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  1. Your artwork is really looking nice Yeah, you have a photographic memory. That's practically the same pincer guy, but yours is grey, and has more detail. And less shell plating and more alien looking. He's based on a crab, right? You should collect a whole bunch of crab pictures (and even info on what the body parts are for and how they work), and do your own take on a crab-human hybrid, noting what all the body parts of the crab are for, and try and think about how nature would evolve them to survive in a humanoid way. That is genearally how you come up with some "beleivable" and really unique stuff.
  2. hey thanks for the feed back dark, i appreciate it. those are not final i can fine tune them after we agree if that is a sound we want (i use numerous ways to get my sounds: record myself, use my synth, use some samples and overlap other sounds then loop them too). and that gulp test was just that, a test, the gulp should be done by new horizon anyway, since he is handeling the voices. i would like to atually take the factory one, and add some slight strings or a small piano chord into the mix to add some variety. i also plan on going to my work to record sounds from there in the near future (probably within a month, ill have to get clearence to bring in a mic setup ) thanks again peace LB
  3. Hey Pak - I like the body collapse sounds also. The beginning of them sounds a little hard hitting to me, rhough... like books being closed. Perhaps some additional variations could be created where the sound more subtly and softly rolls in? Being a thief, I think sounds he deliberately creates during the course of his work should be subtle. For example, the sounds of arrows launching in T3 seemed awfully loud to me; and realized how much I missed the more subtle sounds of T2. How your location wasn't revealed to guards by launching arrows is beyond me. Launching a water arrow should feel stealthy. After all, you're creating darkness to supplement your stealthiness. How we make the sounds for our thief's items could be critical. Even the noisemaker arrow 'firecracker' sounds of T3 seemed a bit unprofessional (for Garrett) and bit out-of-place for something he'd use, imo.
  4. Good job, LB! You must have a microphone/recorder set-up of some sort. That's cool I'm not sure if these are tests, or finals... but if I may?, some constructive feedback real quick... * The popping sound at the beginning of 'thief gulp test' (which I assume is a cork being popped off a flask?) sounds kind've cartoony. I like the sipping sound. The gulping sound at the end doesn't sound realistic. * The more prevalent cicada (or whatever) sound on top of all the other sounds in the 'grasshopper' clip has a pretty repetitive frequency. If we were to use this in-game, I think it would be cool to just have the grasshoppers in the background be the general atmosphere, and then randomly add a few cicada clickson top... and then remove them for a while, and then add them back in for a short duration, etc., in a random fashion. But then again, maybe that's not how nature works. But then again, also, a game player would pick up on the repetition of it and hear that it's a loop eventually. The better you can hide the fact that it's a loop, the better. * The running horse could be usable, but depending on how it's used or what the horse is running on, could benefit by having some underlying bass tone stomps added for each step, thus making the horse seem like it has more mass. * The 'door open' sound is pretty creepy. I like it This creepy one should probably be used sparingly if we're ever going to make a campaign. I don't think I'd want to hear that loud of a sound every time a door opens; well, especially since we're a sneaky thief. We should make a few door sounds to choose from, some more subtle sounding. I'm sure you already had thought of most/all this stuff. Just wanted to mention. Thanks for your hard work so far!! I really like the 'Factory' sounds too! Good job.
  5. This might be the right time to ask about female models. I recall T1/2 had female guards, and I would like to go back to that in TDM if it's not too hard to do. On another note, I have a question for you modellers. I would like to make it so that not every Builder/Guard/Citizen, etc, has the same head. At the same time, it is a lot of work to model and entire person just to change the head. How difficult is it to make interchangeable heads, and what would I have to take into consideration in the concept drawings?
  6. I'd like access to these templates to work from. Hook a brother up! I don't think there would be any copyright issues with taking a model of a human being and tweaking it to our specifications. Last time I checked, the human shape wasn't copyrighted?? hehe As for the Ogre like creature... even if these resources were created by someone else, we're going to be tweaking them. If I use a Storm Trooper as a template, but proceed to change the outfit color, give them a different mask, give them different armour, etc... and in the end doesn't look anything like a storm trooper... does it really matter that the original inspiration was a storm trooper? After all the tweaks, it's my own creation at that point.
  7. On a side note my tablet came today, i put this amazing peice of work together. I'll get better as i practice more, but hey, everyone has to start somewhere, right?
  8. 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.
  9. lol, like that attitude, BT. Red or green is preferrable, but any color will work as long as it's a darker shade.
  10. 256x1024 will work...or 128x512 if you want to go a bit smaller.
