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GMDX Art Thread 
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post GMDX Art Thread
First, a request to Jonas to add BBCode [Pre][/Pre], [Center][/Center], [Left][/Left] and [Right][/Right] tags via admin privileges so I can format this while keeping the list short and snappy rather than resorting to ol/ul lists that fill the page.

This is a thread for GMDX art contributors to refer to, collaborate, and stay up to date on what assets are currently being handled.
First I'll begin with HDTP and New Vision. GMDX has always made optimal use of these two and seeks to address their shortcomings and assets they did not update. Naturally, all contributors should strive to remain faithful to the original design, and fit in to Deus Ex and HDTP's specifications (poly count, res, design conventions etc).

If people could help me keep this list accurate by mentioning any remaining vanilla assets I missed, that'd be very helpful. I will be updating it over time.

Normally people use specific platforms for such collaboration, but this'll do just fine and will also involve the community. I'll always be updating it whenever an artist takes on new assets, and when they complete those assets (or not).

HDTP

Decoration:

BarrelFire (HDTP) ___ TYPE: Skin/model visual artifact [In development by KippyDX]
WHCabinet ___ TYPE: Low Poly model, Low-Res Skin [In development by KlauZ]
Chandelier ___ TYPE: Low Poly model, Low-Res Skin
ClothesRack ___ TYPE: Low Poly model, Low-Res Skin
HKTable ___ TYPE: Low Poly model, Low-Res Skin
HKTukTuk ___ TYPE: Low Poly model, Low-Res Skin [In development by splatterhomicide]
CarBurned ___ TYPE: Low Poly model, Low-Res Skin [In development by splatterhomicide]
CarStripped ___ TYPE: Low Poly model, Low-Res Skin [In development by splatterhomicide]
CarWrecked ___ TYPE: Low Poly model, Low-Res Skin [In development by splatterhomicide]
Bushes1 ___ TYPE: Low Poly model, Low-Res Skin
Bushes2 ___ TYPE: Low Poly model, Low-Res Skin
Bushes3 ___ TYPE: Low Poly model, Low-Res Skin
HangingChicken ___ TYPE: Low Poly model, Low-Res Skin
HangingPig ___ TYPE: Low Poly model, Low-Res Skin
HDTPs computerPersonal ___ TYPE: Odd keyboard layout (Skin) [In development by KippyDX]
AttackHelicopter ___ TYPE: Low Poly model, Low-Res Skin [In development by Mortecha]
BlackHelicopter ___ TYPE: Low Poly model, Low-Res Skin [In development by Mortecha]
BlackVan ___ TYPE: Low Poly model, Low-Res Skin
WHFireplaceLog ___ TYPE: Low Poly model, Low-Res Skin
WHFireplaceGrill ___ TYPE: Low Poly model, Low-Res Skin
Couch Leather ___ TYPE: New Skin Variations Needed [In development by ??? Someone I asked a while back but doesn't seem likely it'll happen]
Chair Leather ___ TYPE: New Skin Variations Needed [In development by ??? Someone I asked a while back but doesn't seem likely it'll happen]

Pickups:

Fire Extinguisher ___ TYPE: Low Poly model, Low-Res Skin [In development by KlauZ]
Tech Goggles ___ TYPE: Low Poly model, Low-Res Skin [In development by bogie]
Multitool ___ TYPE: Low Poly model, Low-Res Skin (animator required)

Weapons:

Sawed-off shotgun (HDTP) ___ TYPE: Low Poly model, Low-Res Skin (animator required)
PS20 ___ TYPE: Low Poly model, Low-Res Skin (animator required)
Throwing Knife ___ TYPE: Low Poly model, Low-Res Skin (animator required)

NPCs:

ALL HUMAN NPCS ___ TYPE: N/A - don't even attempt this
Doberman ___ TYPE: Low Poly model, Low-Res Skin (animator required)
Mutt ___ TYPE: Low Poly model, Low-Res Skin (animator required)
SecurityBot4 ___ TYPE: Low Poly model, Low-Res Skin

-------------------------------------


New Vision

GMDX addresses much of New Vision's shortcomings already, so this list will be small.

