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Darkness_Falls

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Posts posted by Darkness_Falls

  1. Cool, I'm down with it :) I don't think we have anything to lose. It's up to Spring and others though.

     

    I would start taking a look at Thief concept art that was made for the actual games, if you haven't already seen. For example, view "Artwork - Thief: DS" and "Artwork - Thief I & II" at this URL:

    http://www.thief-thecircle.com/media/main/

     

    Do you have Photoshop? If not, I highly recommend getting it & a Wacom tablet ... and becoming proficient with them. It will only broaden your skills and potential.

     

    These were from photographs, another reason I want to learn how to pull amazing things out of my head. I feel very limited by working only from photographs.

    I actually used to draw a lot the way you do... drawing from photographs & pictures. I feel it is a good foundation, but I'm glad you are wanting to venture out. I think you will find it a very freeing and gratifying experience to eventually not be a slave to copying photos. It might take a lot of practice, but it sounds like you have the right mentality to keep challenging yourself. Draw a lot. Make lots of sketches in sketchbooks where you just draw whatever comes to your mind, or whatever you observe. It's good to look at stuff when you're drawing, but be sure to try and internalize what you're seeing rather than just transferring what you're seeing to paper without forcing your brain to internalize your observations. Really study.

     

    Sorry, you probably know all this, but I'm just trying to help. I've learned a lot from my experiences and I'm wanting to help you, since it sounds like you and I have similar artistic ways. If I didn't branch out at your age, I'd still be stuck copying photos. I'm still limited with my skills, and wish I could draw people better from memory, etc... but all the sketching and practicing I've done over the years has surely helped me improve my abilities and become more flexible. And I'm not at all a slave to photos/pictures any more. But because I have that 'photo copying' experience, it is very easy for me to use photos for reference when drawing stuff; which is a good trait to have in your tool belt. I don't do that nearly as much as I probably should, but it's nice to know I can.

  2. Has she even responded, Sparhawk? I don't see any replies from her either, so I assume she hasn't replied? The drawings look nice; good work.

     

    Did you make any or all of those drawings up on your own, Irina, or were you looking at photographs/people when you drew them? Just wondering if it would be a struggle to make your own people or rooms up, or not. Either way, though, they look very nice. Good job; you have a good artistic future ahead of you.

  3. If we were still working on a proprietary campaign and maps for that, then I agree there'd need to be some secrecy surrounding that. But for test maps and other stuff we're working on now? I'm not sure why there'd be a need to be secretive at all. Everyone's seen a tavern, house, city street or mansion before...

  4. I don't see a problem with it. NH? What do you think? :)

    I don't see why not either, considering models and screenshots go out without second thought, as well as many concept pieces posted on our home page. I'm not going to hide my concept art when what we're doing is volunteer-work and I can use the pieces to help expand my portfolio and make a name for myself. (Unless there's ever a piece in particular where someone says 'do not release yet'. But I can't imagine when that would ever justifiably happen...)

  5. PinkDot wrote (aimed @ KF): I like the idea of rough sketch in diffrent, subtle colour. I just wonder what would your drawings look like if you used dark red or some kind of brown colour instead of blue...

    Why have you wondered this? Just seems like an odd question to ask. Adjusting the colors in Photoshop would make them red/brown :)

  6. Good concepts. A lot of those houses seem to be small, tight quarters, though -- which would make me kind've claustrophobic after a short while. For example, that tavern Dram created based from Spring's concept was kind've cramped inside. It's okay to have a few of those small houses, but I think it'd get repetitious to have so many of them. Granted, the concepts are maybe just for beta mappers... but if we ever release a more in-depth level, I hope mappers be careful with all the smallness.

     

    I probably wouldn't notice if it I hadn't tried the Thief 2 fan mission called: UNE NUIT A ROCKSBOURG, Episode 1. All the hallways, stairways, houses, rooms, city streets/alleys, distances between houses, etc. are very tight/cramped so far from what I've played. I had to stop playing because it bothered me so much. It's a good quality production otherwise; I just got annoyed by all the tight quarters... which several of your concepts are reminiscent of.

     

    Just my opinion, but maybe something to be mindful of in future concepts.

     

    I actually don't know if this is something you'd need to worry about, or the mappers... or neither/both, considering we're just doing test maps. But if it ever goes beyond small test maps, I hope the size of most buildings are enlarged a bit.

  7. That's about 5 people clamoring for a smooth fade on the frob highlight now. Hopefully among those 5 people and all the people they know is a programmer who wants to help with the mod, 'cause I sure as hell don't have time to do work on that.

    Based on the internal thread (last time I read it), it sounds like Gildoran had already prepared for fades and it will be implemented some day pretty easily...

  8. Sparhawk wrote: Actually my ban was also the reason why I don't post much anymore on TTLG.

    LOL! I remember that! And yet you're still double-posting :D You're a rebel. You've double-posted at least twice in this thread alone! You really are set in your ways, aren't you? Ha, I'm not whining or complaining.. just observing, and I think it's funny

  9. That's cool, kf. Has she played Thief before?

    I see no problems with having more concept artists, but it looks like the primary need will be to directly assist mappers by creating interior mood scenes/ideas, environments and floor plans to inspire them. But I'm sure other stuff will pop up from time to time...

