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Darkmod: Inspiration thread


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#1576 demagogue

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Posted 31 March 2017 - 12:08 AM

Some gorgeous design here. Would be great to have TDM versions of many of these models.

 

These are fan made mods anyone can download, so they may be public domain & convertible to a form TDM could use.


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#1577 Anderson

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Posted 01 April 2017 - 12:28 PM

Not 100% conventional but the Pathologic: Marble Nest is released. It's a demo of the future game and it has great art for inspiration. Just click Download Demo.

http://store.steampo....com/app/505230



#1578 NeonsStyle

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Posted 01 April 2017 - 01:37 PM


Edited by NeonsStyle, 01 April 2017 - 01:38 PM.


#1579 NeonsStyle

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Posted 12 April 2017 - 11:49 PM

Core design of Netherlands historic architecture @ 42 seconds in

 


Edited by NeonsStyle, 12 April 2017 - 11:51 PM.


#1580 Paralytik

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Posted 21 April 2017 - 03:44 PM

Been long gone from the forums here again.

 

Here's some nice artwork created based on Russian buildings. 

http://www.slavorum....s-below-russia/



#1581 teh_saccade

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Posted 22 April 2017 - 11:55 AM

Been long gone from the forums here again.

 

Here's some nice artwork created based on Russian buildings. 

http://www.slavorum....s-below-russia/

 

Kpyto



#1582 Judith

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Posted 30 April 2017 - 01:16 PM

This guy's work is amazing: https://ognyan.artst.../projects/reGam

 

Idtech4 would probably require more conservative option in terms of poly budget, but still, it's great modeling, sculpting, and fantastic material.


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#1583 NeonsStyle

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Posted 03 May 2017 - 11:38 AM

This is a really interesting level build of an apocalyptic city build in Unity. The power of Unity's editor is just amazing, being able to rescale models 

would be just amazing. The final result is just beautiful. Enjoy. :)

 

[Edit] It seems we can rescale models lol. DOH. However in the 2nd video, being able to paint decals on would be awesome. 

 

 

 

Medieval Alchemist

 

https://www.youtube.com/watch?v=DwdWn2AdnRU

 

For some reason this one won't display. here's an url

 

https://www.youtube....h?v=DwdWn2AdnRU


Edited by NeonsStyle, 03 May 2017 - 12:42 PM.

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#1584 nbohr1more

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Posted 03 May 2017 - 11:43 AM

This is a really interesting level build of an apocalyptic city build in Unity. The power of Unity's editor is just amazing, being able to rescale models 

would be just amazing. The final result is just beautiful. Enjoy. :)

 

 

 

Uhh:

 

http://forums.thedar...t-221-released/

 

Changes since 2.1.0

  • #4468: [Map Editing] Ability to scale models

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Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#1585 Judith

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Posted 03 May 2017 - 11:53 AM

Great talk and Q&A session about lightning, also bits about creative work in general, I love it :)

 



#1586 Bikerdude

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Posted 03 May 2017 - 01:41 PM

This is just mapping porn... :wub:


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#1587 Judith

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Posted 03 May 2017 - 11:35 PM

Now, this is an absolute must. If you're new to modeling and you're not sure about the ideas behind low-poly modeling or your approach to it, this guy got it right. It's consistent with everything I've learned so far.

 


Edited by Judith, 03 May 2017 - 11:57 PM.

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#1588 NeonsStyle

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Posted 04 May 2017 - 08:31 AM

This is just mapping porn... :wub:

 

You should check out the one at the bottom, a Medieval Alchemist. He builds a cool blacksmith shop on this channel too. 



#1589 teh_saccade

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Posted 04 May 2017 - 02:42 PM

This is just mapping porn... :wub:

 

Not only that - UE4's free - when you publish a game in UE4, you pay a 5% royalty on gross revenue (before, eg, steam's ~33% cut) after the first $3,000, per quarter.
Idk until when...

No longer putting off installing UE4 after watching that video.

It will be very useful for creating reference/final or even to use in music videos (idk if that lies outside of T&C for the payment, but if it's free and only youtube monetised or the artwork sold for under 3k... complicated).



#1590 Judith

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Posted 05 May 2017 - 08:56 AM

https://youtu.be/kGm_xhu42tU?t=44m55s

 

Very nice panel about environment design, I'm kind of using this technique, although I had to get into much more detail with first meshes and materials, to see whether I'm doing things right on this engine.



#1591 Anderson

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Posted 06 May 2017 - 03:35 PM

Some vintage videos on Thief interviews with the team. The german one are without dub or subtitles during the interviews themselves. The second one is real nice covering both Thief 2 and Thief Gold.
​By the looks of it, pretty unseen videos and underrated IMHO.




Edited by Anderson, 06 May 2017 - 03:36 PM.

