Doom sprites HD (8x) version v03 released

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

Postby Marnetmar » Fri Jun 01, 2012 9:14 pm

thief666 wrote:PS. Still struggling with demon, this version of demon recently managed to really scare me, it too far from original and has pupils ! :shock: but maybe something in between....


It's not exactly appealing as it is, but I really like the concept. It needs a fuckton of work, but that could actually turn out really well. I'd definitely keep this idea :)

Also for the love of god quit it with the 3D models already.
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Re: Doom weapons and enemies sprites HD (8x)

Postby Blox » Sat Jun 02, 2012 2:47 am

I wouldn't really recommend using that cacodemon if it looks like that. Honestly, just look at it; a big part of it (the face) looks like hard plastic. (Like used in detailed toys.)

I wonder if SalmonGod (oh boy what a name :p ) still has the original sculpt. (In which case getting a much less plastic-like render won't be impossible.)
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Re: Doom weapons and enemies sprites HD (8x)

Postby FDARI » Sat Jun 02, 2012 4:05 am

While I too think the cacodemon looks like a plastic toy as is, I kinda read that it is not the final render. An improved render is not merely possible, it appears to be planned, intended, maybe even in the works. And I'm sure "for the love of god(...)" needs a humour-indicator of some sort ( :wink: , you know ) to avoid seeming like a command/expression of boundless entitlement. I love the work that has been done until now, but I have never tried it in the game. I'm not sure about the cacodemon, but I have never tried it in the game.

I hope that a final product, using models or not, will be consistent and on par with what has already been done. Better artists than FDARI are directing and performing the work in this case.
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Re: Doom weapons and enemies sprites HD (8x)

Postby iLikeTheUDK » Sat Jun 02, 2012 12:53 pm

Blade3327 wrote:The style conflicts too much with what you've already got going. Either use high-res model rips for everything, or stick with drawn sprites.


I say you'd use a mix of both. A mixed art approach, like the one used for the original sprites.
And yes, you should get a better renderer for the renders.
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Re: Doom weapons and enemies sprites HD (8x)

Postby Blade3327 » Sat Jun 02, 2012 8:02 pm

iLikeTheUDK wrote:
Blade3327 wrote:The style conflicts too much with what you've already got going. Either use high-res model rips for everything, or stick with drawn sprites.


I say you'd use a mix of both. A mixed art approach, like the one used for the original sprites.
And yes, you should get a better renderer for the renders.


Maybe taking that Cacodemon, but going over it in Photoshop to make it fit in with the others? The original Doom monsters were indeed made with models, but they weren't raw rips; the developers edited the photographed images so they would fit better in-game.
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Re: Doom weapons and enemies sprites HD (8x)

Postby yaheshua » Sun Jun 03, 2012 1:42 am

Hey everyone,

it's been a long time since i posted anything, but i haven't been able to do so. At the moment i am stuck with a research and with my thesis. I have all my time sucked up by those two activities (family and girl are nagging me A LOT for it). As soon as i finish them (it ought to be a couple of months from now) i'll come back to the project (i still have 1 pain frame pending and the death sequence for shotgunguy pending). Just wanted to let you know i haven't abandoned this project, it's just that i haven't been able to make any kind of progress on it.

Now that i am here, i'd like to comment on the caco. I think the model is really good, but i think it crashes with the general art direction you were following Thief. I also think that the fastest (and properly done, the best) way to get this project done is by using 3d models. But no matter what technique you decide on, i think both are a lot of work (creating a proper 3d model of each Doom monster is as hard as making some hand drawn ones), so there's not that big of a difference. What i don't see as a very good idea is the combination of both. It would be a good idea to decide which way to go. A third option would be a combination of both. Create a "basic" 3d model of the creature, and detail it by a bit of hand drawing. That way you wouldn't need to worry about perspective, shadows and other things (that can really go wrong in hand-drawing) nor you have to worry about detailing, texturing and finishing up the model to make it work well in-game. Again, i don't think is a good idea to mix both without some kind of "bridge" between them. It's your call thief, what say you?

Also i see SalmonGod joined the project, that is great!

