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Thread: The Builder family, ingame! (Dark Mod)

  1. #1
    Registered: Jan 2004
    Location: Back Home

    The Builder family, ingame! (Dark Mod)

    The builder priest, the first model by Oddity you saw in highpoly and untextured ages ago, finally makes it ingame: (link as image slightly too big)

    The whole family together, ingame, from left to right: Builder guard, prelate, priest and forge worker.

    (again, just a bit too big for these here forums). They're all by Oddity, in case you didn't know by now.
    Last edited by Fingernail; 24th May 2005 at 06:53.

  2. #2
    Registered: Feb 2003
    Location: On my bicycle \o/

  3. #3
    Registered: Sep 2004
    Location: Dunno. What week is it?
    Awesome! oDDity is a true artist!

  4. #4
    Registered: Nov 2003
    Location: Netherlands
    wow that looks superb

  5. #5
    Registered: Apr 2003
    Location: Australia
    They do look fantastic .. well done people !

  6. #6
    Registered: Aug 1999
    Location: terrible canyons of static
    Seriously fantastic.

  7. #7
    Registered: Sep 2000
    Location: Hong Kong
    Wow. You've got some serious ability there Oddity.

  8. #8
    Registered: Feb 2004
    Location: Waterloo, Ontario, Canada

    - chrish

  9. #9
    Registered: Feb 2004
    Location: Ryleth
    Wow! That's really astonishing and worthy!

  10. #10
    Registered: Jul 2003
    Location: The past.

  11. #11
    Registered: Jan 2003
    Location: NeoTokyo
    Those are all great!! The content (almost self-satisfied) but world-worn face of the priest is incredible, as is the sooted, humble look of the forge worker ... all *very* believable characters.
    Last edited by demagogue; 24th May 2005 at 16:31.

  12. #12
    Registered: Oct 2001
    Location: 0x0x0
    Very nice.

  13. #13
    Registered: Dec 2001
    Location: Marlboro, MA, USA
    Truly excellent work! It's little peeks like this that tell me Dark Mod is going to present the best palette yet for extending the Thief universe!
    The Keep for Thief 1 and 2 FMs, Shadowdark for Thief 3 and Dark Mod FMs

  14. #14
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Oddity's ability to capture character with his models will definately be a guiding force in the actors voice work once I start working with them. Giving an actor something like this to latch onto is a reward beyond words.

  15. #15
    Excellent work! Can't really tell what's polygons and what's normal mapping.
    How do you go about animating these characters? Anyone got some spare motion capturing equipment at home?

  16. #16
    Registered: Feb 2004
    Oh yes! Those are sweet models. I nearly choked on the chip I was eating when I saw that. Awesome work!

  17. #17
    Registered: Jan 2003
    Location: NeoTokyo
    @New Horizon. I know I don't have to tell you this, since I have all the faith in the world for you guys (you've by now earned it multiple-times over), but please please please take the voice-acting seriously and be as professional as you can.

    These models have so much character that it would be next to scandelous for them not to have as much character reflected in their voices (or have the recordings be of poor quality, etc.)

  18. #18
    Registered: Mar 2005
    No worries there, even the voice tests for the actors I've heard so far have been top quality.
    I'm going to be doing several heads for each of these models, so every priest or guard will not look the same, some will be older, some younger, and different body types as well, some short, some fat etc.
    Last edited by oDDity; 24th May 2005 at 17:38.

  19. #19
    Registered: Oct 2002
    Location: Location:

    Very awesome work!

  20. #20
    Registered: Nov 2003
    Location: Norman, OK
    Fantasic work!
    I agree with Komag, The Dark Mod will be the best choice in the future for Thief missions - T3ed seems to be a little too crippled. (I know, people are jury-rigging some pretty good stuff out of it, but there are still SO many problems...)
    Go Dark Mod team!

  21. #21
    Registered: Apr 2003
    Location: The Land of Make Believe
    If the tech side of the Dark Mod comes out even half as good as the cosmetic side is shaping up to be, then this is going to be one hell of a mod.

  22. #22
    Registered: May 2004
    @SrDog: We're working on it. We could always use more coders tho, since we still have more major projects than we have coders.

  23. #23
    Registered: Oct 1999
    Location: Stuck in some sticky mud, nope quicksand
    Do the models move in a realistic way.

  24. #24
    Registered: Mar 2005
    I've piut some basic animaiton on some of them so far, runs, walks, attacks, idles etc using motion captue files for some,so they do move realistically, yes.
    We need a proper full time animator though, I can't do everything myself

  25. #25
    Thats just unnaturely cool!!

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