ZBrushCentral

Interview with Doom 3's Kenneth Scott

:smiley: I think he means creepy, it was one of the most scariest games ever
 walking around with your flashlight, and them some monster would pop-up in front of you :eek:

No, CRAPPY. Not creepy.

It was okay for like the first hour or so, but then it just got boring. No variation in mood.

I thought they basically made the game simply for the engine development. Lot of money in leasing out game engines apparantly.

Looked good though.

You mean you didn’t get to the “happy furwappy bunny wunny fuzzy fwollics” level ? Boy oh boy,did you miss a treat !

Frankly lemo,I can’t wait to see some examples of your work. Cos as it stands in the credibility stakes
hmmmm,let me see;

credibility- ometer

option a)lemons-15 posts,started two arguments. no evidence of any talent

or

option b) Kenneth Scott, Art director at id software.

pwned on a large scale tbh :stuck_out_tongue:

Surely I’m allowed to state my opinion? You don’t have to agree with me. It’s just my opinion. You don’t even have to “argue” with me.

I already said it looked good
jeez. Get a grip will ya.

Yes.

I`m new to zbrush, so maybe this is a stupid question.
I would really like to knw how the mechanical parts ended up being so perfeclty embedded in organic tissue. Were the pipes and other mechanical stuff also imported into zBrush, or were the overlapping skin parts modeled in Lightwave, and then “only” detailed in zbrush. If the mechanical parts were imported to zBrush, how does one go about modifying the skin, but not the machanical parts, is it not true that you can only edit one 3D object at a time?

Anyhow, outstanding work, really.

PetGerbil - You mean you didn’t get to the “happy furwappy bunny wunny fuzzy fwollics” level ? Boy oh boy,did you miss a treat !

Yeah 
 he did miss so much 
 !!!

I would really like to read this interview :frowning:

-peace