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  1. Guest

    Best Of Luck Dark Mod Team

    Hi this is bad marine ass from the Planetdoom and doom3world.org forums and I just thought I'd stop by to wish you guys good luck. I'm both a Doom and Thief fan, and I can't wait to see what happens when the 2 games get married I'm also a solo modder (current project is Doom 3 Aftermath), that means I do most of the work by myself like mapping, modelling, coding and texturing, and since I'm relatively new to the modding scene, I hope to learn more from teams like yourselves and I'm sure I could help out a bit with you guys if you're too busy or anything. Best of luck to the Dark Mod!
  2. Sure, you can tackle the nobleman. Be sure to check the concept art thread. http://forums.thedarkmod.com/index.php?showtopic=344 As far as the technical details, that's outside my area of expertise. You'll have to ask either Deep Omega or oDDity about that. As well, oDDity has made available a male and female template which I am encouraging people to use as a base for our characters.
  3. You could jump in at the deep end with the noble man or woman: http://forums.thedarkmod.com/index.php?showtopic=362 http://forums.thedarkmod.com/index.php?showtopic=344
  4. Ive only heard the term brushes used in context with game editors, so if you haven't used one before then it's no surprise you haven't run across it before. At it's most basic a brush is just a cube...or 6 polygons if you wanna be exact. The broadest term is any geometry you lay in the editor besides patches (curved surfaces) or imported models. They're the building blocks of your maps, you'll use them more than anything else. Edit: looks like Fingernail beat me to the punch. Like he said, since you're gonna be a modeller you won't have to worry about brushes at all. lol, anyway...I think I mixed you up with the other new guy..judging from his work it looks like he's gonna be interesting in mapping at some point.
  5. Ok. Here's the scoop. Working on flat(ish) surfaces in Max is not too big a deal, especially if you have a good reference. I highly recommend you learn to use the Editable Poly, as it is elegant and powerful. Find a few good basic poly modelling tutorials, as they'll go a long way. Then you'll need to learn to use the Cut tool (which is arguably your greatest friend and ally when detailing.) UV Mapping is a non-issue - this will be a planar texture. Normal mapping is not a big deal, either. My best advice is play around as much as possible. Find a simple texture, and try it out. Bring it here if you want advice, or go to maxforums.org - a great resource for new modellers. Best of luck!
  6. Hey, if any of you people have the photoshop normal map plugin filter, and wants to make a normal map for the top of the coin, that'd be snazzy. I've just finished the stack of coins (the normal mapping looks great), plus I got the importing working. So as soon as I have a texture map, I can give it to somebody.
  7. So the plan right now is to focus on one environment so that we can get a complete map together. Our Mansion Pack is going to need some specific models. I'll list them below, you sign up for whatever you find interesting. This will be our master list for the time being. I'll link these to appropriate reference pictures when I get a chance, and put the names of the people working on them next to them as they sign up. Items with stars beside them have already been spoken for. update: Jan 20th (removed completed models to make navigation easier) Character models ** - House Guard -- oDDity ** Noble Male -- alan9000 -- http://forums.thedarkmod.com/index.php?showtopic=344 ** - Noble Female -- TYROT http://forums.thedarkmod.com/index.php?showtopic=362 ** - Servent Male -- oDDity ** - Servant Female -- oDDity Furniture models ** - door handle/lock -- TYROT http://forums.thedarkmod.com/index.php?showtopic=779 -- ** - desk, large -- oDDity -- Example #1 ** - 4 poster bed -- Atti -- Example #1 ** - end table #1 -- Atti Example #1 - desk chair -- Example #1 ** - bookshelf, wide -- Atti ** - dining table -- Atti http://www.antiquefurniture.us/antique_fur...ining_table.htm ** - fancy sofa -- Fingernail -- Example #1, Example #2 -- WIP Loot