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Domarius

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Everything posted by Domarius

  1. Nice stuff, Darkness! He practically looks textured
  2. What if you filled the clothing with some bones, and animated them by hand?
  3. Damn, DarknessFalls, you have that whole Theif 3 concept art style happening just right!!
  4. That burrick image would have been fine embedded in the post, at approximately the size of the text box you get to make your post with. I wish everyone would post their pictures like that. Most are, but when its just a link to a huge, huge file, not only does it take a long time to download, but it eats into my download cost. When I'm in a hurry at Uni, I can't afford to click links and download huge pictures. If its embedded in the page, I can see it at a glance. Takes all of .34 seconds instead of 30. Sketches don't need detailed quality, just enough to get the information across. We can see it has a scaley back, we can see the kind of mouth it has, etc. We don't need to see every single pencil stroke in detail. Btw, when we're talking about pictures on a monitor, were talking in PIXELS, not DPI. You can talk in 72 dpi, but it just makes things confusing. If, when you resize your image to 72 dpi, it becomes 624x234 pixels, its going to be displayed at 624x234 pixels, regardless of your resolution. Higher resolution just makes it take up less space on your screen. The pixture is still displayed at 624x234 pixels. And since the forum is designed to fit on an 800x600 screen, so should the pictures.
  5. What's wrong with the "bulkyness" of the old ones? They look just like what they are - huge boilers on legs. Which is what they would have to be. Mostly all boiler, to get enough power going to drive that thing. And then, very very simple, because the boiler is heavy enough as it is. Which explains the spherical shape, and the clunky side-side walk. I say keep the steam and clunkyness in mind. I think the old one did a good job of making it "beleivable". At the extreme other end of the scale, you have those stupid garish outfits the X-Men have in the comics, just to look cool. No practicality whatsoever. Notice they changed their outfits for the movie, for something more beleivable. I reckon it pulls you in to the atmosphere more, as the old mechanist bots did for me - had me staring at them as they walked by, wondering how they worked.
  6. That face is AWESOME. AWESOME. It has so much character, and is a really cool blend of realism and carachature (sp). By carachature, however you spell it, I mean how you exaggerate features, in an almost cartoonlike way. That is the style of the original Thief games, if you look at the movie artwork. This is awesome.
  7. Cool. Seeing the fireplace casting the shadows from the chairs like that... its just beautiful. To me, it looks like it could pass off as a completed Thief screen shot as is!!
  8. Hey just came back here for a quick check. Looks like that drawing book is doing you good. That face has improved leaps and bounds. Really starting to look "Thiefy". Keep up the good work!
  9. http://www.donrearic.com/sap.html Search for "blackjack sap" and you get quite a lot of results. That page goes into detail on how the different varieties are made, and gives some pictures at the bottom. We can choose just the right blackjack for our game. I remember one of them on that page is mentioned especially for being easily concealed.
  10. You are right there. You don't have to actually LOOK DOWN at your body in real life. You can see it at the edge of your periphery all the time.
  11. Domarius

    3ds Max

    The thing about www.wings3d.com is that it is BASED on Nendo, which was made by the same people who made Maya - hence they all share a similar interface, and "box modelling" interface.
  12. I think that bit of jewelry is perfect. My vote to base it on that. As opposed to T2's square block thing, that doesn't look like much of anything?The light gem is a tool for the player. It's to simulate being able to look at your own body in real life and seeing how much darkness you're in. Although if we have body awareness, it could negate the need for such a gem.
  13. Domarius

