Jump to content
The Dark Mod Forums

Mr Lemony Fresh

Member
  • Posts

    308
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Mr Lemony Fresh

  1. Without a decent amount of cloth/ hair there is less potential for an interesting silhouette. This is going to be especially important for intrinsic gameplay if the player is usually meant to be able to understand what they are looking at from a distance, hence the obvious cyan and gold colours of a mechanist or red of a hammer. If you look at concepts of skeletons in popular games, you can see that the strongest silhouettes utilise an array of different accessories to create strong and interesting proportions. So for me that's actually a priority. I'm also going to need to think of how this thing does damage. It might need some sharp claws that you can really see if it's going to hit with it's hand. Perhaps it's just slightly twisted by black magic and that could explain some strange features? well considering that they are walkign skeletons there has to be some kind of magic involved ammi right XD
  2. By the way, diego, thanks for considering me but I'd prefer not to step on your toes with the werebeast as I'm sure you've been working hard to get it done.
  3. Alright, I guess I'll do that then. Probably better that way.
  4. So you have a current rig for your humanoid characters? are you wanting the skeleton to fit into this rig, or do you want a rig that behaves the same way. I could probably do those animations. I'm sorta less keen to fit a character to a rig If I can help it. If the human proportions are peachy though, I wouldn't mind so much.. at any rate, I used maya so i hope you're equipped for that scenario =P
  5. Don't forget, I can only make one thing from concept to animation, so if you really want one particular thing done from start to finish let me know. Otherwise I'll go ahead and make you a werebeast.
  6. Obsttorte, while it's true that the proportions are not identical to a deer, one thing i always consider is that fear of the unknown is a very powerful fear. To my the overall design tends override what you could compare it to when dealing with a horrifying creature. From a perspective of realism though I understand where you are coming from, and it wouldn't hurt to extend the roots down the the forehead. Springheel: True, this thing could become old news after the first three missions. No need to compromise, I'm here to help. I understand you need something more generic so that it can have as many different stories attached as possible. I'll begin work on a different concept. Perhaps you could supply images that appeal to you most and In the mean time I'll find some more popular representations of were beasts.
  7. Perhaps I'll show this concept art and you folks can decide whether you'd like to see it in action. There could be some neat stories happening with this, for instance perhaps the pagans performed a ritual on one of their kind in order to turn them into a dedicated protector of the forest, but instead it murdered them all and stalks a now haunted forest village.
  8. Yeah the antlers don't look right.. I have a concept for you tonight, I keep getting distracted by I promise you a complete looking prototype by the end of the evening. (Australian time) The crazy proportions are owed to my belief in going over the top instead of under. I can bring it back down to earth a bit in the concept.
  9. Ok cool because I had a concept in mind which was a bit more like a mix between a typical werewolf and the celtic Pagan god Cernunnos. I figured such a pagan intrinsic symble would appeal to the thief fan-base as a creature that could belong to the setting. I diddn't have much time to work on it in the past few hours but I worked on some silloettes and a rough block out for the purpose of allowing for some feedback. The one on the right is what I'm leaning towards at the moment. I plan to have a concept finished today and begin a turn around. I looked at various werebeast concept art and tried to mimic features that appealed to me most. I then took what i could from my small collection of silloettes and made a block-out.
  10. STiFU: Inconsistant style is a consideration. Speaking of which.. does the darkmod have a specific design goal?
  11. Springheel, I'm assuming that the werebeast has a behaviour similar to an imp from doom 3? do you have a particular physical/size in mind? Also what's the go with 'beast' is it just mean't to be som unspecific hairy brutish fiend? I guess you don't want something specifically wolf like but similar to a werewolf.
  12. I might give that werebeast a shot, if diego finishes his werebeast first and you prefer to use his, i'll still have a werebeast for my showreel
  13. Hello everyone, some may remember me from a while back when i used to post here. Today I'll reveal my name: Simon Heggie. I recently graduated from Qantm college in Sydney with a bachalors degree in interactive entertainment majoring in 3D animation, and I now work full time at an indie game studio called Blowfish studio. http://www.blowfishstudios.com/ As the title suggests, i have the ability to do all these things. Please check out my site to see what I've done recently: http://www.simonheggie.com My job doesn't really get me doing much work with high definition modelling or normal maps or anything, it's all low poly for the IOS. I need experience doing some higher definition game assets to put on my showreel. I thought i may as well kill 2 birds with one stone and help breath some life into the Dark mod which gave me lot's of entertainment in the past. I understand you folks need some monsters re-jigged? I would like to take a brief and go through the entire pipeline up until getting it game ready for one character and then if i do anything else it will be mainly concept art/modelling/texturing. I sort of bailed on a previous project here because of personal reasons and going into Uni, not only that but asset creation seemed a lot more daunting. Before UNI and work in the industry i had never really finished anything substancial, but now i have the confidense to stick with a task. So what needs to be done?
  14. I don't know why people have such trouble holding back their unrealistically high expectations.. DNF was a letdown compared to these expectations..