items ** - bowl -- Atti Example ** - candlestick holder --Atti Example #1 - spectacles Decorative items ** - chandelier -- ATTi ** - tapestry -- -- oDDity ** - ink pot and quill -- oDDity ** - hunting trophey (mounted head) -- oDDity -- http://www.alexisturner.co.uk/files/file168.jpg ** - mounted weapon/shield -- oDDity -- http://www.long-sword.com/catalog/images/wall.jpg - potted plant #1 -- ** - various small sculptures -- oDDity -- Example1Example2 Other Useful Objects (nice for added atmosphere, but not necessary) ** - hairbrush -- Atti ** - wash basin -- Fingernail ** - chamber pot -- oDDity - door knocker -- Example ** - apple -- oDDity ** - teapot -- oDDity ** - cutlery -- Atti New Other Objects Since our modelers are going through these like mad, here's a list of every other conceivable thing I could think of us needing in a Mansion environment: ** - Small chest (like a jewellery box) (see below) -- oDDity ** - Large chest -- (see below) -- TYROT ** - Small heating stove -- Atti and TYROT Example ** - grandfather clock -- Atti ** - water pump -- Deep Omega Example ** - bathing tub -- Fingernail ** - bucket -- Atti - folded towels/clothing ** - cleaver / kitchen knife -- Atti ** - loaf of bread -- Atti ** - block of cheese -- Atti - cooking cauldron - pig on a spit ** - cooking pot -- Atti - small canisters (for herbs and stuff) - hanging goose ** - beer mug -- Atti ** - ladle -- Deep Omega ** - barrel -- BlackThief - torch bracket -- Example 1 ** - single bed (for servants) -- Atti ** -- KEYS! (how did I forget?) Deep Omega and TYROT -- Individual and ring of. -- Example 1, Example 2
  8. So you mean something like an ambient shader. This might be possible. This would mean that the overall coloru doesn't change but a hue of the ambient colour is applied. Of course we need to know if there is something like an ambient colour in D3. Renzatic may know more about this as he is doing the mapping and work with the lights.
  9. Why oh why wasn't this posted on our forums!? Congrats oDDity.
  10. You know, I should probably get around to learning Radiant, so I can get actual, working models to you guys. Plus, I have a couple of fragment shader ideas - will have to see if I can't figure out how to get falloff self-illumination glow working. But - it's a model! In game! Awww yeeeah!
  11. I can do low poly stuff up to about 10,000 polys, but I'm pretty tied up in other stuff right now to have the time to help out. Besides, I'm limited to anim8or, so I'm not much help here anyway. I plan on learning blender when I get done with my other major projects.
  12. We will need a loadscreen as well. I just added it to the GUI design document. So please start thinking on some concepts. http://forums.thedarkmod.com/index.php?showt...st=0entry3674 Do we want this to have a simple progress bar (like it is done for D3 levels)? I could think that the ornamented bar, that Springheel was showing for health/stamina, could fit rather good. On the other hand I must say that the original design is much more interesting to look at. The one with the clacks and whirling hands, not the boring one from T3. What I have seen from the GUI screens sofar they contain no machinery. Maybe we can add some as this is an important part of the Thief universe and atmosphere.
  13. So. I've spent the last two days getting normal mapping working. Attached is an ASE file, along with the diffuse, specular and normal maps as TGA files. The specular is kinda dead right now, but I don't feel like fixing it, so someone else can deal. I've managed to get normal mapping mostly working - the biggest issue is getting nice UV mapping that doesn't result in ugly, ugly normals. This version is the best to date, but I'm not done trying. The globe of the light itself is the biggest problem, really, since it's large, seamless, and not very flat. Someone should try to get these into Doom 3 - as for myself, I'm taking a break. This has been way more effort than it should have been. Edit: Whoops - forgot to actually attach it. FancyLamp.zip
  14. Gah! Omega, check out the 2 page discussion on this very issue: http://forums.thedarkmod.com/index.php?showtopic=43 We came up with a number of reasons why this might not be feasible and/or fun.
