04-26-2009, 05:26 AM | #1001 |
Re: High Resolution Pack discussion thread.
quite frankly, I'm hoping that someone will still go on the models like before, not that I'm not interested on the new renderer, but it could take a very lot of time and work before reaching the actual size and quantity of models... moreover, most people still don't have a top notch pc (like myself), and won't be able to use the renderer correctly.
that's why I think that it's better to finish the rest of the models, and eventually bring on a new "hrp detail model pack or whatever" separately... oh, and escapist, don't let this bad event bring you down, we are patient you know... and we still want to see you at work again
Last edited by alandog; 04-26-2009 at 05:28 AM.
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04-26-2009, 05:34 AM | #1002 |
Re: High Resolution Pack discussion thread.
There is still a few models that need to be converted from MD2 format to MD3 for the new render.
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04-26-2009, 05:40 AM | #1003 |
Re: High Resolution Pack discussion thread.
Guess there's still the issue of lighting up the original maps then. I know that Plagman's working on E1L1 as is.
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04-26-2009, 07:11 AM | #1004 |
Re: High Resolution Pack discussion thread.
@escapist: I'm feel really sorry for you, man. Hope to see you back in business in some time!
I have right now taken a break from modeling. I want to see how it all works out with the new renderer, how to make normal maps and all that. Ah yeah, and i have to buy a new machine first, the one i'm using is 7-8 years old. But i'm mapping at the moment. |
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04-26-2009, 12:27 PM | #1005 | |
Re: High Resolution Pack discussion thread.
Quote:
If you check my last post, the models of a game such as Doom III aren't too far above the level of detail we have in the HRP at the moment. It should be possible to "LOD-out" ( ) some lower poly versions of what is created for the NG-HRP (Next Gen HRP) for the 'regular' HRP.
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05-03-2009, 04:53 AM | #1006 |
Re: High Resolution Pack discussion thread.
IMO you should just keep at it. It may not be feasible yet, but once the Polymer release gets out, it'd be awesome if there was one already "truely NG" model ready to be put in. Probably'll get the new content flowing as well.
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05-03-2009, 08:26 AM | #1007 |
Re: High Resolution Pack discussion thread.
I've been waiting 2 years to make a NG Duke critter, so yeah, I'll be making something. But I did get involved in another project (actually 2). And I have to finish that up first.
I was going to start with either a new Cycloid or the Enforcer.
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05-03-2009, 09:38 AM | #1008 |
Re: High Resolution Pack discussion thread.
Is there any possibility we could persuade you to do the liztroop instead? The Cycloid and Enforcer are already the two best enemy models, so you would just be making an already good model better.
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05-03-2009, 10:13 AM | #1009 |
Re: High Resolution Pack discussion thread.
Just a little heads up if there are anyone out there thinking of starting on a highpoly model. I started on the Pig Cop a few years back and it's pretty far along. It has a decent highpoly base and a modeled, uv mapped and rigged lowpoly model. Whats left is detailing the highpoly and doing the textures.
I'll probably get to work on it again once we have normal mapping on models. If anyone is impatient and wants to give the highpoly sclupt ago already I am all for it, just let me know and I i'll send what I have. |
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05-03-2009, 10:29 AM | #1010 |
Re: High Resolution Pack discussion thread.
Cool stuff Parkar! What poly count are you aiming at on the game model?
Deeper Thought - You mean the thing with the black armor and the chaingun with a blade on the bottom? I think we are talking about the same thing.
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05-03-2009, 10:51 AM | #1011 |
Re: High Resolution Pack discussion thread.
I think he means the "default" trooper enemy, the first one you encounter in the game.
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05-03-2009, 10:53 AM | #1012 |
Re: High Resolution Pack discussion thread.
No, that's the Enforcer (defined internally as LIZMAN). I'm talking about LIZTROOP, the basic weak enemy lizard trooper with a jetpack that is in every level.
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05-03-2009, 11:05 AM | #1013 |
Re: High Resolution Pack discussion thread.
