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  1. 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.
  2. 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.
  3. 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.
  4. I don't know if my art would be the right type but I can try as long as it's not too difficult. I have a few examples at Webshots.com. My screen name there is bablee1. Don't know if this link will work. I am in the community section and the album is called Barb's Art. I can send you some samples by email if you want. I don't have a website yet. My email addy is hawklette7@hotmail.com http://community.webshots.com/scripts/edit...albumID=3893891 Good Luck!!
  5. oofnish

    3ds Max

    I purchased my copy at the educational price. That was $1500 for the whole shebang. You can get the core peice cheaper. Just have to register for classes at a university long enough for them to ratify that you're a student to discreet.
  6. To be honest, as long as it's good, the more people and hence more work = the better. I don't think letting in Mr Pettit constitutes flooding the team with unnecessary members. Besides, that chair does look fairly good. Until we can actually afford to make competitive judgements, a level of competance is all we can possibly expect. And it would fill the modellers position too. So yeah, go on.
  7. Lies. I didn't make it up. I just know Thief 1 very well. There's a few conversations in T1 that relate to Hammers being very powerful long time ago in the city. No shoulder plates? and these are what? Try carrying a heavy hammer on your shoulder or swinging it from your shoulder. Chain mail isn't as good for such work. You need some metal shoulder plates to support it! More T1 concept art: (look at the thick plating around the neck, once again so you don't break your neck with the hammer) http://www.thief-thecircle.com/media/paint...darkposter2.jpg Thief 3 Hammerite concept art- (once again, heavy shoulder plating) http://208.49.149.120/Files/ThiefSeries/t3...hammer-safe.jpg There were no cloaks in game cause they were TOO LAZY to implement them, but there were cloaks in the T1 concept art.
  8. they don't just guard temples. They enfoced the laws within the city b4 the police was formed. They also used to be the most powerfull foce in the City, long ago. very arcane, very precursor, very heavily dressed on the shoulders your concept sketch is wonderfull for a city guard, but a Hammerite has to have a more arcane uniform, with a square, or more open mask, a red cloak and shoulder armour.
  9. Thanks for the feedback, Oofnish! I'm glad you could listen to them. I think it's important to point out to everyone, though, that these were just quick samples I put toegether to find out if people thought my keyboard had the potential to help out with this project or not. The sounds were by no means supposed to be "songs," since I was just trying different sounds out on my keyboard and throwing them all together. I only spent maybe an hour or so creating all three of these files. I could've put them all in one big 10MB file, but I wanted to section it up for lower-bandwidth users. If anything, I'd classify these files as a hodge-podge of a bunch of random sounds thrown together. I did not aim to have any bit of continuity whatsoever. Aside from just general "ambience," I may also be creating stuff for menus, in-game melodies, very specific in-game situations, player movement sounds, player interaction sounds, weapon use sounds, steam-punk machinery, etc. So, by me putting these files together, it was meant to give you a simple taste of different sounds my keyboard is capable of. When the melody or sounds in my files all the sudden shift from one thing to another, it's meant to showcase the wide variety of capabilities my keyboard has. Or when a sound in file #2 all the sudden goes from runblyness to weirdness (juxtaposed) -- for example -- I was just trying different effects. This is necessary, because as a sound person, you're listening for everything 'in-between' as a possible resource to re-create and use in some way. Every little second of sound in those files could be used for something. For example, if you take 1/2 a second of a bell sound and stretch it out to 3 seconds and lower the pitch two octaves, you might be able to cut a part of that resulting sound out to create a footstep-across-grass sound or an arrow launching sound or something. (I actually don't know what sound it would make, but this is just a theoretical example to show you what I listen for when I'm listening to the above files.) I wasn't suggesting these files be used for the DarkMod either. It's simply way too early to tell, and the sounds would need to be way more polished. For sounds, in general, I think it's best to hold off creating anything final for a long time. We need to get a lot more concept artwork done and possibly create some in-game scenes before we get on the track of what ambience or loops will be used. For ambience and music, it will likely be imperative to actually play through a rough draft of the DarkMod game before deciding on which sounds/music to use. I know a lot of my inspiration will actually come when I'm walking through a level and seeing what I encounter. My imagination will run wild at that point. In the end, the clock bells you're referring to (if they're to be used) would likely be used for the game menu or an in-game scene near a clocktower or something, but it wouldn't repeat forever in a neverending looped sequence. It would maybe strike 12 times for a clocktower sequence... or maybe just a couple times for a game opening sequence or splash screen. Hopefully you won't have to worry too much -- I think I'll be pretty good at avoiding repitious sounds that shouldn't be indefinitely repetitious, or that stand out as being repitious. Oh yeah, and the piano in file #1? LOL. I threw that 'piece' together in 2 minutes. The rhythms are off and everything. I was just trying to make a somewhat coherent 'melody' that was 'vaguely' reminiscent of a piano piece that was used in Thief: Deadly Shadows. If I were to actually create a piece for DarkMod, I'd actually spend a lot more time on it than 2 minutes ... and I probably wouldn't use a piano piece from T:DS as my inspiration. Or any piano sound for that matter
  10. I actually went out and finally got around to guying a book on anatomy last night, finally. Before now I wasn't nearly good enough to justify it, but now... Yes, the face was way too long, from about the eyes down, so I shifted it all down a bit (including the neck). Is a lot better now. Will put up some screens later, but right now I'm trying to make some hands. I hate hands.
  11. It does seem a bit long, doesn't it. Are you using drawing lessons as guides DeepOmega? I find that helps a lot, with proportions.
  12. These are nice! Thanks for posting the link. I think having these will help us in the long run.
  13. I know I haven't gotten you that face sketch yet (it's coming), but something bugged me about this face right away. I'm pretty sure it is that the face seems very long. If the eyes were really that high, then it makes it look like the hood has virtually no thickness at all (in order to accomodate the top of the head). How difficult is it to lower the eyes a bit? That would also allow a little more of the forehead to show.
  14. I also like the masked face look. Makes sense from a need-to-stay-hidden standpoint. I think it can be pulled off as long as we can avoid him looking like a ninja in the face. I may be wrong, but I think it might be a combination of a few things: (1) 'percent of coverage,' (2) 'angle at which the cloth is worn' and (3) 'tightness on the face' that gives ninjas the ninja look that many of us are accustomed to seeing. However, it might be worth researching classic/medieval thief attire, if such a thing exists. Perhaps dark makeup was used instead, or something? Either way, if we need to lock something down now, I'd be cool with using the masked face. I didn't like T:DS in that they showed Garrett's face in the light a lot. I think we should try to keep a certain 'mystique' of our character's appearance. Whether that be done by his face always being in the shadows in cutscenes/art, or a good portion of his face being covered by cloth, or a combination thereof -- I'd be a happy DarkMod camper
  15. Keep in mind that high-rez textures are better in the long-run. While we may not have a rig that can run on ultra-high video quality, others may, and planning for The Future is always a good idea. And 512x512 is not high-rez. Go for 1024x1024 wherever possible.
  16. I doubt very seriously that we'll be sued over it. From what I can gather, since I grabbed it from a 3rd party source (google imaged it, first pic that comes up when you queary Thief which is off another messageboard), didn't slap a "copywrited by Renzatic" on it and only used a small portion of the actual picture it falls under fair use laws. As long as we don't claim authorship, we're safe. lol, and that's a the blur line...that's the guy's hood you're seeing. I was pretty anal about getting rid of any obvious editing marks since I basically did this for practice and wanted to get it right. The only way you can tell where I cut and copied is if you up the gamma a good ways.
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