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  1. scoobs

    Animator

    Yeah that'd be great As long as it would be an ok format for the mod needs. Using Character Studio i mean. Looking forward to working with ya:)
  2. Guest

    Animator

    hi, i've just refistered i have a great deal of knowledge of animation in 3ds max, however i'm more than willing to learn maya as i have the PLE version of Maya. Which hopefully you can still use the FBX export on. Anyway like i said i'm quite happy to give maya a crack if i have a pre rigged character to work with. Once again thanks for the invite.
  3. oDDity

    Animator

    Which software do you use. I'm using Maya and Motionbuilder, which as you'll probably know requires a specilized rig for best effect. It would be best if we all used the same rig and fbx format for our humanoid characters. If you have a degree in CG, I'm sure you must be good enough at animation, I think we could make you a contributor, and I'll give you a character and some animations to do, and we'll see if you're good enough for full membership. I'm not much of an animator, but I'm competent enough at tweaking bvh files. We need someone who can do animations from scratch.
  4. About the big boots - it's a necessity when modeling for game engine like UT and Doom. The characters tend to look smaller towards the feet because of the perspective, so you have to model a reverse perspective into the character so it looks just right in the engine. So, no scabbards then. I'm sure ths must be possible though, I wonder why it isn't conventional to use a scabbard? I suppose because it would make it difficult to postion the weapon_sword exactly in the scabbard, but if you have the positional bones set correctly it shouldn't be a problem, and the weapon drawing and sheathing animations would take care of the rest. THere must be some kind of problem attached to it though, since (now you mention it) I haven't seen any games with scabbards.
  5. Sorry Mchael, Our art division is pretty full at the moment. KFM nicely filled a bit of a gap we had in the environmental art area, but our character art needs are already covered. Thanks for offering, though.
  6. THose are great drawings, Michael, but have you any knowledge of the Thief universe? edit: Just to expand on that - we're not exactly short of concept artists, so we can afford to be choosy. You not only have to be a great artist, but you have to have good knowledge of Thief. What you need to do is draw us a Thief related character concept and we'll judge you on that.
  7. Since we have a new concept artist, he might be usefull in creating concepts of buildings interiors as well as some character variations. We can also use some concepts loot.
  8. I've only done a few yet, I didn't want to do more until I was certain of the workflow to Doom. I'm not sure how to show them to you inside doom. Can you record moives in doom or something? Using a screen capture program just gives you a stuttering mess. I put one on the FTP, I made an Animations folder, I can split it up into smaller animations, the looking from side to side after hearing a noise etc. It's quicktime format - anyone with sense should have the free QT alternative codec. If we don't need a character now, or no one's for writing an AI script there's not much point in doing more animations at this point.
  9. *Stops toiling over his computer long enoug to wipe brow* At last, after 4 solid days, I got a working character into doom with all his textures and animations working perfectly Now I just have to make a 'proper' version of him and pray I can do it again for real...
  10. dear DRAVEN!!!!!!! Im not saying it s the only thing in the world which has eternal inspirational essence inside...But in game industry it s RARE to find the gem like THIEF It s a timeless game...Its design is timeless as well. You cant tell Thief is in that time period..It has many layers, its textual concept so much better than almost (i worked in that field) every movie, It has so much side thoughts behind it..Level design breathtaking, character development first class... SO in game industry for me at least THE eternal inspiration is tthe one and only Thief... That s why im here BEST
  11. phide

    "etc" or "ect"?

