Hey, that looks pretty good. Are you planning to release it as a resource? I for one wouldn't mind a good humanoid base model without potentially-murky attribution issues.60dollartechdemo wrote:Been making a faint effort at productivity, by playing around with Blender and modelling this low poly PlayStation-looking man.
The WIP Thread
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NeuralStunner
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Re: The WIP Thread
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60dollartechdemo
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Re: The WIP Thread
Possibly. There might already be better base models available on OpenGameArt without any attribution needed. I'm just doing this for practice, and may later retool it into a more elaborate (though still very low-fi) character design.NeuralStunner wrote:Hey, that looks pretty good. Are you planning to release it as a resource? I for one wouldn't mind a good humanoid base model without potentially-murky attribution issues.(A female one would also be cool. Not a lot to choose from there.)
Also, thanks for fixing my image. I was wondering if it was just me that wasn't seeing it...
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NeuralStunner
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Re: The WIP Thread
Hey, practice is good too.
The best one I've ever found is the MakeHuman mesh, but the full mesh is much too high-poly, the medium mesh has some bad deforming problems (it needs more edge loops but I don't think it's been updated in ages), and the low-poly mesh is much too simplified. Nevermind that the UVs are a nightmare if you plan on doing clothing by pulling out vertices and painting it.
Though checking OGA again (as I haven't in a while), this one seems decent (and is CC0), though neither it nor the female one is rigged, so I'd need to find the patience to do that.
The best one I've ever found is the MakeHuman mesh, but the full mesh is much too high-poly, the medium mesh has some bad deforming problems (it needs more edge loops but I don't think it's been updated in ages), and the low-poly mesh is much too simplified. Nevermind that the UVs are a nightmare if you plan on doing clothing by pulling out vertices and painting it.
Though checking OGA again (as I haven't in a while), this one seems decent (and is CC0), though neither it nor the female one is rigged, so I'd need to find the patience to do that.
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Trance
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NeuralStunner
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Re: The WIP Thread
That model only saw a limited release in Japan.
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Agentbromsnor
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Re: The WIP Thread
I tried to run my old One Strange Night horror project using the per pixel lighting dev build that was provided, since that project uses a lot of models. However, when I try to run it out of GZDoom Builder Bugfix it makes GZDoom crash spectacularly. I'm not sure why though.
However, when I try to create an empty UDMF map and load one of the models into it by sideloading the proper PK3, it works fine.
I attached this super-interesting screenshot of a handmade toilet model with a light shining on it.
However, when I try to create an empty UDMF map and load one of the models into it by sideloading the proper PK3, it works fine.
I attached this super-interesting screenshot of a handmade toilet model with a light shining on it.
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DrPyspy
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Re: The WIP Thread
Spoiler:Did some more testing with model lighting. [skeleton alert]
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Captain J
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Re: The WIP Thread
3D-Dreadful! :O
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YukiHerz
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Re: The WIP Thread

Rewrote a WIP Heretic mod(Think Doomguy's Hardware Upgrade but for Heretic), for some reason, before the rewrite, there were severe issues with weapon switching, next/prev keys weren't working properly, now it's all fixed and moved on to the Necromancer Gauntlets, not even half way through the weapon list yet, and tweaking animations is just half the work.
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DoomKrakken
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Re: The WIP Thread
Ooh, me lieks teh smooth. 
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Angel-Neko_X
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Tormentor667
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Re: The WIP Thread
ZScripted?
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jazzmaster9
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Re: The WIP Thread
ACS.Tormentor667 wrote:ZScripted?
Im not yet well versed in Z Script.
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ImpieTwo
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Re: The WIP Thread
Finished the Eye Guy sprites for Ghoul School 3D. I just don't know what their attack will be, although I figured out a nifty origin for them that keeps to the undead motif.
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