
Shooting Skull Enemy
sketchfab
I designed a formidable enemy for our 2.5 D sidescrolling game, crafted by my team and me at university. This menacing foe would unleash projectiles as soon as you drew close, serving as a ranged attacker. This enemy emerged as the second adversary you encountered, following the patrolling slime. Its skull-like appearance was deliberately designed to intimidate, making it an unsettling presence on screen. The minor baking error in its mouth corner wasn't a concern, given that the game would be swathed in particle effects, effectively concealing the glitch. Working on this 3D creature marked one of my first forays into character development. Despite numerous mistakes, I gained invaluable insights and expertise in the process. In creating this enemy, I leveraged various software tools. The model was shaped and UV mapped within 3ds Max, while rigging, weight painting, and animation were handled within Maya. Substance Painter was used to texture the creature, and later it was seamlessly integrated into Unreal Engine 4. — June 2018
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