Doom sprites HD (8x) version v03 released

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Re: Doom weapons and enemies sprites HD (8x)

Postby CorSair » Thu Apr 12, 2012 12:54 am

Judge wrote:Hey guys. So I just thought I'd add into this project a bit; I combined Blox's boots with Thief's armor and then detailed the pants.

Image


Ohhh boy.

This.
THIS!
/me drools

Seriously, I don't think that all agree, but in my opinion, it can't be detailed anymore.
Because it is now perfect. :)
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Re: Doom weapons and enemies sprites HD (8x)

Postby Blox » Thu Apr 12, 2012 1:14 am

No more detail? :(

ImageImage
Mr. Hands?
Last edited by Blox on Thu Apr 12, 2012 3:40 am, edited 1 time in total.
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Re: Doom weapons and enemies sprites HD (8x)

Postby wildweasel » Thu Apr 12, 2012 1:29 am

I think he needs another finger on the right hand, there...
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Re: Doom weapons and enemies sprites HD (8x)

Postby Sergeant_Mark_IV » Thu Apr 12, 2012 2:34 am

I think It's gonna be dificulty to add another finger now
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Re: Doom weapons and enemies sprites HD (8x)

Postby Judge » Thu Apr 12, 2012 3:43 am

Sergeant_Mark_IV wrote:I think It's gonna be dificulty to add another finger now


Yeah, I tried to add another finger there. Looks kind of off.

I also I tried to detail the arm by adding some muscle details, elbow and some bruising.

Image
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Re: Doom weapons and enemies sprites HD (8x)

Postby thief666 » Thu Apr 12, 2012 7:13 am

hi,
we haveve to be precise when giving credits ARMOR IS NOT MINE ITS EXCELENT WORK OF YAHESHUA!

Wow thats HD sprite. The best thing about is that is all HD. Second best thing is that for example hands or pans are coy/past-ABLE to all frame from the same orientation (whit small perspective adjustments, really quick to be done. So it means we do not need to redraw them for each frame. This is how I was dont shotgun etc. Its really quick.
So I hope that you can possible do hands/pants for 5 more rotations (5 sprites total?) this would cover whole shotgun guy...

I will post all sprites done so far tonight so I hope that gradualy we can have 1 fram from each rotation HD and that copy/pase/perspective HD elements blend thaem a bit and BUM! done.

By the way, to my best knowledge that when released it will be the most detailed sprite-based FPP game in existence
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Re: Doom weapons and enemies sprites HD (8x)

Postby yaheshua » Thu Apr 12, 2012 5:09 pm

Hi everyone
I'ts great that more people are willing to help with this project. The end result will be outstanding! I've been a little busy, but managed to get another armor angle (the side this time). This frame gave me a little problem, because the original sprite had a lot of undefined edges (particularly the arms), so i had to define them a little. I adjusted a bit the shoulder and biceps angle, because of the way the shotgun is handled, i hope it doesn't look weird. As for the armor, well, the design is a "little" different from the original (i'm still working with my redesign), i hope you like it.

lateral_01.png
side view, with new armor
lateral_01.png (40 KiB) Viewed 437 times



Judge wrote:Image


That looks great! i really like the work you did with the pants. I think the hand looks good. The fourth finger, i think, looks pretty good. It's hard to get a good view of it because of perspective.


thief666 wrote:If you could slowly make this armor for other orientations

I'm on it right now. Hope you like them.

thief666 wrote:The major question is: should we do it right now or rather go ahead and focus on demon and cacodemon and rest of sprites and save this armor for PHASEII?

Well, i think we have several possibilities here:
a) We can save the armors and other details for PHASE II, but keep in mind that it will be a much simpler release of PHASE I. The advantage of this is a faster release. The disadvantage? a much simpler one.
b) We do it right now. It will be a (maybe) far more work to finish PHASE I if we add these details, but we'll have a lot more refined release in our hands. The advantage is, obviously a better looking PHASE I. If we can get this armor in here, not only will it look better, but it would show what this project is aiming for, that this project is going serious about a complete and final release. The obvious disadvantage is a longer development time of this phase.
c) Why not try to advance with the armor frames for zombie and shotgun anyway. Unless there is something more pressing you want my help with, i could continue working on these frames.
d) We could cover work by doom chapters. If we release the complete chapter I "resprite" that would be a great introduction (and achievement) to this project. Besides, any work here still applies with subsequent chapters, where we would only need to work on the "new monsters" and so on. (something like what you did with your pre-alpha release)

Your call man. I'll be glad to help whatever the case.
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Re: Doom weapons and enemies sprites HD (8x)

Postby thief666 » Thu Apr 12, 2012 5:37 pm

Well,
While thare are multiple reasons to get done first with simpler phase I for all monsters,
this armor and other HD details (hands, pants etc) are simply too good for waiting!!
I am dying to see entire shotgun guy in game animated, lets not wait with it!!
EDIT:
So I can slowly push another things forward but in meantime try to implement all this HD stuff into shotgun guy (ill start when we have armor/arms/hands for each rotation, then we can copy/pase/perspective-adjust/blend it for other frames in each rotation, that way is 10x faster than redrawing for each frame). Off course you may be better at that (I noticed that you nicely corrected perspective of my front-side head, which I had huge problem with) so we can split work somehow, I am flexible and will do my best :)

