Will there be a hi-poly one too? Once this one is textured, it will probably look good even if low poly though since it isn't too low poly and it might have hi res textures.
yes yes, i also noticed the WIP incubus in kurikai's avatar. looks awesome too
great to see people working on making better models for doom again,
some of the monsters could really use an update cuz some of the current models look kinda old and outdated
I blame KuriKai as he's been nagging me to post some stuff up here
So here is most of what I have at the moment. All of them are NOT finished. Some of it is very early days (which is why I haven't posted it yet). Cybes has only had about 3 hours of work on him.
The Lost Soul is by CG Phantom, not myself, but I'm prepping it for game for him.
but i can only do much simpler models as of yet: http://imgur.com/a/yJodM
those are all models i made (except fiend and shambler and crossbow, but i made their skins)
but i can only do much simpler models as of yet: http://imgur.com/a/yJodM
those are all models i made (except fiend and shambler and crossbow, but i made their skins)
If you are keen to try make some stuff for doom, I'm sure tea Monster and I can give you some help in learning how to do it
I find this shitty thing I whipped up ages ago much more true to the original imp than that man-monkey demon;
Big eyes is a very important characteristic, and those huge eye sockets with tiny eyes makes them look more silly than anything.
And nor do they have almost perfectly square jaws.
@Bloax
Yeah I found that on the 20th anniversary and sent it to tea monster.
I didn't realise i had given him lips
The problem with the imp is that I have not been able to find any concept art for it. the highest detail we know is the sprite. Therefore everyone has their own ideas of what it should look like. For example [edit]This is what one person thinks it looks like. You can find many more different styles on google also[/edit]
I took some ideas from "alien resurrection" and will also probable take some ideas from your model. Thanks.
We will use what ever the doomsday engine decides to go with.
We are making them with the future in mind.
We will be releasing the source files of the models also, so others can improve on them.
@gordon
yeah im not capable of creating such complex animated models as monsters yet,
but i can create simple non-animated models
my texturing-skills are pretty crappy though, i mostly just find some fitting texture through google,
and edit the texture a bit to be fitting for the model ^^;
.
@kurikai
sure i guess i could try some day. what formats does doomsday support?
so far ive only made models for the darkplaces quake engine which supports mdl and md3,
and ive been using md3 for any models ive made.
perhaps i could make some models for hexen some time too
which is one of my fave games of all time and which still needs a lot of the sprites remade as models.
shame so little people have interest in making models for hexen, its a brilliant game
Doomsday currently supports MD2 and its own MD2 derived DMD format. Models can be used for mobjs (objects in the game world such as the player, an Imp etc) and particles.
That said, while Deng team haven't explicitly set a date or engine version, Dday is fairly likely to support newer model formats and modelling features, in the near/middle future; as you may have noted above, Tea Monster and Kuri Kai are, basically, working on new models in expectance of such happening.
No idea on mobj, but I've been modding Duke Nukem for the past few years
MD2 is awful. It suffers from the dreaded 'boiling effect' where the vertices have a mother's meeting as to where they are going to be from frame to frame. Also, you will be hard pressed to actually find anything that works with the format as it had it's heyday when Quake II was the pinacle of gaming tech. Currently we have to export as MD3 from Blender and then convert it using various third party tools.
The Deng coders are going to implement something else in the model department - we don't know what yet.
If you are cool with making static stuff like props, that is fine. If you need anything you can bug either myself of KuriKai.
Comments
excited to see this bad-ass model in-game
.
@TeaMonster
what is that kick-ass face in your new profile-pic?
perhaps a preview of a new spider-mastermind?
it looks epic
http://doomwiki.org/w/images/8/84/Spider.png
By the way, I'm not the only one with a new avatar.
great to see people working on making better models for doom again,
some of the monsters could really use an update cuz some of the current models look kinda old and outdated
So here is most of what I have at the moment. All of them are NOT finished. Some of it is very early days (which is why I haven't posted it yet). Cybes has only had about 3 hours of work on him.
The Lost Soul is by CG Phantom, not myself, but I'm prepping it for game for him.
Naturally they are looking good so far
but i can only do much simpler models as of yet: http://imgur.com/a/yJodM
those are all models i made (except fiend and shambler and crossbow, but i made their skins)
(Flattening them would be good, unless you really want a demon to look like an angry old woman.)
(Oh and a clean photo of the original cyberdemon sketch was posted recently, just in case you guys are curious)
And christ, be careful with the imp.
I find this shitty thing I whipped up ages ago much more true to the original imp than that man-monkey demon;
Big eyes is a very important characteristic, and those huge eye sockets with tiny eyes makes them look more silly than anything.
And nor do they have almost perfectly square jaws.
Yeah I found that on the 20th anniversary and sent it to tea monster.
I didn't realise i had given him lips
The problem with the imp is that I have not been able to find any concept art for it. the highest detail we know is the sprite. Therefore everyone has their own ideas of what it should look like. For example [edit]This is what one person thinks it looks like. You can find many more different styles on google also[/edit]
I took some ideas from "alien resurrection" and will also probable take some ideas from your model. Thanks.
We are making them with the future in mind.
We will be releasing the source files of the models also, so others can improve on them.
yeah im not capable of creating such complex animated models as monsters yet,
but i can create simple non-animated models
my texturing-skills are pretty crappy though, i mostly just find some fitting texture through google,
and edit the texture a bit to be fitting for the model ^^;
.
@kurikai
sure i guess i could try some day. what formats does doomsday support?
so far ive only made models for the darkplaces quake engine which supports mdl and md3,
and ive been using md3 for any models ive made.
perhaps i could make some models for hexen some time too
which is one of my fave games of all time and which still needs a lot of the sprites remade as models.
shame so little people have interest in making models for hexen, its a brilliant game
ATM im quite busy though with a HD-remodel project for a quake-mod called drake,
which is what all those models in that link are for
http://quakeone.com/forums/quake-mod-re ... ps-hd.html
That said, while Deng team haven't explicitly set a date or engine version, Dday is fairly likely to support newer model formats and modelling features, in the near/middle future; as you may have noted above, Tea Monster and Kuri Kai are, basically, working on new models in expectance of such happening.
That said, as shown by Verdio's HeXen models, Dday's MD2 and DMD formats are plenty capable of great models:
http://www.dengine.net/forums/viewtopic.php?f=18&t=1145
also, not to sound stupid, but.... whats a mobj? ^^;
ive never done any modding or modelling for any doom-engine games,
so i honestly have no clue what a mobj is )
MD2 is awful. It suffers from the dreaded 'boiling effect' where the vertices have a mother's meeting as to where they are going to be from frame to frame. Also, you will be hard pressed to actually find anything that works with the format as it had it's heyday when Quake II was the pinacle of gaming tech. Currently we have to export as MD3 from Blender and then convert it using various third party tools.
The Deng coders are going to implement something else in the model department - we don't know what yet.
If you are cool with making static stuff like props, that is fine. If you need anything you can bug either myself of KuriKai.