08-10-2008, 05:45 AM | #441 |
Re: Duke Nukem 3D Modelling Project part 4
E2L7 Lunar Reactor
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08-10-2008, 09:05 AM | #442 |
Re: Duke Nukem 3D Modelling Project part 4
I knew I was wrong Thanks for pointing that out
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08-10-2008, 12:54 PM | #443 |
Re: Duke Nukem 3D Modelling Project part 4
To quote the Great Man himself "... a force to be reckoned with"
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08-10-2008, 01:23 PM | #444 |
Re: Duke Nukem 3D Modelling Project part 4
alright, thanks
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08-10-2008, 05:25 PM | #445 |
Re: Duke Nukem 3D Modelling Project part 4
It's in like some cave on lunar reactor or something.
He's hanging upside down dead tied to a rope. -update- Retextured the face. Opened his mouth, even has teeth.
Last edited by 16bit; 08-11-2008 at 12:50 AM.
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08-11-2008, 02:33 AM | #446 |
Re: Duke Nukem 3D Modelling Project part 4
What's the current poly amount?
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08-11-2008, 04:00 AM | #447 |
Re: Duke Nukem 3D Modelling Project part 4
I have several meshes with less detail. I can do 1500 tris, but atm, its around 1750. The hair man, the hair. I'm still experimenting with different ways. But bed...
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08-11-2008, 06:11 AM | #448 |
Re: Duke Nukem 3D Modelling Project part 4
Yeah, the model will stand or fall with the hair. Just look at how badly it was solved with the hanging slimebabe (#603). I'm just saying "monk effect"... And since the model is dangling upside down, you will want to achieve a similar effect. Badly enough, Skywalker's hair in the movies was always longer than it should have been...
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08-11-2008, 04:02 PM | #449 |
Re: Duke Nukem 3D Modelling Project part 4
my latest test has shown great promise for looks, and even low poly. As long as no one stares at it.
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08-11-2008, 04:06 PM | #450 |
Re: Duke Nukem 3D Modelling Project part 4
It looks good, can we see some wires please?
Did any one see an agreement screen when you posted your last message?
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08-11-2008, 04:10 PM | #451 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
There is also an announcement about it. Joe fixed the spammer but he has started a re-enforcement of rules (and added a few). Luke looks great. EDIT: also, I am itching to maybe model some. . .maybe I should finish that hydroplant I started a long time ago. . .
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08-11-2008, 04:14 PM | #452 |
Re: Duke Nukem 3D Modelling Project part 4
The other meshes with lower or higher resolution is next to it. Ignore the hair, its just a stand texture. hair is 50 polygons, just need a more realistic texture, odd that it doesnt look like skywalkers, being the fact I copied it from the movie itself. (The color)
Last edited by 16bit; 08-11-2008 at 08:34 PM.
Reason: hair update
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08-12-2008, 12:53 AM | #453 |
Re: Duke Nukem 3D Modelling Project part 4
Looks great. You shouldn't really set a certain polycount limit here as it's a single instance model shown once per level. But then again it won't make any use if you make it overdetailed and the player won't even find this cave or blow this corpse up by an accident
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08-12-2008, 03:15 AM | #454 |
Re: Duke Nukem 3D Modelling Project part 4
The hair looks awesome, good job. I can't wait to blow him up in the game.... hehehe *Prepares his 20 pipebombs and 10 tripbombs*
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08-12-2008, 07:58 PM | #455 |
Re: Duke Nukem 3D Modelling Project part 4
Well, I'm done with the hair.. for now.. I'm still not satisfied. I'm going to go work on other details, that are more important, like his face. just doesnt look like skywalker. I think cause I need to darken his face a bit. Too pale. But off to work on the armor now.
-edit- forgot the freakin picture The 'shape' is perfect, just need.. uhm to get the texture right. Too Pointy atm I've actually went through 8 different textures I made, and none of them looked this good. Once, I get the alpha right, I'll die a happy man.
Last edited by 16bit; 08-12-2008 at 08:09 PM.
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08-12-2008, 09:28 PM | #456 |
Re: Duke Nukem 3D Modelling Project part 4
If you're planning on using a translucent texture for the hair, would it be possible to restrict the geometry that needs alpha-blending to be enabled to a separate surface?
As drawing alpha-blended geometry correctly is a pretty complex task, I'm planning to change the DEF syntax a bit so that modellers can tell EDuke32 whether a surface needs alpha-blending to be enabled or not. Ideally, every existing model would also be modified to move the translucent geometry to separate surfaces; for example, the current pig cop model only has a few translucent polygons (its shotgun muzzle flash) but the engine has no reliable way to tell whether a certain polygon uses a part of the texture that's not opaque. This causes the whole model to be Z-sorted and blended, which is a huge waste. If the muzzle flash was moved to a separate surface and defined with that new flag I'm going to add, it would be a lot less performance intensive to render.
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08-12-2008, 09:51 PM | #457 |
Re: Duke Nukem 3D Modelling Project part 4
I'm not entirely sure what you mean. but I have just one translucent png hair texture, that is apply to the hair, which is separate model. It is 128x128.
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08-12-2008, 09:53 PM | #458 |
Re: Duke Nukem 3D Modelling Project part 4
That looks like it almost avoids the hanging monk effect.
Well done. But in game is where the results are measured best sometimes (particularly the hanging monk effect).
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08-12-2008, 09:55 PM | #459 |
Re: Duke Nukem 3D Modelling Project part 4
The hanging monk effect? I assume you mean the monk on the like 3rd level? What do you mean?
