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#41 |
Re: Revisions
If you're suggesting we hand shade things instead of using filters to do it for us, you must be slightly crazy. I rely on the exactness of filters to make the gradient of lighting even and smooth. If I tried shading things by hand it would look like absolute shit. The lighting I did for 223 and 251 used filters, but I knew when to go past that and do more work than just that.
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#42 | ||
Re: Revisions
Quote:
Also, here is yet more evidence that tile 880 ( the common wood texture ) needs to be changed. Originals: Similar kinds of wood. Highres: Completely different kinds of wood. That's pretty much a continuity-killer.
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#43 |
Re: Revisions
You are right, but I still do not like the tone of this thread. Too much bitching and too little constructive work imho.
It is obvious than many people put LOTS of work into this project, lots more than it takes to post "hey, this looks poor" (and not even taking time to add the comparison pics like some did in this thread). I don't think they'll find it motivating to continue spending time on it if they only get nagged at. If you don't like a certain texture, make a better one, post it, explain why it's better and how it was done, so others can benefit from it. Just my 2c. |
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#44 | ||
Re: Revisions
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#45 | |
Re: Revisions
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I have been opposed to people bashing each other's textures from the first post on this thread, I just forgot to post that statement in the beginning.
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#46 | |
Re: Revisions
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#47 |
Re: Revisions
Oh, and also here's the unedited version of that same image...
I started out with this one here, and darkened it up to make it look like the one I posted above...
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#48 |
Re: Revisions
AAAHHHHH! Evil Artifacts!!!
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#49 | ||
Re: Revisions
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#50 |
Re: Revisions
OK if you were just referring to shying away from filters to do stuff like scratches and dirt and organic shapes, then I agree. I was referring to like tech stuff that is machine made.
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#51 |
nag nag nag
Here are my nags. My comments might sound harsh, but I don't want to add "I think it's.." and "should try some more" or "good first attempt" on everyone.
I am mostly focusing here in copyright issues and textures that really don't deserve the image size they are using (=the original looks better). 568 ![]() 577 ![]() 698 ![]() 735 ![]() 766 ![]() 820 ![]() 963 ![]() 964 ![]() 1054 ![]() 1074 ![]() 1169 ![]() 1292 ![]() 1298 ![]() 4362 ![]() 4498 ![]() 4945 ![]() And there are more! I know there are people who like to help in any way they can. But stealing stuff from net, or from your porn-HD isn't really the way to go. Also those Doggie and Eagle pics (4505 and 4519) with some HQ2X "effect"... well since they so CLEARLY use original 3Drealms art as base, shouldn't we get rid off them as fast as possible? Same as with 4362. It would be great if Killd a ton, or someone could make newer todo list with side-by-side view of the old and new textures (I know this has been suggested before), so we could easily see the bad-apples such these. No stolen girlie pics in duke!! |
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#52 |
Re: nag nag nag
The lady posters are gone since a long time ago, in the HRP anyway.
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#53 |
Re: nag nag nag
good
I might try to "re-do" some of them. I do have the 'newest' HRP beta installed, but only the ones that were replaced by new ones got fixed in my folder. D'oh! |
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#54 | |
Re: nag nag nag
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Ok, ok, you are absolutely right to throw maybe-copyrighted material out, and who wants them can keep them anyway. Suggestion: before everybody starts searching for bad textures in the current HRP - how about a new beta first ? |
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#55 | ||
Re: Revisions
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#56 | |
Re: nag nag nag
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Here, I tried to fix it up a bit... ![]()
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#57 |
0568
zilppuri there are better versions of the magazines:
![]() ![]() Also there is a texture on the first map of the third episode that looks nothing like the original: |
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#59 | |
Re: nag nag nag
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Duke4Ever || The Game Collector's Market - Forum for game collectors. "That Nordbergian wench could be a handful! Several." - Gnarl (Overlord 2) |
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#60 | ||
Re: nag nag nag
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#61 |
Re: nag nag nag
you can find links for all the updated and legal girl posters in the to do list.
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#62 | |
Re: nag nag nag
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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." |
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#63 |
Re: nag nag nag
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#64 |
Re: nag nag nag
Something about there faces.. I cant quite put it.. Like whitetrash redneck whores!! man they turn me on!
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#65 | |
Re: nag nag nag
Quote:
Oh, still bitching with that rightupperleg of her?
