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  1. I decided to update the look of the city guards a bit. Added some leather and metal studs. I'll be taking this sketch and doing a full colour illustration with it, but wanted to post this here for reference.
  2. Our Thief in action. Thanks to BT for technical advice.
  3. Sparhawk would really like to get the lightgem into the game so he can begin coding it. Now that we have the model, can I get someone to volunteer to UV map and/or skin it? I don't think the skin needs to be very complex...it almost looks good enough without one, frankly.
  4. I whipped these up right fast cuz I thought we could use a few more shots for the website. I decided to stretch out the texture window to give it a nice cinematic widescreen (everyone loves a good widescreen shot) and threw in one of the old lightgem drawings to give it an ingame look. lol, I had to go to the old boards to find the lightgem I had in mind...it was a blast reading through all the old posts and seeing how far we've come in just a couple of months. Anyway...on with the show. This is my semi finished art gallery, what originally started out as quickly built room designed to help Springheel test out his textures turned into a 500 brush monster that's probably one of the better maps I've done in awhile. I dunno if I like the angle of the screenshot too much, but eh...I've already doctored it up. Oh yeah, I also added a specular to the beige wall, which improved it considerably. The Gallery And the tried and true basement shot with a slight specular added to the wall texture. I'd replace the old basement shot on the webpage with this one. The Basement Also, see if DeepOmega wants to post his newer Thief model up in place of the old one. The face, along with the smoother look, is worth the update.
  5. Well, I finally got my scanner to work so I thought I'd upload some concept artwork I've been working on the past week or so! Woot! Mainly just rough sketches, but hopefully helpful...? PS: Any feedback on the above is appreciated. Also, there's going to be a lot more time spent in creating lamps, lights, candles, candleholders, chairs, tables, wall patterns, stained glass windows, etc., then what was barely touched on here. Just didn't want anybody worrying. Side Note: I look at 'concept artwork' as general guidelines to help create the game. The museum sculpture stand image above, for instance, has a big magnet over it (to slowly lift the glass box when activated). This may or may not be something we want to include in the game -- it was just an idea. For example, our thief could have a goal that says "Figure out how to steal the Bafford Scultpure" or something, and our thief would then have to find a secret switch that lifts the glass enclosure up, revealing the sculpture. We may or may not want to do something like this. As well, in the concept artwork, the magnet looks like hell. I envision more care and detail going into the actual magnet if it were implemented, perhaps even hiding the fact that it's a magnet by making it look like a beautiful, ornate hood above the sculpture that provides light to the sculpture or something. So, you see, please just take my concept artwork as brainstorming sessions and possible ideas rather than an edict saying "We need to do it THIS way" or "I feel this way is the best." So, as more and more drawings come, take what you will from them for use in DarkMod. I just want them to be helpful! Cool?? Cool. PPS: The 'miscellaneous room' one was done with colored pencils. I know it's not the best clarity. Just wanted to do a rough room. I need to get myself a "digital pen" for my PC! Drawing with a mouse is kind've challenging, otherwise I'd do stuff more often on the PC.
  6. Here is a low-detail concept sketch for our Builder guards. Their armour has more metal in it than any other group, which I think is appropriate. This is based heavily on the concept sketches for T1. I still need to come up with the symbol for the chest plate...I'm trying to combine a hammer with either an anvil or cog. If anyone has any ideas, I'm open to suggestion.
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