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oDDity

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Everything posted by oDDity

  1. It's coming along very well now, but you seem to be trying to bevel all the detail into the main body mesh, rather than making everything separate parts. That's ok for a low poly character, (even then if you look at the UT characters for example, every detail is a sperate mesh)but for a high res one there is no poly limit, so it's looks better if you model all the detail separately. Studs, straps, belts etc. Also try not to make everything look so perfectly geometric, mess the verts around a bit. What program are you using?
  2. I'm currently reading though a shitload of stuff at that iddevnet site. It's going to make our jobs a lot easier. I don't loke the look of that AI scripting section though, have we got someone who knows C++ really well, and could write the (I imagine) very complex AI scipts our AI will require? Anyway, I'm glad my sections about characters aren't quite so enigmatic. I'll try to figure out how to get a completed normal mapped and animated character into the engine. edit: the link to the SDK seems to be broken though...
  3. Please guys, stop with the praise already or I be unable to squeeze my swollen head though the door of the computer room, and you won't see any more work Having said that, this is the best model I've ever made (which isn't saying much since I've only made about 12) but I suppose I have Springheel to thank for the inspiring concept art.. I think the key to success on projects such as these is enthusiasm and a desire to learn new things and improve on whxt you previously thought you were capable of. Springheel - yes, it was a toss up between expensive satin shoes or sandals, but I can't see him wearing big armoured boots. This all looks fine and dandy as a static model, but I can see problems with animatng it. All that cloth around the arms and legs makes it very difficult. The animations would have to be very stilted. Unless it's possible to animate it in a 3d app with real cloth dynamics and then export it to the doom engine complete wth the new animatons. I dn't know yet if doom will only recognise vertices that have been animated by bones.
  4. Modeling for now. Photosourcing the textures will ve tough since I haven't regular access to the internet ATM.
  5. Here ya go, a weekends work, it's not ultra detailed yet, I'll do that in ZBrush.
  6. The usual convention is to model the frames, otherwise they'll look like posters. A lot of the Dutch master's painting look great in thief games. And Springheel could alays knock up some custom ones depicting burricks etc.
  7. I could easily modify my existing Thief character very quickly for this game It's allready high poly so the souce for the normal maps is already there, though I'd probably have to add a lot more details in ZBrush, since I never orginally intended it for that purpose. We're going to need more than one thief character anyway, right? Maybe I could make mine more of a blade/assassin type thief, complete with twin blade on his back ala Legolas and shurikens (etc) since a lot of people love to play a more agressive thief style as well as ghosting.
  8. This sort of stuff is really easily and quickly knocked up. I could probably make all the furniture models on this page in a day. The texturing (the finding of) is the hardest part - photosourced textures are always the best, but not so easy to find.. I'll make a start on these, it'll be a nice break form all the characters I've been doing recently. No skinning rigging and animating to worry about - yay :lol:
  9. Ok then, it's a date. I'm having problems with my internet connection ATM, and can only access from various friends computers, so don't despair if you don't hear from me in a while) I love your work on the main thief DeepOmega, very (n)ice. Having such great concept art really helps, huh? With Nightblade I'm just having to do all my own concepts, and they're quite derivitive and hackneyed for the most part.. If you could snag K^2 from the ion boards, it would be nice, he's knows a lot about scripting, writing shaders, plugins and all sorts of programing goodness. Pester him about it. He's also a great Thief fan. He and I are also involved in another mod for the forthcoming Halflife 2. I'm PM you his email Fingernail. edit: I have doom3 (shit game) but what other tools do I need? Have they released an SDK yet?
  10. I was going to wirte to say that I couldn't commit to doing any characters, and I'd do some other quicker easier static mesh stuff, but that's some great character concept art Springheel has got there, and I'd love to have a go at it. I'm currently doing half a doen characters for Nightblade - a different engine, I know, and I've never worked in the quake/doom engine, but it's all pretty much the same workflow anyway. I take it you need a full set of animations as well? In Nightblade we're just using the default UT set with some customs ones added as needed, but I doubt you can do that with Doom. I have some characters up here, some hgh res some low. http://kappelmeister.tripod.com/cg/
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