dr-cross
dr-cross
Dr. Cross
75 posts
I'm a 22 year old 3D Modeller, Composer, and Clickteam Programmer.I also helped to develop Tales of the Bunny Man with the team.
Don't wanna be here? Send us removal request.
dr-cross · 25 days ago
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The [ big shots ]
Inspired by shrimpyjackal's insane rendering skills
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dr-cross · 1 month ago
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is art i draw am excited for everyone to play deltarune!!
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dr-cross · 3 months ago
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You know who he is
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dr-cross · 4 months ago
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Stylised Carnie
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dr-cross · 5 months ago
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Modelled the Goodtime animatronics from Jolly 4
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dr-cross · 6 months ago
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Stylised Orville and Lefty
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dr-cross · 8 months ago
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Made a somewhat stylised ITP Spring Bonnie model.
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dr-cross · 9 months ago
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dr-cross · 9 months ago
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Stylised Jolly 1 characters.
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dr-cross · 10 months ago
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Alright everyone, prepare to make XGASTER PLUSHIE a real thing!
💜The petition process will launch ON OCTOBER 31st, where we must reach at least 200 SUPPORTERS to reach the goal💜
Sharing in advance to help me spread the news! Stay tuned!
https://www.makeship.com/petitions/xgaster
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dr-cross · 11 months ago
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Bunny Man Phantoms' models remake.
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dr-cross · 11 months ago
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Bunny Man Office Remade
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dr-cross · 11 months ago
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Inverted Fate drops Rift Part 7 at 12:30 PM Pacific / 3:30 PM Eastern time! We'll be doing a premiere, so come on down. :)
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dr-cross · 1 year ago
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Here's a look at the official remade Tales of the Bunny Man models going forward!
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dr-cross · 1 year ago
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Remade the official Bunny Man model
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dr-cross · 1 year ago
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A group of Phantoms.
Fun fact: I've never actually tackled the Phantoms as 3D models in the "green, charred look" context before. Each one has some quirk that can be the most tiny thing just so they're not only recolours.
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dr-cross · 1 year ago
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Some Bunny Man Facts and Fun
Thought I’d throw my hat in the ring here since I prefer to use Twitter to browse funny stuff, save cool art, and look at news. It’s been 2 months since Tales of the Bunny Man released and from what I’ve seen, it was received very positively with the hope for a sequel of sorts coming sometime. The latter is happening, but not for a while since the team are sort of in recess to some extent. (We’re working when we can.)
Let me hit you with a big fact; did you know the game had to be remade because my PC died? The graphics for 90% of the modelling was done on a laptop, so it was ultimately a case of “it works, let’s move on” with that period of time. There won’t be a repeat of that this time. I’m actually in a mindset of remaking the models; keeping the designs the same, just improving and getting shit together. I’m glad my PC died because what we have now is better than what we could’ve had, and it would’ve been awful on my end.
Another fun fact is originally this wasn’t going to be a game. When we first thought of ideas for it. Zeriq proposed it to be analog horror at first, while I suggested we have an entry for a game somewhere. Suffice to say, it’s kind of both, minus the realistic monochrome eyes and the crappy vhs filter.
Sparky the dog is in the game somewhere. He exists and is very real.
If the sequel does come to fruition and releases, then this game will be the only one with a custom night. Since people only play for challenges, we’ve got you covered and there will be quite a variety.
At one point, a Weezer themed cheat screen existed during the old version’s development. It was designed to erase your data if you changed certain troll values in the saves.
The reason Poltergeist isn’t like the other Phantoms is because it’s more tangible than the others, meaning it is as close to a physical entity as they get. Phantom Fredbear, BB, or Puppet aren’t a thing because spoilers.
Vincent’s fate is unknown.
The main day segments didn’t have the markers to show your objectives, but they got added during testing. Thank goodness.
JJ was set to appear at one point during development, but it wouldn’t make sense to add another kid to the pile of possessed characters already.
Outside of the additional Mimic stuff, the story and plans have remained consistent for two years straight. Suffice to say, having a document to reference is a very good thing. We’re continuing to use these.
Originally, the gameplay was going to be free roaming with an At Dead of Night style to it. Since the building is so small and there are up to six roaming characters, it wouldn’t work logically. Post-night tasks were going to be a thing too, but those would mess with the pace of the story. This was before we had everything written down.
Development started with me setting a challenge to Zeriq. I said we weren’t allowed to have a phone guy at all and no other door in the office, so that the player feels cornered constantly. That’s where the comics and the idea of giving characters different behaviours came from. These may return in some ways.
Lastly, Tales of the Bunny Man is the game that’s sort of made me like FNaF again. At times, the boat was shaky and uncertain, but we locked in and made something that Dawko of all people took interest in. A project that for once, I know I’m happy with and one that outdoes anything I’ve done before on a serious level. Things are getting better going forward, so stay for the ride if you feel inclined.
That’s a lot of rambling, but I felt this was the best outlet to spill some beans, say some facts off the top of my head, and allude to the future. What comes next? You’ll have to bark up another tree for that answer.
See ya.
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