    3ds Max

    Here is the best budget 3D rendering info I have ever read. I love it because I actually preffer the tools involved over the proffesional ones, because they are simply geared toward video game models, and you can make high quality ones too, for the normal maps. Check out this thread; http://irrlicht.sourceforge.net/phpBB2/vie...t=wings3d#10937 This post specifically; So basically; Wings3D = Modelling LithUnwrap = UW mapping CharacterFX = Animation As an example of what he does with this setup, check out his home page http://members.lycos.co.uk/arras1/ Click on "Gallery". It's worth it. Some of that stuff would fit right in with the Thief world. His humans are awesome.
  14. I read a tutorial about how to do this really easily. Too bad I can't remember where it is. The key words are "photoshop" and "high" and "low" and "frequencies" Basically you ran a "remove high frequencies" filter on the image. Or was it low frequencies? I can't remember. Basically, one makes it really blurry, but the other seems to remove all the "shading" kind of tone data, so if you have a picture of a sign with a highlight or darkened corner, the sign actually becomes uniform in colour, as if it was evenly lit. It doesn't work for all pictures, but it can save you a lot of airbrushing when it does!
  15. Well I agree the face needs a lot of work yet, but I know how hard they are, and I'm assuming his face is a work in progress. (He does look a bit monkey-ish.)
  16. Good idea, but I feel that we need West and East pointed somehow. There are some good pics in this thread. I LOVE that one god_is_my_goldfish made, except that it's probably a bit too ornate, and has too many thin bits that will be blurred up when scaled down. HUD items have to be very clear.
  17. No critisism here - I just couldn't help myself from posting about how awesome these textures are looking. This normal map stuff looks mind-blowing...
  18. My suggestion is to not go into too much detail into anything in this project yet. This whole project is very fluid at the moment. Its probably better to make more "draft attempts" on various things (people etc).
  19. Wacom!!!!!!!!!!! They are like, the Creative Labs Soundblaster of the Tablet world. I have one http://www.wacom-asia.com/products/graphir...ire3_index.html (of course I have pasted you the Asia-pacific link, but just go to www.wacom.com and choose the correct reigon) That is the consumer model. Cost me $150 AU and has pressure sensitivity, and a cordless, batteryless pen, with the tip, 2 thumb buttons, and erraser head, completely mappable to any function in any program. Although the program has to support pressure sensitivity to benifit from the tip pressure. PhotoShop is great. I highly recommend it. It is powerful enough for your needs and very cost effective. I think anything more expensive is only for highly paid proffessionals, and most of us wouldn't make use of the features. That's only my opinion, but I do own the consumer one, and it does everything I want. Regarding your new concept art Darkness_Falls; ahh, colour dodge - looks like you've accustomed yourself to it quite nicely I think those look miles better than the originals. Colour dodge can be applied as a blending mode for an entire layer; you can get other kinds of effects that way, by duplicating your artwork onto a new layer and giving that new layer a different blending mode. There is a new game http://www.crashday-game.de/pages_e/news.htm - check the screenshots - the artist has taken the screen shots and done some layering effects to make them look like photos, not that they had much work to do with making it look realistic, heh, but they've obviously used photoshop to give them "photograph" looks - how everything is sort of blue-ish, and goes darker around the edges. Just another way of creating mood.
  20. Awesome... I agree, he does look more the part now. Nothing like that 20-something spring chicken in T3.
  21. Awesome. Yes I was just going to suggest those things - learning photoshop more and getting a graphics tablet. Using photoshop should be quicker to create more impressive looking artwork, once you have the hang of it. I can tell that the T3 concept artist primarily uses the "colour dodge" tool, which gives everything a glowy, shiny look. Very nice if you don't over do it.
  22. ...I can remember when 1.5 gigs was a big hard drive... (Who am I kidding, I can remember when 40mb was a big hard drive. I'm old.)
  23. I like what I see so far If you artist guys are using lots of reference material from the appropriate time periods, and making design desicions based on the Thief world that we want, I'm happy. Just as a suggestion - have you thought about adding bolts or screws to the logo, if you're having trouble putting a hammer with one other thing, some little things like bolts could give you more options to arrange things to look nice. After we come up with a design, we should read some "meaning" into it, eg, the cog surrounds the base of the hammer, to represent its power that spreads over everything... etc. so the Builders have more things to write about.
  24. Wow, a man of many talents. Coming up with concepts for furniture by doing some research into the relevent time periods is something that needs to be done. I like the museum stand for that reason. The concept art for T3 involved a lot of dynamic sceans and good use of colour, that gave designers a lot to work from. In comparison, that shot of the room with the light on the wall is really bland, in terms of colours, archetecture, and overall feel. When the concept art was drawn with the camera at a really dramatic angle, you might think "well, the camera angle itself isnt' saying much - your viewpoint moves around all the time in the game", but what you really should be getting out of the image, is looking at it at a whole, and it gives you a feeling, and then you say "well, how can I somehow translate that feeling into the game, and give the player that feeling when they play the game?" I think that is the true power of concept art. We need something that says something new. Well not real new - we know what the Thief world is like - dark and moody, with brooding shadows and atmospheric lights, and ominous sillhouettes. But see how the concept art took that "theme" and gave it its own character? It's not easy but that's what I think we should aim for. A unique style of our own. I can see these sketches are just drafts, but they're a good start.
  25. I'm totally glad we have you on ambience. I can tell you know what you're doing. I did try and envision some bits when I listened to them And I could see them, even in the sound track's undeveloped stage.
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