[WIP] Wolfenstein 3D HQ Sprites

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
Post Reply
User avatar
Velaron
Posts: 105
Joined: Fri Dec 27, 2013 5:00 am

[WIP] Wolfenstein 3D HQ Sprites

Post by Velaron »


Image
Image
Spoiler: Progress
Contributors:
Ringman
Pallin
Doomjedi
Cjay
CaptainJ
LkMax
Dunya
DenisBelmondo

Bitbucket Repository - for pics
Last edited by Velaron on Wed Oct 05, 2016 5:25 am, edited 20 times in total.
User avatar
Dr_Cosmobyte
Posts: 2755
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: [WIP] Wolf3Dx2

Post by Dr_Cosmobyte »

Jesus zombie christ, that's beautiful! Excellent work!
Dunya
Posts: 18
Joined: Fri Jul 15, 2016 9:40 am

Re: [WIP] Wolf3Dx2

Post by Dunya »

nice work
User avatar
Velaron
Posts: 105
Joined: Fri Dec 27, 2013 5:00 am

Re: [WIP] Wolf3Dx2

Post by Velaron »

GAA1992 wrote:Jesus zombie christ, that's beautiful! Excellent work!
Thanks. Gonna make some more later.
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: [WIP] Wolf3Dx2

Post by ZioMcCall »

We always need good spriters.
User avatar
Velaron
Posts: 105
Joined: Fri Dec 27, 2013 5:00 am

Re: [WIP] Wolf3Dx2

Post by Velaron »

If you wan't to help, I will accept it. That's going to take a while for me alone.
Dunya
Posts: 18
Joined: Fri Jul 15, 2016 9:40 am

Re: [WIP] Wolf3Dx2

Post by Dunya »

Mars873 wrote:If you wan't to help, I will accept it. That's going to take a while for me alone.
how can i help you?
User avatar
DartPower
Posts: 51
Joined: Fri Apr 19, 2013 8:07 am

Re: [WIP] Wolf3Dx2

Post by DartPower »

Oh, this really good
User avatar
Velaron
Posts: 105
Joined: Fri Dec 27, 2013 5:00 am

Re: [WIP] Wolf3Dx2

Post by Velaron »

Dunya wrote:how can i help you?
You could try drawing some sprites or adding extra details.
ElMapache96
Posts: 10
Joined: Mon Feb 29, 2016 7:39 am

Re: [WIP] Wolf3Dx2

Post by ElMapache96 »

Will the sprites be like those the version for Mac?
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: [WIP] Wolf3Dx2

Post by Nevander »

I'd prefer that they stay like PC Wolfenstein, except larger and better detail.
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WIP] Wolf3Dx2

Post by Tormentor667 »

Why?!
Image
Okay, honestly. Why do people still start with projects like that? It's not that there is one single case something like a 2x sprites project has ever been finished...

Scaled the image down. -Mod
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: [WIP] Wolf3Dx2

Post by RaveYard »

Tormentor667 wrote:Why?!
Okay, honestly. Why do people still start with projects like that? It's not that there is one single case something like a 2x sprites project has ever been finished...
True, but perhaps one day... :?

Here's an idea I have been thinking about:
Instead of painfully redrawing said sprites, it would be smarter to do 3D models with bone rigs, renderer with fancy shaders that would make them look like sprites. You could easily do 16 rotations with smooth animation and even make the sprites many times larger. Not to mention, you could "easily" do new animations and modify the models to create new variants of monsters.
But that's not an easy task. If not done extremely well, the result may be worse than the awkward 3D model mods for default monsters and weapons.
koopanique
Posts: 59
Joined: Thu Jul 30, 2015 8:41 am
Location: Death Star

Re: [WIP] Wolf3Dx2

Post by koopanique »

RaveYard wrote:
Tormentor667 wrote:Why?!
Here's an idea I have been thinking about:
Instead of painfully redrawing said sprites, it would be smarter to do 3D models with bone rigs, renderer with fancy shaders that would make them look like sprites. You could easily do 16 rotations with smooth animation and even make the sprites many times larger. Not to mention, you could "easily" do new animations and modify the models to create new variants of monsters.
That's something I love doing, and I use for one of my current projects:

Image Image Image Image Image

Etc....
User avatar
Rachael
Posts: 13527
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: [WIP] Wolf3Dx2

Post by Rachael »

RaveYard wrote:True, but perhaps one day... :?

Here's an idea I have been thinking about:
Instead of painfully redrawing said sprites, it would be smarter to do 3D models with bone rigs, renderer with fancy shaders that would make them look like sprites. You could easily do 16 rotations with smooth animation and even make the sprites many times larger. Not to mention, you could "easily" do new animations and modify the models to create new variants of monsters.
But that's not an easy task. If not done extremely well, the result may be worse than the awkward 3D model mods for default monsters and weapons.
Why would you even care how it is done? Maybe someone wants to do it the "old" way. Let them.

Also, not everyone is proficient in 3D modeling. The average person who opens Blender is going to close it right away and uninstall and never look at it again. There's way too many buttons and gizmos and way too many keyboard shortcuts you have to memorize. Even *I* am not proficient with Blender, yet, and I know enough about 3D modelling that I could do it, myself. But I have never grown comfortable with Blender - I have always used things like OpenSIM and Cinema 4D.

Sure - you could use one of the many alternatives available but most of them require money and not everyone is ready to drop a grand just for Doom modeling.

In the end, art isn't what tools you use or how many shortcuts you take. It's nothing more than doing something you enjoy the way you want to do it.
Post Reply

Return to “Resources”