The thing with sharp high res renders is, 4 frame walk cycles start to look crappy. Since there will be many variations of zombies (up to a max of 99, limit is due to naming convention to accomodate extended animation range because 26 frames isn't enough), this will result in 1) big downloads 2) high RAM usage.
Also, I'd like my model renders to fit the Doom renderer's aesthetics. Realistically proportioned models always end up looking narrow/thin.
EDIT: So I decided to use Blood's sprite renders as reference instead of Doom's. Compared my model side-by-side with Blood's zombie. At 125 pixels tall, the Blood zombie has more definition than my render at 160 pixels. The actual model is very high detailed, it's just that these details are getting lost in the scale down... :/
Last edited by Nash
on Thu Mar 22, 2012 2:51 pm, edited 2 times in total.