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  1. 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.
  2. 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?
  3. 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!
  4. 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.
  5. 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.
  6. DO, can you post a picture of just the sword? I'd like a copy for the Approved Model thread.
  7. 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.
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  12. Sure, I'd be happy to model some furniture.
  13. 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?
  14. 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.
  15. 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.
  16. 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)
  17. 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.
  18. 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.
  19. 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.
  20. 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?
  21. 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?
  22. they used a 3d model in thief1/2 and simply changed the textures.
  23. 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?
  24. 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.
  25. 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.
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