03-02-2008, 04:29 AM | #81 |
Re: Duke Nukem 3D Modelling Project part 4
yes, sure it's a good point of view... but I think we are scaring newbs in this way.
let's understand what kind of hand you could give: if escapist try to skin his models on his own, can at least get a polish by someone expert? note that I'm referring to him because it's the last entry here... |
|
03-02-2008, 10:33 AM | #82 |
Re: Duke Nukem 3D Modelling Project part 4
@ everyone - if you want any help with a model, modelling, skinning, texturing or anything to do with the HRP, I'll be very glad to help. I always have (ask anyone) - and as long as I have time - I always will.
I'm pretty sure it was Escapist who sent me an earlier version of the space shuttle and I gave him some pointers then. Feel free to do so again. You can PM me or send me an email through my site (see sig.). I'm hesitant to say "polish' as that is a word that can get out of hand very quickly. I'll certainly take a look though.
__________________
Tea Monster's web portfolio |
|
03-02-2008, 11:48 AM | #83 |
Re: Duke Nukem 3D Modelling Project part 4
another small bit from the to-do list.
oops. wrong model in the archive. reaploaded. tnx to Spiker for noticing.
__________________
GRPViewer, DN3D/SW Models
Last edited by Roma Loom; 03-02-2008 at 12:47 PM.
|
|
03-02-2008, 12:03 PM | #84 |
Re: Duke Nukem 3D Modelling Project part 4
One glass that got away. . .
Concerning people getting help: This is all a learning process. My advice is to try your hand at the skin then show us what you have (take a screen shot or something on occasion.) Comments will come and then you can make adjustments and learn how to make better models and better skins. For skins, use The Gimp if you don't have one of those $1000 programs. Make use of layers for shading and breaking up the skin into its parts. I have some skins that are seriously 5~8 layers because there is so much going on in it and I want to keep it organized. Good organization at the start makes it easier to "fix" something that is broken later. It also makes it easier for someone else to work with the skin if/when you send it to someone to help you with. I started with the beer bottles and made rough skins that were touched up and improved. Start where you can and let others help you, but don't demand it.
__________________
http://thaunandshad.com |
|
03-02-2008, 02:02 PM | #85 |
Re: Duke Nukem 3D Modelling Project part 4
Here is the skin for tile #633. The texture was originally Roma Loom's. All i did was change the color. It also uses the same mesh as #617, also made by Roma Loom.
__________________
OFFICIAL HRP Nitpicker! |
|
03-02-2008, 02:27 PM | #86 |
Re: Duke Nukem 3D Modelling Project part 4
Also you have changed file format from png to jpg, as a result skin lost transparency, and instead of empty gap between broken parts of pipe we'll see white stripe.
edit: here is correct version and defs: // Pipe2 broken (633) model "highres/sprites/props/0617_pipe.md3" { scale 16 shade 0 skin { pal 0 file "highres/sprites/props/0633_pipe2b.png" } frame { name "Frame0" tile 633 } }
Last edited by Piterplus; 03-03-2008 at 01:18 AM.
|
|
03-02-2008, 02:46 PM | #87 |
Re: Duke Nukem 3D Modelling Project part 4
Thanks. I opened it up as a .png and when i saved it it must have been saved as a .jpeg .
__________________
OFFICIAL HRP Nitpicker! |
|
03-02-2008, 04:39 PM | #88 |
Re: Duke Nukem 3D Modelling Project part 4
Er.... forgive my intrusion, but... ain't that second version of the skin a jpg file as well? Shouldn't it be PNG? Or is black automatically transparent (I guess so)?
@Piterplus: #633 should use same model as #616, which is 0619_pipe1.md3. @Roma: #954 needs scale 15, not 12. Otherwise it floats above ground.
Last edited by NightFright; 03-02-2008 at 05:41 PM.
|
|
03-02-2008, 08:18 PM | #89 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
So it wasn't my fault! Now i don't feel as much of a n00b now.
__________________
OFFICIAL HRP Nitpicker! |
||
03-03-2008, 01:10 AM | #90 |
Re: Duke Nukem 3D Modelling Project part 4
That’s right, I have uploaded png attachment , strange. Sorry Radar, it was not your fault.
Here is zipped file. Sh..t, it did not allowed me to upload zip archive! "0633_pipe2b.zip: The Dimension limits for this filetype are 0 x 0. We were unable to resize your file so you will need to do so manually and upload it again. Your file is currently x ." Definitely forum's soft is buggy. Same with .rar imageshack.us helps: 633 is a broken state of 616 model. So, it should use broken 617 pipe model.
