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#721 |
Re: Duke Nukem 3D Modelling Project part 4
@alandog: Nice work!
Remember that I will need 6 skins for #1317 from you: - pal0 (this one) + pal10 (red) - XXX Full & Lite versions for each palette (PM me with links, don't post here) Otherwise, really well done! (Face still looks a bit blurry, though.) @escapist: I noticed a slight clipping glitch with the hand on the dancing pole. Is this fixable? BTW, for all who wanna test babes in Mapster32, you can use this test map I have made by myself. It contains the Duke model, all babes, all enemies (regulars & bosses) plus all XXX contents (screens, posters) for easy and fast checkup. Maphacks for the slime babes are also included. Don't try to play this, though. You will be dead within seconds! ![]()
Last edited by NightFright; 12-04-2008 at 02:29 PM.
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#722 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
![]() and thanks for the custom map, I was really tired to load the level all the time!! |
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#723 |
Re: Duke Nukem 3D Modelling Project part 4
Yes, I thought it would come in handy. #1317 is hard to check in E1L3 through Mapster because the sprite is up in the alcove, difficult to get a proper view of in the editor. And it's also useful for seeing which babes are still left to do.
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#725 |
Re: Duke Nukem 3D Modelling Project part 4
Yeah, that looks really weird. Like painted paper or so.
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Last edited by NightFright; 12-05-2008 at 08:12 AM.
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#726 |
Re: Duke Nukem 3D Modelling Project part 4
why don't use the fire of the flaming barrel on E1L2? the one near the sex shop I mean...
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#727 |
Re: Duke Nukem 3D Modelling Project part 4
....hmmm. nah! i think the flame is too thin for the vase
and i don't exactly get the animation. would it help if i just made the flames more transparent? ![]() |
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#728 |
Re: Duke Nukem 3D Modelling Project part 4
making the flames more transparent will make it look more natural.
__________________
http://thaunandshad.com |
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#729 |
Re: Duke Nukem 3D Modelling Project part 4
yes, the transparence will be surely helpful... maybe add some sparks above the flame (like the ones on the flaming barrel) will help made it more "dynamic"
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#730 |
Re: Duke Nukem 3D Modelling Project part 4
You can make the flame in the vase larger (just look how large it is in original sprite). Otherwise, good approach.
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#731 |
Re: Duke Nukem 3D Modelling Project part 4
HERE is the last version of the firevase #1390
I have added "sparks" as suggested and added transparence. Can't do more than this because the colors become dull and loose brilliance making it less fiery looking. 'hope this finally works. ![]() |
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#732 |
Re: Duke Nukem 3D Modelling Project part 4
Well, that's definitely an improvement, I'd say.
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#733 |
Re: Duke Nukem 3D Modelling Project part 4
Here's my progress on the muzzleflashes:
![]() This is what they appear like in a test level, with maphacked “notmd”s behind them. The skins are modified versions of the lava. It's too bad that the fourth one from the left will never be seen normally. This is the only thing I've been able to do in the HUD: (this was taken before the one above) ![]() I fixed up the models' z and angle, squished them sideways, and actually added UV mapping: ![]() I used LithUnwrap, which made the shape for me. I tried to make use of the extra space on the right, but it ended up looking artifacty. Besides, it tessellates: ![]() Here's the DEFs, and a download. Code:
model "test/2541-2543_cgunmflash.md3" { scale 30 shade 0 skin { pal 0 file "test/2541_cgun_2614_sgun_mflash.png" } frame { name "idle" tile 2541 alphablending 1 } hud { tile 2451 xadd 0 yadd 0 zadd 0 angadd 0 } } model "test/2541-2543_cgunmflash.md3" { scale 26 shade 1 skin { pal 0 file "test/2542_cgun_mflash.png" } frame { name "idle" tile 2542 alphablending 1 } hud { tile 2542 xadd 0 yadd 0 zadd 0 angadd 0 } } model "test/2541-2543_cgunmflash.md3" { scale 22 shade 2 skin { pal 0 file "test/2543_cgun_mflash.png" } frame { name "idle" tile 2543 alphablending 1 } hud { tile 2543 xadd 0 yadd 0 zadd 0 angadd 0 } } model "test/2614-2615_sgunmflash.md3" { scale 26 shade 0 skin { pal 0 file "test/2541_cgun_2614_sgun_mflash.png" } frame { name "idle" tile 2614 alphablending 1 } hud { tile 2614 xadd 0 yadd 0 zadd 0 angadd 0 } } model "test/2614-2615_sgunmflash.md3" { scale 18 shade 1 skin { pal 0 file "test/2615_sgun_mflash.png" } frame { name "idle" tile 2615 alphablending 1 } hud { tile 2615 xadd 0 yadd 0 zadd 0 angadd 0 } } |
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#735 |
Re: Duke Nukem 3D Modelling Project part 4
Yeah, that's what I suggest, too. A pistol doesn't need to cause a nuclear explosion.
