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  1. Good idea, but I feel that we need West and East pointed somehow. There are some good pics in this thread. I LOVE that one god_is_my_goldfish made, except that it's probably a bit too ornate, and has too many thin bits that will be blurred up when scaled down. HUD items have to be very clear.
  2. As I posted elsewhere, if it's magic, it can have any sound trapped inside. The sound of footsteps, of whistling, of a few words spoken, etc. It might be neat if the sound was randomly picked from a list each time the arrow was fired. And once the crystal is broken, the sound is gone. No resuse. I kind of like the idea of a magic noise arrow.
  3. I've got an idea now, I'll work on it later tonight.
  4. Which would, of course, be largely pointless. Not much point blinding a guard half a block away. The thing about smoke arrows/flash bombs is that they are limited in number rather than particularly challenging to use. You've got me on the steampunk issue though I'd certainly still recommend implementing a 'flash' or smoke arrow during the early stages of development so the functionality is there without needing specific modelling and animation (although I suppose the DOOM3 grenade throw might suffice?). Regarding the shattering noise arrow. I quite like the idea. Breaking glass would certainly attract attention. Although in the first two games the noise arrows were few but reuseable. I hate to be a kill joy, but do we need a noise arrow at all? Could the thief not just fire a broadhead at something noisy or throw a pot? Less work is good in my book.
  5. Ahhh, another detail I hadn't considered. Quite true. I like the idea of the noise maker being one of the many mystical magic crystals. I wonder if its details could be achieved by using the same crystal model as the rest, but having the holes on the texture?
  6. EDIT: I like that idea new horizon, would also help account for the arrow's "dissapearance" after being fired. I vote we keep flashbombs. A flash arrow would make it a bit too easy to blind someone from a distance, rather than judging arc and such. Plus, flashbombs seem more steampunkish.
  7. Well, IS he right-handed? Garrett wasn't, or at least, not when using the bow. I kinda dig the idea of mixing it up, making a left-handed thief. Seems somehow symbolic. Also, the face-covering is gonna go on later. It makes it harder to see the proportions of the face.
  8. I had the same problem trying to keep the moss arrow from looking like a stick of asperagus. You know, since modelling is our weakest point, I wonder if we shouldn't just stick to the crystal idea for arrows? One model, different textures.
  9. Maus

    Pick! Me!

    My apologies for not posting sooner, the multimedia company I work for is getting shut down (the owner spent all are money on his drug problem… ) so I had to work 3, 12 hour photo shots last week to try and wrap up are projects, so we could get are last paychecks and leave this sinking ship with what we are owed. But now that that’s almost all over I will have more free time to work on art for your project and to fill out my portfolio! So in all I am happy! After closer review of what is posted on this mod's site: I would like to come up with a unifying theme for the environments. You know how the hammers had control over most of the cities and there influence was seen in the design and architecture of the first and second Thief games. If we are going to try and have some originality and not make reference to any intellectual property of Eidos as part of the Thief Franchise. We will have to come up with some original ideas even though we are going to mimic Thief stile of game play. We should have a story line with different characters (no hammers, no druids, ext), different environments that help drive your plot? And even a different mane character that is more then just a vial over his face away from the design of the Thief in the game we are takeing inspiration from. I think this is a grate idea for a mod but I think we need to decide on whether or not you are Photocopying Thief or Inspired by Thief? If what you want is to copy thief (for the irony of stealing thief) I don’t think you need artists like me, because Eidos has already dun all the creative work for you. However if you want to create something new and original I will gladly help beaus I love the Thief stile of FPS games and would like to work on an original mod of that nature. I am not trying to upset any one with this post I just don’t want to be part of copying another artist ideas and claming them as mine. It looks bad in a portfolio and I am planning on going in to the game industry with my portfolio as a compelling demonstration of my creative ability’s. So you see, I just can't redraw the past Thief games and call them my work... I want to work with this team but if we are not going to do any thing original my time is probably better spent working on a different mod.
  10. Yeah, I didn't think it would really fly that well. Just an idea.
  11. a master wouldnt have a short sword. i dunno what you disliked about garrett in t3, besides the fact that you could see his face. looks realy great. your concept gives a perfect idea for texturing the 3d modell.
