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#41 |
Re: Enhancing Duke\'s Spritely Appearance part 2
Those look so fantastic. Great job.
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#42 |
Re: Enhancing Duke\'s Spritely Appearance part 2
Thow posters rock, nice work L2theKING.
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#43 | ||
Re: Enhancing Duke\'s Spritely Appearance part 2
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Now they have a look as if some 3d objects was pinned upon old paper. |
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#44 | |
Re: Enhancing Duke\'s Spritely Appearance part 2
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I tryed all the "layer trasparency mode" and nothing seems to fit. Anyway hope you will enjoy this one! ![]()
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#45 | |
Re: Enhancing Duke\'s Spritely Appearance part 2
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"Comment #15 (Posted by Tom) To put words on the paper so it looks like they were wrinkled do this: 1) Save your wrinkled paper you just created as a photoshop file. 2) Duplicate the file and put your text in the new file. 3) Use the Displace Filter (FilterDistortDisplace) 4) Hit O.K. in the first dialog box. In the second choose your original file. It should look like your type is following the wrinkles in the paper. If it doesn't look right change the numbers in the first dialog box." Edit: But I personally could do this by hand, just adding or lowering brightness/contrast in proper places (you din't have to do it all over the area, just few touches will be enough), after that misshape it somehow and make it aged by applying some filter (or dirt pattern) - I hope you got overal idea. |
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#46 | ||
Re: Enhancing Duke\'s Spritely Appearance part 2
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#47 | |
Re: Enhancing Duke\'s Spritely Appearance part 2
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#48 |
Re: Enhancing Duke\'s Spritely Appearance part 2
One small suggestion - could you make the text a little more battered? The poster is fantastic, but it's very worn - the edges are all torn. Like the prop#45 font - I know it's a rubberstamp font, but could you distress the white font a bit, so it looks a bit more worn?
Keep up the good work |
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#49 | ||
Re: Enhancing Duke\'s Spritely Appearance part 2
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#50 |
Re: Enhancing Duke\'s Spritely Appearance part 2
Filter-Render- Render Clouds works well. You have to use it very subtley.
Another trick is to use a noise filter on the base texture, then use a light gausian blur to remove the grain of the noise. This gives a good varience to materials, so they don't all have the same wash of color. And don't forget your Dodge and Burn tools. Especially with funky shape brushes you can get some pretty cool effects. If you want to really learn Photoshop, get a little tome called "The Photoshop Wow Book". Trust me, it is!
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#51 |
Re: Enhancing Duke\'s Spritely Appearance part 2
Palette 2 of water tiles used in e3l10:
http://members.lycos.co.uk/piterplus...oad/0336_2.jpg http://members.lycos.co.uk/piterplus...oad/0337_2.jpg http://members.lycos.co.uk/piterplus...oad/0338_2.jpg |
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#52 | |
Re: Enhancing Duke\'s Spritely Appearance part 2
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#53 |
Guest
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Re: Enhancing Duke\'s Spritely Appearance part 2
All good stuff.
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#54 |
4491 revisited
I took the liberty of applying a small grammar fix to L2theKING´s 4491 poster. It now reads "It emerge*S* from its egg."
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#55 | |
Re: 4491 revisited
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#56 |
Re: 4491 revisited
A couple of swigning doors
http://members.lycos.co.uk/l2theking/4303.png http://members.lycos.co.uk/l2theking/4307.png
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#57 |
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Re: 4491 revisited
"nit picks"
The handle on the first one looks really low quality, the second one is too dark and has too much noise. Other than that - |
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#58 | |
Re: 4491 revisited
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#59 |
Re: 4491 revisited
Sorry for that. You are both right!!!
I had to go fast so I posted them a little bit too soon Here is the ajusted 4303 4307 Tiles: http://members.lycos.co.uk/l2theking/4303.jpg http://members.lycos.co.uk/l2theking/4307.png
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#60 |
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Re: 4491 revisited
They could use a little more work. But its MUCH better.
