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  1. If possible, would you be able to load smaller images of the drawings and link to them with the tags in this thread rather than a listing of links? That'll make it easier to see the drawings. Springheel made this comment for some of my drawings a while back and I think it makes sense It helps to view them and compare them. For drawings that contain extreme detail, keep the smaller images, but link to the larger versions with http:// links. Just a thought. I'm on 56K dial-up and it takes a while for those images to load And yes, I like the drawings also, but I agree a joint might be missing in the hind legs. I haven't studied animals a lot so I usually mess up the structure of the hind legs myself because I haven't commited their joint and muscle structure to memory yet. But I have a book on drawing animals, and if we're to take the common structure of animal legs, then another joint should be drawn. There seem to be 4 main joints in each hind leg (starting at the hip, working down) for animals. (This might be easier to see in rams, deer, bulls, horses, etc.) It looks like your creature has 3 joints and would thus have some mobility stiffness to it. Not a bad thing, just a visual 'non sequitur' (does not follow) thing that I think people are picking up on.
  2. Coloured armour was quite common. The reference pic was black and silver...I'll post it when I'm home from work.
  3. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  4. I'm no lawyer, but I can't image, that anybody has the copyright of old paintings. most of the artists are dead for hundrets of years...and as long as we don't claim the paintings as our own, no one will care. that's at least what I think. I totaly agree with you - the artwork of thief 3 is awefull. All paintings look similar and have a really bad resolution...
  5. You raise a good point Sparhawk. Fewer people will be reading all of the threads. I'll volunteer to scan the art threads and post or PM to you any agreements that have been made.
  6. As long as you don't make it a 1:1 copy it will be fine. Keeping the files that show the progress of the work, or keeping concept sketches also can be used to prove that you did not copy the work. Looking at the original art should be fine and I doubt that they can sue us about this. On a related note. If this would be possible, there wouldn't be a desktop for Linux looking like Windows 98 because Microsoft would have stopped this. So looking at it for inspiration is fine, but not taking it directly. Especially when you look at the concept art because the final model will look quite different then the concept art.
  7. Or register here at the forums, so you can see the rest of the boards.
  8. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  9. Same here. Please post such things in the Project definition thread as well. We need this information so we can start thinking about properties of the AI.
  10. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  11. working on this right now, will be a little while before i post it up, though.
  12. Please post all comments and concept art for the Belchers in this thread.
  13. I have made threads for both Darkness Fall's craymen idea and god is my goldfish's Belcher concept. Please post anything regarding those projects in those threads only.
  14. Darkness Falls will be working on creating a creature to fill the roll of Craymen/Kurshok. That is, a mysterious humamoid race to populate deep out of the way caverns or pagan areas. I would prefer leaning more towards the craymen than the Kurshok. DF, post any and all work related to this project in this thread, please.
  15. I think you need to raise the nose and mouth a little bit. At the moment the face has very little chin, and the nose seems extra long. Here's a touchup to illustrate. I also thinned out the top lip a bit and gave him a more prominent browridge. I also made his cheekbones stand out just a bit more. Edit: After looking at this some more, I think I would raise the mouth up just a bit higher. Edit again: Ok, I've raised the mouth and made the bottom lip a little less wide.
  16. Mechanics of lockpicking is discussed here http://forums.thedarkmod.com/index.php?showforum=14 and here http://forums.thedarkmod.com/index.php?showtopic=170. This thread is actualy only about the position of the locks. Or did you mean that? Not sure about this.
  17. I just wanted to post this because I just remembered how strange this felt to me when I played T3. So PLEASE, PLEASE, PLEASE, PLEASE don' t put the locks right in the middle of the door. It looks of for some doors, but mostly ist just looks weird and contreived. Just needed to put this of my mind.
  18. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  19. Well, I've gotten a few requests from people asking for direction in terms of concept art. I think what I'll do is post a few things that we need to have done and see if there are people willing to do it, for the moment. Currently, I'm going to put god_is_my_goldfish in charge of designing the arrows (since he has already done most of them, as well as the mechanical player tools (mines, flashbombs, etc). He has also requested the Belchers. I am currently working on character designs, including a few new Builder sketches. From there I'll move onto city guards and the like. What I'd like some volunteers for is: Player weapons: the sword is done, but we need sketches for the blackjack and bow. Main Menu: rough sketches of what the main menu might look like Beasties: We will need some kind of craymen or kurshok-like creature. Should be basically humanoid...something that could live underground or in pagan environments. If you can think of something that would suit D3 models/animations, so much the better. Environments: Any type of environmental sketch is good as a way of inspiring our texture artists and future mappers. Other things will have to wait until we sort out our priorities in the other threads. I'll update these later. If you would like to volunteer for what's already up there, please let me know.
  20. Domarius

    3ds Max

    Here is the best budget 3D rendering info I have ever read. I love it because I actually preffer the tools involved over the proffesional ones, because they are simply geared toward video game models, and you can make high quality ones too, for the normal maps. Check out this thread; http://irrlicht.sourceforge.net/phpBB2/vie...t=wings3d#10937 This post specifically; So basically; Wings3D = Modelling LithUnwrap = UW mapping CharacterFX = Animation As an example of what he does with this setup, check out his home page http://members.lycos.co.uk/arras1/ Click on "Gallery". It's worth it. Some of that stuff would fit right in with the Thief world. His humans are awesome.
  21. I ditched the crystals idea and went back to the first idea I had several weeks ago. This was brought on by just now noticing the gem stone pictures in an earlier post. They inspired this.... I'm sure it could be dressed up to look much better than this. I just whipped this up in a few minutes, but it gets the idea accross. Like Springheel mentioned earlier, North is indicated by the red marker on the top of the sphere in a similar fashion to how they indicated North in Thief 1 and 2. The markers slide around the outside of the sphere. Now, imagine this with a true active light sphere and perhaps a tiny spike on top of each Navigation marker. It's basic, has features of both Legacy Thief and T3, but doesn't copy them exactly. Thoughts? Opinions?
  22. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  23. 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.
  24. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  25. In keeping with the established feeling of Thief 1 and 2, the short sword is more viable than the long sword, or a dagger. The dagger was more an offensive than defensive weapon and I really don't think it fit Garrett personally. You can still up the ante with a defensive weapon...it just doesn't seem as sketchy as a dagger in my opinion.
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