline   ReaperMan 

#2026

@Roma Loom

Nice model, i hope that you make that universal gun for duke rather then an RPG.

BTW shouldn't those ammo pouches be black?

This post has been edited by ReaperMan: 12 September 2010 - 09:02 AM

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User is offline   Night Wolf 

#2027

Movento, your model looks awesome, you should consider remaking some of the monsters.

View PostTea Monster, on Sep 13 2010, 12:38 AM, said:

Why are we knocking the polycount for Duke down to 3K? Isn't that what it was under the old HRP? Shouldn't it be around 5-6K?


Yeah it would be nice to see some higher poly models.
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User is offline   Danukem 

  • Duke Plus Developer

#2028

It's a good model, but I think the current one is better, at least in the head and neck area:

Posted Image

On the other hand, it could be argued that the current HRP model looks too much like Arnold Schwarzenegger in the face and upper body, and maybe I'm just used to it.

This post has been edited by DeeperThought: 12 September 2010 - 09:13 AM

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#2029

View PostDeeperThought, on Sep 12 2010, 10:09 AM, said:

It's a good model, but I think the current one is better, at least in the head and neck area:

Posted Image

On the other hand, it could be argued that the current HRP model looks too much like Arnold Schwarzenegger in the face and upper body, and maybe I'm just used to it.

Well Arnie used steroid's Duke nukem used steroids...
I dont see why he can't look like Arnold Schwarzenegger
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User is offline   Night Wolf 

#2030

The legs are wrong his boots should go over his jeans, also the blue colour should be matched to the sprites.
the pants look a little odd in general like he needs more ball room or something.

Seems like this model is more inspired from Duke Nukem Forever, not that thats a bad thing but it should reflect the classic duke.

Posted Image Posted Image


The straps never had ammo pouches they were actually part of the jet pack thus why they are silver.

This post has been edited by ozz: 12 September 2010 - 10:57 AM

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User is offline   ReaperMan 

#2031

View PostDeeperThought, on Sep 12 2010, 02:09 PM, said:

It's a good model, but I think the current one is better, at least in the head and neck area:


I like the new model more, although i think your right about the head and neck, but everything else on the new one looks great.

Edit: Actually i just read Ozz's post, i think he's correct it should look like the Duke3D Duke.

This post has been edited by ReaperMan: 12 September 2010 - 10:53 AM

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#2032

View PostReaperMan, on Sep 12 2010, 11:51 AM, said:

I like the new model more, although i think your right about the head and neck, but everything else on the new one looks great.

Edit: Actually i just read Ozz's post, i think he's correct it should look like the Duke3D Duke.

Yeah ozz is right,Although i do like the veins that pop out his arms because someone as super muscled as Duke Nukem cant have clean arms without veins popping out
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User is offline   3D Master 

#2033

View Postozz, on Sep 12 2010, 08:48 PM, said:

The legs are wrong his boots should go over his jeans, also the blue colour should be matched to the sprites.
the pants look a little odd in general like he needs more ball room or something.

Seems like this model is more inspired from Duke Nukem Forever, not that thats a bad thing but it should reflect the classic duke.

The straps never had ammo pouches they were actually part of the jet pack thus why they are silver.


The same thing with the current duke model, which is not a problem as far as I'm concerned. The Duke model doesn't have to look exactly like the limited sprite.

I would prefer it if he doesn't even run around with the same gun all the time, and the jetpack is only shown after you've picked it up.

In fact, the model isn't based on the Duke Nukem Forever model at all, it's the way Duke has been depicted on the box art, in any subsequent game (like Manhatten Project), and promotional art. So yeah, this is the way Duke should be.

Only the head and neck is a little, I don't know... off.

This post has been edited by 3D Master: 12 September 2010 - 11:23 AM

-1

User is offline   Spiker 

#2034

If I made this model (which I really like) I would comitt suicide after reading your comments and never contribute anything else.
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User is offline   movento 

#2035

I can remake the jeans and shoes,i just have to make a new HP and LP mesh of them. The pants are the part i find the worst part of this model,the folds aren't really well defined and it lacks fabric seams and such
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User is offline   Night Wolf 

#2036

View PostSpiker, on Sep 13 2010, 05:09 AM, said:

If I made this model (which I really like) I would comitt suicide after reading your comments and never contribute anything else.


No one has really given negative comments about the model just ideas on how to improve it slightly, all that really needs a bit of work in the pants, the straps aren't really a big deal they don't have to be exact, plus they look good anyway.

People have to learnt to take criticism, it helps make things better... I don't see how you could take it a bad way.

This post has been edited by ozz: 12 September 2010 - 11:29 AM

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User is offline   Spiker 

#2037

I simply disagree with some comments here. I think that comparing it with sprite is bad, vary bad. It should look cool, it should look good, it shouldn't look like the sprite. I wouldn't even be against adding gloves or any other cool details. Before I was a jerk and thought that everything has to be 100% like sprites but now I know it's a bad approach and that it would defeat the whole purpose of redoing this stuff. The main objective should be to make it as good as possible but it will never be possible if you want to stick with sprites.
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User is offline   Night Wolf 

#2038

View PostSpiker, on Sep 13 2010, 05:38 AM, said:

I simply disagree with some comments here. I think that comparing it with sprite is bad, vary bad. It should look cool, it should look good, it shouldn't look like the sprite. I wouldn't even be against adding gloves or any other cool details. Before I was a jerk and thought that everything has to be 100% like sprites but now I know it's a bad approach and that it would defeat the whole purpose of redoing this stuff. The main objective should be to make it as good as possible but it will never be possible if you want to stick with sprites.


Gloves? How would that make sense with the HUD.
They should match the sprites and the art tiles should match the original tiles, this is a HRP for the original Duke 3D .
they could be changed a little bit to fit into a more modern engine etc but they have to reflect the classic game especially the textures.
I know its really hard to make the models look 100% like the sprites but might as well try to get them looking as close as possible.
there's no need to rush a model.
if you change them completely then its more of a mod.

This post has been edited by ozz: 12 September 2010 - 11:50 AM

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User is offline   Tetsuo 

#2039

View PostSchoeteCitie, on Sep 12 2010, 11:00 AM, said:

Yeah ozz is right,Although i do like the veins that pop out his arms because someone as super muscled as Duke Nukem cant have clean arms without veins popping out


That's especially true of someone who has been taking steroids like Duke. Actually I think the new Duke model needs a little more beefing up in the muscle department.

This post has been edited by Tetsuo: 12 September 2010 - 12:40 PM

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User is offline   Tetsuo 

#2040

View Post3D Master, on Sep 12 2010, 11:07 AM, said:

I would prefer it if he doesn't even run around with the same gun all the time, and the jetpack is only shown after you've picked it up.


Yes, this is what I've been saying. Duke seriously needs vweap support.... they even added this to Quake 1 via a mod one time.
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