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DeepOmega

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Everything posted by DeepOmega

  1. That brick texture reminds me - a lot of the normals we make should be based off of modelling, not painting. This is especially true of the complicated ones (the wood inlays come to mind). Modelling that inlay, then normal mapping it, would take about 20 minutes, and would get excellent results. This is how they got most of the really complicated metal textures in Doom3 (the ones with sockets and pipes and so on and so forth). Anyway, if you want me to knock some up, I will. Very easy project for me.
  2. Keep in mind that high-rez textures are better in the long-run. While we may not have a rig that can run on ultra-high video quality, others may, and planning for The Future is always a good idea. And 512x512 is not high-rez. Go for 1024x1024 wherever possible.
  3. I've been involved in a few UT/UT2K3 mods, and a few Deus Ex mods. Oddly enough, even tho I've been doing modelling and animation for four years or so, I've never been an artist before this mod. Hmm. As for releasing this if TDS gets an editor - we're all in agreement here. I'll lay it out flat: Doom 3 has an incredibly powerful engine. It is the first of the Nexy Generation. It runs more efficiently, can have bigger levels, and is built with future hardware in mind. Can you say specular and normal maps? How about full-on pixel shader control, even without an SDK? Normal mapping at a reasonable resolution? There ain't no reason to drop this project.
  4. See? Now he's green. On the plus side, I've eliminated the obnoxious, squatty-looking style of the old version - now he's appropriately tall and muscular (arms are a good place to look to see the difference). The back is sculpted nicely, compared to before, and the armor has a bit more mass as well. Torso needs a bit of thickening, to match the armor on the legs, and he needs, you know, a head and hands as well - but you can see the progress. Please remember that this is less than two days of work, from scratch.
  5. I've actually already restarted the Thief. I'm a glutton for punishment. Also, I love this character design. So, yay rebounding. Hit me up with that concept whenever you can.
  6. No, definitely not the end. And I know that I didn't do it in the most awesome way possible, either - I was kinda learning as I went during my modeling, especially since it started as a low-poly model at first. The end result will certainly be better. But it's still a major bummer.
  7. Well, I did back it up onto my spare HD, but I backed up the wrong folder. Entirely human error. =P From now on I'm gonna do a big backup onto a DVD
  8. Seriously depressing. But what can you do =P At least most of my work over the last 8 months or so has been non-3D, or work-related, so it's in different folders. Thank god. If I had lost all of my art, I would be in a hospital now =P Well, what can you do. Springheel, if you read this, can you, ah, try knocking up some concept art of other characters? Guards would be ok, but the less thief-looking they are the better. Hammerites mayhaps? Anything to give me an artistic focus.
  9. Umm. So. I just lost the file for this. I had no backups. Or rather, I had many backups, but only in one folder, so they all got nailed. Um. Yeah. I'm actually seriously in a terrible mood about this now - two or three weeks of work down the tubes. Will be taking a bit of a break before I guess I'll start it again. So.. yeah. If there's any really light 3D work you want done, I may be able to but that's probably it for a bit.
  10. Update - he has a hood, plus some more buckles. The hood is the big thing. Squinted the eyes a bit, slimmed the cheeks - jaw, upper lip, lower eyelid need work yet. Obviously needs hands, plus probably some more detail on the clothing, seams and suchlike, as well as all his props. The meshsmooth isn't optimized at all, either, so there are some floating elements (the little metal stud kinda things are the obvious examples).
  11. SWEET. I have been looking for something like this for DAYS. And it makes sense now, too. Huzzah! I told you all that Doom3 could do normal map generation. So I guess I don't need ZBrush after all. Double hooray! Will just model the damn details by hand, old-school.
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