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Old 07-28-2008, 03:16 AM   #401
Roma Loom

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Re: Duke Nukem 3D Modelling Project part 4
You should remove that purple background. Make it transparent and save as 24bit PNG with transparency. And stick to power_of_two image sizes if possible. Like 256x128, 512x512, 1024x1024 - at least for the models. Use this MD3 Exporter for 3ds max 9. Otherwise upload the *.3ds here if you have problems with conversion. You may also take a look at how we define models in *.def files so you can test yor model in game by yourself if you want.
The speaker needs to be a bit more dirty. Some scratches maybe. But just a bit.
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Old 07-28-2008, 10:33 AM   #402
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by XTHX2 View Post
It looks good but I think the outer area needs to be a bit more circular.
I think it's fine, because if he makes it too circular, then he might make it with too many polies for the game to handle.
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Old 07-28-2008, 10:36 AM   #403
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Re: Duke Nukem 3D Modelling Project part 4
I like'a the no parking sign.
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Old 07-28-2008, 10:59 AM   #404
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by Radar1013 View Post
I think it's fine, because if he makes it too circular, then he might make it with too many polies for the game to handle.
What's the maximum polygon amount that the engine can handle?
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Old 07-28-2008, 11:32 AM   #405
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Re: Duke Nukem 3D Modelling Project part 4
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Originally Posted by XTHX2 View Post
What's the maximum polygon amount that the engine can handle?
Not the engine, our computers.
It is entirely a memory issue with things. Such a small model and one that is arguably insignificant should not take up any large chunk of memory. Keeping it in the 100~200 area is a good idea. Since using skins and detail maps and such can reduce poly counts it is a good idea to keep the poly count low.

Most of the bottles are below 100 polys if I remember correctly. I made them that way because there are often a lot of them in one place. The skins take care of the rest of the details.

on the other hand, something like the Indiana Jones model would need to be in the thousands despite the fact that it is in a secret area. It is alone in a room and is used in user maps.
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Old 07-28-2008, 02:54 PM   #406
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Re: Duke Nukem 3D Modelling Project part 4
That updated no parking sign looks great (not to say that the previous one didn't already). I do have two small nitpicks though. First, where the text overlaps were paint is chipped away. Second, the text itself is a bit off-center, it needs to go about half a character width to the right.

The speaker looks great as well but, since it is destructable in game, there needs to be a destroyed version too (tile 4398), either via model & skin or simply by skin alone.
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Old 07-28-2008, 03:17 PM   #407
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Re: Duke Nukem 3D Modelling Project part 4
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--
note that 2581_scuba.png 2x2px transparent texture is needed to kill the hardcoded flipped part of the original scuba texture.
Nitpicking, but the model needs to be moved to the right slightly. You can do it in the DEFs.
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Old 07-28-2008, 03:18 PM   #408
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Re: Duke Nukem 3D Modelling Project part 4
I figured that for an extra 20 polygons it would make it look smoother, and there probably aren't alot of them in one room. And yea, I know theres a destructable one, I'm just trying to figure out if I'm going to do it by texture or model.

i'll get to work making it dirtier. Also, I realized some of the letters were over lapping chipped off areas after I posted it, It's already been updated, and I'll turn it to png
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Old 07-28-2008, 03:20 PM   #409
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Re: Duke Nukem 3D Modelling Project part 4
I'd suggest texture, but it's up to you anyway. Like you could make more scratches and some broken parts for the destructed one. Or you could make a model and some cables layed outside of it...
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Old 07-29-2008, 12:01 AM   #410
16bit
Re: Duke Nukem 3D Modelling Project part 4