  12. Well, I finally got my scanner to work so I thought I'd upload some concept artwork I've been working on the past week or so! Woot! Mainly just rough sketches, but hopefully helpful...? PS: Any feedback on the above is appreciated. Also, there's going to be a lot more time spent in creating lamps, lights, candles, candleholders, chairs, tables, wall patterns, stained glass windows, etc., then what was barely touched on here. Just didn't want anybody worrying. Side Note: I look at 'concept artwork' as general guidelines to help create the game. The museum sculpture stand image above, for instance, has a big magnet over it (to slowly lift the glass box when activated). This may or may not be something we want to include in the game -- it was just an idea. For example, our thief could have a goal that says "Figure out how to steal the Bafford Scultpure" or something, and our thief would then have to find a secret switch that lifts the glass enclosure up, revealing the sculpture. We may or may not want to do something like this. As well, in the concept artwork, the magnet looks like hell. I envision more care and detail going into the actual magnet if it were implemented, perhaps even hiding the fact that it's a magnet by making it look like a beautiful, ornate hood above the sculpture that provides light to the sculpture or something. So, you see, please just take my concept artwork as brainstorming sessions and possible ideas rather than an edict saying "We need to do it THIS way" or "I feel this way is the best." So, as more and more drawings come, take what you will from them for use in DarkMod. I just want them to be helpful! Cool?? Cool. PPS: The 'miscellaneous room' one was done with colored pencils. I know it's not the best clarity. Just wanted to do a rough room. I need to get myself a "digital pen" for my PC! Drawing with a mouse is kind've challenging, otherwise I'd do stuff more often on the PC.
  13. if you say the pic "a portrait" is a all hand worked picture id say you got just the right talent. if it is "just" a over-worked photo, you still get the idea of "fakin" drawings. especially for the drawings we need id say it would be right. lets see what fingernail says
  14. Yeah, that would be a great idea. We could get 5 or 6 different looks from one model. Saves one heck of a lot of work.
  15. http://www.webskyline.de/attachment.php?at...entid=2438&sid= this is a truck, a try of makin something high poly, well unfinished an untextured, as you can see i already made the mirrios and windscreen wipers its about 1000 polys and far from finished. it was just to learn max. my cashregister, hast 152 polys, the texture is not final but you get the idea. the model is for an iso perspectiv game i am developing with friends, thats why it is so low-poly something bout me: im a game developer as a profession. especially for additional level design, modelling, balancing, testing. you can call me teh "glue" between the big important parts that make up a game. the invisible data, the balancing. im experienced in photoshop, max, soundforge, several level editors (unrealEd my favourite), mass editing game entities, balancing. i got a special skill in finding bugs, my collegues hate me for it. the company i work for is named Sixteen Tons wich just released the not so pretty Gotcha! and is currently working on Emergency 3. I work(ed) for both games as said the graphical and leveldesign support, physic balancing´, testing in my spare time i write, design some games (no kidding), build levels if i got the time, and of course play a lot. no special genre, i love to kill in rage as i love to sneak, build up citys, think about puzzles or try to kick someones ass with my car. i love thief from the first hour, and i am disappointed about the fact, that there is no level editor for thief: deadly shadows. pictures from a level i made with unrealEd 3 for ut2k3 can be found here
  16. In all seriousness I don't think it'd be a good idea. It doesn't seem right to ask a fanbase for a free mod to fork over cash to provide equipment for the team, and it could potentially piss alot of people off. Like Fingernail said it seems unprofessional, we already have everything we absolutely need to produce the mod, anything more will seem self indulgent.
  17. I don't think it's a wise idea. Not only does it get tricky handing out the money (if any), it also seems a little unprofessional. At the very least I would wait until we have some serious stuff to display.
  18. 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.
  19. Right on, yeah I agree with all that was said. I'll try to get them to be smaller images later tonight or tomorrow, and have the images show up in the post instead of as links. Good idea! Not a problem. [uPDATE: Done.] I agree that the room is bland and I actually, honestly, kind've hate it. It looks better in-person, when standing way far away (LOL) -- actually kind've looks real. BUT (and this is a big BUT) it does lack A LOT of the dynamicism and moodiness we all know and love about Thief. Fortunately, I already realized this and won't be doing another room like that I think I did that room as almost a "study," if you will. I was using Thief 2 as a reference and was seeing how they did the panels on the wall, etc., though I know I erred on a couple things. When i look at that room though, I'm like 'borrrrring' I have a feeling the drawings will get better over time. I'm actually working on a different room scene right now that I think you might appreciate more when I'm done. There's more life and moodiness, in general, to it -- and it feels more Thief to me. I'm using PhotoShop and the coloring will be much better. Once I get a digital pen, I have a feeling you'll be seeing a lot more cooler things, too. Thanks for the feedback guys. Let's rock this thing!
  20. MMM....facial. :lol: I was wondering if we should be uber-political correct and make our Thief Afro-Carribbean...but then I thought we'd probably be criticized for trying to be PC.... It's probably a bad idea...
  21. I say go for it and send us some stuff to show us what you can do I like the idea of "colliding with a tree object and playing a leaf rustling sound effect". Makes you beleive the environment is more real. I know 'cause this same thing happens in Ghost Recon. Good thinking.
  22. 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.
  23. It's a great idea, simple to implement yet stylish as all get out.
  24. I REALLY like that mask idea. A LOT. And not just from a holy-shit-easier-to-model standpoint, either. It looks excellent indeed, and it makes sense, right? Harder to see him. As for the indent issue - I tried that first, but it didn't smooth very well, so I'm actually gonna do a combination. Right now I'm going through all of the edges of armor and adding a bit of a curve to the outside edges of the armor, so it's a bit raised. Just about every sharp edge is gonna get chamfered to a nice curve, as well.
  25. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
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