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#736 |
Re: Duke Nukem 3D Modelling Project part 4
The sprite muzzle flashes still look a whole lot better though.
I think it's going to take a ton of work to make it so new ones outdo the old ones. |
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#737 |
Re: Duke Nukem 3D Modelling Project part 4
Hi-res sprite muzzle flashes would be fine, and much easier to produce than models. The advantages of a model are that it can be seen from different angles and it can be given animation. Since these muzzleflashes are only for the hud and have no animation, it is completely pointless for them to be models. Or am I missing something?
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#738 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
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Open Maw Productions |
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#739 |
Re: Duke Nukem 3D Modelling Project part 4
In general, I think that all the explosions must be kept as sprites, but the muzzleflashes produced by Hendricks266 could be reworked as fireplace...
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#740 |
Re: Duke Nukem 3D Modelling Project part 4
I think you are right. It will be very hard to create convincing flash models. The best method would be particle explosions, but you don't have enough tiles to animate them properly. Highres sprites seems to be the only option.
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#741 |
Re: Duke Nukem 3D Modelling Project part 4
'just keepin this thread alive with a little eye candy
![]() ![]() Payten Hanediere as the Cheerleader #3450 (FEM9) ![]() |
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#742 |
Re: Duke Nukem 3D Modelling Project part 4
I think someone has had to much Botox.
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__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#743 |
Re: Duke Nukem 3D Modelling Project part 4
the hell escapist!! too much texture to do for me!!
...just joking, I'm glad someone manage this one ![]() atm I'm reworking the stripper face texture, because she still was to innocent for her role, but probably I would resume the visage and blond hair for this one... |
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#744 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
The pom-pom has a good structure, but I think it might benefit from more cross-sections. Could you post the skin, and possibly your DEFs? I might improve the hair and pop-pom a little bit. |
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#745 |
Re: Duke Nukem 3D Modelling Project part 4
Having that real person's face pasted onto that model looks really cheap, scary and wrong imo.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#746 |
Re: Duke Nukem 3D Modelling Project part 4
I have to agree with DT on this one. Stealing faces of celebrities is politically incorrect and does not match with our contents policies. I wouldn't like to see such kind of things in our HRP, at least not if it's done in such an obvious way. However, I am sure you meant to use this only as a placeholder, so as long as you are not really serious about this being the final version, it's a nice WIP effort.
Last edited by NightFright; 12-20-2008 at 01:33 PM.
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#747 |
Re: Duke Nukem 3D Modelling Project part 4
What about Gillian Anderson as a hooker? Or was the the face constructed to resemble her, not look exactly like her?
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#748 |
Re: Duke Nukem 3D Modelling Project part 4
Would you mind posting the original sprite along with a screenshot of the model for that one?
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#749 |
Re: Duke Nukem 3D Modelling Project part 4
Well, I must say I didn't see GA in the hooker until I was told she was supposed to look like her. I think it's OK the way it was done.
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#750 |
Re: Duke Nukem 3D Modelling Project part 4
The eyes are too stretched on the sides and the color of the face does not correspond to the color of the body.
