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  1. Yeah, I brought this up in another thread. I think we should have female guards, at least in the city watch...I doubt it would take oDDity long to whip one up. To make it easier, I suggest we only make one female guard model. I plan on having at least three types (house guard, city guard, and elite guard). The city guard mesh can be textured in different ways, too, so they can be used in non-city maps. If we make a female mesh for the city guard, with a city and non-city texture, that should be enough.
  2. can I get a copy of your templates oddity? I am going to start modeling the noble man. How many triangles are in your main characters so far ..how many should I use for the noble man ? I checked out your work when I signed up …very nice indeed , especially the builder priest. I take it this particular model is a high res static mesh mainly for concept ‘ing’ .
  3. Right now we've got Oddity working on the Builder priest, the guards, and the zombie, and DeepOmega is working on the thief model and various props and loot items. Anything beyond that is up for grabs, just pick something you think looks neat and pass it by Springheel so he can check to see if someone else isn't already working on it. There's also a thread in the 3D models forum you can check, modeller roll call. Hit it up, too.
  4. Ok ..I understand. What’s the procedure for getting started ..do you give me a task or do I choose to model something off the list. My days are dedicated to my commercial art (self employed) but I do spend a lot of time in the evenings and weekends modelling stuff so I can get cracking on something right away.
  5. But would that mean that every coinstack would look the same? If the model is so low-poly, then how much poly will be added because of a slight shift?
  6. I agree. Actually when I saw the model alone I had my doubts about it, but seeing it in-game it really looks great.
  7. Put me down for goblet, wine bottle, and stack of coins. Why, you ask? Because I'm trying to get some damn models working in Doom, and having a hell fo a time of it. Smaller, simpler objects make a huuuge difference. The last week has been trying to troubleshoot my damn lamp model. =P Wish me luck!
  8. First, I don't think he's quite finished it. Secondly, it DOES need to be skinned, and that's a big job. And third, you can't just slap it on top of a DOOM model...it has to be animated, doesn't it? You guys can test all your AI with the Doom models for right now, right?
  9. Since its a model, it can be whatever size you guys want. It may also change relative to the scene depending on game resolution. I took a guess at 800x600 in the link above. I've not yet put nicks and scratches on the surface of the gem, but Ii plan to do so in addition tomaking the points a little more detailed.
  10. Yeah, the spikes are pretty rough at the moment, i'm not sure what ornamentation to put on them, though. Here is a mockup from a screenshot of Renz's gallery. The lighting is even almost believeable on the model Lightgem mockup Modeled with Lightwave for native lwo support.
  11. Since it is WIP I guess it will get some ornaments on teh spikes and the North spike should be coloured differently. Apart from that it looks ok. Can you put it in a screenshot with approriate size? THis way we can better determine how it fits in. Edit: What did you model it with?
  12. 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!
  13. I replied to your PM....model textures might be more the modellers domain than it is ours, we'll see what we can work out and how best to organize it. That is a good question...when should we consider a theme "done". I'd say that once we get a nice variety in each specific catagory we'll move on to the next, but we need to know exactly what we're missing before we can even begin to close things up. I'd suggest starting it off with some architectural ideas..similar to the inspiration thread, but more focused. Everyone from all over the boards can come in, throw down a few pictures or ideas, say that they'd think it'd look cool, and we could build from there. We'll want to get at least 3 architectural themes in place so all our mansions don't look alike... Edit: Oh...we're eventually gonna have to start doing DDS textures so all the low end peeps can have fun with the mod, too. I'm gonna go to doom3world.com and ask around about what quality and how many versions we'll need for each video setting. I think it goes like: Ultra High: No compression, thus no DDS textures used. High: Uses the specular DDS in place of the TGA Medium: Uses the specular and normal DDS Low: Uses all DDS textures.
  14. Excellent! So, can we start asking ourselves what kind of textures we need next? Are we trying to finish off one 'theme' at a time? We could create an infinite number of mansion textures, I'm sure, but do we have enough that we should start asking, "what do we need that we don't already have?" Also, should we be adding model textures to the list of things we need to make? I notice it isn't up there at the moment.
  15. DO, can you post a picture of just the sword? I'd like a copy for the Approved Model thread.
  16. Oh I know the T2 one is a 3D model. I was just suggesting that a sunflower sprite could work. It's a flat square mesh that faces the screen, with a texture of the compass thing on it that uses an alpha channel. The mesh rotates on the z axis relative to the screen - as if it is connected to a rod coming through the screen towards you and you are turning it like a volume knob. So north is up. A 3D mesh would look better. I guess the texture for the light gem would still be animated to show the different light levels.
  17. I like it...love it actually. It has an old storybook horror quality to it that I prefer over what was seen in Thief. Whoever does the model for the Haunt, they gotta try and copy that skull as closely as they can.
  18. I'm with oDDity on the proportions issue - with models of women, I call it the Titty Model effect. You see models of women wearing nothing but shoulder pads and a helmet, wielding gatling guns. Hell, on CGTalk there was a character wearing high-heeled armor boots that stopped at mid-thigh. She was, naturally, topless and wearing a metal thong. I hate stuff like that.
  19. Domarius, if it doesn't use a model, will it still look 3d? I'm thinking of the way the compass looked in T1/2, and T3 for that matter. Perspective was at work so the part further away from you was smaller. Can we achieve that with a bitmap?
  20. Well, seeing as we only have 2 models and 1 completed model, your doubts might be a little premature....? I agree using oDDity's models as a base would be a good idea for future models though. oDDity: In what way do you think we are going too much down the T3 path? I have used T1/2 almost exclusively for reference and inspiration.
  21. Heh, yet another reason for lightwave. The subpatch function is very handy, not so sore on the computer, and you can eep everything in separate layers as well. That priest model is only 30k, and most of that is in the little details which you'd hardly miss.
  22. Sure, I'd be happy to model some furniture.
  23. Ok, Deep Omega, how do you feel about modelling some equipment? You've already done a good job with the sword. We have concept art for the four elemental arrows (which all use the same model by the look of it) And we will need a bow as well. Are you willing to tackle those this week?
  24. Yeah but the guy asked for critisism. I've seen plenty of models before and after texturing, and done a few myself, so I know that texturing has a lot to answer for. But I'm an illustrator, had life drawing classes, and I know what to look for. It might look "fine", but it could look "even better". Compare that face with oDDity's hammerite priest's face. There's quite a difference in quality. There's nothing wrong with that, but I know DeepOmega can do better with practice, cause I've seen how much this model has improved since he started. I'm just giving constructive critisism - not paying the guy out.
  25. I agree with that. Maybe we should do a model gallery where we can see everything together. I have some doubts that all the models are very different in style depending on the creator.
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