by yaheshua » Sun Jun 03, 2012 1:42 am
Hey everyone,
it's been a long time since i posted anything, but i haven't been able to do so. At the moment i am stuck with a research and with my thesis. I have all my time sucked up by those two activities (family and girl are nagging me A LOT for it). As soon as i finish them (it ought to be a couple of months from now) i'll come back to the project (i still have 1 pain frame pending and the death sequence for shotgunguy pending). Just wanted to let you know i haven't abandoned this project, it's just that i haven't been able to make any kind of progress on it.
Now that i am here, i'd like to comment on the caco. I think the model is really good, but i think it crashes with the general art direction you were following Thief. I also think that the fastest (and properly done, the best) way to get this project done is by using 3d models. But no matter what technique you decide on, i think both are a lot of work (creating a proper 3d model of each Doom monster is as hard as making some hand drawn ones), so there's not that big of a difference. What i don't see as a very good idea is the combination of both. It would be a good idea to decide which way to go. A third option would be a combination of both. Create a "basic" 3d model of the creature, and detail it by a bit of hand drawing. That way you wouldn't need to worry about perspective, shadows and other things (that can really go wrong in hand-drawing) nor you have to worry about detailing, texturing and finishing up the model to make it work well in-game. Again, i don't think is a good idea to mix both without some kind of "bridge" between them. It's your call thief, what say you?
Also i see SalmonGod joined the project, that is great!
I apologize for not keeping in touch for a while, but i haven't been able to do so. It's good to see there is progress on the project. BTW, that lost soul looks sick! amazing.