ElevatorShaft_A ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
ElevatorShaft_B ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
ElevatorShaft_C ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
ElevatorShaft_D ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
ElevatorShaft_E ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
ElevatorShaft_F ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
ElevatorShaft_G ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
RailwayWall01 ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: CoreTexMisc.utx
un_stonsign_a ___ TYPE: "Liberty IIsland" typo ___ PACKAGE: UNATCO.utx
DangUnstabCond ___ TYPE: Low-res texture (not updated by NV) ___ PACKAGE: UNATCO.utx
RestrictedAreaTex (?) ___ TYPE: "Resticted Area" typo ___ PACKAGE: I don't remember the package or tex name - help community?
Everything under HKSigns.utx ___ TYPE: Unauthentic Cantonese ___ PACKAGE: HKSigns.utx

------------------------


GMDX

Now onto entirely new assets and concepts:

Decals:

1. Generic Decals (water stains, rust, moss, damaged walls, subtle stains) - stuff that can be used to subtly diversify Deus Ex's world [In development by KlauZ]
2. Hong Kong Canal waterline water stain - To place in the canal proper on the walls covering a meter or so above the current waterline to make the canal look much more realistic. May be better served by taking the texture and just making stained variations of it. //nope, better seved as decal variations because reasons
3. Liberty Island Mossy Wall - Subtle moss to diversify lib island's wall in specific places [In development by KlauZ]

Note: some decals should be modulated as opposed to masked, such as the Canal stain.

Textures:

1. New inventory Icons to match their HDTP mesh counterparts.
2. Context-specific updates/overhauls of texture sets. Similar to the canal mentioned above. Lets get the other stuff out of the way first though.

Meshes:

Various pickups Fully animated, with the player hand model holding the item. Everything under DeusExPickup: Medkit, Bioelectriccell, WineBottle, sodacan, FireExtinguisher, Binoculars, Flare, AugmentationCannister and more...approximately 20 objects. I'm not hopeful it'll ever get done, but it'd be nice to have no more magical floating items in front of the player like so:

Image

New Animations:

I'll fill this out later. Been nagging about animations for years now so my enthusiasm is not high here.

New High detail consistent weaponry

[in development by Mortecha]


---------

Guides:

Mesh HDTP Shortcutting:

Some HDTP assets did this: instead of completely creating a new mesh, some can be HDTP-ified by simply creating a new hi-res skin on top of the low-poly model. Depends on the mesh in question whether the result will be good though, but the UNATCO boat (a semi-complex vanilla mesh) was simply reskinned in HDTP and the result is fantastic, for example.

Mesh import:

Check back later

High Resolution Texture Import:

Check back later

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Last edited by Cybernetic pig on Thu Dec 15, 2016 2:15 am, edited 24 times in total.

Sat Nov 26, 2016 11:41 am
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UNATCO
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Location: Canada
Post Re: GMDX Art Thread
Would it be possible for me to do some models and textures, then send it off to someone who can convert it into Deus Ex? Specifically, the tech goggles and the bushes model.

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Sat Nov 26, 2016 12:03 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: GMDX Art Thread
Hold on, I'll be adding guides for importing models and hi-res textures.

Edit: post screenshots when you're ready and if they're good we'll find a way.

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Sat Nov 26, 2016 12:09 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: GMDX Art Thread
By the way, two GMDX modelers in the past have had trouble with UVMapping breaking during the import process. If another modeler who has successfully bypassed every DX/unreal import kink could write a guide, that'd be awesome.

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Sat Nov 26, 2016 1:43 pm
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UNATCO
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Post Re: GMDX Art Thread
Here's the strap for the goggles.
Image
too much detail?

Also, I'm currently modelling this in an external program, then I'll export to OBJ, and reimport into Milkshape 3D and export it. I'm not sure what to do for textures. I'm thinking of just using the default one, but upscaled (with some extra added polish, of course).

EDIT:
Image
Finished. I made it so it looks like there's a little cushioning on the back.

