Jump to content
The Dark Mod Forums

Standalone Progress


Springheel

Recommended Posts

It looks very-very close.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Looks much better than the original, love the deep, mysterious shadows.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Here's the next replacement. This is for the Head08 series. Again, not identical, but as close as I'm going to be able to get. Still need to do the longer hair, noble, and pagan versions. After that, I think I'm going to take a break for a while. Starting to feel a bit burnt out.

 

Thats a very good replacement indeed, it has more character and is a lot more realistic - brilliant work, I see this as a perfect face for a severe builder priest.

Link to comment
Share on other sites

I hope more of the models get that attention. Something that always annoyed me about TDM and Doom 3 in general was how low poly the characters were. The new one looks fantastic, and more like that would make TDM seem a lot more lifelike.

 

Really? I think most of our AI have double the polys of a d3 model.

Link to comment
Share on other sites

Always thought the TDM guards look great... much more human than the Doom guys, who don't even have fingers :). Also the textures on the TDM AIs are significantly better than those of the Doom 3 guys, who mostly have low-res lab uniforms.

--- War does not decide who is right, war decides who is left.

Link to comment
Share on other sites

Well, we must keep in mind Doom 3 was released in 2004, more than eight years ago. The graphics were pretty impressive back then. Our fortune is that the engine scales up well, and can accommodate improved assets.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Well even so, the new head looks a lot more realistic, and you can't make out as much visible polys as some of the other TDM models. I was just using Doom 3 as an extreme example (which looks leagues better when you get the mod that improves the polycount and makes things less angular.)

 

Ahh, well it's replacing a D3 head that we recycled in this case anyway. Any of the heads that were made specifically for the Mod by oDDity, Springheel or anyone else are already high poly enough.

Link to comment
Share on other sites

On that note, a question to the modelers like Springheel. I've heard that when you create a model, it is typically very high poly. Then you scale it down to run acceptably in game. So, my question is: Do you keep the original high-poly model around, and would it be possible to just plop it into the game in the distant future when hardware can handle more polys and the engine can too? I doubt it would be as simple as plopping a higher resolution texture over a low res one is.

--- War does not decide who is right, war decides who is left.

Link to comment
Share on other sites

The high poly model is usually not game-ready. Often high poly normalmaps are made in pieces and then combined to create the texture for the low poly model. And plenty of modifications are usually made to the low-poly model during the creation process.

Link to comment
Share on other sites

Mmmm about the high-poly models problem.....is it possible to implement tessellation in ID4 tech?

 

Yes, we have the full source, so everything is possible. But you need to find someone who can do this, which is the harder part.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

That would be where an object like a candle stick or cup has more triangles added to it the closer you get, making it rounder and rounder on the fly, rather than having visible sides? That sort of thing would be awesome to see.

 

Something like "its never truely circular, but we know a cup should be, so we just devide faces up more and more on the fly the closer you get to it."

--- War does not decide who is right, war decides who is left.

Link to comment
Share on other sites

Kick ass.

I have to try that lute animation out too. I want to use it. And it reminds me I have another lute skin I made. I was going to make another lute and got tangled up, but now I'm thinking I should just adapt the skin to the existing one. It's more ornate than that one.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Could that set be slightly more topical than random cries and shrieks? TDM's haunts could really use something like Thief's "Join usssss..... join usss nowww!"

 

(I know, easy to ask)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
×
×
  • Create New...