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#66 |
Re: nag nag nag
I dunno about you, but I prefer women with all of their internal organs who's ribs aren't visible and who don't look possessed by demons.
...but it's a start.
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#67 |
Re: revisions
852 was one of my first textures done for the project. I agree that overall colors are not exactly like in original and rusty bars was blurred. But truly speaking, even not perfect as it was it looks surprisingly natural ingame (at least for me).
I redid it slightly today, not much, just a little closer to original, but basicaly its the same tile : |
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#68 |
Re: revisions
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#69 | |
Re: nag nag nag
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#70 | ||
Re: nag nag nag
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For instance, I suppose we could get a good artist who could redraw the posters by hand, but until then, what I have done will do since they aren't infringing like the old ones. Some time when I have the energy and time, I may revise the SAIII poster once again, (I Have a few ideas,) but right now I don't have the time. |
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#71 |
Re: nag nag nag
You should really be happy that we even have these. I mean it took parkar a while to make the stripper model and the hooker model i am pretty sure took some time as well. making people is hard, that is why we have mostly focused on the simple inanimate objects or the guns, they dont require, generaly, us to think about what reality is. making a human body figure is hard enough, then rigging it to make it pose the way you want it to is even harder. animating a model to look realistic is incredibly difficult unless you have a lot of both patience and practice. the guys here who have produced anything at all are very talented and have enough time to put aside beyond their normal lives to model a few things for a "upgrading" of a computer game that was made almost 10 years ago by profesionals, and might i add the best in the FPS business, IMHO.
Live with what you get unless you can do better. I like that motto, and here it is most appropiate. yeah things arent perfect but this isnt a commercial thing and these people are not making money off of this.
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#72 |
Re: nag nag nag
yeah really, don't complain
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#73 |
Re: nag nag nag
I agree, complaining does little to help.
This thread is about constructive critisism, not bitching about the textures. in any case, I found a little time to tweak the poster, different model on the redhead and different err, clothing ![]() |
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#74 |
Re: nag nag nag
Her face does look a lot better.
I think a bit of regular bitching is not completely useless since it could get the author to take a second look and maybe find something that could be improved. Just a little bit to much of that and it might have the opposite effect so if you have any constructive crtis please share them rather then just say it looks bad. Doing the babes from scratch is likely to have the same issues that poser models do. The poser models are made by professional modellers after all. The reason to make them from scratch would be to make more original models and get the looks closer to the originals not to improve the actual quality. Modelling, rigging, animating, skinning humans do take time, lots of time. I think I have spent well over 100 hours on Duke and the Stripper in total, maybe as much as 200. Is should realy make sure to time my self next time I do a more advanced model. Edit: On the humans in renders, exporting the poser models and render them using a more advanced renderer could realy improve the looks of it. Things like advanced lightning systems and subsurface scattering can realy make the renders one hell of a lot more realistic. |
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#75 | |
Re: nag nag nag
Quote:
Also, this is just my oppinion, but I think it looks better with her hand on the back of her head rather than hanging out in the air like it is in that one. Great work either way, though. Far, far more than I could ever hope to achieve.
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#76 | |
Re: nag nag nag
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#77 | ||
Re: nag nag nag
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#78 |
Re: nag nag nag
Yeah, well I have NEVER used poser, so I couldn't tell those are poser models. And I also think they look quite good in game. Atleast better than the photo-rip-offs!
But I also think that there is point of maybe rendering them somewhere else. Maybe you could post your work as .obj file or such so I could take a stab at them in Blender? |
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#79 |
Re: nag nag nag
i believe it's against the license agreement of poser to extract the models or something like that.
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#80 |
Re: nag nag nag
Rellik66, you are doing great work with poser. Don't have it spoiled for you, just because Jblade disagrees.
I think these computer generated images fit perfectly into a computer game, along with the new 3d monsters and objects. Better than scans anyway. Of course the style is changed somehow. That's just what happens if you update pixelized lowres with highres renderings. Maybe a professional computer artist could do even better painting without a renderer, but unless one steps up, well, what we have is much better than good enough. Guys, these are decorations in a game. When I play through it I think "nice" while shooting up the monsters, then return for an admiring look when things are quiet again, and then move on. I don't care if the arm has a slight curve or not. Nobody is as critical about it as you are yourselves. |
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