I didn't get around to adding the extra detail to the speaker
But the extra detail makes it look less blocky, not bad for about 20 polys more.
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Old 07-29-2008, 02:14 AM   #411
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Re: Duke Nukem 3D Modelling Project part 4
It looks better now, definitely.
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Old 07-29-2008, 02:50 AM   #412
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Re: Duke Nukem 3D Modelling Project part 4
I think that texture (987) size is too small now. Most of the details are lost. Keeping all textures 4x size of the original is old and outdated rule, since lot of people have powerful CPU and videocards now.
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Old 07-29-2008, 02:52 AM   #413
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Re: Duke Nukem 3D Modelling Project part 4
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I think that texture (987) size is too small now. Most of the details are lost. Keeping all textures 4x size of the original is old and outdated rule, since lot of people have powerful CPU and videocards now.
Yeah you are right but what if some don't ? (I personally have great stuff but it sometimes get's slow...) Maybe 2x the size?
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Old 07-29-2008, 03:55 AM   #414
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Re: Duke Nukem 3D Modelling Project part 4
2x size wth?

Generally we shouldn't stick to fixed texelrate (if a texture requires necessary details), but texelrate deviation shouldn't be greater than 2. Otherwise some textures will be blurier than other making a person think something is not right here...
Anyway it was already stated few times that 4x is a minimum.
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Old 07-29-2008, 03:55 AM   #415
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Re: Duke Nukem 3D Modelling Project part 4
"If some don't" - those may use classic mode
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Old 07-29-2008, 03:56 AM   #416
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Re: Duke Nukem 3D Modelling Project part 4
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"If some don't" - those may use classic mode
Yeah, actually I'm using them both. I'm playing some mods with HRP and some with classic
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Old 07-29-2008, 05:22 AM   #417
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Re: Duke Nukem 3D Modelling Project part 4
I think if the parking sign is 2x the size of 16bit's last version, it should be enough. In a game like Duke3D, it rarely pays off to use anything above 512x512 max. We have a few items where this is different, e.g. for boss monster skins and some textures with small, but entertaining text which should remain legible at all costs. In most other cases, lower resolutions are fully sufficient and wouldn't make much difference in higher res.
Last edited by NightFright; 07-29-2008 at 05:25 AM.
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Old 07-29-2008, 11:18 AM   #418
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Re: Duke Nukem 3D Modelling Project part 4
Good job 16 Bit! But as stated the sign should be x4 the original.

Also, aren't things like the sign supposed to be discussed in the "Enhancing Duke's Spritely Apearence" Thread?

Or to end confusion we should just discuss all the models and textures in the "High Resolution Pack Discussion Thread" and end this thread and the "Enhancing Duke's Spritely Apearence" Thread.
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Old 07-29-2008, 12:14 PM   #419
16bit
Re: Duke Nukem 3D Modelling Project part 4
it is 4 times the original




So, bigger or not, I think most computers can run the HRP, even my old 98 runs it
Last edited by 16bit; 07-29-2008 at 01:53 PM.
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Old 07-29-2008, 12:31 PM   #420
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Re: Duke Nukem 3D Modelling Project part 4
Oh, wow. The one 4x the original looks so small. But i geuss that's the one that's going to be used.
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Old 07-29-2008, 12:34 PM   #421
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Re: Duke Nukem 3D Modelling Project part 4
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Oh, wow. The one 4x the original looks so small. But i geuss that's the one that's going to be used.
Or is it the one at the top? When you compare, it looks like an ant...
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Old 07-29-2008, 12:42 PM   #422
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Re: Duke Nukem 3D Modelling Project part 4
What do you mean? The top one that 16 Bit has done was the one i was talking about.
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Old 07-29-2008, 12:53 PM   #423
16bit
Re: Duke Nukem 3D Modelling Project part 4
original 40x26
the one i did as 4 times that
and another 8 times the original.

The 4x is really sufficient enough, as its just ambiance, where people will walk up to it, and notice it's there and readable but pay no further attention.
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Old 07-29-2008, 01:49 PM   #424
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Re: Duke Nukem 3D Modelling Project part 4
It's probably not wise to post the original textures here, unless I'm mistaken.
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Old 07-29-2008, 01:56 PM   #425
16bit
Re: Duke Nukem 3D Modelling Project part 4
ill remember that.
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Old 08-03-2008, 02:06 PM   #426
16bit
Re: Duke Nukem 3D Modelling Project part 4
I'm right now working on the destroyed speaker, trying to make it look interesting, since the original was nothing but a bunch of bullet holes, which if what I'm doing doesn't work out, I'll probably end up doing.

