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  1. Well, IS he right-handed? Garrett wasn't, or at least, not when using the bow. I kinda dig the idea of mixing it up, making a left-handed thief. Seems somehow symbolic. Also, the face-covering is gonna go on later. It makes it harder to see the proportions of the face.
  2. I'm not sure if we decided to insert gas-bombs in our mod. To be honest I don't like them much, cauze I think they make the game too easy. We should discuss that in the Devchat Forum. But I like your noisemaker It looks great and the way it emitts noise is IMO the best solution for an arrow. I don't like that fireworks stuff in thief 3.... However I'd prefer a crystal moss-arrow as I mentioned in the other thread.
  3. I'm trying to get my hands on 3ds max, but in the meantime I'm doing Anim8or stuff for Thief II. I don't know much about doing high-poly stuff, but I hope I can learn so I can do stuff for Doom 3 and other games in the future. This is a WIP of the first AI I'm doing for my current Thief II project. I've done AI before but nothing this detailed. As it stands in this picture there are 684 faces. I'll have to keep it low, the goal is under a thousand, or else Thief II will have serious issues. My concept sketch is there too, for the full size concept sketch click here. What do you guys think about the proportions? Sometimes I have to back away from my monitor to tell whether or not he's realistic looking.
  4. Looking way better. Make the shoes a bit taller - right now, his feet look like they've been crushed by an anvil. Other than that, not bad at all. :-)
  5. You know, patterns and designs are not really my strong suit. I usually just do a search online for interesting designs and make a simplified version. Here are some simple celtic designs that would be apprpriate, I think.
  6. Very nice job. Re: the glow inside the arrows, I like those too (though the glow for arrows other than fire should be quite dim, so they don't give the thief away). But that is a lighting issue, as I understand it, not a texture one.
  7. Fear not Oh ye of 640x480 resolution! Click on the pic!
  8. The back of the shoulders needs to stick out more....it should stick out further than the buttocks to avoid a more feminine look. It is looking much better though. So this is not for our mod, but for something using DromEd?
  9. 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.
  10. Waist is too low, body is too undefined and rectangular. Looks apronlike. Give him more shape. Not sure why you have all those sharp angles in the arms, as I've never used anim8or, but try to fix that. Shorten the torso, define the waist and chest area. Gimme a side shot to crit, too.
  11. I think it would be nifty if we could do more of a "glow inside the crystal" effect on them, kinda like T3, but not exactly the same.
  12. Renzatic

    Pick! Me!

    Based on the direction we're taking I'd say that we're gonna end up somewhere in the middle. Some of our stuff will be inspired from the Thief series, like we might have some parallel of The Builders and Pagans in there, but that doesn't mean we're not gonna be throwing in tons of our own ideas, concepts, and maybe even factions. The mod wouldn't be nearly as interesting (at least to me) if we were just doing a straight up photocopy of the Thief universe without any of our own creative flair added to the mix.
  13. Isn't this covered in the FAQ? If not, it should be.
  14. 3D modellers we are not. Except Renz is having a go, bless his soul.
  15. Waverly is supposedly the second most haunted place in the US, next to Gettysburg, but I'll be damned. I didn't see anything at all. Yeah, it's a scary place, 5 stories tall, 100,000 square feet, 68,000 deaths, but I'm not so sure it's haunted. I donated a hundred bucks to the restoration so that I could spend the night in there. I have no stories to tell, the only thing I left with was pictures...
  16. My suggestion is to not go into too much detail into anything in this project yet. This whole project is very fluid at the moment. Its probably better to make more "draft attempts" on various things (people etc).
  17. 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.
  18. 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!!
  19. well, if you tell me how i am using bump maps, light maps and stuff i would say i finish the modell here (except for the missing moveable drawer) its still about 10.000 polys, but highly not optimised. i just started modelling it without thinking where i could save polys
  20. Honestly, I didn't even think about the hand motion. I probably would suggest not even worrying about it because once you go that far you get into ...why doesn't he reach out to pick up loot and other things like that. Probably more trouble than it's worth. Things that are eaiser to control...like the holding the sword, arming the bow and arrow, lock picking....easily setup in a controlled environment. Anyway, just shooting the breeze and it would be fun to open a drawer.
  21. Not really, I just drew it from my head. I guess it does look a bit like the towers in LOTR now that i think about it.
  22. I'm sure there's no rush for it, but definately something worth mentioning. If it's not too hard to do that is and if it is, leave it be.
  23. examples. You want examples. This evening I make the low poly chair so you got to let me in. on principle. woot. Ok, so its not as good as the other guy's, but its my first go with blender, which as anyone will tell you is a wierd arse program. And its low poly, ready to export to md5 or whatever the file format is and ready to use in an untextured kind of way. so there you go. Subdivided gargoyle is next...
  24. we have an irc channel. join us....NOOW. Actually I'm not on right now - going out in 5 mins, but I'll be back later. Here is the IRC info: server 69.200.100.162 then, when connected, /join #darkmod that's all. And thanks for still being around. Check the 3D forum and Weekly Targets forum for general stuff.
  25. Your account has now been activated. Just login. As for samples, you're not getting in until we've seen some work, so, the quicker the happier, as I always doth quoth.
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