Jump to content
The Dark Mod Forums

Search the Community

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

  • 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. sparhawk

    Skinning

    What do you mean by texture template?
  2. well first I need a "texture template" and the 3ds file from the modeller, otherwise I can't start.
  3. There should be two model files, three texture files and some definition code (like the material definitions, but for models) that goes in a central def file, for each model. It would be best to have a folder for each model, or zip file.
  4. Yeah, it wasn't all that hard to do either...all I did was change the background colors and delete individual bricks til I came up with this... The normalmapper added the depth and made it perfect. Oh, and I added a specular, improved the quality of the texture by quite a bit..
  5. Here's my first texture sourced from one of your photos... I experimented with heightmaps a bit, turned out pretty alright...I still need to get into more complicated textures, though. Oh, and here's the normal and the dither...I'll upload the actual TGA files to the FTP once I'm done tweaking and playing with it.
  6. Yeah, I brought this up in another thread. I think we should have female guards, at least in the city watch...I doubt it would take oDDity long to whip one up. To make it easier, I suggest we only make one female guard model. I plan on having at least three types (house guard, city guard, and elite guard). The city guard mesh can be textured in different ways, too, so they can be used in non-city maps. If we make a female mesh for the city guard, with a city and non-city texture, that should be enough.
  7. I also favor textures over shinyness, but think shinyness could be used as a cheap workaround for us and/or FM authors who don't want to take the time to make different (i.e., more ornate) textures for everything. Some (maybe most) loot objects should certainly have different textures to distinguish themselves. But New Horizon's mockup really shows that different textures wouldn't be needed for every piece of valuable loot, and I think it's cool to just have the slight variation NH's image shows for some loot. Sometimes just a more enhanced or brilliant texture like that can go a long ways.
  8. lol alright. I just thoght, that it'd be easier for fm-authors to find the corresponding end a wall-texture based on a photo of the cloister: http://www.dark-project.com/BlackThief/old_wall1.jpg it shouldn't be used for large surfaces though, cauze you'll easily see, that it repeats...
  9. Not bad, it could use a transform to straighten it out though. I'll touch it up and post it in the texture pack.
  10. Hi Alan: Thanks very much! I appreciate your compliments. I do environments because: a) I suck at doing characters/animals. I CAN do them but it takes me way too long to get good results. I started doing environments because I just had all these ideas of cool places I'd like to check out/explore. Like in Myst and Riven (which I've obviously been influenced by). I have had one job as a texture artist but I'm not employed in games right now. I'm desperately seeking a job as an environment artist, but it's not looking good. After sending out tons of applications all over the planet, I've yet to have a reasonable offer from anyone. Any takers?
  11. Make the texture 1024x1024 for now, alan. We can scale down afterwards if that's too much a performance hit.
  12. Hi My name is alan and I have been a commercial artist for the last fifteen years, I have been poly modeling and texturing for five years building my portfolio. It is my aim to work in the games industry and would be very pleased to work with you on this mod. I would be happy to help with either modeling or texture, concept work ...it all helps to build the portfolio and would be great to work with a group towards a greater goal. take a look at some of my work at www.alandickinson.net.... I have a load of new digital images I have not updated ...if you are interested I can send some to you ?
  13. great, when do i start ..and what do i start with. I wouldn't mind doing some character stuff, models, textures and concept designs. you will have to give me some polygon limits and texture size limits ..just so I know what to use.
  14. On the topic of differences between loot and junk. Darkness_Falls nailed what I was trying so clumsily to get at. That the Loot should have more brilliance to it...without looking Vegas style. Perhaps this could be achieved by not using a specular map in the junk texture set...just leave them dull, and the loot specular would be slightly more obvious than normal. I think that could work quite nicely.
  15. Well, the distinctive loot texture worked fairly well in T1/2 because there weren't very many objects that could be picked up. The problem I see with your inner glow, NH, is that it seems to require comparison with the non-lit version. If it were on a shelf by itself, it doesn't inherently look like loot. If we are going to not use some kind of loot glint, we should make sure our textures are fairly obvious. Either that, or implement some kind of coding that allows us to put objects back quietly. I always hated picking things up because I thought they might be valuable and then being stuck having to drop it onto a tile floor to get rid of it.
  16. Oh God noooooooo, what have I started. :lol: If loot is distinct enough from junk like in the orginal games we really shouldn't need it. I don't want to say I'm vehemently opposed to loot glint...ahh hell, I am. I think part of the reason they had to use loot glint in Thief DS is because they shared textures between so many different items that everything blended in, but that shouldn't be a problem for us. I have a few alternate suggestions as I don't think it's fair to drop it completely as I'm sure some found it quite useful. My first suggestion is to have a distinctive loot texture that will allow the player to learn what is valuable quite easily. I think with the doom 3 engine we also have specular maps on our side, so junk can be completely dull when compared to loot as well. Sort of like having loot glint, but just not the obvious kind. My second suggestion is that perhaps loot can also have an extremely subtle glow..could that be done with shaders too?
  17. A simple alpha texture added to the corner of the loot would work. I say we throw it in and make it optional simply cuz it's so easy to implement, any one of us could do the required work for it in about 10 minutes.
  18. Thanks, I'll try some of that out. I'll probably start out with a fairly basic brick texture, set it to 30x30 lines on the width and height and edit the vertices and do extrudes to get the depth and shape right. I'll post it when I have something interesting to show. Oh yeah, I tried the cut tool right fast and it seems fairly chaotic..I might have to track down a good tut for it.
  19. Hey, if any of you people have the photoshop normal map plugin filter, and wants to make a normal map for the top of the coin, that'd be snazzy. I've just finished the stack of coins (the normal mapping looks great), plus I got the importing working. So as soon as I have a texture map, I can give it to somebody.
  20. Yes, details will eventually be baked to a texture, but we can perhaps simplify it by making the details and renderbumpflat-ing it. I'll darken the other three points and perhaps add color to the North point. I will also work on making this more low-poly, currently, without any optimization, it is around 2k polys. (curved surfaces and such) NH, that looks nice Definately a better size.
  21. Fancy Lamp 1. I think it's self-explanatory. I'll probably texture up these things I've been making tomorrow or monday.
  22. lol, it's a compressed texture, basically a TGA file that's 1/3rd the size. There is quality loss, though..hence the reason why it's used for the lower end graphic settings in Doom 3.
  23. So don't be coy, what the hell is a dds texture?
  24. What I'll do is build you a simple 2 room map with a door in the center using the new texture structure so you can test out the frob effect. I'll do it before I go to bed tonight. I'm finishing up the new material file now. After that I have to do some 40 odd specular maps and redo the textures on my maps (plus finish up the gallery, which'll take about 5 minutes), plop it in Darkmod.pk4 and I'll finally be modready. Speaking of the speculars....Spring, could you give me a hand with em? We'll split em in half and work on em seperately so I don't have to worry about rushing through it and compromising the quality.
  25. new texture: a marble floor in T2 style http://www.dark-project.com/BlackThief/floor_test1.jpg edit: brighter specular map: http://www.dark-project.com/BlackThief/floor_test2.jpg
×
×
  • Create New...