The problem is that there's a reason nobody has made intermediate frames for doom sprites; it's hard as all hell.
Now multiply the resolution by eight, and suddenly we have a real big problem.

iLikeTheUDK wrote:I think I've come up with a good method to make intermediate frames: You draw lines showing the same pose as the monster in a new layer above the frame, creating some sort of a skeleton. Now, you should make continuations of it, and make continuations of the skeleton that move like you want the sprite to. Now, draw each intermediate frame above each skeleton. You don't need to recreate each frame from scratch; You could re-use parts from your previously-made frames (including intermediate frames), modifying these parts a bit and blending them into each other. The only parts in each intermediate frame that should be made from scratch are those which don't match any pose of any part.
And as for CGI pre-rendered sprites, the whole process was automated here for decades...Here it's called "skeletal animation".
TheMorden wrote:
Enjay wrote:TheMorden wrote:
Holy shit! The imp has always been almost cutesy to my eyes but that... that's the stuff of nightmares yet still keeping everything that is important about the imp. It's the kind of thing that, if they'd made models that looked like that picture, would have been much better style-wise than the imps id used in Doom3.
TheMorden wrote:imp.png

Marnetmar wrote:stop

Marnetmar wrote:stop


Judge wrote:How about something like this? I copied over the old chest/shoulders/ribs from a different imp I was working on.
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