Each model for each angle

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Expand view Topic review: Each model for each angle

Re: Each model for each angle

by R4L » Wed Dec 20, 2017 11:11 am

Maybe you should check this out.

Re: Each model for each angle

by ramon.dexter » Sun Dec 17, 2017 1:11 am

Zeberpal wrote:Perhaphs I just want to find a way to make 3d models look more 2D-ish and conceptish, yet feel dimensional.
The model has to be created that way. You cannsimply make it somethign with post processing, if it wasn't created that way.

Re: Each model for each angle

by Zeberpal » Sat Dec 16, 2017 2:59 pm

I'm not sure why I thought it could be a good idea, I'm suprised myself. Perhaphs I just want to find a way to make 3d models look more 2D-ish and conceptish, yet feel dimensional.

Re: Each model for each angle

by wildweasel » Fri Dec 15, 2017 8:28 am

I'm not sure I understand where the advantage of this sort of setup is - you're basically throwing out the primary advantage of using 3D models (free rotation) with no discernable benefits. You might as well prerender them and use the renders as sprites instead.

Each model for each angle

by Zeberpal » Fri Dec 15, 2017 8:08 am

Hello!

Doom change actor's sprite depending on angle. There is 8 different angles for 8 sprites for actor (PLAYA1, PLAYA2A8, PLAYA3B7, PLAYA4B6, PLAYA5; same for nomirrored sprites: PLAYA1, PLAYA2,PLAYA3, PLAYA4, PLAYA5,PLAYA6,PLAYA7,PLAYA8)

Image


Let's say I want to do the same thing, but with models.
I 3D-matte-paint 8 different angles, so it's literally 8 different models.

Image
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Question is, is it even possible to intergrate with MODELDEF or ZSCRIPT or whatever? This method would help me create very alive creatures with symbyosis of 2D and 3D graphics, yet I need no interpolation between angles, just like classic Doom. Pre-rendered sprites just look flat and fake.

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