Doom sprites HD (8x) version v03 released

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Re: Doom sprites HD (8x) version v03 released

Postby SalmonGod » Mon Sep 24, 2012 11:46 pm

Hey I just want to drop by and put any expectations to rest.

My work on Doom art has been put on indefinite hold, because I've found work with a small game studio that's just starting out. It's about 25 guys all working on their own time and resources while keeping their day jobs. There's some very dedicated and talented people there, so I think it has a good chance of growing up into a fully self-funded studio. I'm currently doing whatever I can to contribute to that.

It's a great learning experience. Whenever I've fully made the switch to working as an artist, it will be so much easier for me to do this. I've wanted for years to see Doom's original art style fully updated. It will just have to wait until I'm not in essence working two jobs.
Last edited by SalmonGod on Mon Sep 24, 2012 11:49 pm, edited 2 times in total.
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Re: Doom sprites HD (8x) version v03 released

Postby thief666 » Tue Oct 02, 2012 8:07 pm

Heh SalmonGod,

It seems that I have similar problem here. I dont have 2 jobs like you but more like 1.5
While I am still trying to do something is more crawling than really moving forward. I am still doing things but cannot contribute as much as in the past.

On the other hand, this project is not mine anymore - differnt artist did different aspects of this projects, some of them, namely Yaheshua, did HUGE WORK with all sprites of shotgun guy (body),
others like TheMorden - redesigned IMPs head and I forgot who did IMPs body for one sprite. We have really nice interpretations like last Pinky demon sprite edited by TheMorden, based on clay figure. Differnt angles of that clay models can be found so its quite easy to finish pinky. I think its sitll doable to finish that thing.
Best thing that could happen for this project is if someone would find enough time to over-take leadership and really push it forward.
I am still very much interesed in that and currently can spare 2 hours per week to help.
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Re: Doom sprites HD (8x) version v03 released

Postby Kaal979 » Thu Oct 04, 2012 3:49 am

Woaah - is this truly ready?
Does anyone btw know a mod which repleces
the originals with those from the Doom64 WAD?
I mean they are also abit hires but a few must be recreated.
Find all referring stuffs here (also the Q2 Dooms):
(Link removed, due to warez/porn contents. -mgmt)
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Re: Doom sprites HD (8x) version v03 released

Postby iLikeTheUDK » Thu Oct 04, 2012 12:55 pm

So this project's...dead?

Well, if it isn't, here's a video where someone from the 1UP network tours id Software, and once they show some of Greg Punchatz's latex models (and an EPIC fail on Tim Willits' behalf - He called the Archvile a Revenant). You might want to use some of the models they show here as reference.

http://www.youtube.com/watch?v=n-SwU2iJ_1k&feature=related
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Re: Doom sprites HD (8x) version v03 released

Postby TheMorden » Sat Oct 06, 2012 1:38 am

i dont think hes saying its over, i think hes just saying that we cant leave it all to him
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Re: Doom sprites HD (8x) version v03 released

Postby iLikeTheUDK » Sat Oct 06, 2012 1:52 am

Well, I think that Greg himself would probably want to be involved if he has time. I came across him not long ago in the ZBrush forums.
BTW, can you please post any new progress?
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Re: Doom sprites HD (8x) version v03 released

Postby Kaal979 » Sat Oct 06, 2012 3:45 am

It hink he maybe ment the monster arent bad but they look kinda unmotivated = dead.
Anyhow the Doom64 monsters look actually better in DukeNukem i guess (comic style).
I will try recoulouring the originals with IrfanView palette editing and later to double all
original characters resolution but only if someone explained how to make the WAD.
Last edited by Kaal979 on Mon Oct 08, 2012 2:05 pm, edited 1 time in total.
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Re: Doom sprites HD (8x) version v03 released

Postby iLikeTheUDK » Sat Oct 06, 2012 5:21 am

You don't need a WAD. All modern Doom sourceports that support hi-res textures and sprites also support PK3 packages, which are basically just ZIP files under a different extension.
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Re: Doom sprites HD (8x) version v03 released

Postby Kaal979 » Sat Oct 06, 2012 7:33 am

Get me right - i use ZDoom with WADS
and dont want Doom changed too much.
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Re: Doom sprites HD (8x) version v03 released

Postby iLikeTheUDK » Sat Oct 06, 2012 8:15 am

What do you mean "not changed that much"?
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Re: Doom sprites HD (8x) version v03 released

Postby Kaal979 » Sat Oct 06, 2012 9:01 am

Not to underrate the many great works made
but i just like very few thing changed in my game.
Im well with the general texture resolution so my
logical enhancement wish was a WAD which shows
better details instead of pixels on the characters.
Now is it possible to use PK3s with ZDoom or what?
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Re: Doom sprites HD (8x) version v03 released

Postby iLikeTheUDK » Sat Oct 06, 2012 9:26 am

Obviously, ZDoom supports both WADs and PK3s.
And better resolution usually means better detail. How are you planning to get more detailed textures and sprites without changing their resolution, I have no idea.
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Re: Doom sprites HD (8x) version v03 released

Postby RaVeN-05 » Sat Oct 06, 2012 2:55 pm

I am Searching BoomSprite that you use unsucessful someone can upload it?
Also benvista photozoom pro maybe can be useful in this proj because uses some resizing algorithm very impressive work
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Re: Doom sprites HD (8x) version v03 released

Postby The Zombie Killer » Sun Oct 07, 2012 2:06 am

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Re: Doom sprites HD (8x) version v03 released

Postby RaVeN-05 » Sun Oct 07, 2012 3:51 am

Thank you it always become unrespond after i scale image.
Here is example on benvista photozoom pro usage
Using Spline Max
Image
Using Sline XL
Image
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