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  1. Actually, Oofnish, would you be up for modelling the lightgem? We need something to texture so we can start looking at it in game. The thread with the reference material is already created. If you'd rather not let me know and I'll assign it to someone else.
  2. Thanks for the support, Domarius. You should see my old work to copmare this to - even in the past month or so there's been a huge upgrade in quality. oDDity, my biggest issue now is actually hardware-related - I can't work on the subdivided mesh, since it's about 200,000 polygons and brings my 3-year-old computer to its knees. I am now accepting donations for my upcoming hardware upgrade. My plan is to develop some high-rez displacement maps to generate the ridiculously detailed mesh. If I had ZBrush, I'd use that, but unfortunately I don't, so it all has to be done in Max. The cracks in the leather, texture of the cloth, and so forth will all be displacement mapped, unless I can find the money to scrape my new computer together within the next two weeks or so.
  3. If you still need help, I'm here I enjoyed thief 3 although i didn't play the earlier ones. I do texture are, along with mapping. If you still need help, I'de be glad to join in. If you'de like to see some of my work just....reply
  4. I dunno, it's not that easy a task to model your own creature, make a texture, normal and spec map. I think we should eventually be looking to include all the creature types from the Thief games for FM autors to use. For the moment though, yes, getting the core elements together for a level is what matters.
  5. It's no work at all to make different heads. IT doesn't actually require a change of heads at all. At a basic level you could just change the texture. The three heads you see in that shot above are all the same mesh, I just sculpted it into differnt features using various different tools in lightwave. So, I could take that female model for example and sclulpt her in to endless different body types and faces in a very short time. It's actually much nore time consuming making the different textures for her.
  6. hmmmmm, not for Doom 3.I have some Jedi Knight Stuff, and possibly some call of duty maps. As I've kinda tried to show in my stuff, I understand the Doom 3 Engine and mapping ect, I just don't have anything in it yet (I got it pretty late, just recently finished) If you'de like to see some of the others I aughta be able to show some. (note: along with texture I also do interface art, and understand .guis) If you have MSN we could discuss more
  7. Post up some of your work and I'll check it out. We've been needing another texture artist, but par to the course we can't consider you til we've seen what you can do.
  8. HEh, Garrett'll have to problem spotting that guy in the dark) If you really want to texture it, I'll send you the model. As for the animation, yes, Doom only supports verts that have been moved by bones , so we'll just have to add extra bones on a per character basis depending on where they need them. I won't be actually animating a cloth simulation, just basically moving it out of the way at key frames to stop it cutting through the mesh. This means that we'll have to use max for the animations, since we can have a base animation for all the humanoid characters, save it out as a .bip and .fig file, and then use that as template and add in the extra bones per character as needed. That way we won't need a completely separate rig and anims for each character. Here's some wires as requested my DeepOmega. I wouldn't pay too much note of the shape of the mesh in that pose, since I basically twisted the polys around manually to strike that pose, not paying to much attention to anything that was out of shot.
  9. We definitely should have some kind of animation going. A flickering light is a good one. I'm not sure I like the idea of having a picture in the background and then another illustration on top of it though...that might be too cluttered. Tell me if this sounds corny or not...I was just imagining this in my head...I saw darkness, then the flickering sound of a flare being lit up. The menu springs into view, with the light flickering and strange shadows dancing across the page. If a sub-menu is selected, we have a page turning sound, or one parchment is put on top of the other. If the start game is selected, there is a "whoof" as the flame is blown out, and the screen goes dark. Then the mission starts loading. What do you think? I think it could be cool. (btw, two things Ren...what filter did you use and can I get that parchment texture from you?)
  10. I made this logo right fast, I'm still leaning more towards Pakman's as far as style goes but I figured I'd throw this mockup up to see what everyone thinks... (Edited pic down below) I'm gonna try and find a good schematic blueprint to overlay on it...and another thing we could do. Since the frontend is 3D we could make the background a texture and throw a flickering candlelight effect on it, make it look like the player is staring at a set of plans set on a desk.
  11. What if we incorporated our names into the texture name for the time being? My textures could be spring_mansion_woodfloor_01. That way we don't have to worry about renaming things as we up or download to the ftp site. As things are put into collections we can rename them if we want to. This might be a good way to go, since I can see a lot of textures that would work in multiple collections (the same stone wall could be mansion_stonewall1, castle_stonewall1, city_stonewall1, dungeon_stonewall1, etc, etc.) If I just call it spring_stonewall1 for the moment, no one will use the same name, and we can decide what collections it will be part of later. Does that make sense?