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#61 | |
Re: 4491 revisited
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#62 |
Re: 4491 revisited
Parkar said correctly that they looks too blurry.
They may be looking good as separate piece of art. Artists may even add blurred effect on their work, and it really may be looking cool. But we have another case here. Game engine already making our textures "smoothier" while rendering them . Because of that, I usially add some extra sharpness (and contrast) to my textures, keeping in mind this feature and thinking of the what will see player while stepping close to the textured wall ingame: blurred unidentifiable mess or sharp and detailed structure of surface. We have no bump maps, shining maps or other features modern games have, so we have to push out of textures maximum advantage. BTW. I found that "sushi" sign (721) is dropped out of hrp. It was released in the beginning of project , I don't remember who did it, but here it is : |
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#63 |
Re: 4491 revisited
Here is what we mean with it being to blury. Note that I only considered the sharpness on the right one, didn't bother with brigthness contrast and other things.
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#64 | |
Re: 4491 revisited
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(About 696, if anyone can tell me how the sign is supposed to look like, I would be very glad)
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#65 |
Re: sushi sign
Is it just me or does it look like the word is not on the paper but floating on top of the paper?
Is that the way it is supposed to be, I can't remember?
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#66 |
Re: sushi sign
I think that the packed hamburgers looks
too bright ingame what do you think pals!!! ![]() ![]()
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#67 |
Re: sushi sign
technically, Root Beer and Lemon Lime is not Cola.
Yeah, those burgers are too bright. Cut the saturation in half. |
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#68 |
Re: sushi sign
I have seen "Limon" used as a term for Sprite (tm) and other such sodas. They typically use lemon and lime, so 'Limon' is probably more acurate anyway.
Thats looking pretty good. I like the graphics on the soda faces.
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#69 | |
Re: sushi sign
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Then again, soda sounds strange to me. Makes me think of baking soda. |
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#70 | |
Re: sushi sign
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I do not think hamburgers too bright. I think they ok now, but if you have time and wish to make them better, how about to make them like this (lamps above them - ie - shadow and light): |
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#71 |
Re: sushi sign
My only beef with the hamburgers (
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#72 |
Re: sushi sign
Green wrapper indicates Puke Burger
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#73 |
soda fountain
definitely the Root Bear and Limon flavors should not say COLA anywhere in their tag.
also, i think those nozzles should be changed to something realistic. like a triangular shape. i have never seen pill shaped spouts/nozzles like that. also i think the guy was right about the burger wrappers. they are pretty much always what with colored letters/logos and such on them....not a solid bright color. other than that, it looks good 8) |
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#74 |
Re: sushi sign
On second thought, you may be on to something with the funky solid color wrappers. I just played the level non-HRP, and there is a wrapped hamburger with a solid blue wrapper back in the kitchen. Next to that is an unused solid blue wrapper. Your texture seems to be consistent with that, though 3DR might not have been consistent with their hamburger slot texture.
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#75 | |
Re: sushi sign
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#76 |
Re: sushi sign
Root beer reference (tends to use brown background): http://kkln.com/shoplgs/images/AWlogo.gif
Sprite reference: http://www.tucoo.com/logo/logo_eps028/s/Sprites.png
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#77 |
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Re: sushi sign
A&W FTW! \o/
I wish I could comment on the textures..but Safe Mode has a retarded color scheme. ^_^ |
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#78 |
Re: sushi sign
before this project dies:
http://www.AlgorithMan.de/storage/0533.png http://www.AlgorithMan.de/storage/0534.png http://www.AlgorithMan.de/storage/0535.png these are not finished - but I have no idea, how I can do the animation on the surface of the front sphere... can anyone help me?
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I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
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#79 |
Re: sushi sign
Very nice, i really like the screw heads.
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#80 |
Tiles 533-535
Tiles 533-535: I assume it would be sensible to use alphahacks with these (as eDuke32 user)?
Besides that: Do not just animate the planet - the log entries could scroll through as well. The more it moves, the better it looks. |
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