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The Deanimator

Re-animator, meet DE-animator!

Model created for the Halloween themed Garry's Mod gamemode Monster Mash by Buu342 and Demo (requires Garry's Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1541525700). I was tasked to match the original concept art by Mr. Serious more closely, in the process also bringing up the quality of the original model to a higher standard with more eyecandy. Among other things, I had also added strong emission effects on the weapon, giving greater visibility to others, and projecting the threat it poses to the playing field, being one of the most effective (but expensive) tools at your disposal.

Modelled in Blender, textured in Substance Painter, with additional texture animation done in Photoshop. Third party tools VTFEdit and GUIStudioMDL were used to get the mesh into Source.

Sketchfab render of the model, with a number of annotations to show parts of interest. Additional picture have been provided in case the link is inoperable.

The Deanimator, as rendered on Sketchfab. The actual render ingame is not as fancy due to the filesize limitations on Garry's Mod workshop.

The Deanimator, as rendered on Sketchfab. The actual render ingame is not as fancy due to the filesize limitations on Garry's Mod workshop.

Details were primarily clustered on the left side and top as this is the area that will get the most screentime as a viewmodel. The colours here were inspired by machinery I had access to that date back to the 1980s.

Details were primarily clustered on the left side and top as this is the area that will get the most screentime as a viewmodel. The colours here were inspired by machinery I had access to that date back to the 1980s.

One of the goals of my remake is to have the model more closely match the original concept art. I think I succeeded for the most part, but I had to take liberties with some aspects regardless.

One of the goals of my remake is to have the model more closely match the original concept art. I think I succeeded for the most part, but I had to take liberties with some aspects regardless.

Texture maps created in Substance Painter. MetRough maps were later converted into phongmasks for use in Source. AO is also added onto the diffuse directly for the same reason.

Texture maps created in Substance Painter. MetRough maps were later converted into phongmasks for use in Source. AO is also added onto the diffuse directly for the same reason.

Diffuse animation (bottom right), achieved by creating frames in photoshop. A tedious methodology but it works.

Diffuse animation (bottom right), achieved by creating frames in photoshop. A tedious methodology but it works.