Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/poor model texture alignment/' or tags 'forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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.
  2. I was joking oonfish, but I'm generally a very opinionated, intransigent, abrasive, sarcastic, cynical, abrupt Irishman, readly for a good argument at the drop of a hat, so don't test me I agree wholeheartedly with that domarious, I despise the silicon bimbo blonde type that pervades the female modeling world. Try browsing an WIP section of any CG board, and look at the females, 90% of the modellers have obviously never seen a real women, they seem to be basing their models on those grotesque, peroxide, collegen and silicon enhanced porn stars which mak me want to vomit rather than masturbate. I didn't like the T3 style AT ALL, the characters will all very badly proportioned ith ridiculously large hands. To be honest, I think this mod is going too far down the T3 road already. I think we should get back to the T1/2 style. I liked nothing about T3 except null's excellent Cradle mission. But yes, I hear what you're saying about have a unique stype. I was thinking more of the mild characature style of the T1/2 concept art (see my priest model)
  3. It would be more economical to have the heads seperate from the bodies, wouldn't it? It would mean more programming work - we'd have to have a "head type" etc. property for each model, but it would allow for more variety in game. No matter how many unique models you make, if you could swap their heads etc. around, you'd have even more combinations.
  4. As a concept artist, what's more critical for me than to create concept art? I can't yet model stuff in CGI because I don't have that experience. Spiders? you can't have spiders. You can't handle the spiders. HA, LOL, I bet there'll be spiders some day. I'm not an animator or programmer, but aren't there already a multitude of resources available to do this? Seems like the skeletal framework of many creatures probably already exists in the Doom 3 SDK if not on the web? 3-D Studio Max has skeletons for a few things already pre-loaded.
  5. Yeah, such as giving her some hips.... I didn't mean any offense in questioning whether the models were yours or not. ( I can't tell if you were joking with "the nerve" above). I was just impressed with the apparent quality of the models. I've seen people take, say, one of the Poser character model meshes and try to pass them off as their own work which got the Daz3d people upset. But victoria's hawt.
  6. I'm glad I read your post there, oDDity. I now wish they taught us Lightwave at Uni instead of 3DSMax. I suppose I can teach myself anyway. Always worked before What version of light wave did you use to model that Priest?
  7. Ahh well, it' your loss. THe flow is actully much better than max's, which is why I can model that priest in 8 hours, no one EVER switches from modeling in lightwave to any other program once they get into it. Many companies keep lightwave just for the modeler and don't even use the animation program. idSoftware and Epic both do this, which is why the Unreal and Doom engines both directly import the .lwo format. They used Maya and Max respectively for the animating and FX. It's just that you've become so accustomed to being whacked over the head with a hammer than you miss is when it isn't there Godawful user interface?? What, you mean a column of buttons with text written on them telling you what they do? You prefer all those dinky little icons in Max?
  8. they used a 3d model in thief1/2 and simply changed the textures.
  9. This might be the right time to ask about female models. I recall T1/2 had female guards, and I would like to go back to that in TDM if it's not too hard to do. On another note, I have a question for you modellers. I would like to make it so that not every Builder/Guard/Citizen, etc, has the same head. At the same time, it is a lot of work to model and entire person just to change the head. How difficult is it to make interchangeable heads, and what would I have to take into consideration in the concept drawings?
  10. I'd like access to these templates to work from. Hook a brother up! I don't think there would be any copyright issues with taking a model of a human being and tweaking it to our specifications. Last time I checked, the human shape wasn't copyrighted?? hehe As for the Ogre like creature... even if these resources were created by someone else, we're going to be tweaking them. If I use a Storm Trooper as a template, but proceed to change the outfit color, give them a different mask, give them different armour, etc... and in the end doesn't look anything like a storm trooper... does it really matter that the original inspiration was a storm trooper? After all the tweaks, it's my own creation at that point.
  11. The thief model would probably be used in cinematics, body awareness, and potentially the spy-orb if we have one. But yes, for the most part it wouldn't be seen in the game from what I understand.
  12. Ever tried Lightwave modeler? Much better than max at that job. But I suppose if you're alreay used to max, it's a pain to learn another app. Maybe its just the flat lighting in those shot than makes it look like one contiguous mesh. How many polys so far? And a thought that just occured to me- since this is first person, we aren't actually going to see the model in-game?
  13. ....whoa. You just made an already awesome model even better.
  14. Hi there Im Dieblein, Leader of the Rpg project "Return to Mana" for Hl2. (http://returntomana.mods.de. I just rushed in here to congratz you to the work done so far. Thief is one of my all time best games I ever thought of making a nice sequel or mod based on it in the future. So I hope you can proove the will to not break up until the mod has been done. I saw your modling threads @cgtalk, its good to post there because that really imroves the quality of the 3d work. As you may know its so important to keep looking and comparing yourself with the worlds top notch artists because you can always learn more. Stop learning is the worst thing that can ever happen to you. So I hope you can go along with the project, In any case I wish you best of luck with it and perhaps we can chat a little and maybe I could help you out with some of the model work later. Is there an Irc you usually hang out? Dont give up, keep up the good work! Greetings Dieblein
  15. But since you can define different bones for any model, I don't think it should be a huge problem.
  16. It's coming along very well now, but you seem to be trying to bevel all the detail into the main body mesh, rather than making everything separate parts. That's ok for a low poly character, (even then if you look at the UT characters for example, every detail is a sperate mesh)but for a high res one there is no poly limit, so it's looks better if you model all the detail separately. Studs, straps, belts etc. Also try not to make everything look so perfectly geometric, mess the verts around a bit. What program are you using?
  17. Yes, I really love the book idea. I'm not sure we should display the Thief in action since we're a first person perspective game. It may lead the player on a bit in that respect. We do have that lovely Thief model... , but we'll get to see it on other Thieves thank goodness.
  18. oDDity has been assigned the Builder Priest model, and this is the thread for him to post any work or comments regarding it. I know it's not exactly priority stuff, but if oDDity can do these as quickly as he says he can, then it won't matter.
  19. Lowpoly. That's the model that's actually used in game. Man, I can't wait to animate this guy - character animation is my one, sole, natural-born talent.
  20. That is so damn awesome DeepO, you've got skills...I can't wait to see him textured and running around ingame . Speaking of which...when you animate him, do you animate the highpoly model, the lowpoly, or both?
  21. The usual convention is to model the frames, otherwise they'll look like posters. A lot of the Dutch master's painting look great in thief games. And Springheel could alays knock up some custom ones depicting burricks etc.
  22. Guest

    Modeling Deal

    I'm not sure which of your models we could use in a Thief game anyway, they seem to be all fantasy D&D types, ans we all ready have the thief class which we need) I love that monk model though, very nice.
  23. We're eventually gonna come to a question about DeepO's character model that is of dire importance, a question that we've all been dreading and might potentally cause massive fights to break out across all the boards in a neverending war of flames. But still...this question must be asked... "What kind of hair style should our thief be sporting?"
  24. The Thief model will probably be one we keep for ourselves. Since he's our main PC, I don't think it would be too good of an idea to spread him out among other mods and lessen his impact as a character. That's not to say we won't swap anything, you've got some excellent models over there that could work great for some of our stuff. But since I'm not the guy in charge of models it's not my call....we'll see what Finger and Spring say about it, but I could see some advantages to trading certain props and minor characters. Oh...and the music you've got on the site is awesome.
×
×
  • Create New...