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  1. It depends on what you're wanting to achieve. Right now I'm working on a stone trim for my basement walls, it only needs to be 512x32 so why waste all that extra space on a much larger texture when all I intend to use it for is a thin strip? There are quite a few ways you can do paintings. You could design an actual frame and make the area designated for the painting transparent, you could design the picture and frame together (probably the best way to do it), or you could just do a small piece of wood (about 128x16 would work) that you can tile at an angle and build your painting out of 5 brushes. You could also model the paintings, but only if the frame is so ornate that you can't fake a good sense of depth using a normalmap. The actual picture itself will never need to be modelled since it's just a flat surface, you could give the impression of brushstrokes and oil thickness using normals.
  2. I'm gonna condense our two sticky posts into a single thread and outline exactly what we need to do in the next few. First off the themes a'la Fingernail: City Textures - very similar to the Thief 3/2/1 City. Slightly Tudor/medieval, with elements of neo-Classicism and gothic. Also steampunk - ie. pipes, chimneys. Vaguely Victorian. Basically it's melting pot of styles - a bit like London, a bit like Prague, Paris and Vienna in my mind. Mansion textures - similar to the T2 style/Moira's manse from T3. Wood panneling, rich wallpaper, carpets, shiny wood flooring, elaborate doors, grand staircases, large windows and roof lights. A bit of art-deco influence ala T2 would be nice. Church Textures - should be Alexius' speciality wink.gif . High Gothic, St Vitus, Notre Dame, large stain glass windows, many vaults, columns, transcepts...you get the picture. Stone mainly. Some 'Hammer-equivalent' logos would be nice. Catacomb/sewer Textures - just some boney, wet, damp rock & brick. Quite a small section. Core Textures - very crucial. All the standard bricks, wood, flooring, tiles, edging, grass, that would go well in pretty much any situation. Water Textures - new shaders should be made. This should probably involve new fragment programs, which means someone should have a bash at learning the fragment language (check D3W for scant details). Glass Textures - people have windows, ya know. All styles. Door Textures - some pretty general wood & metal doors. Metallic Textures - all the shininess: pipes, grates, fans, valves, infernal machines. Go crazy & nuts with this one, I want to see all sorts of Edward Scissorhands craziness. These will be our basic catagories. I might edit them down later on into more specific catagories, but for now they'll work fine. __________ The first thing we're gonna concentrate on are mansion textures. I'm gonna be a bit more specific here and say that we need to take everything into consideration, from the basement (my current project) all the way up to the attic. We'll also need to split each texture into 2 catagories: 1. Clean, pristine textures. These will be used for our well maintained mansions. A few marks here and there will be good for portraying a lived in look, but for the most part these should be nice and pretty. 2. Grunged up and decaying. The same textures with grime, torn wallpaper, and watermarks. These will be good for our abandoned or haunted mansions that have been unkempt and exposed to the elements for awhile. Windows will be cracked or grimy, doors will be warped, and floors should have a nice layer of dust and other debris layered about them. Each catagory will have it's own specific textures of course, but making dual versions will help keep the style consistant and will save us on some time. __________ Last night I've come to the realization that we're missing quite a few detailing textures. I've spent most of my time working on walls and surfaces, and when I started to build my map I realised that I could desperately use some trimming details, decals, and other small miscellaneous textures. It's these textures that add life to a map, without em everything we build will end up looking bare and spartan. So for the next few we need to concentrate more on making these than anything else. Windows, trim, support beams, a few more doors, decals (such as books and whatnot)...aim for these rather than wide surfaces.
  3. If possible, would you be able to load smaller images of the drawings and link to them with the tags in this thread rather than a listing of links? That'll make it easier to see the drawings. Springheel made this comment for some of my drawings a while back and I think it makes sense It helps to view them and compare them. For drawings that contain extreme detail, keep the smaller images, but link to the larger versions with http:// links. Just a thought. I'm on 56K dial-up and it takes a while for those images to load And yes, I like the drawings also, but I agree a joint might be missing in the hind legs. I haven't studied animals a lot so I usually mess up the structure of the hind legs myself because I haven't commited their joint and muscle structure to memory yet. But I have a book on drawing animals, and if we're to take the common structure of animal legs, then another joint should be drawn. There seem to be 4 main joints in each hind leg (starting at the hip, working down) for animals. (This might be easier to see in rams, deer, bulls, horses, etc.) It looks like your creature has 3 joints and would thus have some mobility stiffness to it. Not a bad thing, just a visual 'non sequitur' (does not follow) thing that I think people are picking up on.