  15. Or the other thing could be that the shop is a pre-mission map. The question is if this adds really fun if you have to do it all the time. On the other hand it serves as a testbed for map creation. http://forums.thedarkmod.com/index.php?showtopic=43&st=0 I have a pretty good idea how this could work in terms of game mechanics as it would have been a part of the city section. If there is interest in this I could write up a description how I think it should work.
  16. Great! So it had some effect to do this work. When you post it, please make a new thread though. Makes it easier to keep track and when I look through the forums to collect the consensus for the design.
  17. Great! Could you take look here http://forums.thedarkmod.com/index.php?act=ST&f=3&t=285 and assign or create some concepts for the other screens as well?
  18. What is it with 3D apps and incomprehensible, overly complex and non standard user interfaces? Its as if they feel the need to justify the silly price tags by making them as unfathomable and proprietry as possible. Cinema 4D is heaven in this respect. Standard UI and elegant simplicity abound. Everything else is the spawn of satan. Shame on you software engineers Don't get me started on audio apps. All those hundreds of tiny tiny dials and sliders you're supposed to interact with via a clumsy mouse. WTF is that all about. Bastards edit - looking good omega
  19. Yes it does. Trust goldfishguy. Apple Macs traditionally used to default at 72dpi for screen resolution but anything up to (and sometimes beyond) 96dpi is common these days. Take a 17" screen. 800x600 (about 62dpi) is going to be a different resolution to 1280x1024 (about 96dpi). comprendez. good. But anyhow goldfish guy, Springheels right too. Ain't no one got a 300dpi monitor. Not many folks have a 300dpi printer for continuous tone images for that matter. But yeah. Huge images on the internet is just rude. Post little pics if possible please. Or link to larger piccies if needs must. Life is nice and cosy when you are young and healthy and with good eyes - like you and me. 800x600 on a 17" screen is good for anyone a bit far sighted or a bit over the hill though. Feel sorry for anyone checking the forums on a web enabled phone.... (something I do from time to time)
  20. Maya is the best overall 3d app available yes, but I spend a lot of time hanging around the CG commuity, forums etc, and Lightwave is regarded as the best poly modeler available. It has it's shortcomings obviously, no history, edges or NURBS are the main ones, but it's just so fast and intuituve once you learn it, and you can also virtually 'sculpt' in it , in a way not possible in other apps, apart from ZBrush. I used Lightwave 8, but it's virtually identical to lightwave 7 and 7.5, most of the changes in the newer versions were made to Layout, character setup and animation.
  21. Ok, we have had plenty of discussion of what the lightgem should look like, and I think we have reached a consensus of sorts. http://forums.thedarkmod.com/index.php?showtopic=48&st=25 Now what we need is someone to actually create the thing. I would be willing to do it, but honestly, I'm not quite sure how. Is this going to be a 3d model? If not, how is it going to be animated? I know it's not as simple as just making a single image in Photoshop, but someone is going to have to explain how to approach this so that we can get going on this.
  22. Ah, thanks. Applegeeks' forums aren't bad for tutorials either.
  23. If you're interested in some good tutorials and critical feedback, there are a couple good forums to look at. Epilogue is one that has a lot of stuff available that might help. http://www.epilogue.net/cgi/phpBB2/
  24. hmmmmm, not for Doom 3.I have some Jedi Knight Stuff, and possibly some call of duty maps. As I've kinda tried to show in my stuff, I understand the Doom 3 Engine and mapping ect, I just don't have anything in it yet (I got it pretty late, just recently finished) If you'de like to see some of the others I aughta be able to show some. (note: along with texture I also do interface art, and understand .guis) If you have MSN we could discuss more
  25. heres a bumptest I did (this is just to show I know how ) Heres an example of some textures I have done in the past (Quake 3) Some ingame maps (Q3) Some mapping outside of game ] render of a test map (I havn't complete any d3 maps yet, so heres some stuff in editor)
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