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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 

#2071

I think the chalk should look more like what Micky C showed.
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User is offline   Tetsuo 

#2072

View PostMicky C, on Sep 17 2010, 04:29 AM, said:

That's definitely the best one imo, I'd be happy with it ingame. My only worry is that the chalk still looks a tad blurry, as I tend to prefer nice crisp textures generally speaking, and chalk tends to have sharp edges despite it's texture in my experience, more like this:
http://titania.stockton.edu/idzinskt/files...-chalkboard.png


The writing in Duke could have been done with a duller piece of chalk and left on the board longer. To be honest your example looks too sharp and not at all realistic.

This post has been edited by Tetsuo: 17 September 2010 - 09:43 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2073

View Postozz, on Sep 17 2010, 03:28 AM, said:

Made the chalk a little sharper and detailed.
everyone agree with this one?
Posted Image


That looks great to me.

In the future, you might want to post your work alongside the original 8-bit tiles, so that people can easily do a direct comparison. The smudging is definitely in the 8-bit tile and you have done a good job of replicating it.

Posted Image
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#2074

View PostJaxx, on Sep 12 2010, 09:53 PM, said:

IMO the model looks perfect, but as spiker said, it needs a poly reduction.



I think this looks great. I look forward to using it.
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User is offline   Night Wolf 

#2075

View PostDeeperThought, on Sep 18 2010, 03:54 AM, said:

That looks great to me.
In the future, you might want to post your work alongside the original 8-bit tiles, so that people can easily do a direct comparison. The smudging is definitely in the 8-bit tile and you have done a good job of replicating it.


Yeah I'll remember to do that in future, I would have thought people would look at the 8bit art themselves before criticizing.
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User is offline   Tetsuo 

#2076

Are you going to do normal\specular for that tile Ozz? I think the blood could be a little shiny for example and the frame raised.
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User is offline   Night Wolf 

#2077

View PostTetsuo, on Sep 19 2010, 07:25 AM, said:

Are you going to do normal\specular for that tile Ozz? I think the blood could be a little shiny for example and the frame raised.


Actually I did make a normal n spec maps but they didn't really do anything amazing. I might try it with a parallax map.
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User is offline   Tea Monster 

  • Polymancer

#2078

To modellers, there is an experimental Blender 2.53 MD3 exporter.

http://xembie.com/2010/md3-exporter/

It only works with 2.53 (not the latest Beta) and it needs to have the mesh triangulated before export.
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User is offline   Night Wolf 

#2079

0699_n
Posted Image
No idea what the def values are.

0699_s
Posted Image
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User is offline   Tetsuo 

#2080

Sweet, can't wait to see how they look in the game.
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User is online   0815Jack 

#2081

i am just curious.....does the chinese/japanese writing in the original tile make any sense? :)
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User is offline   Master Fibbles 

  • I have the power!

#2082

I was thinking that myself. Does it really matter? No, but it would be interesting.
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User is offline   Player Lin 

#2083

View Post0815Jack, on Sep 20 2010, 03:02 PM, said:

i am just curious.....does the chinese/japanese writing in the original tile make any sense? :)


Unfortunately, no, many of them just like some random symbols on it. Not really Chinese/Japanese or Asia language(?) of characters.

(Shadow Warrior too. At least it's better, but still same problem, mostly are make no sense...or just mis-use it/write it wrong without really understand what is it means/how to write it correctly.)

But, really...... who care? :)

This post has been edited by Player Lin: 21 September 2010 - 10:01 AM

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User is offline   Master Fibbles 

  • I have the power!

#2084

It could be worse. It could be some secret inside joke in Chinese. I always wonder when I see people with Chinese/Japanese characters tatooed on them: Do you really know what that means or are you just taking the word of the artist? I'd be that cynical artist who tells you that a symbol means peace when really it means douche bag.
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User is offline   Tea Monster 

  • Polymancer

#2085

View PostMr.Flibble, on Sep 21 2010, 11:27 AM, said:

It could be worse. It could be some secret inside joke in Chinese. I always wonder when I see people with Chinese/Japanese characters tatooed on them: Do you really know what that means or are you just taking the word of the artist? I'd be that cynical artist who tells you that a symbol means peace when really it means douche bag.


No, most of the time they don't. You'd think that if you were getting something tattooed onto your body that you'd double check WTF it meant, but no...

This site is Hillarious. Dumb-asses writing into the blog "Hey, what does this mean in Kanji?" Too late now dude! Should have found out before they got the needle out! One literally means 'no head (brain)'

for a counterpoint, check out www.engrish.com
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User is offline   Master Fibbles 

  • I have the power!

#2086

I think I'm going to sit down and do some simple modeling that practices baking normal maps etc. I could go and revise the bottles (since they were kind of poorly done by me in the first place and someone fixed up the skins); they probably should be changed to better match original shapes/sizes and could benefit from some minor polymerizing.
Of course, I'm also open to whatever is needed to be done. I'm not planning on doing any animating but eventually I'll get to practicing that too.

This post has been edited by Mr.Flibble: 21 September 2010 - 06:17 PM

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User is offline   Tetsuo 

#2087

As long as you are redoing the bottles I think things the beer should be made a little less jokey... like I'm not sure duff beer has a place in the game.
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User is offline   Green 

  #2088

Just a suggestion, for E1L1 would it be possible for the cinema sign to have actual lightbulbs with small light sources instead of being a flat texture?

This post has been edited by Mr. Green: 21 September 2010 - 07:25 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2089

View PostTetsuo, on Sep 21 2010, 10:24 PM, said:

As long as you are redoing the bottles I think things the beer should be made a little less jokey... like I'm not sure duff beer has a place in the game.

