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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Sat Jul 18, 2009 3:38 am Post subject: monster models |

From el start to finish. Doom imp on crack. Hangs from the ceiling. Volleys blue fireballs at player. Last edited by worldspawn on Sun Jul 19, 2009 10:55 pm; edited 2 times in total

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Sat Jul 18, 2009 5:41 am Post subject: |

ya, just dont add the primordial 'ballsack' eh? Though he looks like a crazy skull-can-opener Nice start keep going!!

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Sat Jul 18, 2009 6:00 am Post subject: |

lol...

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Sat Jul 18, 2009 3:51 pm Post subject: |

r00k wrote:
ya, just dont add the primordial 'ballsack' eh?

Worry not, this is worldspawn not cheapalert.
(no offense, cheapy)
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Sat Jul 18, 2009 11:29 pm Post subject: |

Yeah, yeah, yeah. I just threw some colour over the messy sketch, I definitel didn't draw a ballsack. She/he/it is getting there... slowly. 662 poly Last edited by worldspawn on Sun Jul 19, 2009 10:54 pm; edited 3 times in total

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Sun Jul 19, 2009 8:10 am Post subject: |

nice so far! _________________ Unit reporting! http://www.bendarling.net/

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Sat Jul 25, 2009 8:03 pm Post subject: |

Lies Electro, lies! I disliked the ceiling idea, so I retooled the model. 430 poly.

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Sat Jul 25, 2009 10:47 pm Post subject: |

Should spend a few more polys to give him the definition you had in the concept... more short/stocky looking, with the little pot belly _________________ Unit reporting! http://www.bendarling.net/

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Sun Jul 26, 2009 1:50 am Post subject: |

Your right. He looks better chunky. Moar shaving got him down to 414 triangles.

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sun Jul 26, 2009 4:26 am Post subject: |

Looks pretty good. What are you using to model ? EDIT: This pose kinda reminds me the sleestacks from "Land of the Lost"... _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Zylyx_ Joined: 05 Dec 2007 Posts: 111 Location: scotland, uk |

Posted: Sun Jul 26, 2009 10:55 am Post subject: |

Good model. The back needs some welding work though. Also, animation in that pose might be odd, if you are using an external skeleton. What's the final intended format? _________________ ....noodle...

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Sun Jul 26, 2009 7:00 pm Post subject: |

..much better looking as a fatty.

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Jokerzwild420 Joined: 07 Jan 2009 Posts: 20 |

Posted: Sun Jul 26, 2009 11:49 pm Post subject: |

lol yuh i agree...fatteh looks wayy better

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Tue Jul 28, 2009 7:46 am Post subject: |

frag.machine wrote:
What are you using to model ?[/img]

Milkshape/Blender

Zylyx_ wrote:
The back needs some welding work though. Also, animation in that pose might be odd, if you are using an external skeleton. What's the final intended format?

Those were 'spikes'. At first I went with floating poly, then I decided to weld them into the model, and then I got rid of them. :p
The animation'll work. I've been rigging him up as I've gone along, messing around with what I wanted to see.
I'll probably release as dpm. I like skeletal animations. And I'm also used to hl mdl.
Model mesh is finished, has 362 traingles. It's unwrapped, uv will be 256 by 256. Now I have to skin it.
... wasn't this supposed to be a doom imp rip off? Hmmm.

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dave10 Joined: 04 Aug 2009 Posts: 2 |

Posted: Tue Aug 04, 2009 1:07 am Post subject: |

Good model. The back needs some welding work though. Also, animation in that pose might be odd, if you are using an external skeleton.

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