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Darkness_Falls

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Posts posted by Darkness_Falls

  1. Ooh, that'd be cool if we could do that! Is that legal? Good job on the photoshopping ;)

     

    EDIT: I was suggesting adding famous paintings because it seems like that's what they did in T2. (Not necessarily "famous," but at least pre-existing artwork that was well done and seemed classical.) The artwork on the walls in T3 seemed boring to me in comparison to T2's and I was just hoping to spice the DarkMod up a bit by using old artwork somehow. If we could simply tweak originals, that'd be awesome.

  2. Again, this was just a mixture of many different sound effects to showcase some capabilities of my keyboard :ph34r:

     

    Considering I might be working on sounds effects, music, atmosphere, and/or menu noises, etc... I threw in several different sounds with little or no aim for continuity and didn't intend for any of the tracks to be used (as is) for DarkMod.

  3. Thanks! Some of the perspectives are off, and some things don't appear as I'd like them to, but that was mainly a result of using a mouse to draw it, rather than a Wacom tablet. It's sometimes hard to make a mouse follow the lines you need it to (e.g., the marble stands). :blink:

     

    The paintings used brings up a good point. Are old paintings (e.g., from the 1700s, 1800s) 'public domain'? That is, can we get copies of famous paintings from the internet and put them in DarkMod?

  4. They're meant to inspire us, not make us copy them. As artists, we draw from many different resources for inspirations -- and nothing, truly, should be off-limits.

    We're not going to "use" that concept artwork in any way other than to inspire us to create our own. Heck, maybe some things will only get slightly tweaked by us to put our own 'stamp of DarkMod approval' on it. But probably not.

     

    If you can't tune the original concept artwork out when you're making your own stuff, then don't look at it... is the only advice I can give. To me, it's helpful to view these things and thought I was doing a favor by sharing what I found with others. If I'm going to be working on Kurshok- or Craymen-like creatures... or blackjacks or bows... I think it's best that I know a little bit of what the original ones look like and even see some concepts.

     

    From the DarkMod website, it states:

    The aim is probably best defined in laymans terms as:

    Problem: People want to make fan missions for Thief 3

    Solution: We create an environment as close to Thief 3 as possible so that people can make fan missions.

     

    Resembling Thief games would not be a bad thing, since I think that's why most of us were drawn to begin working on DarkMod in the first place.

     

    If Disney was going to make a new Transformers-like movie but didn't hold the rights to Transformers, are they not going to watch past Transformers episodes just because they're making their own spin on it? Heck no, they'd totally study past Transformers episodes and movies, and anything else they could get their hands on. Nothing would be off limits for their artists.

     

    It's all about studying what you're working on. If I'm working on tables, it's best to look at pictures of tables for reference. If I'm working on pillars, it's best to look at existing pillars for reference. Etc.

  5. but as i said elsewhere, i think the best thing to do would be to steer clear of the official concept art.

     

    I don't think we should steer clear from any references, including original concept art.

     

    Concept art, photographs, drawings, pictures, etc. are meant to generate ideas and help pull off our own concept drawings and/or ideas. What's wrong with getting visual cues from from anywhere we can find them, including Thief predecessors?

     

    Those crystal tips from the original concept art are very well done -- at the very least from an artistic standpoint -- and posting things like this should only help us to make our own art and ideas.

     

    Just my take on it... :ph34r:

  6. Here are some concept art references from Thief-TheCircle -- and some 'beast' descriptions -- for T1 and T2. Even though most/all of you have probably already seen this, I thought I'd bring it up to make sure, in case it helps anyone:

     

    The Thief Bestiary: All the animals and monsters seen or mentioned in Thief TDP, Thief Gold, or Thief 2.

    http://www.thief-thecircle.com/guides/bestiary/

     

    T1/T2 Concept Art:

    http://www.thief-thecircle.com/media/concepts/

  7. Re: the glow inside the arrows, I like those too (though the glow for arrows other than fire should be quite dim, so they don't give the thief away). But that is a lighting issue, as I understand it, not a texture one.