Last edited by Piterplus; 03-03-2008 at 01:22 AM.
|
|
03-03-2008, 07:59 AM | #91 |
Re: Duke Nukem 3D Modelling Project part 4
You are right. I forgot there are different models for intact and broken versions. My bad. However, the model name is still 0617_pipe1b.md3 then. I renamed it slightly for HRP usage.
Last edited by NightFright; 03-03-2008 at 08:02 AM.
|
|
03-06-2008, 05:00 PM | #92 |
Re: Duke Nukem 3D Modelling Project part 4
Tile #4887 finished!!
Credits to whoever did the mesh for #716. All i did was edit the skin so it said "PLEASE WAIT" insted of "PLEASE WAIT TO BE SEATED". deflines: // Please Wait (4887) model "highres/sprites/signs/0716_seatedsign.md3" { scale 30 shade 0 skin { pal 0 file "highres/sprites/signs/4887_seatedsign.png" } frame { name "0716" tile 4887 } } Hope those deflines work. Heres the skin.
__________________
OFFICIAL HRP Nitpicker!
Last edited by Radar1013; 03-06-2008 at 05:49 PM.
|
|
03-06-2008, 05:16 PM | #93 |
Re: Duke Nukem 3D Modelling Project part 4
Heh heh, me again.
Tile #4549 Uses the same mesh as #4540. deflines: // 4549 model "highres/sprites/props/4540_foodobject11.md3" { scale 0.8 shade 0 skin { pal 0 file "highres/sprites/props/4549.png" } frame { name "idle" tile 4549 } } Heres the skin.
__________________
OFFICIAL HRP Nitpicker!
Last edited by Radar1013; 03-06-2008 at 05:46 PM.
|
|
03-06-2008, 05:45 PM | #94 |
Re: Duke Nukem 3D Modelling Project part 4
It's not 100% correct. Last defline must read
frame { name "idle" tile 4549 } Same goes for #4887: frame { name "0716" tile 4887 }
Last edited by NightFright; 03-06-2008 at 05:56 PM.
|
|
03-06-2008, 05:46 PM | #95 |
Re: Duke Nukem 3D Modelling Project part 4
Oh, okay, i edited it.
Are my deflines fine other then that?
__________________
OFFICIAL HRP Nitpicker! |
|
03-06-2008, 05:55 PM | #96 |
Re: Duke Nukem 3D Modelling Project part 4
Yeah, they work. Checked with Mapster32.
|
|
03-06-2008, 08:22 PM | #97 |
Re: Duke Nukem 3D Modelling Project part 4
That makes me feel so happy.
__________________
OFFICIAL HRP Nitpicker! |
|
03-07-2008, 07:25 AM | #98 |
Re: Duke Nukem 3D Modelling Project part 4
The WAIT-sign however could look better if the letters were centered in the mid of the sign instead of leaving empty space below. It's probably nitpicking, but...
|
|
03-07-2008, 03:05 PM | #99 |
Re: Duke Nukem 3D Modelling Project part 4
Here you go.
__________________
OFFICIAL HRP Nitpicker!
Last edited by Radar1013; 03-07-2008 at 03:12 PM.
|
|
03-07-2008, 03:18 PM | #100 |
Re: Duke Nukem 3D Modelling Project part 4
That's the spirit.
|
|
03-07-2008, 03:21 PM | #101 |
Re: Duke Nukem 3D Modelling Project part 4
Yeah, i REALLY want to start modelling and texturing for the HRP. I've tried some tutorials, but it's so hard!
So i use the skills that i already have on simple things that, surprisingly, havn't been put in the HRP yet.
__________________
OFFICIAL HRP Nitpicker! |
|
03-07-2008, 04:37 PM | #102 |
Re: Duke Nukem 3D Modelling Project part 4
Quick question, I didn't want to go looking and reading through a bunch of stuff :P
What do most of you guys use to make JUST the textures and stuff, does that require any 3D programs, or would it be possible for me to do them in something I can actually use like photoshop? I'd like to be able to help out a bit, but I'm awful at using 3D programs and it will probably stay that way :P |
|
03-07-2008, 04:40 PM | #103 |
Re: Duke Nukem 3D Modelling Project part 4
For 3D Modelling, i think most people use Blender (blender.org) because it's free. And for texturing, i think most people use photoshop or Gimp.