In short you have to model a big flying worm with a laser pisol
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05-03-2009, 11:34 AM | #1015 | |
Re: High Resolution Pack discussion thread.
Quote:
The LIZMAN in contrast, is practically perfect. It's skin is a little too bright, and it could use a tweak here and there, but it is essentially it. |
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05-03-2009, 11:40 AM | #1016 |
Re: High Resolution Pack discussion thread.
To resolve the dispute let's remodel and reskin both
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05-03-2009, 11:50 AM | #1017 |
Re: High Resolution Pack discussion thread.
Starting with the LIZTROOP since it needs it more.
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05-03-2009, 12:56 PM | #1018 |
Re: High Resolution Pack discussion thread.
More than likely, ALL the critters will get re-done. I personally prefer the Liztroop to the Lizman.
I don't think anyone has done a NG-HRP thread yet, but here is the normal map for the pirate ship texture 2920.
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Last edited by Tea Monster; 05-03-2009 at 01:04 PM.
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05-03-2009, 01:04 PM | #1019 |
Re: High Resolution Pack discussion thread.
Uh, shouldn't those be in the/a texture thread?
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05-03-2009, 04:44 PM | #1020 |
Re: High Resolution Pack discussion thread.
Seems like the texture has mixed up axis which makes it look really odd. IE up and down is left and right. At least thats what happens in crazy bump when I load it there.
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05-03-2009, 04:55 PM | #1021 | |
Re: High Resolution Pack discussion thread.
Quote:
Here are a few shots using the current plain texture and normal map from the "unsculpted" highpoly version. Edit: looking at him again I can seee a lot of things that I would like to change., bigger muscles and try to make the head shorter again to name just two.
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Last edited by Parkar; 05-03-2009 at 05:07 PM.
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05-03-2009, 07:05 PM | #1022 |
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Re: High Resolution Pack discussion thread.
Also... (And I say this as someone who couldn't model to save their life, but does love the Duke 3D Game so VERY MUCH)
Also... if you can try and make the bottom of the trousers ripped on the new pig, because aren't the Pig Cops supposed to be mutated Cops? Makes them look more trungent... and the ears should be pointed (or pointier) Also I think the snout needs to be shorted to match the original... but other than that - it's looking fricking brilliant. |
05-03-2009, 07:17 PM | #1023 |
Re: High Resolution Pack discussion thread.
Some points of improvements i'd like to suggest on the new pigcop.
1. He needs to be more "hunched" ie more of a bulge on his back 2. Arms slightly shorter. 3. Eyes meaner, bigger brow. 4. Shorter face with a slight underbite abd bigger teeth. Face could be a bit more like the action figure: http://www.3drealms.com/actionfigures/images/pigcop.jpg meh i like to nitpick Keep up the good work.
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05-03-2009, 09:14 PM | #1024 |
Re: High Resolution Pack discussion thread.
Shorten the nose and make the eyes more sinister like the original.
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05-04-2009, 01:35 AM | #1025 | |
Re: High Resolution Pack discussion thread.
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Overall he needs a bit more character. |
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05-04-2009, 02:40 AM | #1026 |
Re: High Resolution Pack discussion thread.
Parkar,did you use a sculpting program for the highpoly version?
If not,it could really use a zbrush/mudbox pass for some more details.More defined folds and muscles and such. That picture jokke_r posted is a good example. What is the texture size btw? Is there a new stripper model needed? i have one laying around (with normal and specular maps) that i could edit a bit.It's is around 5000 triangles though,with a 1024x1024 texture. Here's a picture of it(warning nudity)http://img18.imageshack.us/img18/8345/vrouw3dmarmo.jpg |
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05-04-2009, 03:02 AM | #1027 |
Re: High Resolution Pack discussion thread.
All of the strippers except for the original one with the opening bra need to be redone as far as I'm concerned. I've seen the newer stripper models and they look like drag queens; especially the S4 XXX-Stacy level ones.
