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Domarius

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Posts posted by Domarius

  1. Try removing the outlines from his lips, and relying on their colour and also shading (under the bottom of both lips) to distinguish them from the rest of the face. I think it will improve the look a whole lot.

     

    He character really comes across. Well done.

  2. If you want to do this of course I can't force any of you to stick to coding, but since we have currently only four coders, it would be great if we could focus on that.

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    Coding is the whole thing this Mod is riding on. So don't worry - I don't intend on devoting any of my DarkMod time to anything else but coding.

  3. Gah - I voted for the book one. I'm starting to agree with everyone saying the stained glass and skyline suits the Theif mood more, but the book one feels so cozy as well as sinister. Cozy is one of the many feelings I get when playing thief, getting to sneak around some mansion unnoticed, knowing anywhere I want to get, I can, without anyone knowing.

  4. Oh I know the T2 one is a 3D model. I was just suggesting that a sunflower sprite could work. It's a flat square mesh that faces the screen, with a texture of the compass thing on it that uses an alpha channel. The mesh rotates on the z axis relative to the screen - as if it is connected to a rod coming through the screen towards you and you are turning it like a volume knob. So north is up.

     

    A 3D mesh would look better. I guess the texture for the light gem would still be animated to show the different light levels.

  5. I did use a skull reference image, but just by itself, it didn't look scary or anything.

     

    I do need to learn better anatomy drawing though.

    Maybe it's not its skull that looked wrong to me then - probably just its shoulders.

     

    Hey has anyone thought about this - what are haunts? Skeletons with clothes on, some kind of ghost, or some kind of zombie with mostly flesh and just the skull showing?

     

    Cause they look like they are totally skeletons, but their clothes are filled out, as if they have flesh on the rest of their body.

     

    If they were just skeletons, they'd look ALOT thinner.

  6. Dom, I'm thinking it'll look ALOT more realistic when it's been skinned and shaded. Imagine the face with realistic flesh tones and highlights and you'll see that it's gonna turn out fine. ;)

    Yeah but the guy asked for critisism. I've seen plenty of models before and after texturing, and done a few myself, so I know that texturing has a lot to answer for.

    But I'm an illustrator, had life drawing classes, and I know what to look for. It might look "fine", but it could look "even better".

     

    Compare that face with oDDity's hammerite priest's face. There's quite a difference in quality. There's nothing wrong with that, but I know DeepOmega can do better with practice, cause I've seen how much this model has improved since he started.

     

    I'm just giving constructive critisism - not paying the guy out.

  7. oDDity, I really appreciate your innovation with the sound thing. I to would like to see if we can do it another way.

     

    But I can't agree with doing it in sound. Too many times, I have found myself standing dead still in the game, trying, nay, straining to hear even the slightest footsteps or talking, to decide if I should make that mad dash across the foyer in broad light. Hearing them in advance would save my life. When we're talking about sounds that quiet, practically anything can block them out.

  8. It would be more economical to have the heads seperate from the bodies, wouldn't it? It would mean more programming work - we'd have to have a "head type" etc. property for each model, but it would allow for more variety in game. No matter how many unique models you make, if you could swap their heads etc. around, you'd have even more combinations.

  9. Awesome, oDDity - I am so sick of seeing poser models. People dont' realise how much style there is available for representing the human body. You can always tell a poser model. Notice how you can always tell a Sims2 model. They have their own styles. We should make our own.

     

    I was wondering, oDDity if you were interested in modifying those humans to make our own kind of style, to base all the other models from.

     

    Eg. I noticed in the Thief 3 concept artwork, the style of everyone was this wierd, tall and lanky style, even in the face. It gave the artwork character, and a consistant, unique feeling across all the pictures.

     

     

    BTW - how nice to see a female modled with very REALISTIC proportions. If there's one thing I don't want to see in our game, its more unrealisticly huge bouncing breasts and impossibly thin waists. Enough games do that already. Besides, I don't know how anyone finds that attractive...

  10. For a rotting zombie, it's sporting some pretty well shaped limbs.

     

    I can see that its a standard human figure, with parts removed, and skeleton showing through. Mainly - the existing flesh needs to be rotted up a bit. Most of that would be done with textures, but the shapes are too perfect, they need to be ruined a bit. The rotting muscles would sag, and any curves would be filled in with sagging skin. Just some suggestions.