  11. I tried lightwave over the summer, and absolutely hated it. Ew ew ew. The flow is so ridiculously different from Max that I really can't get anything done with it (not to mention the godawful user interface). It probably is the flatness of the lighting, combined with the subdivisioning, that make it look continuous - I'll have to work out an actual lighting setup.
  12. Heh. Looks similar to the sketch i did. Great work.
  13. Well as i've already said the mecha work on my photobucket site is for another project of mine, so using those is out of the question from a personal point of view. We'll have to see what kind of mechanoids that everybody else wants for the final decision though. (I'll do some more once my tablet arrives, mmm...wacom )
  14. Yeah, that's fine..it'll help make sure we don't accidently overwrite another one of our textures in case of a (much dreaded) naming conflict. The finished and packaged products are gonna use the default naming scheme, though...and one of us is gonna have to decide on the final order everything goes into to keep things running smoothly. Guess I'll volunteer for that job. Oh, and work on the newly restructured tree has commenced. I've done about 4 folders so far and let me be the first to say......blahhhhh. I tells ya, if you need any proof that planning ahead is a good thing to do, this is it.
  15. A mix of both is always good. Give the Doom zombies a pair burlap pants to saunter around in, change their sound set to something a little more creepy, and they'll work just fine. Like Spring said, we can add whatever style of zombie we want later on.
  16. Please guys, stop with the praise already or I be unable to squeeze my swollen head though the door of the computer room, and you won't see any more work Having said that, this is the best model I've ever made (which isn't saying much since I've only made about 12) but I suppose I have Springheel to thank for the inspiring concept art.. I think the key to success on projects such as these is enthusiasm and a desire to learn new things and improve on whxt you previously thought you were capable of. Springheel - yes, it was a toss up between expensive satin shoes or sandals, but I can't see him wearing big armoured boots. This all looks fine and dandy as a static model, but I can see problems with animatng it. All that cloth around the arms and legs makes it very difficult. The animations would have to be very stilted. Unless it's possible to animate it in a 3d app with real cloth dynamics and then export it to the doom engine complete wth the new animatons. I dn't know yet if doom will only recognise vertices that have been animated by bones.
  17. lol, we really need to quit reediting our posts and just start making new ones...I keep waiting for new responses and don't look up at the previous replies til later. I'm all for Spar's idea. It's easy to do and adds has a nice style to it. But the actual menu options itself still needs the most work...something beyond the font to flesh it out a bit and give it some more character. Like we could make it look somewhat like an old Victorian scientific journal. Leave the text where it's at but have a nice little diagram drawn next to it that's somewhat connected to the option itself. Like a diagram of an eye with a few very tiny lines of text drawn underneath it (that can't be read, but look cool) next to the resolution settings. Something like that, and maybe a few little notes dashed in the corners of the pages to make it look like someone was using it for research... Oh, and maybe assign page numbers next to the options to make it look more like a table of contents. For the FM's we could do a simple script that assigns random page numbers to them in ascending order..like... The Seventh Crystal Pg. 104 The Inverse Manse Pg. 206 Or even simpler, just make the numbers static and have the first FM on the list placed next to it.
  18. I can't sign on cause I'm at work, and they frown on messengers. And I looked at my site. I left out the folder and there's some spelling errors. I'll fix it when I get home.
  19. What did we and Blackcat do to deserve you? And why aren't you making a million dollars a day with talent like that? Good...no, great...no, fantastic...no, supercalifragilisticexpealadocious work, Oddity. That's...that's all I can say. Edit: You know what's really scary? That only took him like 4 days to do...
  20. wow, not much else to say but that lol very nice work oDDity peace LB
  21. *thud* That was my jaw hitting the floor. Beautiful work!
  22. Here ya go, a weekends work, it's not ultra detailed yet, I'll do that in ZBrush.
  23. I was also thinking that having more than one picture at a time could be cluttered but I had an idea on the way home from the movie theatre. It was inspired by something Renzatic showed me earlier, a set of blue prints superimposed on the intro screen over the existing picture. To me it looked like the map was fading out and the other picture was replacing it. With that in mind, if we had something like this, with the image only taking up the left hand side.....(sorry, had to borrow this pic) ...we could fade images in and out of view. Imagine this, it's really dark and forboding, with the exception of the flickering candlelight...and while this is happening, perhaps we could have the sound of a light wind howling. As the candle flickers, the images on the menu very slowly fade in and out. A map, a museum, the exterior of a mansion. Then like Springheel said, you hear the candle being blown out when you choose an option such as loading a game. Very moody work here guys.
  24. No worries. Keep up the good work!
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