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Thread: What are you working on RIGHT NOW? - Dark Mod Edition

  1. #151
    Just in case some of you missed these from the contest thread, here are some images of the current WIP... (props to Flanders who was the original author, I have just taken the baton and worked my usual tweaks and such)










  2. #152
    Member
    Registered: Jan 2009
    Location: Germany
    Excellent, as always, biker!

  3. #153
    Member
    Registered: May 2002
    Location: Washington
    Can't wait to get my hands on this one. BTW, where's the cathedral?

  4. #154
    Some new shots from Johannes -





    Totaly stunning and very reminiscent of DrK's Rocksbourge series

  5. #155
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Coool. I want to play that FM.

  6. #156
    stunning graphics!

  7. #157
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Some shots from DarkCyder.

  8. #158
    @ Clearing how come he never posted over on the DM forums..? anyway here are some shots of an update I am doing on tdm fm...








    @admins, can we have this thread sticked if at all possible please..?, its a pain to keep digging/searching for this thread each one of us wants to post in it.

  9. #159
    Member
    Registered: Mar 2002
    Location: Prostitutes and Pterodactyls
    Quote Originally Posted by edudrekib View Post
    Snip
    This. This is what TDM should look like. Besides Tears of St. Lucia, this is the best example I've seen for proper lighting in the Doom 3 engine. You should do a masters course on proper Doom 3 lighting at some point.

    Great job.

  10. #160
    Quote Originally Posted by Renzatic View Post
    You should do a masters course on proper Doom 3 lighting at some point.
    Great job.
    thanks. but its just using a bit of common sense and trying to get lighting looking like it would in RL.

  11. #161
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Yes, those are good shots, for three reasons:
    • detail and scene composition are impressive on their own, but
    • they also use well-chosen, high-resolution textures;
    • and are lit well.

    The last two are very important in editing; dramatic light especially adds a lot whereas a washed-out, poorly lit scene simply doesn't work - it remains flat and uninteresting.
    Last edited by Melan; 13th Mar 2012 at 04:45.

  12. #162
    Member
    Registered: Aug 2009
    Location: Montreal, Canada
    Wow...I'm speechless

  13. #163
    Member
    Registered: Aug 2006
    Location: Great. Now I can't get back in
    It may only be 6-8 weeks until I can upgrade my computer to a competent standard for TDM.

    It's screenies like this that make the waiting so...damn...hard!

  14. #164
    Quote Originally Posted by Melan View Post
    Yes, those are good shots, for three reasons:
    • detail and scene composition are impressive on their own, but
    • they also use well-chosen, high-resolution textures;
    • and are lit well.

    The last two are very important in editing; dramatic light especially adds a lot whereas a washed-out, poorly lit scene simply doesn't work - it remains flat and uninteresting.
    I'll have to take your word for for it, as all I did was use a bunch of your quality textures and just build stuff that looked good. But thanks for the nod though

  15. #165
    Member
    Registered: Mar 2002
    Location: Prostitutes and Pterodactyls
    Quote Originally Posted by edudrekib View Post
    thanks. but its just using a bit of common sense and trying to get lighting looking like it would in RL.
    You're selling yourself short. It takes a goodly bit of practice and know-how to make D3 look that good. The engine itself is more than capable of realistic look lighting, but the techniques involved aren't something that's immediately apparent for someone just starting out. Most of the time it ends up looking flat, boring, and too washed out, like Melan said above. Or even worse, like a 3DSMax render you'd see back in '98.

    That's why I think you should write a tutorial, man. Do it for the good of the world. :P

  16. #166
    Quote Originally Posted by Renzatic View Post
    That's why I think you should write a tutorial, man. Do it for the good of the world. :P
    Maybe one day I will, but it will be on the small scale like a hut or a small apartment etc.


  17. #167

  18. #168
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Looking good, Shadowhide Так держать!

  19. #169
    Interesting work there SH.

  20. #170
    Color, lots of color, love the color.

  21. #171
    thanks guys


  22. #172
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    That's pretty good. Turn those rectangular supports on the columns into hexagonal or octagonal cylinders, though, they will look better that way.

  23. #173
    Quote Originally Posted by Melan View Post
    That's pretty good. Turn those rectangular supports on the columns into hexagonal or octagonal cylinders, though, they will look better that way.
    thanks for suggestion
    what would you reccomend - use brushes or patches for this ? brushes is fine,but it really hard to fix "seams" between textures on them

  24. #174
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Brushes. Select the cube brushes, select "Prism" in the brushes menu and enter the desired number of sides.

  25. #175

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