    That's proper for Oxford-worshiping, pencil-in-sleeve-pocket American English as well, but not necessarily required for informal situations (such as these extremely informal forums). To be 'ULTRA PROPER', one might even consider writing out a number such as 523. Crazy, crazy! Now, any individual caught having confused 'loose' and 'lose' should be labeled a dunce for all eternity. That's just plain deplorable.
  12. Made two changes - I took the rivets off of the spout, just to see how it looks, and I added rivets to the handle. Thoughts? Comments? The handle rivets look nice, I think, but I'm torn on the spout. Atti: UV mapping is right up there with character rigging as one of the most tedious parts of modelling. There's no "quick and easy" answer, and when you're doing game modelling, it gets even harder. Here are some tips: -Try to find "shapes" in your model - often, this will be a series of cylinders or boxes. Using the UVW Map modifier, apply an appropriate shape to it. The most common ones you'll use are planar, cylindrical, and box. -This will NEVER be enough - this is just a quick way to get it started. Apply an Unwrap UVW map, and click edit. Now take about a minute to cry. Done? Good. Now you get to move individual vertices and polygons. Play around with this tool, you will need to know it like the back of your hand. Learn, in particular, the Break, Weld, Target Weld, and Flatten tools. Figure out what they do, and how to use them.Remember, the bigger something appears within the texture space, the more detail you can put on it. Keep small pieces relatively small, and keep big ones relatively big. (Note, however, that curving or swirly shapes need more space, as well - on this water pump, the handle gets a pretty big swath of texture space since its normal map is rather detailed.) There's not much else to say, except practice, practice, practice. Once you have something unwrapped, apply a Checker map to its Diffuse slot - this will give you an idea of how badly textures are distorted on it. (Make sure you turn it on so it's visible in the viewport - this will help a LOT). Good luck!
  13. Next weekend I'm going to film more reference footage, is there some list of anims we will want, not just urgent ones but future ones? I already looked at this thread for ideas. http://forums.thedarkmod.com/index.php?showtopic=5342 I've made up quite a list myself. The focus is on female reference this time, as I've got one of my female friends to act this stuff out but she gave me some good ideas for the male characters too, which I'll get someone to act out as well. I have a table of characters, and animations for each. CHARACTERS Female Guard Female Guard with sword out Noblewoman Nobleman Upperclass female servant Upperclass male servant Common female (peasant, servant, civilian) Female holding torch Big matronly servant woman ANIMS FOR EACH (some will be redundant, there will be overlap.) Walk Search Run Cower Take damage Death Look under Give up search Startled Flee Look around search Point alert Frustration Bored Knock out Greet GENERAL ANIMS (some generic, some specific to characters, also just notes. Eg the apron one is an idea for the big servant woman "idle" anim) Carrying tray (servants) Hold skirt and walk up steps (females) Flirt (female upper class servant greet male, no lesser than guard though) Conversations Shrug Drunk idle Drunk walk Blind weapon swinging Restless sleeping Kneel down and examine Kneel down and examine, holding a torch Writing at desk Admiring something Take Bored Shiver Cast spell Fluff out dust from apron (big servant woman) Fix hair (noblewoman, upperclass female servant) Bluster eg. "Don't you know who I am??" (nobleman cower)
  14. Guest

    Just A Few Comments ;)