  15. When might this contest begin? I have ideas.. This time I want to MAP for a mission, I have more fun that way..
  16. Dunno if this has been said yet but It could actually work, I mean providing the map is also based on the feel of that season captured like the sounds and colours and such. Also as far as contest ideas go that I disagreed with, this one seems alright =)
  17. woah! Johannes, you are an aesthetic genius! where the hell have you been?? If you need modelling/texturing let me know and hopefully I'll have the time to help!
  18. You guys might think that my ideas are a bit novel and minimalist, but think about it like this: They are weird and different, that's what makes them work, they have the potential to change the rest of the mission. Turn the head of a horse and it'll walk miles in a different direction.
  19. Wer'e talking fan missions, converting the bsp of fan missions isn't illegal. All you've got to know is not to take anything else like characters and sounds and such from the original mission.
  20. Jaxa, yeah I actually posted that a bit late, then I spent like an hour trying to find a screenshot of that e1m1 remix and forgot to mention it would be cool to include old thief 1 and 2 fan missions as an option as well, that's why I didn't just say missions from 'The Dark Mod' However aside from remaking the missions from scratch, unless those old dark engine maps can be converted it may be unlikely. The plus side is that they are BSP based which would help but there'd still be plenty of cleaning up to do.
  21. Thanks, here's another idea, a remix competition. The person to take an existing mission (with the anther's consent of course) and put a clever twist on it, give it a remodelling/renovation. The most interesting/beautiful/creative/clever change should be the main aim while the mission should be judged on fun and playability and such. Kinda like how people have remade the original e1m1 from quake.
  22. Here are some cool ideas -A level that gives the illusion that most of the level is moving IE a land-train or a timed level where your on a train that's falling through an abyssal crack in the ground towards the bowls of the earth - keep in mind how interesting that rocking ship level was, perhaps something along those lines? -A level where the gameplay is actually changed and you have to figure out how to deal with it, IE someone splashes bright red paint on you and you can't hide in the shadows etc ------->(I just realised i left this message open for 7 hours and forgot about it ... it's now 2am... hmm ideas... ideas... -The most unpredictable level, for instance: No objectives; find yourself on the floor with a broken pot next to you and a women with a stab wound next to you as well, exit room, turn a corner jaw drops because you've just seen an extremely large and detailed tapestry of 2 goats going at it (because it'd be funny) turn another corner, find a man on the ground who HASN"T been knocked out by you (or have they) and there's a large crowd gathering around him, suddenly you need to watch yourself, head around another corridor and into the bathroom, guy is asking for toilet paper from the other side of cubical walls, you can give it to him. fun. crouch and take wallet of his dacked trousers from the other side of the cubicle... etc
  23. Well.. I won't vote, seeing as these mostly seem to be things that have already been done to death/done before.
×
×
  • Create New...