  10. I like the real-time readables idea, and like Gildoran's implementation of it. The only problem I have with it is that if there is a readable stuck to a wall or desk (you can't take it), and it is in a lit area that you can't make darker, then you'll have to run back and forth -- between shadows and light; in-between guard patrols -- in order to fully read whatever document you're trying to read. Reading a one page doc in this manner would be annoying. Reading two+ full pages would be downright a problem.

     

    For things you can take with you, I'm on the fence. I'd have to test it to decide, unfortunately.

     

    Regardless, to satisfy both worlds (because you'll never please both), I suggest just implementing it whatever way we decide and then put a setting under options that people can choose. I know we don't want an option for everything on the options menu, but I really think this would be a good one to have there. Some people read English as a second language; or read slowly; etc. We should consider these factors and how shadows are not always readily available to hide in. But I'm not a programmer.

  11. Does anyone truly give the slightest fuck whether they fade over a fraction of a second, or instantly?

    I do. It adds polish. After scanning items on a desktop in Dark Mod and watching *blink blink blink* it looked unpolished and unprofessional and I wished something could be done to refine the jarring illumination behavior.

  12. With one of Dram's early maps, I remember commenting on how the doors looked too short. I'd stand and look at one, and it was almost like I was looking down on it. Not really, but you know what I mean. I'm not sure if they size has changed since then; or if a shorter player model has been implemented. I'll need to test again in-person to see if I get the same impression nowadays. I'm away from my home computer... on business trip. So can't test until weekend, but maybe else can corroborate my story? NCP models aside, do doors just *seem* too short when you stand and look at them, by any chance?

  13. That's awesome, Zylon. Thanks for doing the research on that; I was going to check that out. I just happened to bring the idea of fading highlights up to the team the other day and we were discussing right now whether or not fade highlights should be incorporated. I strongly prefer that fades are used and I can't imagine a Dark Mod day without them.

     

    BUT, I'm not a programmer. So they ultimately make the decisions as to what to include/not include, depending on time constraints.

  14. The name "Broken Glass Studios" will be the pun of many negative jokes of your project

    Lordy, I hope not (LOL). I suggested the name at first, in jest. But then it (thankfully) resonated well with us all for the many reasons. We had some tough discussions regarding finding a team name. I will take full credit if people make fun of the name. But dannnng, unless this mod sucks royally, it should be okay.

     

    Considering one of the candidates for our team name was 'Squabble Studios' (from all the behind-the-scenes debates that go on, in general), it was refreshing to see many of us agree on Broken Glass Studios. It seemed kind've surreal, actually; like world peace was going to quickly follow suit or something. Unfortunately, I still see the news on TV; and it's still bad. And I see behind-the-scenes here; and it's not always blue sky and roses :D

  15. Probably would be good. More opportunities to get the cream of the crop that way. Until I plunk down some serious bucks ($600+) for serious environmental audio recording equipment, I'm limited with what I can do. i'm still not taking that plunge yet. I'm pretty much an ambient guy. Environmental SFX are out of my capabilities for now.

     

    The request for help should get people who have excellent microphone and recording equipment (not a cheesy microphone that comes with sound cards), and experience recording SFX. Keyboards just aren't enough for the type of realistic sounds we're needing, imo. Seems like we have enough keyboards in our group (judging by all the ambient tracks and machine sounds we can easily crank out), and not enough awesome microphones/recorders.

  16. Wow, those look really cool! Are they boths supposed to be valuable loot objects? Or is just gold supposed to be loot? Only asking because early on, we decided to add a little more specular sheen to objects (or most objects) that are supposed to be loot. This way they would stand out just a little more than just using color differentiation. I might be wrong, but both of the examples above look as though they have the same specular settings. Just thought I'd mention. Since they both have such exquisite appearance, and the silver's specular is comparable to gold's, so they both look valuable to me and I'd expect I could take both for loot :)

     

    Having added specular sheen to loot objects would help loot come in different colors, including silver -- not just gold.

     

    PS: I don't know if 'speculars' is the right word. Regardless, here was the previous conversation on it, for quick reference. http://forums.thedarkmod.com/index.php?s=&am...post&p=4249

     

    I know you know what you're doing, BlackThief. Your objects look great and you participated in those past conversations; so you're probably 'on it' already :)

  17. Maximus wrote: Is Broken Glass Studios a little joke or is it really the name of the house?

    Wow, I think you're the first person I've seen to comment on it in the public :) Thanks for asking. Yes, it's the name we decided upon for our team. It was obviously a play on words, but we thought it had a nice ring to it; and liked its versatility. We take the name very seriously.

  18. I think you missunderstood oddity somehow - doublesided polygons don't work in d3 and even if they would work it wouldn't make any sense. it would mean a doubled polycount and nothing else.

    Ahh, thanks! Good to know. I misunderstood, or forgot.

  19. In LW, you can flip the normals by hitting "f". I'm not sure, but I think oDDity also recommended making most things 'double-sided', which is done in the surface editor of LW (you click a checkbox in the lower-right of the surface editor panel). Disclaimer: I have no clue how to resolve the issue, I'm just saying this as an addendum to Sparhawk's post.

  20. I could easily script a solar system if you like...

    Awesome! I think you should. Instead of mirroring our own solar system with Earth in it, I think it'd be cool to make up a solar system of (y)our own, to reinforce the fact that Thief is 'other worldly.' Unless, that is, everyone else thinks Thief takes place on Earth... ?

     

    Now there's just the small task of modelling the thing.

    Easy, for some. oDDity? ;) He cranked out "The David" in a couple weeks. Surely this is nothing for him...

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