{TUT} Basic & Advanced Weapon Spriting

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{TUT} Basic & Advanced Weapon Spriting

Postby DoomNukem » Thu Sep 12, 2013 10:17 pm

UPDATE: now in 3D!


hello ladies and gentleman, I noticed that r667 resources are being overused or there seems to be quite a few mods popping up using the same sprites over and over again so to encourage some creativity and original content I thought I'd post a simple tutorial on how I do sprites and stuff. It will require a bit of practice and exploration and I will add that I use Photoshop, its all I use for this, however most of these techniques can be reproduced easily in GIMP. Anyway, without blabbing on any further here it goes:

Spoiler: "Beginner Tutorial"


Spoiler: "Advanced Tutorial"


Spoiler: "Perspective, Focal Length, Field of View
Last edited by DoomNukem on Fri Jun 27, 2014 1:13 am, edited 3 times in total.
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Re: [Tutorial] Basic Spriting / Texturing.

Postby Cardboard Marty » Thu Sep 12, 2013 10:31 pm

This is a pretty great and simple tutorial. Awesome job!
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Re: [Tutorial] Basic Spriting / Texturing.

Postby Sgt. Shivers » Thu Sep 12, 2013 10:36 pm

Thanks for the tutorial DoomNukem, do you have anything on how to scale guns to the hand? Sometimes when I make guns they look too big for the player hands.
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Re: [Tutorial] Basic Spriting / Texturing.

Postby Marrub » Fri Sep 13, 2013 8:10 am

Very nice tutorial. Thanks a bunch!
Also, animating can be a bitch and a half, but I prefer to do it through TEXTURES so that I can more easily get a rough animation, then export that to frames (thanks SLADE) and edit it manually there.
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Re: [Tutorial] Basic Spriting / Texturing.

Postby DoomNukem » Fri Sep 13, 2013 10:32 am

all good, I hope it can help :D and yes, pillow's done a huge amount of TEXTURES animation for trailblazer but I never considered then taking those frames and editing them manually, good tip. Also if anyone uses this tutorial please post your results/examples, id love to seem them and it will help me come up with idea's for more tutorials.
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Re: [Tutorial] Basic Spriting / Texturing.

Postby zrrion the insect » Fri Sep 13, 2013 11:01 am

This is a little different from the way I do things, I'll have to give it a try sometime. Thanks for the tutorial!
Exporting TEXTURES frames and editing those is actually a really great ideas.
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Re: [Tutorial] Basic Spriting / Texturing.

Postby Captain Awesome » Fri Sep 13, 2013 10:10 pm

An informative tut, hope to see more from ya.
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Re: [Tutorial] Basic Spriting / Texturing.

Postby GoodYume6 » Sat Mar 22, 2014 2:58 pm

im bad at drawing own sprites, but this tutorial helps hell a lot :D
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby DoomNukem » Fri May 09, 2014 1:13 pm

BUMP: Updated the tutorial with an advanced version detailing how to turn 3D model render's into sprites. Have fun and Happy Spriting!
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby Captain J » Fri May 09, 2014 1:41 pm

book marked for useful and overwhelming awesomeness, and i say; you're awesome.
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby SoloSpaghetti » Fri May 09, 2014 2:04 pm

Mother of god! Amazing!
Do you think something similar could be created with AutoCAD or Cinema 4d too?
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby YukiHerz » Fri May 09, 2014 9:46 pm

nice tutorial, i just wish i didn't suck at modeling :p
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby Minigunner » Fri May 09, 2014 10:38 pm

I'm not one to make tutorials, but I have done direct renders with only some color changes:
Image
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby torridgristle » Fri May 09, 2014 11:35 pm

That's hot but you should include that it's going to be 20% taller in-game. I don't see people mention the aspect ratio much and that results in mistakes. I've made so many mistakes.
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Re: {TUT} Basic & Advanced Weapon Spriting

Postby DoomNukem » Sat May 10, 2014 12:03 am

Minigunner wrote:I'm not one to make tutorials, but I have done direct renders with only some color changes:
Image


ooh very nice, what was that rendered in, and did it have a texture/material to begin with or are all those details modelled on?

SoloSpaghetti wrote:Mother of god! Amazing!
Do you think something similar could be created with AutoCAD or Cinema 4d too?


Yeah they should be fine, I haven't had much experience with either of the two but anything that can spit out renders with a base clay material and soft lighting should be a-okay!
If they don't you could always save out .obj's or something else and import them into a standalone copy of mental-ray, marmoset toolbag or something else.

torridGristle wrote:That's hot but you should include that it's going to be 20% taller in-game. I don't see people mention the aspect ratio much and that results in mistakes. I've made so many mistakes.


Wow I never noticed that before haha, I think you're right they are slightly taller in-game, do you know what causes this? is it to do with using 16:9?, I mean if the sprites are too tall that can easily be sort of corrected by lowering it using offsets, might clip a bit off but yeah this is the first time I've been aware of this and now It cant be unseen, everything looks squashed now goddamnit.
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