     

    As for how the skin has been removed, and the skeleton itself, man that is some damn fine work.

  11. Comments on the face? Reminds me too much of those robots from "I Robot", starring Will Smith. It's all in the subtleties. I'm thinking its just too rounded in too many areas, and the lips seem very straight and unnatural.

     

    Maybe the cheek bones need accenting more, and the lips need to be more bowed. (Lip-shaped)

  12. We want the creatures to look believable, which means they should be based on something with real-world anatomy. Belchers are based to some degree on lizard (dinosaur) anatomy. The Kurshok were based on fishy anatomy. We should do the same for these. They can be a mix and match of references, but I would suggest thinking insectoid or crustacean.

    Everything everyone has mentioned about basing our creatures on anatomy from real life, rings true. Look at any good, "beleivable" monster from any high end movie, and you can see elements of our real world animals in them. Evolution worked hard to come up with the unique things it did, so we should pay attention to it.

     

    Things that are purely made up, tend to look just like they were.

     

     

    Darkness Falls the monster from T1 and T2 you are basing your drawing on, IS based on a crab. You can tell. From the strange mouth, to the plates of shell on the body, and the pincers, it screams "humanoid crab".

    I should know by now, I've run into enough of those damn things...

  13. Very nice, nice, colours and shading.

     

    Though your anatomy could do with work, to make it more realistic. Hire or purchase a good drawing book that focuses on anatomy. You'll be surprised how much your drawing will improve.

     

    Or for this pic, just find a good skull reference image.

  14. ...

    Grrr. I really don't like making this point over and over because the concept art that you guys are producing is a treat. They really do look fantastic. But these are parallel tasks that can be taken up at pretty much any point. There are mission critical tasks that need addressing first.

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    True, but our concept artists are just that. They can't program. They may as well keep concept-artisting. No harm done. In fact, it'll help us all keep in theme. Concept art sets the theme.

  15. Your artwork is really looking nice :)

     

    Yeah, you have a photographic memory. That's practically the same pincer guy, but yours is grey, and has more detail. And less shell plating and more alien looking.

     

    He's based on a crab, right? You should collect a whole bunch of crab pictures (and even info on what the body parts are for and how they work), and do your own take on a crab-human hybrid, noting what all the body parts of the crab are for, and try and think about how nature would evolve them to survive in a humanoid way. That is genearally how you come up with some "beleivable" and really unique stuff.

  16. ...

    Who keeps their monitor at 800x600 these days?I would have thought 1024x768 was the norm,

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    That's a fairly typical response :) Just ask the people who designed this forum, they will tell you that the statistics show that the majority of the people on the net have 800x600.

     

    (The other main reason to design pages for 800x600 is that we can only realistically read so many words per line, before it gets hard/annoying to follow the text down the page, so the whole scaleability thing of the web is stopping at 800x600 these days.)

     

    But for the purposes of this mod, I guess we can assume 1024x768.

     

    I just don't want this to keep happening. Scrolling horozontally to read post text takes TOO long, and I have to paste the text into text pad so that it will wrap properly.

  17. The round, star shape with a gem fixed in the center?

     

    My suggestion is that it's just a bitmap that is a 3D accellerated sprite. It rotates around, eg. if you face north, the N on the compass will be pointing to the top of the screen.

     

    The Gem itself is an animation. The brighter you are lit, the higher frame number used - at the far end of the animation, its fully lit, and at frame 0, its completely dark. Probably the whole compass is the animation, for simplicity.

     

    This is the way I think they did it in t2, using an animation, because the light gem has several noticible steps. I mean, you have the noticible steps, which isn't so good, but for simplicity of implementation, I think it's a good idea.

  18. He also created diagrams of the first robots. At least it would be something more appropriate to the time period than heavy-duty mechanics.

    Have you got example pictures to show? I'm really interested to see. I'm all for whatever kind of machine type things that will look old fashioned and believeable some how. I might like the DaVinci stuff a lot better than the original T2 stuff!

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