-edit- where you can see through him if your under him?
Last edited by 16bit; 08-12-2008 at 10:01 PM.
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08-12-2008, 10:01 PM | #461 |
Re: Duke Nukem 3D Modelling Project part 4
why yes.. yes it does. Is that a no no?
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08-12-2008, 10:04 PM | #462 |
Re: Duke Nukem 3D Modelling Project part 4
Yeah. The classic way of rendering translucent geometry is to sort triangles back-to-front and to blend them in that order. Intersecting triangles are ambiguous and very likely to cause drawing errors in-game.
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08-12-2008, 10:09 PM | #463 |
Re: Duke Nukem 3D Modelling Project part 4
So, I should just un-interpolate them?
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08-12-2008, 10:11 PM | #464 |
Re: Duke Nukem 3D Modelling Project part 4
I was going to show a screen . . .but it took me too long to get there.
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08-12-2008, 10:13 PM | #465 |
Re: Duke Nukem 3D Modelling Project part 4
can you describe it? I like to know lingo
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08-12-2008, 10:37 PM | #466 |
Re: Duke Nukem 3D Modelling Project part 4
Well, here is a screen of the effect. . .
I can't remember some suggestions for fixing it. I think avoiding too complex of design for things like the hair mesh wise which will be seen from the bottom (in user levels at least) and could result like this monk here where you see the roof instead of his hair. The same effect happens with the hanging babe I believe.
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08-12-2008, 10:41 PM | #467 |
Re: Duke Nukem 3D Modelling Project part 4
That's what I thought, you could simply add a couple of polygons above the legs, which would cap it in the middle, thus preventing seeing through it.
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08-12-2008, 10:58 PM | #468 |
Re: Duke Nukem 3D Modelling Project part 4
Uh, yeah; the monk model doesn't really have anything to do with the discussion at hand - it's just wrong. The issue isn't complex surfaces or looking from the bottom, it's just intersecting and ambiguous polygons.
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08-13-2008, 09:35 AM | #469 |
Re: Duke Nukem 3D Modelling Project part 4
The monk effect is something else, too. If you look onto the hangling slime babe head from below, you see the bald head skin shining through, making it look like a monk (no hair on top of head).
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08-13-2008, 09:44 AM | #470 |
Re: Duke Nukem 3D Modelling Project part 4
By "complex" I mean when lines intersect at someplace other than a vertex. That would be intersecting polygons.
But in the end an in game test is the test of whether the model renders correctly.
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08-13-2008, 04:22 PM | #471 |
Re: Duke Nukem 3D Modelling Project part 4
So this hanging woman, she has a scalp right, under the hair, so why didn't someone texture the scalp with hair.
The hair is made up of 4 parts. An outer layer that is 'connected' to the forehead that goes straight up An inner cyclinder behind that. 4 planes that are turned at 45 degrees each. And a few random 4 sides cones. the only things that intersect are the 4 planes, and the cones. Which are behind the first layer. I have most of the torso and crouch area textured, I'll post some pics later tonight. |
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08-14-2008, 12:18 AM | #472 |
Re: Duke Nukem 3D Modelling Project part 4
behold, for I have returned. |
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08-14-2008, 12:52 AM | #473 |
Re: Duke Nukem 3D Modelling Project part 4
I can see only one thing in it.... Star Wars!
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08-14-2008, 12:55 AM | #474 |
Re: Duke Nukem 3D Modelling Project part 4
Dude! That's what I was totally goin for!
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08-14-2008, 04:32 AM | #475 |
Re: Duke Nukem 3D Modelling Project part 4
I suggest to change hair color, since Luke Skywalker was blonde
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08-14-2008, 12:46 PM | #476 |
Re: Duke Nukem 3D Modelling Project part 4
Yea, I mentioned up there somewhere about not liking his hair. I've moved on to the armor due to the fact its not as much as a headache as the hair.
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08-14-2008, 12:48 PM | #477 |
Re: Duke Nukem 3D Modelling Project part 4
Somehow, in its current state, the model looks somewhat... square-shaped. I mean, it appears to be too symmetrical. I suggest making the shoulder hanging down a bit more to the left or right, for example.
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08-14-2008, 02:48 PM | #478 |
Re: Duke Nukem 3D Modelling Project part 4
16bit- awesome texturing!!! Modelling is amazing as well. Very good stuff!
That is really a damn good job. Oh, and someone did texture the scalp, it's just never been used
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08-15-2008, 03:40 AM | #479 |
Re: Duke Nukem 3D Modelling Project part 4
Made highlights on the chest and shadowing. Using photos to do this texture doesn't seem to be working out. And plastic is very hard to fake for older games that do not use some form of specularity, so I'm really putting my all into this armor. Not that all this work will matter once I add the gore. -NightFright- I'll see what I can do about it, but keep in mind this is just the 'base' and I do plan to 'rig' not fully, but enough to allow me to make changes in his posture for the maximum awesomeness. -Tea Monster- Thanks alot. I've studied for years and practiced modeling and texturing constantly in hopes that I can join a game studio (coughifyourarelistening3drealmscough) But personally I don't think the textures are acceptable. They need waay more fine tuning, If I saw this without knowing it was Luke before hand, I wouldn't think it was him. |
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08-15-2008, 04:31 AM | #480 |
Re: Duke Nukem 3D Modelling Project part 4
Haha, read those 3D Realms... I don't know but gaming industry wants some "Good Qualifications" which you must start from something lesser than go for bigger ones.
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