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Sat Nov 26, 2016 3:02 pm
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UNATCO
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Post Re: GMDX Art Thread
Finished, Untextured
Image
Image
Image
Here's the OBJ file.
https://puu.sh/sv9ON/1549b0935d.obj

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Sat Nov 26, 2016 3:42 pm
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Mole Person

Joined: Sat Nov 26, 2016 4:46 pm
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Post Re: GMDX Art Thread
What's the differnce between modulated and masked textures?

Modulated seems more convinient, why even use masked?


Sat Nov 26, 2016 4:52 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: GMDX Art Thread
Bogie wrote:
Finished, Untextured
Image


Shape of the protruding lens is oval. Should be rounded:

Image

Also should be cone-shaped from the lens to the base.

KlauZ wrote:
What's the differnce between modulated and masked textures?

Modulated seems more convinient, why even use masked?


Masked only masks the specified part of the texture, modulated adds color blending for the whole texture, blending with whatever is rendered behind.

Modulated is good for things like water stains, fake bump mapping, stuff like that.
Masked is good for inventory icon textures, or say decals that you don't want to blend.

I'll post images shortly for comparison.

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Sat Nov 26, 2016 5:57 pm
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Mole Person

Joined: Sat Nov 26, 2016 4:46 pm
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Post Re: GMDX Art Thread
Cool, modulated should work for moss then.


Sat Nov 26, 2016 6:42 pm
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NSF
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Joined: Sat Sep 19, 2009 3:24 pm
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Post Re: GMDX Art Thread
Cybernetic pig wrote:
Couch Leather ___ TYPE: New Skin Variations Needed [In development by ??? Someone I asked a while back but doesn't seem likely it'll happen]
Chair Leather ___ TYPE: New Skin Variations Needed [In development by ??? Someone I asked a while back but doesn't seem likely it'll happen]

Probably it was Defaultplayer001 whom you asked. LINK


Sat Nov 26, 2016 8:33 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: GMDX Art Thread
Nah I asked an artist who said they wanted to contribute a while back, but haven't heard back from them since. I don't even remember who it was or where it was they offered their services. Artists come and go like that.

I'll also have to start another thread soon aimed at garnering support for:

-Help with v9.0 installer (no user-friendly installer, no release)
-Testing
-Localization (available languages: English, French and Russian - all are complete for the most part, except FR and RU need slight updates for a couple new tweaks added, as well as adequate testing)
-Promotion
-Possible engine-related improvements. To sort the tiny scaled HUD at high screen resolutions mainly. Not sure if I can fix it via DeusEx.u/UnrealScript

So release date delays are inevitable. Can't rush perfection ;)

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Sat Nov 26, 2016 8:51 pm
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UNATCO
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Post Re: GMDX Art Thread
Cybernetic pig wrote:
Bogie wrote:
Finished, Untextured
Image


Shape of the protruding lens is oval. Should be rounded:

Image

Also should be cone-shaped from the lens to the base.


Image

Fixed. Also, in the original the lens are slightly oval shaped.

Image
I made it so it's pointing slightly downward, while the lens are still pointing forward.

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Last edited by Bogie on Sat Nov 26, 2016 10:07 pm, edited 1 time in total.

Sat Nov 26, 2016 9:51 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: GMDX Art Thread
Proportions still look a little off, no?

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Sat Nov 26, 2016 9:55 pm
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UNATCO
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Post Re: GMDX Art Thread
Ah. You're right. Very off.

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Sat Nov 26, 2016 10:09 pm
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MJ12

Joined: Thu Apr 02, 2009 7:55 pm
Posts: 459
Post Re: GMDX Art Thread
A small comment - the original model had the strap part look non-symmetrical, because it isn't rigid and will fold a bit when removed. I think it's wise to do the same here.
They strap also gets lower the more distance it has from the actual goggles, to simulate gravity.*

*If you want to be extremely accurate to real life, it's a hyperbolic cosine - an equation for the catenary can be extracted from here: http://www.had2know.com/academics/caten ... chain.html


Last edited by Made in China on Sat Nov 26, 2016 10:39 pm, edited 1 time in total.

Sat Nov 26, 2016 10:21 pm
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