Yes it does. Stadium blimp, Simpsons jokes.
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User is offline   Master Fibbles 

  • I have the power!

#2090

The original tiles are illegible which is why the current bottles are what they are. I took suggestions back then and I wasn't legal so I didn't buy beer myself (or have a bottle collection). I think everything will be remade as beer bottles; pretty much the same size/shape. I like the using the same UV map throughout since that just makes it easier.
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User is offline   vakooja 

#2091

The bulbs should be modeled. It's not possible to make the bulbs look convincing enough with bumpmaps only.

Posted Image
Some roughness to the surfaces is yet to be applied.
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User is offline   Danukem 

  • Duke Plus Developer

#2092

View Postvakooja, on Sep 22 2010, 12:26 PM, said:

The bulbs should be modeled. It's not possible to make the bulbs look convincing enough with bumpmaps only.

Posted Image
Some roughness to the surfaces is yet to be applied.


In the original level, there is simply a texture covering a flat surface. The HRP is designed to work with the original level data. That means it can only replace the texture with a better texture; there is no way to put in bulb models without editing the .map file.
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User is offline   Tetsuo 

#2093

I think those lights should be fine with a good height map and glow\lighting effect applied to them.... all the lights, neon. etc. need a real good glow to them.

Some more thoughts on the beer. Think about how the liquor was portrayed in Prey. It wasn't legible what it was there either but it wasn't jokey either and seemed to be based more on the real world. If the beer is going to remain jokey in duke it should at least be more..... dukey. Like in the teaser trailer where he was pumping iron and drinking beer. I think it should be either generic or duke's own brand.... but not a cartoon brand. AFAIK we are trying to get away from being too cartooney.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2094

View Postvakooja, on Sep 22 2010, 02:26 PM, said:

The bulbs should be modeled. It's not possible to make the bulbs look convincing enough with bumpmaps only.

Posted Image
Some roughness to the surfaces is yet to be applied.

Those look good to me, and a great improvement.

I hope you can make this tile from Nuclear Winter as well:

Posted Image

View PostTetsuo, on Sep 22 2010, 05:16 PM, said:

AFAIK we are trying to get away from being too cartooney.

Cartooniness in style, like the Yogi Bear Troopers we had a while back. Not in the references.
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User is offline   Master Fibbles 

  • I have the power!

#2095

View PostTetsuo, on Sep 22 2010, 06:16 PM, said:

Some more thoughts on the beer. Think about how the liquor was portrayed in Prey. It wasn't legible what it was there either but it wasn't jokey either and seemed to be based more on the real world. If the beer is going to remain jokey in duke it should at least be more..... dukey. Like in the teaser trailer where he was pumping iron and drinking beer. I think it should be either generic or duke's own brand.... but not a cartoon brand. AFAIK we are trying to get away from being too cartooney.


I looked at the bottles in the original art. I count 3-4 maybe 5 actual bottles of beer while the rest look like some form of liquor. The bottles don't seem to be that proportional size though.
Attached Image: bottles8bit.jpg

I'll probably start some of this either this weekend or tomorrow (depending on how much it distracts me from school). I'll do the basic mesh(es) and UV and then work on how to make the labels and what is probably beer and what is probably liquor.
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User is offline   Danukem 

  • Duke Plus Developer

#2096

View PostMr.Flibble, on Sep 22 2010, 05:52 PM, said:

I'll probably start some of this either this weekend or tomorrow (depending on how much it distracts me from school). I'll do the basic mesh(es) and UV and then work on how to make the labels and what is probably beer and what is probably liquor.


I have a request. Make two skins for each: one for the bottle being full and unopened, the other for the bottle being empty. The default skin (pal 0) can be for the state that seems appropriate based on the 8-bit art. Then the alternate skin can be put on pal 30 (or whatever) so that mappers have an option. There is fun to be had if we have both full and empty versions (Duke could be made to drink in DukePlus, for example).
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User is offline   Master Fibbles 

  • I have the power!

#2097

Unless I put the cap entirely on the skin (normal mapping the whole thing) I would have to make two models also. I can see what I can do. I'll probably stick with one base mesh so it shouldn't be a problem.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2098

Good idea DT. However,

View PostDeeperThought, on Sep 22 2010, 08:04 PM, said:

Then the alternate skin can be put on pal 30 (or whatever) so that mappers have an option.

Given the release of CraigFatman's Extended Color Look-Up Table Pack,

extclut readme said:

26 original pals (##0-25) are preserved with duplicate colors removed; 102 custom pals (##26-127) are introduced. Pals ##129-132 are used for EDuke32 color fog. Pal #128 is the same as pal #0.

Since this appears to be the maximum number of lookups PALETTE.DAT can hold (unless he is wrong),

All hightile-only hack alternate skins, i.e. ones that do not affect 8-bit art, should be mapped to pals 133 through about 250.

This post has been edited by Hendricks266: 22 September 2010 - 09:31 PM

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User is offline   Stabs 

#2099

I use 40+ on all my textures and seems to be fine

wheres this pistol ?

This post has been edited by DanM: 22 September 2010 - 09:48 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2100

View PostDanM, on Sep 22 2010, 10:47 PM, said:

I use 40+ on all my textures and seems to be fine


His point was that if someone were using the CLUT pack (as is the case with Attrition, for example) and playing without the HRP, then a pal 25-127 sprite will be a strange color. If you are using the HRP, or not using the CLUT pack, then it's not an issue.
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