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  1. I was just thinking I could supply anyone who wants it with a male and female template, they're anatomically correct, and just have to be pushed , squashed, resized, tweaked etc. Of course it doesn't make it any easier, and it isn't cheating, you still have all the modeling to do on top of it, but it does give you something perfect to build the armour/clothing around, and saves the time modeling hands and feet and a new head for every character.. I use them as a base for all my characters, even monsters. I was just thinking that it may halp some people wo want to model but aren't confident enough to start a character from scratch. I'l post shots of them later.
  2. I am pleased its not just me then ..I have over fifteen years of commercial 2d 3d (traditional ) experience (www.alandickinson.net)and have worked with most of the major companies within my field …try to get into the games industry and nothing ..not a sausage! I think one of my problems is that game companies like to put you into very defined boxes and I don’t really fit into any. I must say I am surprised you have not had any success getting an environment role. Renzatic is absolutely right in what he says …I have heard the same said so many times mods are a great way to build experience. Shame you are in Canada I have seen a lot of environment positions here in the uk.
  3. Hi My name is alan and I have been a commercial artist for the last fifteen years, I have been poly modeling and texturing for five years building my portfolio. It is my aim to work in the games industry and would be very pleased to work with you on this mod. I would be happy to help with either modeling or texture, concept work ...it all helps to build the portfolio and would be great to work with a group towards a greater goal. take a look at some of my work at www.alandickinson.net.... I have a load of new digital images I have not updated ...if you are interested I can send some to you ?
  4. I replied to your PM....model textures might be more the modellers domain than it is ours, we'll see what we can work out and how best to organize it. That is a good question...when should we consider a theme "done". I'd say that once we get a nice variety in each specific catagory we'll move on to the next, but we need to know exactly what we're missing before we can even begin to close things up. I'd suggest starting it off with some architectural ideas..similar to the inspiration thread, but more focused. Everyone from all over the boards can come in, throw down a few pictures or ideas, say that they'd think it'd look cool, and we could build from there. We'll want to get at least 3 architectural themes in place so all our mansions don't look alike... Edit: Oh...we're eventually gonna have to start doing DDS textures so all the low end peeps can have fun with the mod, too. I'm gonna go to doom3world.com and ask around about what quality and how many versions we'll need for each video setting. I think it goes like: Ultra High: No compression, thus no DDS textures used. High: Uses the specular DDS in place of the TGA Medium: Uses the specular and normal DDS Low: Uses all DDS textures.
  5. What I'll do is build you a simple 2 room map with a door in the center using the new texture structure so you can test out the frob effect. I'll do it before I go to bed tonight. I'm finishing up the new material file now. After that I have to do some 40 odd specular maps and redo the textures on my maps (plus finish up the gallery, which'll take about 5 minutes), plop it in Darkmod.pk4 and I'll finally be modready. Speaking of the speculars....Spring, could you give me a hand with em? We'll split em in half and work on em seperately so I don't have to worry about rushing through it and compromising the quality.
  6. Not necessarily. I'm sure the FM community at large will be more than happy to build their own custom content. Much better to provide a solid set of IK bones and walk (etc.) animations that can be customised than multiple variations on everything. It is, aftar all a (sort of) fairly streight forward proposition to plonk a crayman model and skin on top of a zombie bone-set and call it a beasticle. I hate to be the nay sayer (again) but we really should be concentrating on getting some basic characters in the Dooooom engine, getting them animated and ironing out all the problems as a priority. Hows about applying some thought to character animation and poses springheel and Darkness Falls. Something a bit like a story board (but for individual actions) that can be used a guide for key frames. How about giving some detail on the existing concepts. Or providing side and front views to make the modelling process that much easier.... Grrr. I really don't like making this point over and over because the concept art that you guys are producing is a treat. They really do look fantastic. But these are parallel tasks that can be taken up at pretty much any point. There are mission critical tasks that need addressing first. err, yeah - anyway. what the other guys have said. The grey and green colours are a bit alien-eseque. Are these things blind/poor sighted or do they have big reflective eyes for seeing in the dark? Big crayfish tenticles would be cool for feeling your way around in the gloom. Spiders. I want Spiders.
  7. Most definately, I actually had an idea similar to that for one of the many map scenarios I have bouncing around up in teh olde brain. I thought it'd be a nice touch to add to an abandoned church in Pagan territory type scene. Sound effects and ambient tracks would be the one best argument for going ahead and doing a few maps before the campaign hits. The sound guys could really be helped along if they had a context to build their ideas around.
  8. It depends on what you're wanting to achieve. Right now I'm working on a stone trim for my basement walls, it only needs to be 512x32 so why waste all that extra space on a much larger texture when all I intend to use it for is a thin strip? There are quite a few ways you can do paintings. You could design an actual frame and make the area designated for the painting transparent, you could design the picture and frame together (probably the best way to do it), or you could just do a small piece of wood (about 128x16 would work) that you can tile at an angle and build your painting out of 5 brushes. You could also model the paintings, but only if the frame is so ornate that you can't fake a good sense of depth using a normalmap. The actual picture itself will never need to be modelled since it's just a flat surface, you could give the impression of brushstrokes and oil thickness using normals.
  9. Yes, I can, but the more you copy armor, the obviouser it'll be. What's better is to use the same body shape to start, so I can build armor off of that - makes it much easier. For the record, I'm taking a little break today to do my comp sci project. Will work more tonight.
  10. Gonna play devils advocate for a sec... The Thief 3 SDK can have levels at least almost as large as what we saw in Thief 2 assuming that ISA didn't build a memory cap into the editor itself...which I don't believe they did. But for everthing else Doom 3 is a much better engine. Considering how versatile the SDK is apparently gonna be, it doesn't seem to be a matter of if the engine can handle a Thief-like game, but rather if we have the skills necessary to make it handle it. Course if there is one thing the TTLG crew is good at it's making some amazing stuff with clunky and limited tools, if the T3 editor is released we'll see some great FM's no matter how awesome or crappy it is. But no matter what happens we'll still be over here working on Darkmod simply...well...I guess cuz we want to and it's fun.
  11. Man, that sucks that you lost it. But at least you can look at it as that you know how to go basically and build something that you might like more.
  12. Yeah, those 2 blueish white wood textures do have a more colonial feel to em, but I threw em in cuz they fit with the theme of the map I'm intending to build... Which is somewhat inspired by this... If it ends up being too specific and doesn't fit with the rest of the textures I'll end up taking it out or tweaking it til it does.
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