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05-04-2009, 03:09 AM | #1028 | |
Re: High Resolution Pack discussion thread.
Quote:
BTW, how's your Duke model? Could it be used as well?
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05-04-2009, 04:21 AM | #1029 |
Re: High Resolution Pack discussion thread.
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05-04-2009, 04:40 AM | #1030 | |
Re: High Resolution Pack discussion thread.
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05-04-2009, 04:56 AM | #1031 | |
Re: High Resolution Pack discussion thread.
Quote:
Also it would be helpful if people start posting their diffuse/gloss/normal/glow maps in a zip file along with a jpg preview for all the stuff in the package. i.e. download #4304 preview
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05-04-2009, 05:46 AM | #1032 |
Re: High Resolution Pack discussion thread.
The jaw of the "babe" is too wide. She looks like a man. The shoulders are also too wide.
Last edited by 3D Master; 05-04-2009 at 08:20 AM.
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05-04-2009, 08:00 AM | #1033 |
Re: High Resolution Pack discussion thread.
Parkar - That is looking good. I don't know if you meant to make it more 'real' looking as opposed to the cartoony look of the sprite. To make it more like the sprite, the head has to have a more 'pyramid' shape, with the mohawk and the back of the head curving up to nearly meet the points of the tusks. The face needs a lot more attitude. You should already be able to see the hate in his eyes.
Movento - I really like all the subtle colors and anatomy on the skin. The only thing I would suggest changing is the face. It would benefit from a bit more petite-ness. Roma Loom - That is a great idea. Having the original textures, and then the latest one beside it would be wonderful. If I had web hosting, I'd set something up. Besides, I've got no knowledge of java coding, which I suspect would make a project like this a LOT easier than HTML.
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05-04-2009, 09:16 AM | #1034 | |
Re: High Resolution Pack discussion thread.
Quote:
I am guessing the number of people who are capable of contributing is going to be a lot smaller then then for the current HRP so it might make sense to build up more of a team rather then just everyone submitting randomly. Edit: Using something like SVN would be real nice due to all the def code that needs to be written. Much easier if the authors can just commit their updates rather then have me or Nightfright have to do a lot of copy pasting. |
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05-04-2009, 02:59 PM | #1036 |
Re: High Resolution Pack discussion thread.
woah, looks like something big is going on here!
my 2 cents about the babe: I generally like her shape and skin, but the face doesn't fit well and, more important, the boobs need to be bigger (I have to add this statement on my signature )! |
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05-04-2009, 05:17 PM | #1037 | |
Re: High Resolution Pack discussion thread.
Quote:
I think your model is really coming along Parkar but I feel that actually sculpting the model will result in a lot of detail (muscles, facial) that would make it look a lot more "current gen". The Doom3 models can attest to that!
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05-05-2009, 06:12 AM | #1038 |
Re: High Resolution Pack discussion thread.
@Roma and any others willing to provide normal textures:
While it is really appreciated you guys are already making normal map stuff, releases should probably be delayed until we actually have support for it in EDuke32. If you start posting them now, it would create too much confusion. It confuses me, at least. IMHO, right now, we shouldn't replace existing textures with ones that only look good with normal mapping enabled. I'd suggest we wait for normal map support, and then a few guys work together on a collective pack which provides all normal maps at once (or at least specific parts at once, e.g. characters, props, textures etc.). This way, people like me would be much less worried about what can be added and what not. |
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05-05-2009, 06:58 AM | #1039 |
Re: High Resolution Pack discussion thread.
Sure.. It was just an example... My gloss texture doesn't meet the standards defined in the wiki.. Color glossmaps still scare me I'm used to greyscale glossmaps and I don't know how to define all this extra stuff to test in polymer build I grabbed somewhere... So don't take this seriously
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05-05-2009, 12:26 PM | #1040 |
Re: High Resolution Pack discussion thread.
Besides, normal maps could and probably should be like half the size of the diffuse texture, would save loads of memory and not compromise quality all that much. But thats a matter of opinion really.
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