  4. Greetings Everyone! I wanted to start this thread on behalf of the DarkMod team to help keep our guests informed on our progress; to let them know there's DarkMod life in the project even when it may seem there is none -- and to keep them updated as such. There won't be a set schedule as to when this thread will be updated, but maybe check back from time to time. Anyone can post here and I'm sure you'll hear from other team members here in the future. Although many visitors might already have http://www.mindplaces.com/darkmod/index.htm bookmarked to see updates on screenshots and concept artwork, etc., some don't have it bookmarked and may not know about it. Other forums actually point to our site here and I figured there might be some benefit to providing occasional updates here via this forum, too. As an update for our guests out there, I can say that I've seen a LOT of activity from our team members behind-the-scenes on this DarkMod project. There are many discussions going on and a lot of concepts being worked on. As a team member with a primary focus on artwork, I've personally created a few concept drawings and have seen fellow artists showcase some very nice concepts. Our programmers, 3-D modellers, audio experts, etc. are also very active in these early stages of the project. I want to assure our guests that there's a lot of DarkMod life behind-the-scenes that you might not otherwise see from the outside. We have a long road ahead of us, but we have an enthusiastic group working on this and I'm confident you'll be happy with our DarkMod work once complete. Stay tuned, as I'm sure there will be many more updates in the future! Until then, may shadows continue to guide your journeys. Darkness_Falls
  5. Or register here at the forums, so you can see the rest of the boards.
  6. http://forums.thedarkmod.com/index.php?showtopic=159 The second post in this thread is the important one. The aim of this thread is to collect all information about what we want to do on a more detailed level but not TO detailed. So discussion about conecpt art should be here, but the information that this beast should be done shouild be posted there as well. You should also look through the document and add items in the lists, if you think that they should be included and I forgot them. For example: I listed a number texture themes and what each theme must provide for. If you notice that a theme, or a texture for a theme is missing, the list it, there so we can keep track of it. You don't need to be specific, but specific enough that we know what you are talking about. Of course even if you are an artist, that doesn't mean that you may not look through the other sections to check if we forgot something. If you decide here that you want to do a belcher but the coders don't know about this, you can not animate your model afterwards.
  7. If you agree or decide something like that, then you should post it in my project definition thread, so we can include/remove it there. Not everybody is following all the threads, but we should all know about these things. That's why I started this thread. http://forums.thedarkmod.com/index.php?showtopic=159 Usually I don't look much into the Art threads, because I'm not an artist and can not contribute much there. So most of the time, when I look at these threads, I just look at the pictures and hope that the first mod is appearing fast because of the great graphics. But I don't read all the postings here. I guess there are others as well and we shouldn't rely on this when deciding what we want and what not. Especially since a thread has only a limited time and after that only few remeber it and what has been decided. Don't forget. If you decide something here, then the coders will also have to know about it, to give it life.
  8. Mechanics of lockpicking is discussed here http://forums.thedarkmod.com/index.php?showforum=14 and here http://forums.thedarkmod.com/index.php?showtopic=170. This thread is actualy only about the position of the locks. Or did you mean that? Not sure about this.
  9. I'll work on these. PS: I just posted a sample environmental scene in the Art section: http://forums.thedarkmod.com/index.php?showt...findpost&p=1795
  10. LOL, ummmmmmm.......someone has my login I think -- or the forum's trippin'. I didn't write this. Considering this other thread that's going on (http://forums.thedarkmod.com/index.php?showt...st=0entry1247), I'd say something's amiss with the forum.. or someone's playin' gamez.
