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  1. You've got some nice credentials, and your register model is fairly slick looking...lets see what ole Fingernail has to say, cuz we really could use a good prop artist at the moment.
  2. 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
  3. I've already started adding wax, but wood trimming is turning out to be a bit difficult for me since I have trouble adding exact details to a single mesh. I can do plenty of carvings and little details with splines, but adding them on top of an already existing model is a fairly sloppy way of doing things.
  4. I don't remember that model being in the game...are there models in the editor that weren't used? Anything that we can use? Should we be designing our models so that they have swappable heads?
  5. That's what I'm gonna do next, BT. Finger: Considering that my props are quite a bit simpler than a full blown character model, a good meshsmooth should be all I need to do to get a well rounded normalmap. Just keep in mind that this isn't my area of expertise, so beyond a few lights here and there, most of it will be small objects that are best used as throwaway details.
  6. Looking good! It's hard to tell without a human model for comparison, but the chairs look like they may be on the small side, I don't really know. But damn that wood floor looks great!
  7. Can you upload the unfinished model of this: I want to have a go detailing it in ZBrush.
  8. Maus

    Pick! Me!

    The reason I am so excited about helping out with this project is because I love the Thief series its one of my favorite, I have played the first 2 several times! But I haven’t kept up with the series since then, just haven’t had the time to play many games, all work and studying to get in to the game industry. I would prefer not to post to some free art archives, like deviantart after carefully reading there user agarments, they can retain the rights to uploaded works. AKA it now belongs to them! I will have a host soon, and will try to display as much of my work there as is possible. Till then I would like to start on some Concept Sketches of Environments. Then after you approve of my ideas I will Model, Texture & Normal Map all the recourses needed for sed environment. (design before you implement right?) Then with the peaces of a map in hand I could design a level or 2 or 3 using the assets. To help me better understand what your project needs: Are adventurer(the Thief)’s desire for wealth leads him to loot Ancient Ruins and raid Dens of Evil Creatures. Or duss the hero have other motivations? Have areas already been decided on, or should I just make a place up? Do you have a story I should try to follow with my concepts? What creatures have an influence on this environment? Hum built it and why? Ext… If there is already a design in place pleas give me what information you think would be helpful in making concept for you as a test to prove my self. Thanks for giving me a chance to help with this project. Regards, Maus
  9. oofnish

    Pick! Me!

    Maus, Please understand that we're not rejecting you, we're just interested in seeing some more thief style artwork, and particularly computer modeling work. You obviously have excellent artistic ability, and your sculpture is quite impressive. Meanwhile, you can show us some of your other stuff by uploading them to a free service. Not a great permanent solution, but it will work to at least show us some things. Try www.deviantart.com or www.photobucket.com to upload some images that you can then link here. (Note that you should link the images and not place them in-line on the forum page.) If you want to get your hands dirty with some quick models or concept sketches, here are a couple suggestions: Concept sketches of architecture, furniture, in game objects, and decorations. Concept sketches of level design elements; scenes containing guards and the thief, for instance, that convey the mood and setting of a level Concept sketches of characters and designs for builders, guards, pagans, zombies, or the thief. Modeling any of the above; untextured is probably fine. A textured model might be nice to view your skills at that also. Keep in mind that we're looking for an appropriate style for concept sketches. Style isn't quite as important for modeling, but it still plays a factor. If you are unfamiliar with the kinds of things we're looking for, make sure you've played through at least the first couple Thief games
  10. Yeah, thief model first. Also, something is bugging me about his hip/leg area that I can't put my finger on. Seems skinny or small for some reason. Maybe missing some hip and thigh volume?
  11. Finish the Thief in my opinion. Then you could alter the basic human frame for the Hammerite....perhaps. But it'd be nice to have one complete model to show off some nice machinima-esque screens.
  12. I like the sculpture stand and the lampost. I think you should shrink these low-detail sketches down though and then just embed them in the message. They would look much better smaller anyway, and there is no fine detail to lose. Are you good at doing furniture? Renzatic is going to need some furniture for his room at some point. Problem is, we only have DeepOmega doing modelling at the moment, and he is pretty busy with the thief model. That's why I haven't been putting out much art at this stage.
  13. 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.
  14. Hey all - I knocked up a quick model of the wooden inlay trim thing. Unfortunately, in that fateful reformat I lost my Doom 3 install, and the CDs are home. I'll grab them this weekend, but for now I just exported the two ASE files for your use to generate normal maps. I attached it as a zip. There's a good tutorial on doing it at http://www.doom3world.org/phpbb2/viewtopic.php?t=5133 - it should be pretty obvious which of my files is which. WoodInlayLow.zip
  15. I can't really model (or draw) characters, but I figured I'd try my hand at it and see what I could come up with. I think you'll all agree that I've made quite an improvment on DeepOmega's already awesome Thief... HAAAAADOOOKEN!
  16. Good stuff, man. (we need a thumbs up winky emote) But we need some more concept art for different characters. Our Thief already has 3 different sketches and a WIP model, maybe a guard mockup should be the next thing you should try.
  17. another texture from the castle - and I've to say, that I really love this door I was walking into the castle and suddenly I saw this door. My first thought was something "Damn this door really rocks, this fits perfectly into the thiefworld" http://208.49.149.118/TheDarkMod/Textures/massive-door.jpg I hope you guys like it, as I do edit: the knocker should be a seperate object ingame, or added to the door model.
  18. Alright!!!! He's back and better than ever! Way to go man. I'm loving this model.
  19. I'd guess that any textures, noises, models and what-not created by these guys would be available to FM authors for T:DS also... Its an interesting prospect. T:DS obviously has quite a head start on the Doomed project. Sensible people might jump ship and focus resources there instead. Here's hoping that Eidos and Ion Storm make some kind of decision one way or the other soonish. Currently a level editor is supplied with Doom 3. Some simple mods are possible by hacking texture, model and other files. I could be wrong, but I think that the format for 3d models is the .md5 file type - which has been used by John Carmack and team for years and is well supported with utilities and file converters. ID have promissed to release the full software development kit shortly - which should allow for some pretty serious modding - similar in scope to the situation with Half Life and the Unreal games.
  20. No, definitely not the end. And I know that I didn't do it in the most awesome way possible, either - I was kinda learning as I went during my modeling, especially since it started as a low-poly model at first. The end result will certainly be better. But it's still a major bummer.
  21. Poo bang. No one noticed yet. Anyway, I distracted them with some posts of concept art, model WIP and screenshot.
  22. SWEET. I have been looking for something like this for DAYS. And it makes sense now, too. Huzzah! I told you all that Doom3 could do normal map generation. So I guess I don't need ZBrush after all. Double hooray! Will just model the damn details by hand, old-school.
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