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  1. I would suggest you make the normal texture (with lattice) transparent and translucent and then put the lattice on it. of course everything must fit exactly, but I think this will look best. I tried to make a no lattice version, but it looks like crap, cauze of the dirt and some other things on the glass, that is dependent to the lattice. I hope you understand, what I mean - sometimes it's hard to explain in english edit: a new wallpaper
  2. Whoa, place lost alot of it's cheer since while I was away...now it's all gothed out. Anyway, new textures placed in a more properly lit room for your persual. I even threw in my ugly ass wallpaper texture just to show it off....still think it belongs in a bathroom. Pic I intend to throw in a fireplace near the center of the room once I get an appropriate texture in place. I also wanna make it less angular, but I figured it'd be good to test out the lighting engine so I made a few pillars and grooves to see how it'd do. I haven't imported Blackthief's paneled ceiling yet (hence no ceiling), but it'll be in there soon. I'll also try out his other wallpapers in place of mine, too.
  3. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  4. Can you make a lurvely all-glass (no lattice) version of your window texture monsieur BlackThief? Cos then we can make it translucent and transparent and all sorts of graphical loveliness, and overlay it with the lattice or a frame. :lol:
  5. a new texture: a pavement-texture (<-- is that the right name ?) I wanted to test it in thief 3, however the bumpmap didn't work properly for some reasen. so I just uploaded the texture - somebody else should make the bumpmap for it
  6. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  7. most of them are really nice but I think the white wooden door and the other white wood texture don't fit properly into the thiefworld.
  8. hm, the shadows look a little bit strange to me on the shot anyway I just uploaded a new texture and some other textures in new colors. a white wallpaper - actually I didn't had to do much on this, cauze almost everything already fit. demo: and here's the ceiling in yellow - I just changed the colors in Photoshop - its quite easy demo: I also changed the color of the panel.
  9. I realise now that, sorry, I'm not a 24-hr admin, I tried my best to make team-members team members, but you and Renz slipped the net (too late registering of course ). Anyway, I agree with the design document thread, but hadn't considered game design. Alright, I'll remove the lightgem board too. Art boards will remain, I like the classifications. ~Programming ~AI ~Sound programming and a new board for SFX. I'll make the design document section read-only, and I'll make a 'team issues/general' board. I'm wondering about the special fx board - this is a mixture of art and programming, mostly involving the .mtr files, which the texture artists should learn to deal with anyway. But if you are really stuck on this, then I'll make one of course. Sound good?
  10. hm, the ceiling looks a little bit unsharp in doom3 in comparison to my thief 3 shots. I uploaded my bumpmap of the ceiling to the ftp and a new texture a made today. probably one of the most difficult textures I made yet - it's only a baroque wallpaper, however I only got a small piece of the wallpaper and so I had to draw about 1/5 of the hole texture in PS by hand. Hope I did a good job, so that you can't recognize the areas I made here's the demo: full version (512x512) on the ftp. I think the style fits to the panel and the ceiling - now we can create a whole thiefy room
  11. well, I made a bumpmap for the ceiling, but I think Fingernail made one, too, to test the texture ingame. nevertheless I can upload my bumpmap to the ftp. Now I'm working on some classic wallpaper in thief 2 style. I think we don't need to do bumpmaps for that BTW: Where the hell are the admins - you guys are still "normal" members and I assume you can't see the whole forum.
  12. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  13. your map looks great man yes the texture isn't perfect, however I thought it would look a little bit more old and medieval that way let's move this into the art-forum...
  14. I consider this a small occasion since his woodpanel texture is the first normalmap I've done by hand. It's a great texture overall, but I had to do a few tweaks here and there to get it to work properly ingame...like change the paneling a bit towards the bottom cuz they bent a little towards the right and whatnot. Finishing it up helped me learn alot about Photoshop and MS Paint in the process, so it's all good. I still have a bit to go before it's completed, but this is the 80% complete texture, and the first one of Blackthief's textures I've done properly. Check it out HERE, mangs! P.S: It's dark in the renderer cuz I wanted to show how the light would catch it. I'm particularly proud of this one.
  15. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
  16. Texture forged by Blackthief and moi, right now in highest quality of JPG. I'll get to make tga's once i figure out how they work.
  17. I created this thread, so that the texture artists can present their work. Today I started to work on some victorian stuff, like in the Thief 2 texture-families VICM1-12. Here's what I've done so far: a wooden panel or whatever you call it in english... wooden ceiling - here the original T2 texture my photorealistic version: I plan to make them in various colors, like in thief 2. You can find em on the FTP as jpg - tga file-size was to big (around 4mb).
  18. http://www.doom3world.org/phpbb2/viewtopic.php?t=482
  19. http://www.doom3world.org/phpbb2/viewtopic.php?t=4218 (gothic pack) http://www.planetquake.com/berneyboy/textures.htm (urban pack) ftp/DarkMod <- Renzatic's textures & BlackThief's.
  20. I've made you an administrator now, Fingernail. Set up the forums how you want it.
  21. Since when was Object making not under Art? Yes, more art forums: Objects Concept Art Characters Textures and another forum for levels/test screenshots.
  22. I've registered. Give forth to me administrative status, so I can hack at this forum to give it a nice dark theme and create some art for it. Ahh. Why does my avatar keep shrinking to 64. What be the limit? I suggest we have forum separate main threads for: Announcements and News Object making ART: Concept art Texture creation Storyline Voice acting
  23. I won't be avalible this weekend, just so you know. We can make the arrangements to the forums next week, before we open it to the public.
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