    Well i just checked out all ur work and i must admit its pretty awesome Im working on my own mod atm for doom3 but im not way near the quality of u guys or i'd offer my services (to see what i've done look around for KingSin (now merged with gang-life) for cod uo OR Wild West Trilogy : Duel At Dawn (so far just some basic rifles) but the mod will be for CoD UO, HL2 & Doom3 (i run the doom3 section). Although if theirs anything u need a hand with just ask, i can do some pretty basic modelling (getting better everyday) im not gonna include any pics just here though. I can also map for coduo so im hoping to get to grips with this doom3 editor because its pretty similar. I can also program websites n stuff. Im not very old (17) and i have a daughter (5months today). Although I spend all my days at home working on mods looking to get some stuff to put in my portfolio (I want to be a level designer). If their is anything here that interests u or just want to chat with a fan my e-mail is joelcoldson@hotmail.com (also MSN). I'd love to help if I can Thanx -DraVen P.S How many poly's are ur weapons & character models?
  15. dear TEAM... It s all others fault.They gone crazy last night...Everyone was modelling, drawing...PR searching..Texture making...I felt ...Hey i should try one more Character modelling ... This time A man..WIIP (work in insanely progress) I just missed heartbreaking critics ...Lately i was in heaven ...So i need to balance my mental health...BRING ME To reality So this is A MAN... I dont know what he is wearing but probably kind of armour....I will make it more to the chest that symbol...Who is he? Have no idea...Is there a place for this kind of guy in Thief world...i dont know...you decide.. Actually i made first a HAT for him somekind of priest stuff.. but he didnt wanted to keep it.. we argued little bit .. then he said "i learned the convincing art from sparhawk temple" i said "oh shitoo...ok take it off then" so A MAN still is a WIP or a RIP.....? tell me .... - I told you...you should have keep that hat... -Shut up...I have the attitude between james dean and marlon brando.. -you are sick..!!! oghhhh ..you are not A MAN ..you are a SICK guy...you should be RIP already... BEST...
  16. We've gone through and cleaned out a lot of old members and beta-mappers. If you haven't posted for five or six months, your status has likely been reverted to regular member, and you will only be able to see the public forums. If anyone was caught in this sweep and thinks they should still be a member, just PM me or another admin.
  17. T2 used motion capture, T3 did not (as far as I coud tell) That's why the T2 AI seemed more realistic even thougbnthey were made of about 10 polygons. We will be using motion capture for the searches and some of the idle animations, I have stair climbing mo caps, walks, runs etc, they'll have to be tweaked to get them right for our chracters, but havi g the base motion caputre helps a lot. I have already rigged the builder guard, and put some mo cap animations on him, and am currently working out how to get him in the game as a character rather than a static.
  18. dear Domarius I think your idea of using MINE is brilliant. Any human type character can see them and act accordingly but not the non-human characters. It would be really awesome to wait that little Zombie to step on that mine and explode himself up...I think this is the way...to go..brilliant.! And additionally it would really awesome to avoid from not only light but the MINE setup for our thief.. That s really nice idea too best
  19. To starters, has anyone played the new Prince of Persia games, The Sands of Time and/or Warrior Within? If so, this will be a lot easier to understand And I know you're not going to use any Garreth or Thief Universe material in your mod, but I needed to name my character . Okay, our Prince is very capable in acrobatics and know some nifty moves that could sure do a lot for Garreth. An example: Garreth can grab himself up from a edge. Prince can do that too, but he's far more efficient in it. Instead of pulling himself up from a edge, he can also keep hang on it. Lets say that the edge is too thin to climb up but you can still move sidesways on it still hanging on. Could be usefull to go places. From that "hanging position" Prince can also jumb off in an opposite direction, which is kinda usefull if there happens to be an another edge to climb to, or a platform. I'm also thinking about "a Tarzan move" (for a lack of word). You have a rope arrow. You can shoot it. You can grab your hands on it and climb up. What you can't do is swing yourself around and let go. WHEE! OOliooliolooo *Tarzan sound* Er, yeah. Cool? Well, those of you who has played the new Prince of Persia games knows. These moves could really bring some freedom to a level. Which way to break in, avoid unnecessary contact with enemy etc. After all our Garreth IS a master thief and he should have enough dexterity to do these moves. Of course this requiers to work smooth in a first person mode (because I'm assuming that there will not be a third person mode, and god help me, if there will be). We don't want any Tomb Raiders or Splinter Cells running wild. Prince can also do wallrunning, rolls, backflips and blah blah blah, but those kind of moves really doesn't belong to the thief universe. But I really think that the "edge hanging" and jumping off one could really bring something to this game. Heck, we all want some freedom to do things And it has just occured to me that can you even do these things with the Doom3 SDK? Oh god, I hope so. Otherwise I've done useless typing. Sorry for typos and grammatic errors. Engrish... er, English isn't really my best of skills.
  20. Hehe, as chief character modeler I don't like the sound of that word 'throng' ...of other citizens...
  21. Dear oDDity, Man you were giving me heart attack few days ago..right now you are giving me different heart attacks..Probably i have to find anti-oDDity pills... That s really so kind of you to show all those details..I really watch over and over .It really helped me alot.. I just wanna ask general question...about importing 1- Let say for a decent character what is the maximum number of polygons? 2- Same question but this time for a decent let's say table..or a chest or a bow...or a chair.. what s the maximum number for engine to make things smooth..and ok.. Cuz i really wanna model huge detailed chairs and tables...I got a very huge reference images...So i really wanna keep them in normal level..I dont wanna go berserk like necklace.. and... i can see that you are in good mood..May be i can use it as my personal advantage and post another noblewoman :) for turning you EVILMODE So when you feel so good for people :) and pissed off with it..send me a PM .."ok Tyrot im ready for your punishment " Man...i love this team Best..... (till the next Noblewoman :) )
  22. Ohh hell yeaaah. The PC is Unstoppable so far this year. Assasin's Creed, Condemned 2: Bloodshot, and Mass Effect will get ported the proper way to the PC. :rubs hands in anticipation: http://forums.gametrailers.com/showthread....d=1#post8082546 http://biz.yahoo.com/bw/080212/20080212005536.html?.v=1 Thank you ports. Now I have no need for a console.
  23. OHhhhh, I'll be trying a character or two.
  24. There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125
  25. I see your normal mapping vid (very cool, btw), but I'm not seeing the character modelling one today. I saw it last night -- I was thinking since it was only 12MB that you were still uploading -- but now it's not in the folder Great job on the normal mapping vid. If I ever get my hands on Lightwave, it'll be cool to try.
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