New monster - Stability Officer

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Nmn
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New monster - Stability Officer

Post by Nmn »

Image
Heeeey everybody!

I've updated my spriting utilities, which made them crash far less often now. So in order to test the - stability - of the software I've decided to finish an old sprite from a year ago. Because I was tesing the stability of the software - I thought this may be a good name! So here's the "Stability Forces" officer.

The idea behind this was that a very long time ago my buddy comissioned me to make a sci-fi police officer of sorts, but explicitly stated that I would NOT give them a cap, but a helmet instead. Ofcourse that project never went anywhere. :roll: So years from that, last year, I remembered the idea beind the enemy and being the kind of a person I am, I decided to do exactly what I was told not to do :lol: And here's a security guard/police guy of sorts, with armor and stuff, and a cap.
You know, I always wanted to see a blue monster in Doom...

EDIT: Added the preview and the file as an attachment, so it looks more interesting now. I had no idea how to do this with all the new fancy imgur and whatnot.
Attachments
stability_officer_sheet_palette.png
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Cabo_Fiambre
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Re: New monster - Stability Officer

Post by Cabo_Fiambre »

Looks fantastic!!! Did you used a 3D model or it's entirely hand-drawn?
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Nmn
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Re: New monster - Stability Officer

Post by Nmn »

@Cabo_Fiambre - thanks man :) kind words made my day.
I used a custom 3d model as a base and then done some pixel editing by hand (pixel-pushing).
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Enjay
 
 
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Re: New monster - Stability Officer

Post by Enjay »

Indeed, it looks great - really good proportions for a Doom engine game.

The blue is a bit in-your-face IMO, but limited palette colours are what they are. Personally, these days I quite like doing sprites in Doomguy green and then using translations in DECORATE to colour them to whatever I want.
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Nmn
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Re: New monster - Stability Officer

Post by Nmn »

Thank you Enjay :)
I always had difficulty with proportions in Doom so I kept a close eye on references.

TBH, I enjoy working with Doom palette. Years ago I would make many different palettes, but nowadays I find Doom's palette a challenge and it's still pleasing artistically after all the years, the ultramarines, the pinks, oranges :)
Toberone
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Re: New monster - Stability Officer

Post by Toberone »

Hey it looks pretty good! Nice work! btw this definitely gets bonus points for being a doom-style pistol wielding human without holding an invisible rifle barrel.
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Nmn
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Re: New monster - Stability Officer

Post by Nmn »

@Toberone - hey thanks :) Yeah I'm keen on making sprites that are universal, without making them generic, so people can edit them mayhaps to other things.
I had a generic NPC in works, but it went sour. I'll make the attempt again the nearby future.
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Cabo_Fiambre
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Re: New monster - Stability Officer

Post by Cabo_Fiambre »

Just because i'm curious, what modelling software do you use?
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Re: New monster - Stability Officer

Post by AlphaSoraKun »

This looks pretty damn good! I shall give my rating now. It is difficult but let's give it a 9 out of 10!
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Nmn
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Re: New monster - Stability Officer

Post by Nmn »

@Cabo_Fiambre - I use Gmax, which is a very old version of 3ds max without rendering, shaders, plugins. It was originally developped for making game content, low poly models, however I use it in a traditional sense to make hi-poly base which are then spritised with some pixel editing.
I could not get 3ds max since it's expensive while old versions have difficulty running on 64 bit hardware.
And sadly, I never learned Blender :(

@NeonLights95 - such kind words, thank you :D
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Vegeta(dw)
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Re: New monster - Stability Officer

Post by Vegeta(dw) »

Great as always
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Nmn
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Re: New monster - Stability Officer

Post by Nmn »

@Vegeta - nice to see you as always old buddy ;)
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undeadmonk354
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Re: New monster - Stability Officer

Post by undeadmonk354 »

Hmm... the Stability Officer could fit quite well within Doom and Strife.
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Nmn
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Re: New monster - Stability Officer

Post by Nmn »

@undeadmonk354 - feel free to use in your mods ;)
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