  11. We've had this discussion already. Check out: http://forums.thedarkmod.com/index.php?showt...%20dagger&st=50
  12. This question was asked in the Ion Storm forums a while back. I thought it might help us to conjure up more resources and spur more creativity... Source: http://forums.ionstorm.com/index.php?showt...ndpost&p=290033 The City is an amalgamation of times and places, both actual and fictional. Medieval & Victorian London and France, modern-day Prague, and even parts of Boston (home of the ghosts of Looking Glass) have been mentioned as real places that influenced the look & feel of the City. Some oft-cited art references are The City of Lost Children, The Hunchback of Notre Dame and The Name of the Rose. The works of Mike Mignola (Fafhrd / Mouser stuff), Tim Burton (Mr. Wrought Iron Himself), Jules Verne, Charles D-i-c-k-e-n-s, and Alan Moore / Eddie Campbell have also been mentioned a fair few times as influences. That's just a sampling, there are dozens of others .
  13. Whoa, can we shrink that image down a bit? Images should be kept at a reasonable size on the forums...if they absolutely need to be bigger than 800x600, then we should use a link. The cathedral doesn't look bad, but that tower really looks familiar. Is it based on something? I originally thought of Orthanc, but I know it isn't the movie version.
  14. I spent the night in an abandoned sanitarium this past weekend and took plenty of pictures. Here's some low res samples of some stuff I got on digital, I also took some with 800 speed film but haven't developed them yet. wv6 wv5 wv4 wv3 wv2 wv1 I can upload high res versions if you guys want to use them.
  15. http://www.webskyline.de/attachment.php?at...entid=2438&sid= this is a truck, a try of makin something high poly, well unfinished an untextured, as you can see i already made the mirrios and windscreen wipers its about 1000 polys and far from finished. it was just to learn max. my cashregister, hast 152 polys, the texture is not final but you get the idea. the model is for an iso perspectiv game i am developing with friends, thats why it is so low-poly something bout me: im a game developer as a profession. especially for additional level design, modelling, balancing, testing. you can call me teh "glue" between the big important parts that make up a game. the invisible data, the balancing. im experienced in photoshop, max, soundforge, several level editors (unrealEd my favourite), mass editing game entities, balancing. i got a special skill in finding bugs, my collegues hate me for it. the company i work for is named Sixteen Tons wich just released the not so pretty Gotcha! and is currently working on Emergency 3. I work(ed) for both games as said the graphical and leveldesign support, physic balancing´, testing in my spare time i write, design some games (no kidding), build levels if i got the time, and of course play a lot. no special genre, i love to kill in rage as i love to sneak, build up citys, think about puzzles or try to kick someones ass with my car. i love thief from the first hour, and i am disappointed about the fact, that there is no level editor for thief: deadly shadows. pictures from a level i made with unrealEd 3 for ut2k3 can be found here
  16. hey guys. just checking back at the forum to let you guys know that i'm still here and awaiting directions. i've only started looking around the dark mod forums, but havent yet seen everything, ill continue on to see what resources / info is available. well, fingernail or whoever's in charge , when you have some work for me, just email. thanks . btwy, forums is an ok way to get informed, but what we really need is an irc channel.
  17. Don't forget to look at the links, not just the pretty pictures (there is a limit on IMG tags in a post). Anyway, onwards: Weapon Models Bow Arrow (just broadhead for now) - figure 146, not 147. Short Sword Blackjack - you know what this looks like. I'd prefer less of a T3 club to more of a T2 style hard material thing. More coming....
  18. Yes, I can, but the more you copy armor, the obviouser it'll be. What's better is to use the same body shape to start, so I can build armor off of that - makes it much easier. For the record, I'm taking a little break today to do my comp sci project. Will work more tonight.
  19. Fingernail

    Programs

    If you want to stay free, use Blender (someone wrote an exporter for D3).... You could learn Lightwave and I'm sure it's great, but I think there has been an exporter written for 3DSMax also. Not sure though...check the D3W forums.
  20. I think perhaps I'll have to pick up Blender to carry us over our lack of 3D team....that is, only one modeller. Adverts have gone on D3W, ttlg & polycount: any of you advertise on any other suitable forums too.
  21. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  22. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  23. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  24. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  25. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
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