__________________
[...] We view customers as complete morons that will never catch on and [...] we're lying to them all the time. (Gabe Newell, Valve) I'm the worst enemy in film-making and a completely talentless idiot. (Uwe Boll) Faith is why you are wrong. (Crosma) |
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#751 |
Re: Duke Nukem 3D Modelling Project part 4
Well, why you need to change his face anyway? Just keep the same from the babe dancer ...
__________________
|NG|HellFire - Duke Nukem Brasil: www.dukenukem.com.br |
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#752 |
Re: Duke Nukem 3D Modelling Project part 4
but it's supposed to be just a placeholder, no? it's just to have an idea on the model...
however, I know I haven't show much lately, since I'm busy 12 hours a day, but I'm really working on texturing these models, and now I'd like to finish them... I've plenty of template and materials to manage, and I have had much test on photoshop layers, etc... now I can try something more serious. since I'd really like to contribute the project, I show you a new stile I could try to adopt for the #1317... I have still to manage the skin color, and improve the general "feeling", maybe the lips are not well integrated but it's only an alpha... and, Hendricks266, if you want to help on pom-pom and hair, I would be grate, since these are the parts I'm less able to manage...
Last edited by alandog; 12-20-2008 at 02:35 PM.
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#753 | ||||
Re: Duke Nukem 3D Modelling Project part 4
Quote:
![]() i KNEW she would give you guys a big ERE....i mean.....REAction ![]() Quote:
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![]() ('Kinda like those references in Duke3d to other movies/video games ![]() and yeah, it's only a WIP/placeholder. Quote:
![]() ...This will probably take a while anyways, now we're all here, let's par-teyyy! ![]() |
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#754 |
Re: Duke Nukem 3D Modelling Project part 4
Often Duke doesn't have to save the cheerleader to save the world, he most of times kill cheerleaders for no reason!!
If you look the cheerleader and the dancing cave are exact the same sprite and animation except for the clothing. You does noticed that when making the model, doesn't? |
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#755 |
Re: Duke Nukem 3D Modelling Project part 4
Maybe this can help with the face.
It's a Poser-render again... |
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#756 |
Re: Duke Nukem 3D Modelling Project part 4
this is a beta of the asian stripper... since I didn't have much time, I have simply pasted her face on the old stripper, that's why you can notice the different skin tones... I'm more interested on her face for now.
escapist, I have noticed some problem on the face alignment, especially when in movement... look at the nose and the lips: on the texture they are correctly aligned (maybe the lips can be be managed by me, but not the nose...)
Last edited by alandog; 12-21-2008 at 09:06 AM.
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#757 |
Re: Duke Nukem 3D Modelling Project part 4
Really neat and... Asian! *LOL* She might look a bit happier, though. Most babes (except for the slime babes, of course) are smiling at least a bit.
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#758 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
If I'm not mistaken, T.Master is planning to RE-DO that thing completely anyways. Besides, I'm thinking of discontinuing my attempt on this one because the hair is simply impossible to model! ![]() That's a good suggestion, Chicken, (and I do have Poser ![]() But my real problem is 1.) getting the skin tones to match, and 2) making the face more cartoon-y. Any quick tips? |
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#759 |
Re: Duke Nukem 3D Modelling Project part 4
Uhm... quick tips is a good question...
How about you insert the face so it matches the model and then send me a pshop-file of the texture. I've done quite a lot of adjusting and colourcorrecting for the xxx-pack and it worked. Yeah, PM me a download link and i'll take a look, this is what i can offer you. ![]() |
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#760 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
![]() Besides, I am putting #563-566 (WATERFOUNTAIN) back onto the to-do list. This transparency bug with the water part of the model is too obvious to ignore. Whoever did this, I would be grateful if he could fix it.
Last edited by NightFright; 12-22-2008 at 07:14 AM.
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Tags |
3d modelling, duke nukem 3d, duke3d, modelling, project |
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