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Author Topic: [Concept] Netherman  (Read 2422 times)

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[Concept] Netherman
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Another blue-purple man.  :D



Tried to make something like a completely "nether" transformed man.

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Re: [Concept] Netherman
« Reply #1 on: »

Re: [Concept] Netherman
« Reply #2 on: »
Very nice! A red version (demon like) in the works?

I have always been interested in the fleshing out of Torchlight's version of Hell...the 'Netherrealm'

Have been a big fan of your work. Ever think of doing the prime evils from Diablo II?

Re: [Concept] Netherman
« Reply #3 on: »
Very nice!
Have been a big fan of your work.
Thanks Bill.  :)

A red version (demon like) in the works?
Make this model in red it's easy, it's not a problem.

I have always been interested in the fleshing out of Torchlight's version of Hell...the 'Netherrealm'
As far as I know, the developers did not have time to implement it as designed.

Ever think of doing the prime evils from Diablo II?
If you ask about the prime evils from Diablo II, well, I think that now is a waste of time. Now we have a new world, new threats and new bosses, I think only in this direction.

Re: [Concept] Netherman
« Reply #4 on: »
Hi Kva! Did you do the bigger muscles via "bone push"? I have seen those settings in GUTS. Can you teach me how it works?


Re: [Concept] Netherman
« Reply #5 on: »
Hi Kva! Did you do the bigger muscles via "bone push"?
Nope, this model has such muscles. Moreover, I use the Destro skeleton.  :) Right now I export new animations from 3dmax.

I have seen those settings in GUTS. Can you teach me how it works?
I know about this feature. I tried it once and my GUTS crash.  :D Needs more experience, I know it should work.

 

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