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  1. Of course we'll have several different types. Probably the reason we've done so little is that zombies are already in the game. We'll want to modify the textures, of course, but I don't see why we can't use the models that are already there (perhaps adding a few of our own for later releases).
  2. Well, if we decide this is the route to go, we have someone with a lot of experience with pen and ink illustrations. I still like the idea of using our own models, however, especially after putting so much time into them. Here is another darker example...I've taken one of my paintings and run it through a filter to make it more stylized. Something similar could be done with an in-game shot.
  3. I've been doing some thinking about regular guards and have been studying T1/2 guards. My plan is to make three different kind of guard bodies (house guards, city/professional guards, and elite/mercenary guards) with about twice as many heads that are interchangable, giving us a wide variety of different looks for normal guards. I'm pretty sure T1/2 did this as well, as I've see a lot of different guards. It's amazing how cheap T3 was when it came to different models/textures for the AI. Anyway, here's the first concept sketch. I imagine these guys as the city watch, although if you take away the emblem they could be professional guards anywhere. Comments welcome.
  4. Or you can make the rug a simple patch mesh from the patch menu and layer it just slightly above your floor, it's good for keeping your brushcount down. Also, go to view, entities as, and select skinned to see your characters as models instead of a big black box.
  5. This sort of stuff is really easily and quickly knocked up. I could probably make all the furniture models on this page in a day. The texturing (the finding of) is the hardest part - photosourced textures are always the best, but not so easy to find.. I'll make a start on these, it'll be a nice break form all the characters I've been doing recently. No skinning rigging and animating to worry about - yay :lol:
  6. Since DeepOmega is already working on the Thief, I'll start on the priests. I take it we're building our own custom rig and animations? That'll be a nice change from NightBlade where I'm tied down to building my characters aroubnd the defualt UT rig and animatons. I may be able to use some mocap from Motion Builder, but there's a limited selection. Is there any front/side concept art of those models or just the one on show?
  7. Guest

    Modeling Deal

    I'm not sure which of your models we could use in a Thief game anyway, they seem to be all fantasy D&D types, ans we all ready have the thief class which we need) I love that monk model though, very nice.
  8. 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.
  9. The models really look amazing. I especially like the image where the thief jumps over the wall.
  10. I'd say, let's all wait until the Thief model is finished, and your 'great' models are also done, then we can decide. Ultimately, it is up to DeepOmega. I can't stop him letting you have his model as much as I can stop him from, say, withdrawing it from our mod (although I'm sure he has no plans to do so ).
  11. I tend to feel the same way as Ren about this one. But we are going to have plenty of other character models, many of which we would certainly be willing to share. Take a look at our website: http://www.mindplaces.com/darkmod/gallery.htm. We'll be modelling both of those characters as well, not to mention many others. I'm impressed by many of the weapons you guys have come up with, especially the magic staff. Hmmm, alternatively, Deep Omega said he modelled much of the character in pieces, so maybe if he stripped off some of the more distinctive armour we could trade that one. Ultimately I think it's up to Fingernail and Deep Omega.
  12. Well, I've gotten a few requests from people asking for direction in terms of concept art. I think what I'll do is post a few things that we need to have done and see if there are people willing to do it, for the moment. Currently, I'm going to put god_is_my_goldfish in charge of designing the arrows (since he has already done most of them, as well as the mechanical player tools (mines, flashbombs, etc). He has also requested the Belchers. I am currently working on character designs, including a few new Builder sketches. From there I'll move onto city guards and the like. What I'd like some volunteers for is: Player weapons: the sword is done, but we need sketches for the blackjack and bow. Main Menu: rough sketches of what the main menu might look like Beasties: We will need some kind of craymen or kurshok-like creature. Should be basically humanoid...something that could live underground or in pagan environments. If you can think of something that would suit D3 models/animations, so much the better. Environments: Any type of environmental sketch is good as a way of inspiring our texture artists and future mappers. Other things will have to wait until we sort out our priorities in the other threads. I'll update these later. If you would like to volunteer for what's already up there, please let me know.
  13. jay pettitt

