Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/work thread/'.

  • 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. Lies. I didn't make it up. I just know Thief 1 very well. There's a few conversations in T1 that relate to Hammers being very powerful long time ago in the city. No shoulder plates? and these are what? Try carrying a heavy hammer on your shoulder or swinging it from your shoulder. Chain mail isn't as good for such work. You need some metal shoulder plates to support it! More T1 concept art: (look at the thick plating around the neck, once again so you don't break your neck with the hammer) http://www.thief-thecircle.com/media/paint...darkposter2.jpg Thief 3 Hammerite concept art- (once again, heavy shoulder plating) http://208.49.149.120/Files/ThiefSeries/t3...hammer-safe.jpg There were no cloaks in game cause they were TOO LAZY to implement them, but there were cloaks in the T1 concept art.
  2. Really? I can see them fine here and at work. Anyone else having dificulty? (I've posted the builder concept on the website too so you can see it there)
  3. (Ignore the blue thing) This just about the final "medium poly" version - it needs two belt buckles, and then it's done. The next step will be bumping it up to high poly - this is where I make the clothing look less painted on, give the mask thing some volume so it looks less like a hospital mask, make the hood look like wool instead of plastic, and so forth, as well as adding wrinkles, creases, and a lot more detail all over the place. In other words, this is the hard part. So, vote time. Do you guys want me to keep working on this, or should I pause on it, work on the "Honestly it's not a Hammerite" guy? Either is fine for me, so it's your preference that will guide my decision.
  4. Wow, a man of many talents. Coming up with concepts for furniture by doing some research into the relevent time periods is something that needs to be done. I like the museum stand for that reason. The concept art for T3 involved a lot of dynamic sceans and good use of colour, that gave designers a lot to work from. In comparison, that shot of the room with the light on the wall is really bland, in terms of colours, archetecture, and overall feel. When the concept art was drawn with the camera at a really dramatic angle, you might think "well, the camera angle itself isnt' saying much - your viewpoint moves around all the time in the game", but what you really should be getting out of the image, is looking at it at a whole, and it gives you a feeling, and then you say "well, how can I somehow translate that feeling into the game, and give the player that feeling when they play the game?" I think that is the true power of concept art. We need something that says something new. Well not real new - we know what the Thief world is like - dark and moody, with brooding shadows and atmospheric lights, and ominous sillhouettes. But see how the concept art took that "theme" and gave it its own character? It's not easy but that's what I think we should aim for. A unique style of our own. I can see these sketches are just drafts, but they're a good start.
  5. Am actually home for the weekend right now, so I'm not gonna get any more work done till I get back to my dorm. But on the plus side, I think I've picked out the hardware for a new-ish computer - a 2.8 GHz Xeon machine with an open slot for a second SPU when I scrape the cash together, and 1.5 gigs of RAM. Awwww yeah. Once I run this by a few of my friends who are better with hardware, I'll order it and put it together. BTW, Springheel - awesome sketch of the face, it'll be great for what I need.
  6. The artwork is pretty damn good, great for concept drawings. As for mapping it seems you've got a good grasp of how to design levels and looks like you're comfortable with the editor. The map itself seems pretty good overall, but it could do with some throwaway details and some subtle lighting to liven things up a bit, and it couldn't hurt to do some more work on the walls here and there to break up some monotony... I'd say you gots da skizills. I'll ask Fingernail if he thinks we could use another mapper at this point and see what he says.
  7. Thanks guys! I think it has potential also!! I need to play through Thief 1 and 2 again soon to try and re-capture the feel of some of the aural delights they had. I'm sure you already did this, but while listening to my tracks, close your eyes and try to envision differen't scenes/moods/situations that could be happening. There are a few bits of sounds in there I've noticed, for example, that might work well for machinery -- especially when looped. The piano & strings music sound used in the 'Darkness_Falls-1.mp3' file (about :45 seconds into it) is very similar to the one used in the mansion level of TDS (the level where you could see lightning flashes from inside.) That's the only reason I did that. And, no! Honestly, I've never played Silent Hill. Does it use similar ambience? I watched a friend play a little bit of SH2 on the PlayStation2 many years ago, but I seriously don't remember what the music/ambience was like. I love working with audio, so I'd love to try and help out with the audio portion of things. PS: I've edited my original post to now have the revised URLs. Thanks Renzatic!!!!
  8. Presumably you're making a sort of mid-poly version, which can be scaled up for the highpoly bumpmap reference, and down for the low-poly ingame mesh, right? Because the highpoly one can afford to have veins, seams, threads, buttons, creases, the whole caboodle of detail. So it's probably best to start in the middle, which is what is looks like you've done. Good work.
  9. I'll be trying to crank out some sketches for this and some other stuff this weekend, too. Not to do double-work, SpringHeel, but to try and get different brainstormed ideas on it. I've already got one sketch on it, just need to clean it up and scan it in. TGIF!!!!
  10. Obviously, ambient sounds (tied to certain locations/areas) will also be needed, and perhaps sounds for when our thief walks through a bush or walks through some tree branches (foliage), etc. I'd love to try and help out with some of the "foley artistry" work, but am not sure how possible that will be. What type of sound equipment will you be using? As a side note, I'll probably be able to crank out a few sounds/ambiences from my Roland keyboard. I noticed Doom 3 actually had one part where it used an exact ambient sound that's in my Roland keyboard. My ROland sounds wouldn't be 'real life' sounds like footsteps, per se -- but more along the lines of music/ambience/atmosphere. GoldWave software may allow me to layer sounds and tweak some of them, as well.
  11. Renzatic

    Good Stuff!

