Hell-Forged - Version 2.00 (Hemodemon p.14)

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Re: Hell-Forged - Version 2.00 (Announcement)

Postby AlvinHBrown » Mon Nov 08, 2021 11:50 am

Any chance of setting up a Patreon or such? I'd love to contribute to this project to speed development.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Doominer441 » Mon Nov 08, 2021 11:09 pm

i dont think something like that would be fully legal would it?
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Gez » Tue Nov 09, 2021 1:29 pm

IANAL but I don't think there'd be any legal obstacle as long as no trademarks are used in the description and the patreon isn't used as a disguised shop.

E.g. something like "I'm creating Doom content! Patrons get the ability to download my exclusive Doom content!" would raise a few eyebrows over at Microsoft's legal department. But something "I'm creating the Hell-Forged mod! Patrons get the warm fuzzy feeling of helping me spend more time on it" would be fine. AFAIK there are a few mod makers who have a patreon. I'm not 100% sure but I believe SergeantMarkIV (Brutal Doom) does, and Zan (Hedon) too.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Tue Nov 09, 2021 8:33 pm

@AlvinHBrown

I won't be opening up a crowd-funding source for my Doom project. Nor would it help since I'm already happily fully employed. Doom modding is just something I do for fun on my free-time to relax. I've freelanced long enough to know that getting paid for a hobby will just turn a passion into a financial obligation, in which case my motivation and creativity immediately dry up and I lose all interest. But I thank you for the offer. :)
-------------------------------------
Been busy of late so I haven't had to time to work on this project other than some modeling work. Can't sprite until my new PC is ready as i currently lacks a GPU, and I can't use my current machine because Adobe stuff is no longer compatible with Win7. I guess the cheaper solution would just buy another SSD and license for Win 10 and dual-boot my old PC with it. Waiting for the end of the Holidays to see if GPU prices go down a bit.
Last edited by Amuscaria on Sun Dec 12, 2021 12:55 pm, edited 1 time in total.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Sun Nov 14, 2021 9:57 pm

Cleaned up and finalized some of the models I'll be using for HF2.

Spoiler:
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby osjclatchford » Tue Nov 16, 2021 3:13 am

bloody hell thats some detailed work there, A!

as you know, Im rather fond of the wights but i must say the others are a thing of beauty. great consistancy of design, yet a good deal of intersting variation without 'breaking the bank' of the pre-set design theme. lovely...
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Gez » Tue Nov 16, 2021 4:04 am

Perhaps wider hips for the female wight?
Spoiler:
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Wed Nov 24, 2021 2:10 am

The 3 Cacodemon-kin models.

Spoiler:

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@Gez: Will do.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Captain J » Wed Nov 24, 2021 3:25 am

Necrodemon looks a lot like Vanilla Caco, but with extra horns and detail! Fascinating work as always.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby osjclatchford » Thu Nov 25, 2021 3:51 am

@captainJ,
I'd say that the necrodemon is meant to represent a regular caco.
just one thats been previously slain and has been ressurected by the necromancers of this vile and unholy place we find them in...
just as the ravagers are former pinkies...

but thats just my twopennith...

as for the other two? excellent.
the doom eternal style painelemental/caco vibes from the haemodemon's gob is a nice touch. its truely a sight to behold. looks like it would give you a real nasty old time.
the putrefyer looks exactly as I'd imagined it should based on your description in the bestiary on the OP.
its distended jaw really adds a sense of dispairing emotion to it. like its very existance is a perpetual misery.
existing only to make flesh golems out of the foetid stinking gibs inside it's bloated rotting guts... nasty. in a good way...

more please ;)
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby giuseppemoghadam1984 » Fri Nov 26, 2021 5:38 am

Man, I'm excited to see this release, those monster sprites are drop-dead gorgeous!!! I hate to be that guy, but what program do you use to make your 3D models, and how do you translate them so well into the DOOM style?
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Valken » Fri Nov 26, 2021 5:41 am

Looking forward to this!
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Sat Nov 27, 2021 2:42 am

giuseppemoghadam1984 wrote:Man, I'm excited to see this release, those monster sprites are drop-dead gorgeous!!! I hate to be that guy, but what program do you use to make your 3D models, and how do you translate them so well into the DOOM style?


I use Zbrush to sculpt and pose the sprites, and Photoshop CC (some some MS Paint 95) for the painting and spriting. The ZBrush is a bit pricey, so if you're looking for a free alternative, Blender's sculpting tools are more than enough to make the results I have here. As for translating the sculpts into sprites, I use a custom Mat-Cap material made with the palette I want to use for the monster.

Example:



The example is the Hellduke model with a matcap material (basically just a shaded sphere on a square texture) made with the doom palette. It's posed in ZBrush, and I wrote some custom macros in ZBrush to turn the thing by 45-degree increments. I just use the Snipping Tool in Windows to take a screen shot of it, shrink it down and clean it up a bit, then paint over each sprite in Photoshop before converting it to the index colors of Doom's palette. It looks Doomy because it's made in a similar way to how the doom sprites were created. It's pretty tedious, but its the best method to emulate how the Doom sprites look without having to actually make latex or clay models.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby giuseppemoghadam1984 » Sat Nov 27, 2021 9:36 am

Wow, thanks for giving me a peek into the methods of the master! Do you also rig your models in ZBrush? It's a god damned nightmare to rig models with Blender, so nightmarish in fact that it frustrated me to the point where I've begun constructing physical models in defeat. Thankfully, I'm kind of gifted with clay, or at least my mom always told me I was. I would switch over to 3D models if I knew how to rig them quickly and (relatively) painlessly, although making them with my own hands is a lot of fun, I have to admit. Capturing them can be kind of a bitch, though, since my crappy turntable is made out of really old Lego, and this one piece that clicks into 16 different positions doesn't click very well anymore, so it's hard for me to listen to how many clicks I rotate it by. Sometimes I think I rotate it too many times, sometimes not enough, sometimes a moth gets in and flies around the light, sometimes the light falls off my ceiling because it's attached with silver tape. it seems like there's no easy way to make good monster sprites, huh?
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Sat Nov 27, 2021 3:05 pm

giuseppemoghadam1984 wrote:Wow, thanks for giving me a peek into the methods of the master! Do you also rig your models in ZBrush? It's a god damned nightmare to rig models with Blender, so nightmarish in fact that it frustrated me to the point where I've begun constructing physical models in defeat. Thankfully, I'm kind of gifted with clay, or at least my mom always told me I was. I would switch over to 3D models if I knew how to rig them quickly and (relatively) painlessly, although making them with my own hands is a lot of fun, I have to admit. Capturing them can be kind of a bitch, though, since my crappy turntable is made out of really old Lego, and this one piece that clicks into 16 different positions doesn't click very well anymore, so it's hard for me to listen to how many clicks I rotate it by. Sometimes I think I rotate it too many times, sometimes not enough, sometimes a moth gets in and flies around the light, sometimes the light falls off my ceiling because it's attached with silver tape. it seems like there's no easy way to make good monster sprites, huh?


There is no rigging in Zbrush, at least not in the traditional sense. There is only something called ZSphere rigging, which is only used for posing. It's cumbersome and doesn't work that well so I don't use it. I just use the transpose tool and Layers to change the pose and then resculpt any areas that is messed up during the process, without destructive altering the base model. If you want Rigging, i'd suggest using Zbrush, i don't find it necessary since the models I make are not meant to be animated.
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