    3ds Max

    The already mentioned blender is free, fully featured and can export to the appropriate formats required for D3 models and animation. There is a blender sub community over at Doom 3 world. I've been playing around with it for a few days. Once you get over the 'huh!?!' hurdle where you can't get it to do anything, its actually pretty good. I'd be happy to help get you started if you want to give it a try.
  14. Domarius

    3ds Max

    Here is the best budget 3D rendering info I have ever read. I love it because I actually preffer the tools involved over the proffesional ones, because they are simply geared toward video game models, and you can make high quality ones too, for the normal maps. Check out this thread; http://irrlicht.sourceforge.net/phpBB2/vie...t=wings3d#10937 This post specifically; So basically; Wings3D = Modelling LithUnwrap = UW mapping CharacterFX = Animation As an example of what he does with this setup, check out his home page http://members.lycos.co.uk/arras1/ Click on "Gallery". It's worth it. Some of that stuff would fit right in with the Thief world. His humans are awesome.
  15. If I could even begin to approach your skills in Max I'd be...well...alot happier with the models I've done. Once again you've done some damn fine work, Deep. I can't wait to see what you come up with next. Edit: lol, right now it's starting to look like a cool pewter figure you'd see on someones desk...complete with all the neat accessories.
  16. I believe this mod is divided in two sections: First, the mod itself (with all the models/textures etc) so that people can make Thief fan missions. Second, we are probably going to do some kind of campaign, which I think (and hope!) will be something original (with a style more towards the Victorian era).
  17. hi, i just talked with rezniac about my model that i was about to texture. he said that i should rather add the details from the texture as real vertices in the model. well, thats where i do not know how. although i think i do not need to make the wood like look on the table plate by model because its flat, i need to know how i should fake it without a texture? or for example how do i make rough wood surface? a rusty metal, old leather etc. do i need surface modifiers or just much time and an eye till i get it right? i know for clothing surfaces just as banners, jackets, well everthing like that there is SimCloth. is there something like that for all the other surfaces to use for high poly models?
  18. 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.
  19. I figured I'd go ahead and start doing some props. Already have a bed and a chair done with patches in Radiant (which I'm calling the Rgun props since they look alot like his stuff), and now I've started doing some stuff in Max. And this is it. It's the first time I've used Max in almost a year and a half, so I'm still a little rusty. I know the meshsmooth is a little overkill, but comeon...I wanted it to look cool for everybody. As far as models go it's simple as all getout. But it'll look fine ingame, which is what counts. Now I just need to skin it...
  20. When you rightclick on the grid he'll be under the char subset...char_marine_asian_chair1. Most of the models have swappable heads, and since I haven't figured out how to plant one on yet I had to leave him headless. And it'll still take awhile to do all the props, everything you're seeing here is fairly simple stuff. I won't be nearly as quick once I start getting into really high detailed victorian furniture
  21. Wow, I'm impressed with what you've been able to do. Maybe it WON'T take half a year just for the models. Hey, where did that headless guy come from in the pic?
  22. I could make a few props, mostly simple stuff like beds and tables since I'm only an intermediate at most when it comes to working with 3DSMax. It'd be a good learning experience for me and it'd help out the project a bit since, like Fingernail said, we're short on 3D modellers at the moment. Also, has anyone here heard of Speedtree? I've been using it to make some excellent low poly tree models (example heah), you can't get much simpler than this.
  23. Well, Kyo, speaking for myself I think it'd be rather nice for you to get to work on the non-human character models - burricks, spiders, zombies, and suchlike. I'd ask springheel or one of our other concept artists to knock you up some sketches for it. Good to have you with us!
  24. Sounds good. I'll pay that some attention as I go. Things like the armour on the boots, or the shape of the gauntlets, etc. I'll make so that the elite versions have obvious differences from the norm, but can still be based on the same models.
  25. 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
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