Tea Monster Posted March 8, 2017 To celebrate the imminent release of Doomsday 2.0 and it's shiny new renderer, myself and Kurikai will be releasing a new model pack for Doom. It will be compatible with the new next-gen renderer of Doomsday 2.0 when it comes out. 0 Share this post Link to post
Gez Posted March 8, 2017 Noot bad! It's a good idea to leave monsters aside, too. 0 Share this post Link to post
Vermil Posted March 8, 2017 To make it clear though; it's a new model renderer, not a completely new renderer :) An all new renderer is planned of course. 0 Share this post Link to post
Tea Monster Posted March 18, 2017 (edited) https://www.youtube.com/watch?v=_EHCS9dC8z8&feature=youtu.be Here is a quick preview of the Cacodemon in Doomsday 2.0. Edited March 18, 2017 by Tea Monster : formatting 0 Share this post Link to post
riderr3 Posted March 19, 2017 On 18.03.2017 at 5:44 AM, Tea Monster said: https://www.youtube.com/watch?v=_EHCS9dC8z8&feature=youtu.be Here is a quick preview of the Cacodemon in Doomsday 2.0. GZDoom incompatible I suggest? 0 Share this post Link to post
KuriKai Posted March 21, 2017 we will be releasing the blend files so other can modify and improve, port to other engines, and most importantly, contribute back to help make it a really awesome model pack. 0 Share this post Link to post
Dragonfly Posted March 21, 2017 I don't know anything about Doomsday, but it feels like the models could do with some form of interpolation, both in terms of sprite changes (opening and closing mouth, for example) and in terms of movement. When it spins around it seems to jump 45 degree angles which means it's a 3D model acting just like a sprite, and essentially defeating the point of having models for me! The Caco model itself looks pretty good though. Another comment is the marble pillars look very plastic and desaturated. The reds of these pillars should almost match the walls you see here in this shot. Good work so far though! :D 0 Share this post Link to post