__________________
OFFICIAL HRP Nitpicker! |
|
03-08-2008, 01:05 AM | #104 |
Re: Duke Nukem 3D Modelling Project part 4
That sounds awesome, I'm pretty decent with photoshop, I'd be happy to help out with textures and such
Is there a list somewhere that shows all of the textures and also what ones have been done and what needs to be done? Also, I haven't really even played Duke for about 7 or 8 years, do I need the game installed to get all of the original textures? I'm not sure where the CD is at the moment, and I'm sorry if there is a tutorial or something that was written for people getting started like myself, if there is could someone link me? |
|
03-08-2008, 04:02 AM | #105 |
Re: Duke Nukem 3D Modelling Project part 4
The main TO-DO list:
http://hrp.duke4.net/wiki/doku.php?i...xt_hrp_release There is a bunch of my lists. They weren't generated by man so they are a bit raw. Updated according to HRP v3.7 Download the lists Content:
|
|
03-09-2008, 02:10 PM | #106 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
I've been toying with the idea of using a 3d app to do textures, but I've been too busy to try it out. It should give some interesting effects though. As far as I know most of us are using Photoshop/GIMP to do the textures. There are a couple of cool freeware 'hybrid' apps around that produce 3d-looking tiled textures. Some of us use these to help out here and there. Oh, and we put together this thread so that busy people like you wouldn't have to do a lot of searching for info
__________________
Tea Monster's web portfolio |
||
03-09-2008, 03:23 PM | #107 |
Re: Duke Nukem 3D Modelling Project part 4
I've tried to use Blender to make a skin before. I think I might have for one of the skins I made for the HRP, but I can't remember which one.
Using a 3d app to do accurate lighting sometimes can be easier than messing with it in some 2d app. of course, that depends on the thing you are skinning.
__________________
http://thaunandshad.com |
|
03-09-2008, 05:14 PM | #108 |
Re: Duke Nukem 3D Modelling Project part 4
Alright thanks guys, I'll see what I can do
|
|
03-11-2008, 02:19 PM | #109 |
Re: Duke Nukem 3D Modelling Project part 4
escapist, any news? don't lost courage about texturing...
|
|
03-13-2008, 02:52 AM | #110 |
Re: Duke Nukem 3D Modelling Project part 4
thanks for the encouragement, alandog. don't worry i haven't given up.
TeaMonster has just PM'd me some pointers regarding the space shuttle model which i'm working on. On the other hand, regarding the stripper/cheerleader model... once again, i think i've bitten more than i can chew (see thumbnail) |
|
03-13-2008, 04:18 AM | #111 |
Re: Duke Nukem 3D Modelling Project part 4
face isn't particularry important at the time, especially if you think that most models looks cartonish, according to the style of the game... so, making a stripper using a photo, wouldn't totally fit the set... In my opinion, of course!
|
|
03-13-2008, 04:55 AM | #112 |
Re: Duke Nukem 3D Modelling Project part 4
Oh my God! It's Monika Olejnik!
|
|
03-13-2008, 12:24 PM | #113 |
Re: Duke Nukem 3D Modelling Project part 4
Hayden Penettiere?
|
|
03-16-2008, 05:48 AM | #114 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
The first and most important thing is that you need to get the proportions right. The proportions are the most important thing that makes or brakes your model - and these start in the mesh not in the texture. For reference either see if you can find some websites that tell you about face proportions or more easy - use photo reference you can model the mesh after. For painting the texture (not using photos) see the tutorials on Ben Mathis' website: http://www.poopinmymouth.com/tutorial/tutorial.htm Especially parts 9 and 10 of the Delilah series. Here are some hints you might want to work on first before going into details: |
||
03-17-2008, 01:23 AM | #115 |
Re: Duke Nukem 3D Modelling Project part 4
Correction: The second third reaches from the eyes to slightly below the end of the nose.
My mistake. |
|
03-17-2008, 08:19 AM | #116 |
Re: Duke Nukem 3D Modelling Project part 4
motionblur's corrections would make the model look much less like Captain Janeway and more like a real woman! I support his suggestions.
|
|
03-21-2008, 04:51 PM | #117 |
Re: Duke Nukem 3D Modelling Project part 4
How's progress on FEM2?
|
|
03-22-2008, 05:35 PM | #118 |
Re: Duke Nukem 3D Modelling Project part 4
Oh yeah - if you are still working on the model you might want to post some wireframe screenshots before advancing to the texture. If you do please not only post one perspective view but also the orthos - front and side. Perspective alone can be misleading
|
|
04-02-2008, 03:28 AM | #119 |
Re: Duke Nukem 3D Modelling Project part 4
i'm taking a break from doing the FEM2 or spaceshuttle models for now
in the meantime, here are a few of the props i've made from the to-do list: 958 (star-shaped lamp with 5 lights), 1012 (BOTTLE5), 1013 (BOTTLE6), etc. note..i've reused textures already in the hrp to match the appearance and to conserve filesize. 'hope this meets your approval |
|
04-02-2008, 03:45 AM | #120 |
Re: Duke Nukem 3D Modelling Project part 4
This is somewhat creative. Five models with no own skin!
|
|
Bookmarks |
Tags |
3d modelling, duke nukem 3d, duke3d, modelling, project |
Thread Tools | |
|
|