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  1. Already up on the website....I don't think the model will be ready for a while yet though.
  2. Alright, the 2nd basement shot has been cleaned up, fullscreened, shot from a nice angle, and logoed for all our posting needs. Just click on the link above to view the new one. Edit: If we could, we should photoshop DeepO's thief model in there.
  3. Fair enough. Variety is better. But how many different heads will we model?
  4. That's a texturing issue. I think we'll do the textures as soon, as the model is complete.
  5. As long as you don't make it a 1:1 copy it will be fine. Keeping the files that show the progress of the work, or keeping concept sketches also can be used to prove that you did not copy the work. Looking at the original art should be fine and I doubt that they can sue us about this. On a related note. If this would be possible, there wouldn't be a desktop for Linux looking like Windows 98 because Microsoft would have stopped this. So looking at it for inspiration is fine, but not taking it directly. Especially when you look at the concept art because the final model will look quite different then the concept art.
  6. Guest

    I'll Model Anything

    Thanks very much for the nice comments. Yes I'm trying to get into the games Industry, I'm 22 from the UK. I'm currently getting some characters together to go into a portfolio. I'm looking for anything to model in the meantime.... Wen u have something send the refs to: nevascrew@hotmail.com
  7. And can't movies be made with the in-game engine? That way we can use the model for cutscenes.
  8. Here's a question that may have already been answered, but why are we even having a thief model if no-ones going to see it? Or are we adding in 3rd person view and reflections? Or body awareness, as it is in thief 3. Cause then it makes sense. Still, amazing work.
  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. I had the same problem trying to keep the moss arrow from looking like a stick of asperagus. You know, since modelling is our weakest point, I wonder if we shouldn't just stick to the crystal idea for arrows? One model, different textures.
  11. Bad plan. In part. We can derive different colours and shades and varnishes from the one model, but nothing so drastic as different carving or nail combinations; that would make the normalmap look out of place. You'll have to make a highpoly version of every alternative design, pretty much, or risk it looking fake and plastic.
  12. 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.
  13. Yeah, that would be a great idea. We could get 5 or 6 different looks from one model. Saves one heck of a lot of work.
  14. Make the drawers. So that they're there for implementation. But don't count on it. I think that something like this shouldn't be too hard to implement, but it would be nice to be able to fall back onto a 'simple' model.
  15. I wish someone that wasn't good at something would show up just once, it's starting to get to the point where it'll be easier to let someone down than ask to let more people in. It's your call once again, Finger, with Jay and Fjonan on props and DeepOmega and Kyo on models, we definately won't be hurting for modellers anymore. Edit: Keep in mind that you'll need to do some highpoly work for the normalmap. The model you have now is good for the base, but you'll need to go all out with the details to make it complete for Doom 3.
  16. For Doom 3, you have to make two versions of each model. That is: a high-poly version (I'd say up to 1 million polys for furniture), and a low poly version. The high poly version is used for normalmap calculation, but both are necessary for distribution.
  17. You've got some nice credentials, and your register model is fairly slick looking...lets see what ole Fingernail has to say, cuz we really could use a good prop artist at the moment.
  18. I've already started adding wax, but wood trimming is turning out to be a bit difficult for me since I have trouble adding exact details to a single mesh. I can do plenty of carvings and little details with splines, but adding them on top of an already existing model is a fairly sloppy way of doing things.
  19. I don't remember that model being in the game...are there models in the editor that weren't used? Anything that we can use? Should we be designing our models so that they have swappable heads?
  20. That's what I'm gonna do next, BT. Finger: Considering that my props are quite a bit simpler than a full blown character model, a good meshsmooth should be all I need to do to get a well rounded normalmap. Just keep in mind that this isn't my area of expertise, so beyond a few lights here and there, most of it will be small objects that are best used as throwaway details.
  21. Looking good! It's hard to tell without a human model for comparison, but the chairs look like they may be on the small side, I don't really know. But damn that wood floor looks great!
  22. Can you upload the unfinished model of this: I want to have a go detailing it in ZBrush.
  23. oofnish

    Pick! Me!

    Maus, Please understand that we're not rejecting you, we're just interested in seeing some more thief style artwork, and particularly computer modeling work. You obviously have excellent artistic ability, and your sculpture is quite impressive. Meanwhile, you can show us some of your other stuff by uploading them to a free service. Not a great permanent solution, but it will work to at least show us some things. Try www.deviantart.com or www.photobucket.com to upload some images that you can then link here. (Note that you should link the images and not place them in-line on the forum page.) If you want to get your hands dirty with some quick models or concept sketches, here are a couple suggestions: Concept sketches of architecture, furniture, in game objects, and decorations. Concept sketches of level design elements; scenes containing guards and the thief, for instance, that convey the mood and setting of a level Concept sketches of characters and designs for builders, guards, pagans, zombies, or the thief. Modeling any of the above; untextured is probably fine. A textured model might be nice to view your skills at that also. Keep in mind that we're looking for an appropriate style for concept sketches. Style isn't quite as important for modeling, but it still plays a factor. If you are unfamiliar with the kinds of things we're looking for, make sure you've played through at least the first couple Thief games
  24. Yeah, thief model first. Also, something is bugging me about his hip/leg area that I can't put my finger on. Seems skinny or small for some reason. Maybe missing some hip and thigh volume?
  25. Finish the Thief in my opinion. Then you could alter the basic human frame for the Hammerite....perhaps. But it'd be nice to have one complete model to show off some nice machinima-esque screens.
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