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#1592 teh_saccade

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Posted 06 May 2017 - 03:59 PM

Some ppl say play-testing can turn a fun past-time into a daily grind - but i've never met a game that wasn't fun, even if I hated it, because (apart from the paperwork, which can be no fun if you let it pile up or don't get it right) - there's always the thrill of discovery and the fact that your daily mission is to boldy glitch things where no-one has glitched before.

Those offices are missing far too much dandruff, coffee mugs and are way too bright to be real... They musta put on their Sunday best for those videos, Anderson - at least had a shower...

 

--

 

Hey Judith - you know Helder Pinto has only been working in the business for like 10 years or something..?
Idk about the blizzard stuff, but I know his work with cryengine - some ppl dedicate themselve to a singular way.


Edited by teh_saccade, 06 May 2017 - 04:04 PM.


#1593 Judith

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Posted 06 May 2017 - 04:16 PM

No I didn't. But most of those techniques are engine-independent. When you switch engines these days, all you got to learn is interface and differences in how shaders work.

 

Oh, but that reminds me, I feel like that self-patting on the back attitude from the 'Triple A' thread needs some counterbalance :) This is what students do these days, and if they can do it, so do you:

 

 

So get down to work and up your modeling / level design game, people! ;)


Edited by Judith, 06 May 2017 - 04:17 PM.

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#1594 teh_saccade

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Posted 06 May 2017 - 04:55 PM

CLONE FACTORIES!!!

 

// That helicopter over the water tho... v nice.

 

// Sometimes seeing great things can uninspire people and there's a good quote that serves me well when I feel this, "If you have a voice that tells you that you cannot paint - paint and this voice will quieten", van-gogh or someone.

 

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Edited by teh_saccade, 06 May 2017 - 05:07 PM.

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#1595 Judith

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Posted 07 May 2017 - 06:52 AM

Actually, that is true. My brain keeps telling me that "it's too complicated", "you have no idea how to do this". But eventually I come up with the idea, and it's not that hard.



#1596 CarltonTroisi

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Posted 07 May 2017 - 02:17 PM

Actually, that is true. My brain keeps telling me that "it's too complicated", "you have no idea how to do this". But eventually I come up with the idea, and it's not that hard.

 

I wonder if that applies to all...   :blush:   For instance, I tend to feel not so bright as I go through the forum, reading about the inner-workings of this great TDM game, and feel as if it's beyond my capacity.  That said, I've never mapped anything before--not even once--but the sign of a good learner is being able to understand some things BEFORE you get in there and try it yourself.  And I don't understand very much.  Yes, I watched some of the tutorial videos--I get the basic concept of things--but it all looks very laborious, with far too many variables to keep track of!



#1597 Destined

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Posted 07 May 2017 - 03:11 PM

Don't put yourself down. I have been on this forum for a couple of years and still don't understand a lot of things (especially when it comes to scripting and creating textures or models). I think it is not true that you have to understand too much before you start working. You will be fine, as long as you are willing to learn and invest some time and effort and have a proper place to start. If you have never done any mapping before, I would recommend the A-Z tutorial on the Wiki. It is sometimes a bit outdated, but it starts with the very basics of Dark Radiant (like how to create brushes and generally navigate in the editor) and you can choose your own speed, while working through it (which is why I myself prefer written instructions over videos). You will see that you understand the videos a lot better, when you have a bit of basic understanding of Dark Radiant itself. And if you still have problems the people on this forum are as helpful as possible. Being able to juggle all the variables is something that comes with experience and after some time, it will be natural for you to see what you have to do.

 

Oh, and before I forget it: Welcome to the forum :)


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#1598 Judith

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Posted 07 May 2017 - 03:52 PM

Welcome to the forum, Carlton :)

 

It's true that there are many variables here, and it can be really overwhelming. But, 3d stuff is kind of a lifelong hobby, you can learn things at your own pace. The important thing is to practice regularly, e.g. I had a few year break in modeling and I forgot a lot of useful things.


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#1599 CarltonTroisi

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Posted 08 May 2017 - 03:23 PM

Thanks for the welcome, Destined, as well as Judith.. (that's cool that we also have lasses, in what I imagine is a sea of lads!)

 

I'm not really sure yet what I can bring to the community, I'm something of an aspiring artist, who isn't really adept at figure drawing as yet.  I'm greatly inspired by the artistic value in TDM, and I think renderings based on the screenshots, is good practice.  Probably of limited or "no" real utility for TDM community, though.

 

But, I'm inspired, and that's at least something, eh?  Perhaps it will lead to mapping down the line, mayhaps not.

 

-Carlton Troisi


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#1600 Bikerdude

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Posted 08 May 2017 - 03:47 PM

This is amazing...





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