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  1. It depends on what you're wanting to achieve. Right now I'm working on a stone trim for my basement walls, it only needs to be 512x32 so why waste all that extra space on a much larger texture when all I intend to use it for is a thin strip? There are quite a few ways you can do paintings. You could design an actual frame and make the area designated for the painting transparent, you could design the picture and frame together (probably the best way to do it), or you could just do a small piece of wood (about 128x16 would work) that you can tile at an angle and build your painting out of 5 brushes. You could also model the paintings, but only if the frame is so ornate that you can't fake a good sense of depth using a normalmap. The actual picture itself will never need to be modelled since it's just a flat surface, you could give the impression of brushstrokes and oil thickness using normals.
  2. Fair enough. Variety is better. But how many different heads will we model?
  3. That's a texturing issue. I think we'll do the textures as soon, as the model is complete.
  4. 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.
  5. Guest

    I'll Model Anything

    Thanks very much for the nice comments. Yes I'm trying to get into the games Industry, I'm 22 from the UK. I'm currently getting some characters together to go into a portfolio. I'm looking for anything to model in the meantime.... Wen u have something send the refs to: nevascrew@hotmail.com
  6. And can't movies be made with the in-game engine? That way we can use the model for cutscenes.
  7. Here's a question that may have already been answered, but why are we even having a thief model if no-ones going to see it? Or are we adding in 3rd person view and reflections? Or body awareness, as it is in thief 3. Cause then it makes sense. Still, amazing work.
  8. 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?
  9. Minor update, which most will be from here on out. Added volume and folds to the hood, lots of finger details, the quiver is now strapped in place, the sword and sheath are a more reasonable scale. Right now, I need to decide if I should model in the rest of the details, or texture it in.
  10. Moved the waist up. Defined the torso more. The sharp angles in the arms are caused by the lack of polys. The arms are actually round but the cylinder I used was 5 sided, thus the square look. There's not much way around it, I'm already at 725 faces and multiply that by 2 when it gets imported to Thief, it's already a very high-poly model for the Dark Engine. But I did tighten them up and make them look better than they did.
  11. 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.
  12. Bad plan. In part. We can derive different colours and shades and varnishes from the one model, but nothing so drastic as different carving or nail combinations; that would make the normalmap look out of place. You'll have to make a highpoly version of every alternative design, pretty much, or risk it looking fake and plastic.
  13. Wacom!!!!!!!!!!! They are like, the Creative Labs Soundblaster of the Tablet world. I have one http://www.wacom-asia.com/products/graphir...ire3_index.html (of course I have pasted you the Asia-pacific link, but just go to www.wacom.com and choose the correct reigon) That is the consumer model. Cost me $150 AU and has pressure sensitivity, and a cordless, batteryless pen, with the tip, 2 thumb buttons, and erraser head, completely mappable to any function in any program. Although the program has to support pressure sensitivity to benifit from the tip pressure. PhotoShop is great. I highly recommend it. It is powerful enough for your needs and very cost effective. I think anything more expensive is only for highly paid proffessionals, and most of us wouldn't make use of the features. That's only my opinion, but I do own the consumer one, and it does everything I want. Regarding your new concept art Darkness_Falls; ahh, colour dodge - looks like you've accustomed yourself to it quite nicely I think those look miles better than the originals. Colour dodge can be applied as a blending mode for an entire layer; you can get other kinds of effects that way, by duplicating your artwork onto a new layer and giving that new layer a different blending mode. There is a new game http://www.crashday-game.de/pages_e/news.htm - check the screenshots - the artist has taken the screen shots and done some layering effects to make them look like photos, not that they had much work to do with making it look realistic, heh, but they've obviously used photoshop to give them "photograph" looks - how everything is sort of blue-ish, and goes darker around the edges. Just another way of creating mood.
  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. Make the drawers. So that they're there for implementation. But don't count on it. I think that something like this shouldn't be too hard to implement, but it would be nice to be able to fall back onto a 'simple' model.
  16. I wish someone that wasn't good at something would show up just once, it's starting to get to the point where it'll be easier to let someone down than ask to let more people in. It's your call once again, Finger, with Jay and Fjonan on props and DeepOmega and Kyo on models, we definately won't be hurting for modellers anymore. Edit: Keep in mind that you'll need to do some highpoly work for the normalmap. The model you have now is good for the base, but you'll need to go all out with the details to make it complete for Doom 3.
  17. For Doom 3, you have to make two versions of each model. That is: a high-poly version (I'd say up to 1 million polys for furniture), and a low poly version. The high poly version is used for normalmap calculation, but both are necessary for distribution.
  18. 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.
  19. 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
  20. 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.
  21. 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?
  22. 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.
  23. 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!
  24. Can you upload the unfinished model of this: I want to have a go detailing it in ZBrush.
  25. 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
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