I apologize for not keeping in touch for a while, but i haven't been able to do so. It's good to see there is progress on the project. BTW, that lost soul looks sick! amazing.
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Re: Doom weapons and enemies sprites HD (8x)

Postby insightguy » Sun Jun 03, 2012 4:04 am

yaheshua wrote: As soon as i finish them (it ought to be a couple of months from now)

Planning a murder?
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Re: Doom weapons and enemies sprites HD (8x)

Postby SalmonGod » Sun Jun 03, 2012 4:38 am

Since people are commenting on it, I just wanted to reiterate that I am definitely going to work on a more suitable render style to fit into Doom. What you've seen so far are very basic renders that I only made for my portfolio to show off the piece on its own. The "plastic" effect that's been mentioned is just a lack of sss (subsurface scattering). This is a render effect that simulates the amount that light penetrates into different materials and scatters, before bouncing out again. Hold a flashlight against your hand and observe how the light absorbs into your skin. That's what it simulates. It's a more advanced rendering technique, involving multiple passes composited together. Without that effect, light is just bouncing right off the surface, making it look shiny and solid. It's also not something that is seen in many games, because most game engines can't handle doing multiple render passes for every frame. We have the advantage of pre-rendering this stuff, so we can make it look however we want.

I have toyed with it a little, but it's more on the technical side of things that's just not my specialty. My talent is sculpting and texture painting. I'll get this looking nice. I just need some time to toy with it. It doesn't help that this week has been one of the worst ever at my job, and I'm probably about to start hunting for a new one if things don't change really soon. Been very exhausted from all the pressure at work the last couple days :blergh:
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Re: Doom weapons and enemies sprites HD (8x)

Postby Blox » Sun Jun 03, 2012 5:28 am

Say, could you by any chance actually upload the source file you have? ;o

Because honestly, I'd really like to take a peek at it. (Messing around with it is obligatory anyway.)
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Re: Doom weapons and enemies sprites HD (8x)

Postby thief666 » Mon Jun 04, 2012 8:30 pm

Hi,
SalmonGod I just wanted to ask If I can upload cacodemon as it is so people can try that in-game and (keeping in mind that it will be re-rendered for less-plastic look) express some more opinions.
I dont have complete set of frames yet just few but its enough to get "feel" of it. Iam currently playing doom shottin' new caco and I love it:
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Re: Doom weapons and enemies sprites HD (8x)

Postby SalmonGod » Tue Jun 05, 2012 4:25 am

I don't mind, thief666. I'll also think about posting the source file at some point. It's not currently in a state that I'd like to release in that manner. I would upload it as a ZBrush tool.
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Re: Doom weapons and enemies sprites HD (8x)

Postby thief666 » Sat Jun 09, 2012 11:39 pm

OK,
Here is SalmonGods caco in action. Its very preliminaryy version, just half frames done, very poorly animated. but even as it it it AWESOME, IMO.

this file contains also Brighmaps 50% done, can be played just with GZdoom or skulltag or together with BrutalDoomv16b (recommended).

http://www65.zippyshare.com/v/11127733/file.html

PS.
This file also contains IMP, DEMON, ZOMBIES - all is testing version/incomplete-diferent frames but I am curious what you think.
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Re: Doom weapons and enemies sprites HD (8x)

Postby timmyr0x0r » Sun Jun 10, 2012 1:07 pm

Had a look at it, and, I must say that I find it really... special...

No, seriously, why didn't you use the ShotgunGuy that Yahuesha have done?? Aren't them a lot better than the ones in the pack??
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Re: Doom weapons and enemies sprites HD (8x)

Postby thief666 » Sun Jun 10, 2012 1:35 pm

hey timmyr0x0r
thanks for checking it. Actually its [b]mainly to look at cacodemon
please tell me whether you liked it.

Next in line is DEMON - this version is quite different than original but really scary IMO.
Should be tested with Lightmaps as they make his eyes shiny... wanted to get some rough feedback regardin direction

Next is IMP again slightly drifted from original but quite realistic IMO and its pretty advanced (not far from entire full sprite being HD)

regarding zombies, Yaheshuas sprites are in progress. as I said I am still transferring yaheshuas shotgun guy (slowly since it needs adjustments (sprite size has to keep strictly original proportions otherwise it get squezed or stretched). Zombieman and shotgun guy had the same faces for now so in this pack i experimented with "mutated" face for shotgun guy.
Last edited by thief666 on Sun Jun 10, 2012 2:28 pm, edited 1 time in total.
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Re: Doom weapons and enemies sprites HD (8x)

Postby Project_Hellbane » Sun Jun 10, 2012 2:02 pm

The sprites themselves look excellent, but I do hope you are going to add frames for smoother animations, because as they are the animations are jerky. That was one of doom's strong points in my opinion, since the sprites are so pixel-ey you didn't really need intermediate frames. Overall I like the direction this project is going in, can't wait for cacodemon's enhanced render.
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