But first Ill finish head for all rotation (new updated head is only done for front and front-side now (as you noticed your last sprite has different, old head)

And yes, I strongly agree that we may release project piece after piece by Doom Episodes. so Episode 1 will be just
shotgun guy, Zombieman, Imp, Demon, Baron of Hell (Boss)

I have some progress on all of that sprites (shotgun guy you know already, zombieman HD head and weapons, imp-animated HD head for each frame etc)
so with help it should be fairly quick.
And then other episodes add just cacodemon, lost soul and bosses. just 3 monsters, not bad.
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Re: Doom weapons and enemies sprites HD (8x)

Postby NightFright » Fri Apr 13, 2012 6:47 am

This latest attempt on the shotgun guy is an excellent example of how you can add more detail to the sprite without ruining its original concept. The new armor looks really great and easily is one of the best remakes I have seen here that far. A job well done, and I am sure the whole thing will look even better ingame. These sprites combined with the official highres texture pack will completely rule. :thumb:
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Re: Doom weapons and enemies sprites HD (8x)

Postby Lioyd_Irving » Fri Apr 13, 2012 11:30 am

Has this link been posted yet? Most of the images were wiped out, but a few of the remaining ones are very much worth a look.
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Re: Doom weapons and enemies sprites HD (8x)

Postby yaheshua » Fri Apr 13, 2012 6:19 pm

Hi, here is another one. I adjusted (again) the original sprite to better suit the perspective, i hope it doesn't look weird. There are some details left but it is pretty much finished, so i decided to upload. And, of course, criticisms are welcome. Only 1 left (back). Hope you like it.
Attachments
3-cuartos_trasero.png
back and side
3-cuartos_trasero.png (38.85 KiB) Viewed 246 times
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Re: Doom weapons and enemies sprites HD (8x)

Postby hfc2x » Fri Apr 13, 2012 7:11 pm

The armor detail is really good, but I'm not too sure about this last one. It kinda looks like a backpack...
EDIT:
The guy looks bulky like the UT3 characters.
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Re: Doom weapons and enemies sprites HD (8x)

Postby thief666 » Fri Apr 13, 2012 7:51 pm

hi,
great news, yeah, 1 more to go. As someone noticed Its more bulky than original but its fine I love it.
I am almost done with adjusting head for rotations (I can kinda blend it with heads which you corrected slightly).

In meantime Ive also made some discoveries. I can put modified BrutalDoom moster scripts into my HDpack.
Modifications include temporal removing of some of the animations (righ now I removed crawling of injured zombieman and shotgun guy)
in that way HD pack is playable with BrutalDoom right away, even if not all extra BD animatins are complete.
Ill release this version as soon as we will get HD shotgun guy with upgraded armor etc.

PS.
I was thinking about armor for zombieman and maybe something like that would be nice:
Spoiler:
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Re: Doom weapons and enemies sprites HD (8x)

Postby Flynn Taggart » Fri Apr 13, 2012 10:17 pm

I agree with hfc2x on the back of the Shotgun Guy's armor. It reminds me of the back of a Spartan's armor from Halo: Reach Try removing it and see how it looks. And I also want to suggest making the neck part on the front of the armor not so revealing/deep just to make it look more faithful.
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Re: Doom weapons and enemies sprites HD (8x)

Postby yaheshua » Fri Apr 13, 2012 11:55 pm

Hi, thanks for your feedback.First of all, i gotta say that as much as i love to stay faithful to the original, i also like the idea to redesign/re-envision/propose some things, otherwise i could have just detailed the original sprite, or for a more modern look/feel, i could have just taken the quake 3 doomguy's armor. That's why i'm trying some things a "bit" different.

hfc2x wrote:The guy looks bulky like the UT3 characters.

Well, bulky was the idea. I wanted it to look more like an armor, less like padded vest. But I see your point, so i made some adjustments and tests. Please, tell me your opinion.

Flynn Taggart wrote: make the neck part on the front of the armor not so revealing/deep

Ok, this is a bit out of question. You see, according to thief's armor idea it had to show some chest and neck. Maybe if it doesn't look good in-game we'll change it.


Anyway, i made some tests about the back, a redesign and a "backpack purge". These aren't as detailed because of time, but i think they're good as concepts. What do you think?

trescuartos_espalda_prueba.png
left is original, middle and right are the adjustments


By the way, the neck on the third concept is "kept" from the original for the consistency with the other frames. This way, the front and front-side frames still apply. Also, i kept it because a "back-neck protection" was one of the first ideas when redisigning the armor. The side angle, well i have to modify it according to the opinions/criticisms/feedback i get. And, as always, thanks for your observations and criticisms.

@Thief666

Your idea for the zombieman's armor. Is it the comic-doomguy's armor? or as the picture-zombie man, just pauldrons? why not reverse it, armor and no shoulder pads?
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