Jump to content
The Dark Mod Forums

Springheel

Admin
  • Posts

    37683
  • Joined

  • Last visited

  • Days Won

    357

Everything posted by Springheel

  1. Here's the same version with some colour added:
  2. Looks awesome! Will you be wanting a colour version soon? Also, before we do a highpoly version, do we actually need one for the game? Will we see anything other than the hands?
  3. Oh. Well that really has nothing to do with us, does it? I just got finished studying Roman armour for the last sourcebook I illustrated. Trust me, the T1 concept art is NOT Roman.
  4. This might be true, but what is their function now? They guard the churches and the property owned by the church. I don't know how you know this, but I'm going by the art that is actually in (or used by) the game. The T1/2 armour is late-medieval. The T3 armour is lighter and less modern. None of them look arcane to me. Says who? None of the hammerite pictures I have ever seen have had them with cloaks. The T3 hammers did not have shoulder plates, and I'm not sure the T1/2 did either. If you have access to some Thief reference pictures that I don't, please share them.
  5. I don't really use the ftp, DF, but thanks. Alexius, I disagree about the Hammerites having Roman influence. In the concept art the armour is decidedly late medieval, with full breastplates on both figures, and metal greaves and skirt on the other. Other than the colour and the presence of a tunic, I see nothing Roman about them. Since the Builders are metal workers, and technologically the most advanced group, it seems to make sense to me that their armour should be both advanced and full of heavy metal plates, rivets and the like. I was wavering back and forth about the shoulder plates. I thought adding them might be a little TOO much armour for basic temple guards. I will probably do a more heavily armoured version for the elite guards, however. This concept isn't set in stone. The logos are very helpful, thanks. I particularly like the idea of a hammer with a flame background, like the middle one. Fire would be right up there in Builder symbolism.
  6. I like the sculpture stand and the lampost. I think you should shrink these low-detail sketches down though and then just embed them in the message. They would look much better smaller anyway, and there is no fine detail to lose. Are you good at doing furniture? Renzatic is going to need some furniture for his room at some point. Problem is, we only have DeepOmega doing modelling at the moment, and he is pretty busy with the thief model. That's why I haven't been putting out much art at this stage.
  7. Here is a low-detail concept sketch for our Builder guards. Their armour has more metal in it than any other group, which I think is appropriate. This is based heavily on the concept sketches for T1. I still need to come up with the symbol for the chest plate...I'm trying to combine a hammer with either an anvil or cog. If anyone has any ideas, I'm open to suggestion.
  8. Just listened to a few examples. Great stuff, DF.
  9. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  10. Here's the face sketch as promised. I think this hood is a little smaller than the one on the other sketches, but I think we should keep the larger version that you've already done.
  11. There are so many things we need sketches for, I'm not sure it makes sense to do multiple versions of the same thing....
  12. I know I haven't gotten you that face sketch yet (it's coming), but something bugged me about this face right away. I'm pretty sure it is that the face seems very long. If the eyes were really that high, then it makes it look like the hood has virtually no thickness at all (in order to accomodate the top of the head). How difficult is it to lower the eyes a bit? That would also allow a little more of the forehead to show.
  13. Oh right, it was The Circle I got it from, not TTLG.
  14. That's a thief font? Doesn't look like one to me. You can download the entire thief font package from the TTLG download section, somewhere. That's where I got it. You'll get three different versions of the main ("stop thief!") font, along with papyrus and a handwriting font for maps. May be another one or two as well, I can't remember.
  15. Yeah, it's key to remember that we won't be releasing this baby for a year (or I will be shocked). So it's ok to aim a little higher in terms of poly count and so forth, since the average Doom-playing machine will be better a year from now than it might be at this moment.
  16. I agree, and I wasn't suggesting that look. He would have a normal hood covering the top of his face, but a piece of cloth covering his mouth and nose. I'll be able to post a drawing by the weekend. I also like the idea of having his face always in shadow. Preserve the mystique, definitely.
  17. You might have to wait for the weekend though...I'm really bogged down at the moment.
  18. Ok, maybe it isn't so controversial. I'll do up a sketch for the face then.
  19. Very nice, DO. Love the bag. I had a couple thoughts. Would it be easier on you if we had our character wear a balaclava over his lower face? It would save modelling the mouth and would be another way to visually keep our character looking different. It can be a good look too. May be controversial, but I thought I'd throw it out there. How often will the character's face come into play anyway? Also, I notice the edge of the armour has been modelled like a depression. My intention was that the edging be raised, almost like a seam. Probably not clear from the drawings. The way you've done it might be better anyway.
  20. Hey, this may be stuff you already know, but people are asking about making coloured glass and stuff in this thread at D3W. http://www.doom3world.org/phpbb2/viewtopic.php?t=5833
  21. As the only one doing concept sketches so far, I've basically been trying to aim for an artistic style somewhere between T1/2 and T3. Take a look at some of the textures that have been developed...the doors/windows, etc will give you some examples of the architecture we are dealing with. Otherwise, feel free to do some rough sketches and share them in the Art forum. I'd be happy to work with you coming up with a theme.
  22. I have to be honest...I actually like the opaque ones better. I'm sure transluscent windows will be useful, but a lot of windows of the time period actually WERE pretty opaque.
  23. I'd have to play with it myself too, but one thing I've done in the past to achieve a ripped up edge is playing around with some of the distortion filters along the edge. I can't remember which ones at the moment. Custom brushes can also work.
  24. Wow, great start on the house, Fingernail. We need to find a good roof texture. The windows look awesome, but I agree with Ren that they're a bit too big. I love the skyline in the background though, where did you get that? Ren: Your glowy windows look great. Are they supposed to act a light sources though? It looks like they should be casting some blue light around but it doesn't look like they are.
  25. We're definitely going to need some more 3d modellers--DeepOmega can't do everything. Maybe once the website is up we can generate some more interest. I'll see if I can get at least a beta version up today.
×
×
  • Create New...