  12. You need to make a hole in your floor for the rug That weird occurance is called Z-fighting. In DromEd, it was fine to have 2 overlapping solids. The one last in the order would show. In Radiant, you need to make a hole. So, resize your floor, copy it and make 4 segments leaving a hole in the middle instead of just one floor. Then make a brush with the rug texture and make sure it exactly fits the gap.
  13. Thanks, Fingernail, that worked. I might learn this thing after all. Edit: Here's a new issue...the wallpaper, when set to fit, looks huge. You can see the actual grain of the paper. I would think that the pattern should repeat a few times in a room this size. Can this be modified in the editor, or does it have to be done when the texture is created? Edit again: Hey, I figured out how you can fit lots of tiles in one place. Excellent!
  14. Neither, the wood floor in the basement is one that I made. Your cleaner floor texture is in the bedroom at the moment, I'm redoing alot of that map so that it looks a bit better. But now that I think about it your dingy wood floor could look pretty good in the basement...hmm...I'll try that out tomorrow. And the gallery shot has been updated yet again cuz I'm really anal rententive about making sure everything looks it's absolute coolest.
  15. 2nd texture for today: and as usual the test in thief 3: http://www.dark-project.com/BlackThief/wood2_test.jpg
  16. here's a parquette texture I made today test in Thief 3: http://www.dark-project.com/BlackThief/parquette_test.jpg
  17. lol, the light is huge cuz everything else is so small. It's like comparing a quarter to an ant...err...or something like that anyway. But yeah, all you'd do is draw a smaller brush (use the 2 grid), and fit the texture to it. Easy as that. Remember to use one of the character models for comparison...that'll help you out alot.
  18. Hey, looking good! I love the fireplace! So would I basically just draw a smaller brush and set the texture to 'fit' that size? Looking at the editor shot didn't do anything for me, sorry. I can see that the light looks huge, but I'm not really sure why that is..... Despite a couple forays into this thing, I still haven't got a clue what most of the editor does.
  19. Judging from the placement of your light entities in one of your earlier shots I'd say your room is too big, about as big as a good sized grand dining room at least. Judging from that I'd say that your paintings are about 15 feet high and cuz of that the texture is stretched way beyond the size it should be. Until you get used to building to scale, rightclick, go to char, and throw in the hazmat guy to use as a measurement when you're building your brushes. I did the exact same thing when I built the first thief_room map. But the picture itself is excellent, and when it's properly sized it doesn't show any pixelization whatsoever. Edit: This will help you out a bit. Look at the size of the light entity in relation to the painting. The brush itself is only 36 width 58 height, when you're working in Doom 3 you'll usually spend most of your time on the 2 or 4 grid.
  20. neeew texture was a lot of work - but I think it was worth it.
  21. It's everything I've done up to this point. Just pop it in Doom3/base and you're ready to roll. Edit: Oh yeah, keep in mind that my custom.mtr file will overwrite yours when you install the texture pack. Make a backup of all you've done before you install it.
  22. It's your brush more than likely, it seems to be fitted to it's size instead of it's default. Just select the painting, stretch it out a bit, then hit S to go to your surface properties and select fit. It'll snap the texture to fit the size and length of the brush.
  23. Man, that is amazing. Great sense of depth on the normal, nice specular, and a great looking painting to boot. If you don't mind, could you do a quick walkthru of what you did to get the texture ready? I might learn a thing or two along the way. And just make it a zip or rar file and drop it in the textures folder on the FTP. I'll download it and see how it looks in the room.
  24. I've taken the liberty of procuring some...ahem...preview copies and I can tell you right now that they won't be useable right out of the box. Cept for vols. 3 & 5 they're not much different than what I'd find off of any high quality free texture site. They're HUGE, like 1600x1200 or bigger, most are non tileable, and they're open for extensive editing. The big advantage of using them is that you have loads of textures in one easy to find spot, but cept for 3 & 5 (which are great for detaling, and would be the ones I'd definately buy) we could do the same with steady camerawork and creative Photoshop useage.
  25. Since the textures cost money would I be correct in assuming that gives us permission to use them in a mod? I don't think I would have a problem using the textures if they were modified, but to use them right out of the box might feel a bit like cheating to me. They look like beautiful texture sets though. I"ll have tot hink on it before I vote.
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