Retexturing

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Roma Loom
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Postby Roma Loom » Mon Sep 24, 2007 09:36 pm

I'm kinda aware that reviving this thread is pretty useless but.. meh...

#0483 low res preview:
Image

teh link for teh package
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frightfan
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Postby frightfan » Tue Sep 25, 2007 03:11 am

Looks nice to me :)

'ppreciate the work!
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DustyStyx
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Postby DustyStyx » Tue Sep 25, 2007 04:17 am

Lookin' nice, Roma!

Now that's a good example of how to use normal mapping on a Blood texture.
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Roma Loom
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Postby Roma Loom » Tue Sep 25, 2007 08:22 am

Thanx.
I cannot find any rules for making models and textures. Also it would be great if there was some sort of a to-do list (or at least the to-do list for the texures used only in existing multiplayer levels).
For instance we have a simple rule for texturing in jfDuke's HRP - most of the textures should be 4x off original size unless there is some important text or detail which requires more size. Also the main problem for HRP team was to choose the style of recreated textures - should they be cartoonish like the originals or should they be more photorealistic but remain as close to original as possible.
Also.. since darkmaster has support for normal, gloss ang glow maps - the textures ought to be slightly different from the originals in terms of highlights and shadows which should be much softer than in original textures, right?

so.. can anyone devote me into "how things are done" in transfusion?

oh.. and another one - is there any way to test freshly created texture or model in sort of test_map in the engine.. cause I don't even know if the Y-axis should be inverted in normal maps...
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Dimebog
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Postby Dimebog » Tue Sep 25, 2007 09:24 am

Hello, Roma Loom. If I am not mistaken, you are the very person who did all the nasty amazing models and textures for Duke3D HRP.

Note to Transfusion team: Find a spot for Roma.
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predator
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Postby predator » Tue Sep 25, 2007 09:27 am

Roma Loom wrote:Thanx.
is there any way to test freshly created texture or model in sort of test_map in the engine.. cause I don't even know if the Y-axis should be inverted in normal maps...


I'll make a simple test map for you with different texture scales. I'll send a link your way when it's ready.
Anyway, hello Roma Loom, we appreciate your help with textures.
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DustyStyx
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Postby DustyStyx » Tue Sep 25, 2007 03:08 pm

The general rule of thumb I've used for recreating skins has always been "It should look like the original when you step and look at it from 10 feet away." If you'd like to go in and add more detail to something, that's fine, but from 10 feet (3 meters) away, it should look reasonably close to the original, as far as contrast, and color use are concerned. But that's for models which are standalone, more or less.

Textures actually have to integrate into each other and often over lap each other appropriately. So your not just doing one texture, your really doing 6 or more, just to get it to look right... but I'm sure you know all that anyway. Really, that's why we have largely left it unattended for so long. Or have yet to even lay down ground rules for a retextureing project.

In short, you sir, would probably know more about it than I.

If you would like, I have created a bat file that uses art2tga.exe to export and sort the Blood .art files into directory listings. You can find that here: http://cruaich.deathmask.net/Transfusio ... ct_all.zip
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Postby Kazashi » Wed Sep 26, 2007 03:54 am

That work looks nice.

Our rules for media creation.... we haven't had any "official" texture recreation project, as we are using Blood's textures in an attempt at recreating Blood. People in the past have done handfuls of textures, but none have been included in our releases because of our aforementioned aims. We may include them as an optional addon though, if there are enough to include. As we are trying to aim for the look of Blood, we don't make use of normal/offset maps in textures or skins (they don't stand out effectively in the lighting system we use; rtlighting would be a different matter, but would not look like Blood).

There are todo lists, however most of that is handled internally. There's a lot of stuff which has been done but not released, lots of stuff which has been half-done, and probably lots of stuff people want redone. If someone does want to have a go at something, by all means ask and we'll find something for you to do!
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Roma Loom
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Postby Roma Loom » Wed Sep 26, 2007 03:11 pm

Kazashi wrote:That work looks nice.
If someone does want to have a go at something, by all means ask and we'll find something for you to do!

Ok. I'm asking then :) But not very complex - I can devote only few hrs per day on this stuff :(

the last texture that utilizes gloss and normal maps for now:
#0708

Image
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Slink

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Postby Slink » Thu Sep 27, 2007 05:43 am

It is a beautiful rendition, but that sort of texture would be recreated via multiple 3D objects. Now, you could make separate "face" textures for the object, given the model. :) Basically, you have to think, "How would this surface's 'skin' look if I could peel it off?" I think you would be really good at skinning. BTW, Ever done it before?
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Postby Kazashi » Thu Sep 27, 2007 06:01 am

Just to expand on what Slink's hinting at, there are some textures and objects which have been replaced with 3D models. The corpse over the door of the crematorium in E1M1 for example; originally a sprite attached to the wall, this has been redone to give a 3D appearance. Generally, if something looks like it is an object with 3 defined dimensions (so something like a corpse or garden tool, but not a painting or sign), it will be redone.

This hasn't been applied to map textures nearly as much though, as the map geometry itself is as similar to Bloods as we can make it.

Again, the quality of the textures is really quite nice. I will have a look at them ingame to see just what they're meant to look like ;). I will also organise, hopefully in the next few days, a list of textures from the BB maps, if you would like to give your hand to those. Also, should you (or anyone else) want some more defined ground rules for re-texturing, let me know and we can discuss them.

See, I'm not always an ogre! See! See!
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Roma Loom
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Postby Roma Loom » Thu Sep 27, 2007 08:04 am

Slink wrote:I think you would be really good at skinning. BTW, Ever done it before?

Yep. I did some models for jfDuke3d HRP back in the days I didn't know 3ds max at all... As for this particular tetxure - I honestly don't think that making it 3D worth the efforts. It would require more than 1k poly approx to make it look like the original or.. I could make it like any other low-poly model and it may even look good, but blocky and pretty different from the original...

Kazashi wrote:I will also organise, hopefully in the next few days, a list of textures from the BB maps, if you would like to give your hand to those.

That would be great. Also if there are small (read not complex like monsters) models which should be done or refined - I'd love to lay my hands on it...
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Roma Loom
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Postby Roma Loom » Tue Oct 09, 2007 08:37 pm

Few textures from quite a long to-do list for BB1...

#0000
#0001
Image

#0008
Image

#0010
Image

note: I dismissed gloss maps from the brick'ish texstures because they suxxored pretty much in the environment I was using for testing.
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wangho
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Postby wangho » Tue Oct 09, 2007 10:11 pm

that looks great! especially the middle one brick texture, very nice detail with the green leaves, use of brighter and darker ones.
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DustyStyx
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Postby DustyStyx » Tue Oct 09, 2007 11:51 pm

Not to be to picky, just a sugestion, you might make the mason lines a little less sharp. I've always had the impression that the stone face was a bit more uneven than the crips lines would sugest on your retexture.

Don't get me wrong, the textures look great, I just think that'd be a great place to play around with the normal mapping as you did with 0483

I especially like how 0010 turned out, very nice! It captures the double duty essence of being either stained glass or stone tile work.

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