    Yes, a glowing crystal would be cool... but I feel it would have to be VERY dim and subtle -- for the same reason. Like a 10% opacity or something. Of course, I'd have to actually see what 10% opacity looked like before deciding on that percentage, but you know what I mean. The fire arrow would have a brighter glow.

  8. Player weapons: the sword is done, but we need sketches for the blackjack and bow.

     

    Beasties: We will need some kind of craymen or kurshok-like creature. Should be basically humanoid...something that could live underground or in pagan environments. If you can think of something that would suit D3 models/animations, so much the better.

     

    I'll work on these.

     

    PS: I just posted a sample environmental scene in the Art section:

    http://forums.thedarkmod.com/index.php?showt...findpost&p=1795

  9. This question was asked in the Ion Storm forums a while back. I thought it might help us to conjure up more resources and spur more creativity...

     

    Source: http://forums.ionstorm.com/index.php?showt...ndpost&p=290033

     

    (Yegg @ Apr 5 2004, 02:42 PM)

    Where do you get your inspiration for the city/mansion/castle building architecture in Thief, and do (or did) your artists go "on location" anywhere to study the architecture style(s)? 

     

    The City is an amalgamation of times and places, both actual and fictional.

     

    Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City.

     

    Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose.

     

    The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences.

     

    That's just a sampling, there are dozens of others

    .
  10. I agree. I wised there was a tad more interaction possible with the T2 environments, with all the desks and stuff around.

     

    Let's have a few mirrors in our environment, too. Doom3 had mirrors and they worked well. It's always fun to see the character you're playing in a mirror.

  11. Ahh, good point. I'm mixed on this. I think moveable drawers and swinging cupboard doors would be a nice-to-have. If we're to make a campaign, tho, I think we should try to avoid putting mission critical info in the drawers. I hate having to open every drawer or cupboard to complete a mission or risk missing out on key story information. Maybe just have 'extra' things (miscellaneous loot, miscellaneous background story notes, very unique non-mission critical weapons or tools, etc.) in them if they're implemented?

  12. Me? No, I was just showing a different shape for the hood and how the shadow might fall over the thief's face. I whipped that side-by-side out in a few minutes cuz I had to jet. I wasn't trying to get a certain texture or color. I agree with everything you said, except for brightening the face like in T3. Garrett's mystique was somewhat ruined for me by his face constantly being shown in cutscenes, etc. in T3. Conversely, I don't remember any parts in T2 where Garrett's face is fully lit up and I appreciated that more. A thief who makes his living from the shadows carries with him a certain mysteriousness. Why ruin this?

     

    PS: In viewing the above thief file from the side -- I've confirmed much of his face would be exposed to the light:

    thief-3d.gif

  13. I think its fairly safe to say the way the hood lies flat on the forehead, the fabric wouldn't poke out very far. From the side you may not be able to see his profile, but judging from the picture, I think his nose would actually be somewhat visible... possibly more. It just doesn't look very dark or manacing to me to have the hood be like that. My main concern isn't the profile. Mysterious and dramatic shadows from the front just aren't as possible with the hood like that.

     

    I've Photoshopped a quick side-by-side to kind've show what I'm talking about.

     

    Thief_hood.jpg

  14. I think the hood should poke out over his face a bit more, to allow a shadow to more easily cast over his forehead/face. Part of the plan was to make him mysterious by always casting some shadow over his face, in conjunction with the cloth scarf thing over his nose/mouth. Garrett lacked a lot of mystique in TDS because they kept showing his whole face in the light in cutscenes, etc. By having a hood that pokes out more, this would help create more dramatic shadow effects over his face.

     

    There might be some cloak-wearing StarWars Jedi or Sith we could look at for reference.

     

    This is the only example I have to somewhat show what I'm talking about, though I don't think this fully captures the ideal. I think it should jut out a bit more and fall vertically lower than what is shown here:

    Thief-mod1.jpg

  15. Oh cool! Yeah, after reading some of the benefits of a tablet, and their integration with PhotoShop, I'm wondering how I've lived without one!?? Nice examples! I'll definitely look more into getting a tablet. Thanks!!

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