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worldspawn



Joined: 02 Dec 2008
Posts: 26

PostPosted: Sat Jul 18, 2009 3:38 am    Post subject: monster models Reply with quote

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

PostPosted: Sat Jul 18, 2009 5:41 am    Post subject: Reply with quote

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



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

PostPosted: Sat Jul 18, 2009 6:00 am    Post subject: Reply with quote

lol... Very Happy
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Wazat



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

PostPosted: Sat Jul 18, 2009 3:51 pm    Post subject: Reply with quote

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

Worry not, this is worldspawn not cheapalert. Wink

(no offense, cheapy)
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worldspawn



Joined: 02 Dec 2008
Posts: 26

PostPosted: Sat Jul 18, 2009 11:29 pm    Post subject: Reply with quote

Yeah, yeah, yeah. I just threw some colour over the messy sketch, I definitel didn't draw a ballsack. Razz


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

PostPosted: Sun Jul 19, 2009 8:10 am    Post subject: Reply with quote

nice so far!
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worldspawn



Joined: 02 Dec 2008
Posts: 26

PostPosted: Sat Jul 25, 2009 8:03 pm    Post subject: Reply with quote

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

PostPosted: Sat Jul 25, 2009 10:47 pm    Post subject: Reply with quote

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 Smile
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worldspawn



Joined: 02 Dec 2008
Posts: 26

PostPosted: Sun Jul 26, 2009 1:50 am    Post subject: Reply with quote

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

PostPosted: Sun Jul 26, 2009 4:26 am    Post subject: Reply with quote

Looks pretty good. What are you using to model ?

EDIT: This pose kinda reminds me the sleestacks from "Land of the Lost"...


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Zylyx_



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

PostPosted: Sun Jul 26, 2009 10:55 am    Post subject: Reply with quote

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?
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xaGe



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

PostPosted: Sun Jul 26, 2009 7:00 pm    Post subject: Reply with quote

..much better looking as a fatty.
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Jokerzwild420



Joined: 07 Jan 2009
Posts: 20

PostPosted: Sun Jul 26, 2009 11:49 pm    Post subject: Reply with quote

lol yuh i agree...fatteh looks wayy better
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worldspawn



Joined: 02 Dec 2008
Posts: 26

PostPosted: Tue Jul 28, 2009 7:46 am    Post subject: Reply with quote

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

PostPosted: Tue Aug 04, 2009 1:07 am    Post subject: Reply with quote

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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