    Your texture alignment is a little rough in some places, and the lighting could use some work, but other than that it's a damn good looking map. The props in particular are really slick.
  12. Hey, not bad at all, Fingernail. Once you get done you'll need to post a tut on how you did it so we can all join in on the fun (wow, that rhymed). Oh yeah, a nice tip on making specularmaps. I went through your mini tutorial and make my first specmap by just making a darkened greyscale image of the material I wanted to shinyize. Thing is once you're done with it the lighting will end up being too uniform across the surface and won't look quite as realistic as it should... The solution to that problem is surprisingly easy. To fix that, just make your greyscale image as usual, add a render cloud on a new layer, gaussian blur it a bit til the clouds don't look quite like clouds anymore, tweak it til you're happy with the results, then blend the layers (I used overlay, but quite a few of the blend filters will work). Instant nonuniform specular map, the end results are alot better and you only need basic photoshop knowledge to do it.
  13. xpnsve

    Hello!

    Thanks man and Hello to ya! Ya, I'm trying to make a good doom 3 site with plenty of content, but it's alot of work lol
  14. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  15. great work on the maps! both look great and your wallpaper looks also great.
  16. Wow, great work. Once I'm finished up with my studying and side projects I'll really have to fire up the doom editor and learn how to use it. It looks like a hell of a lot of fun.
  17. As the only one doing concept sketches so far, I've basically been trying to aim for an artistic style somewhere between T1/2 and T3. Take a look at some of the textures that have been developed...the doors/windows, etc will give you some examples of the architecture we are dealing with. Otherwise, feel free to do some rough sketches and share them in the Art forum. I'd be happy to work with you coming up with a theme.
  18. Light shafts = easy. Just a texture on the light as usual, and projected light. Anyway, yeah the windows are too big. And yes, your roof texture doesn't work, I'll sort that out too. And we need to figure out shaders so we can have proper transparent/translucent glass in those windows instead of just a flat texture.
  19. The glare effect bleeds out a bit, but for the most part the lights that make up the windows only work on the windows themselves. I wanted it that way so they'd stand out and I could check and see how they looked. Once I tone it down it'll be a good moonlight effect. Similar to the shafts of light in Thief 3, but more vague and hazy.
  20. I'd have to play with it myself too, but one thing I've done in the past to achieve a ripped up edge is playing around with some of the distortion filters along the edge. I can't remember which ones at the moment. Custom brushes can also work.
  21. If I had a whole suite of textures like this door I'd be able to whip up an awesome map in no time. But as it is, this is what I have done so far...as you can see I'm taking my time with it. The normalmapping process begins...slowly. I can also add in any other type of background so we can make multiple doors using this overlay. And yeah...I know...I took the handle out...I suck. Didn't wanna have to deal with it. Fingernail: It's not bad so far, but your scale is off. Your windows should be about the same size as the door, if not smaller. I have a fairly good roof texture in the package you could use in place of that brick floor...it was one of the few I couldn't get to work so you'll have to screw with it to get it ingame. Edit: Oh yeah! How could I forget my...GLOWY WINDOWS!!! I'm beginning to think that fireplace looks like crap, too.
  22. Hey there, I see you already have a few artists signed up for the "DarkMod," but please let me know if you'd like me to assist in any way. I'd like to help out with the artwork, if possible. Here's my website, showcasing some of my artwork: <link removed> All the artwork is done free-hand (not tracing). Even though I was referencing original artwork on most of the examples, I can create my own stuff, too. To help explain the 1st drawing, that one was done with colored pencils. To help explain the 2nd picture, the following original drawing was provided to me first. I went into PhotoShop and enhanced it to create that 2nd pic on my site: <link removed> To help explain the 3rd picture shown, the following photo is where I got the original Mickey: <link removed> (I made the CGI-looking background free-hand with PhotoShop.) Also, I did the Flash animation at the top of my site completely on my own. All the graphics used in the animation are my own, created in PhotoShop CS. The sounds, on the other hand, actually came from the Tron 2.0 video game; ones that I particulary liked and wanted to use for my animation. I can help create any concept artwork or finalized artwork, such as for maps, characters, weapons or anything like that. I don't have any 3-D computer modeling experience, but I have PhotoShop CS which I'm very familiar with using. I've also worked quite a bit with "dEdit" (editing tool for Tron 2.0 game) and messed around in Blender a little, but not much. Here are a couple Thief "funnies" I did: "Deadly Shadows": <link removed> For the "Blue Arrows" Controversy: <link removed> I also have a Roland XP-50 keyboard that I might be able to help produce sound effects with, if needed. I think I'd be great at voice work, as well, but I don't have any special audio equipment so am not sure how that would be accomplished. Regardless, I just wanted to let you know I'm out here if you need any help. Thanks for your consideration! - Darkness_Falls
  23. lol, 1024x1024 is WAY overkill for most of the textures we work with. It'll look great for architectural textures, but really unnecessary for wood, surfaces, and trim. I need to start reading up on .dds files to see how to save some space.
  24. I've done a lot of modelling for Thief II, and I couldn't do what you've done in two days in two months... Great work, looks awesome!
×
×
  • Create New...