But, I've also been working on the Luke Skywalker Model, since I wanted to help with something in the first 3 chapters. Cause I've never really got far into the expansion one.

current tri's 1,192/1500
I am dreading the texturing of this, not that it's hard, but since I can't symmetry the uv's it'll be a very tight fit, can you use multiple textures for objects in this game, cause that would help alot.
-edit-
haha forgot the pictures

Last edited by 16bit; 08-03-2008 at 02:10 PM.
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Old 08-03-2008, 02:13 PM   #427
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Re: Duke Nukem 3D Modelling Project part 4
You can use several textures on one model once this model is split into several meshes (objects in 3ds max).
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Old 08-03-2008, 02:15 PM   #428
16bit
Re: Duke Nukem 3D Modelling Project part 4
That's what I was getting at, that is a relief.
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Old 08-03-2008, 02:17 PM   #429
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Re: Duke Nukem 3D Modelling Project part 4
The broken speaker loks pretty good. How many polygons does it have?
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Old 08-03-2008, 02:18 PM   #430
16bit
Re: Duke Nukem 3D Modelling Project part 4
I can't remember off the top of my head, but I added the little speaker inside which was like 12 more. So like 150?
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Old 08-03-2008, 06:16 PM   #431
16bit
Re: Duke Nukem 3D Modelling Project part 4
Can this model be animated, like just a basic swing motion.
And can the duke3d engine render 2 sides of a polygon.

I.E. this broken speaker, in order to render it in 3ds max, I have to turn on the "make material 2-sided' so it renders both sides of a polygon.

but heres an update on the skywalker model. 1,404 tri's
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Old 08-03-2008, 07:24 PM   #432
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Re: Duke Nukem 3D Modelling Project part 4
No, you'll have to duplicate the triangles (if whatever you use to export MD3 out of your modeller doesn't already detect the two-sided material to handle that for you).
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Old 08-03-2008, 08:33 PM   #433
16bit
Re: Duke Nukem 3D Modelling Project part 4
I thought so, well, the destroyed speaker is 200 polygons because of that.

So should I redo the model and make it where it isn't exploded outwards and just do it as a texture? that would save 50 polygons.
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Old 08-03-2008, 10:01 PM   #434
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Re: Duke Nukem 3D Modelling Project part 4
eh, 50 polys isn't a lot. I think if you keep it at or around 200 it is fine considering. It isn't a simple model. . . so 200 isn't bad in the end.
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Old 08-05-2008, 09:02 PM   #435
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Re: Duke Nukem 3D Modelling Project part 4
Thats some good work there 16bit. Nice to see some new people on the forums!
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Old 08-06-2008, 05:03 AM   #436
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Re: Duke Nukem 3D Modelling Project part 4
back from holiday, good news and good work too!
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Old 08-10-2008, 02:41 AM   #437
16bit
Re: Duke Nukem 3D Modelling Project part 4


tired. Test UV, with test texture. the only thing left to model is the hair. And he has that fluffy type hair, which is going to be.. well.. horrible to get low poly and look good. And since he's upside down thats just going to add more to the problem.

Other than that, I may tweak the UV where I can try to get as much space usage as possible.

I'm tired, I'm going to bed, I'll post more WIP tomorrow.
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Old 08-10-2008, 02:56 AM   #438
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Re: Duke Nukem 3D Modelling Project part 4
Looking good. At least I can see how bald Skywalker would look like
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Old 08-10-2008, 04:12 AM   #439
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Re: Duke Nukem 3D Modelling Project part 4
it's coming out well, but, where is used ingame? it's one of the astronaut models?
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Old 08-10-2008, 04:41 AM   #440
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Re: Duke Nukem 3D Modelling Project part 4
IIRC, it was used in middle parts of E2... I may be wrong but I think I've seen him in E2L4 or L5...
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