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Re: [WiP] Bruiser Doom

PostPosted: Fri Jun 14, 2013 2:50 am
by Captain J
you mean flame on the top of the horn or all of part of the horn? if flame on the top is correct, that's gonna be a awesome caco candle from shopping malls then. :P

Re: [WiP] Bruiser Doom

PostPosted: Fri Jun 14, 2013 2:51 am
by Uboa
I don't know yet. I'm thinking about on top, but I'm not sure yet.

Re: [WiP] Bruiser Doom

PostPosted: Fri Jun 14, 2013 2:53 am
by Gez
Uboa wrote:Image
I made the mouth red and removed the splotchiness. I left those patches on there, because they apparently change color when he attacks. I'll make them a bright red.

Making them go from orange to yellow would look hotter. (As in, higher temperature.)

Re: [WiP] Bruiser Doom

PostPosted: Fri Jun 14, 2013 9:39 am
by RiboNucleic Asshat
I'd like it if the splotches were added back and that effect was applied to them. It would make it look like the caco has some sort of "internal fire" that's glowing out in places where his hard shell has broken off. Could brightmap it for added effect.

EDIT: Let's change the cyber-bruiser into a super-bruiser. Image

Re: [WiP] Bruiser Doom

PostPosted: Fri Jun 14, 2013 6:27 pm
by 0bsidian
I'd recommend making the flames on his/hers/it's hands bigger.

I blame Cybie.wad for the gender confusion.

Re: [WiP] Bruiser Doom

PostPosted: Fri Jun 14, 2013 8:01 pm
by RiboNucleic Asshat
Oh shit, I have to actually finish that now? BALLS!
Oh well, I may as well do it since I haven't contributed anything since the plasma gun and rehanded weapons.
Wait, has anybody contributed anything as of late? Oh yeah Uboa is making that caco

EDIT: After a long time of making precise selections, recoloring, desaturating, and doing painful pixel editing to correct palette hideousness, I present to you the A frame: Image

EDIT: Oh I just LOVE making mistakes. Sigh.
Image

Re: [WiP] Bruiser Doom

PostPosted: Sat Jun 15, 2013 12:31 am
by Captain J
i had it worse, but hey. you did a great job now.
can't wait for full animations.

Re: [WiP] Bruiser Doom

PostPosted: Sat Jun 15, 2013 4:29 pm
by RiboNucleic Asshat
The B frame, slow progress continues...
Image
So I timed myself, and it takes 1 hour per frame.

Re: [WiP] Bruiser Doom

PostPosted: Sat Jun 15, 2013 5:14 pm
by Captain J
hmm, one hour. why did you wasted whole time for this sprites? if that's a coloring problem, i'm recommand photoshop or pixlr.
i'm always use pixlr for recoloring sprites or make their BG clear.

Re: [WiP] Bruiser Doom

PostPosted: Sat Jun 15, 2013 5:27 pm
by RiboNucleic Asshat
I have to select, very precisely, certain regions on all 5 sprites, then do a process 3 times because of some dumb reason. Then I repeat ~3 more times. After than, I add the fire (which, to be fair, only takes about 10 seconds), palette it, then send it back to the editor to fix all palette ugliness. It's not very efficient, but hell, it works.

Re: [WiP] Bruiser Doom

PostPosted: Sat Jun 15, 2013 5:53 pm
by Hellstorm Archon
By the way, I've attempted recruiting help over at the Zandronum forums, especially since agaures is now relocated over there, and let's see how it goes.

Re: [WiP] Bruiser Doom

PostPosted: Sun Jun 16, 2013 1:14 pm
by Uboa
PermaNoob wrote:I have to select, very precisely, certain regions on all 5 sprites, then do a process 3 times because of some dumb reason. Then I repeat ~3 more times. After than, I add the fire (which, to be fair, only takes about 10 seconds), palette it, then send it back to the editor to fix all palette ugliness. It's not very efficient, but hell, it works.

Or you could just use gradient maps, pencil the outline, then use the paint bucket tool. But wait, you're not using Photoshop. :wink:

Re: [WiP] Bruiser Doom

PostPosted: Sun Jun 16, 2013 2:21 pm
by RiboNucleic Asshat
But the results wouldn't look the same, now would it? :P
Anyway, turns out it only takes about 20 minutes (my friend isn't trustworthy when it comes to the time):
Image

Re: [WiP] Bruiser Doom

PostPosted: Sun Jun 16, 2013 5:00 pm
by 0bsidian
Ummm...are you going to put spikes?

Sorry.

Re: [WiP] Bruiser Doom

PostPosted: Sun Jun 16, 2013 8:06 pm
by Marrub
PermaNoob wrote:But the results wouldn't look the same, now would it? :P

but the results WOULD be the same, if not better
I doubted gradient maps at first
never again shall I stop using them