![Image](http://i.imgur.com/AD3YAcd.png)
Making the Imp in Zbrush. Trying to evaluate how much work would be necessary to make HD Doom sprites.
My personal experience working with rendered model sprites all these years... it's just as much work and just as tedious as traditional 2D spriting. :P I used to think models were the "cheat mode" to sprites, but to be honest your light setup and even the textures need to be given attention to detail to just the same as when you're spriting... in other words, it's not really a cheat mode because more often than not, it's a lot easier to produce bad/amateur renders.Amuscaria wrote:Trying to evaluate how much work would be necessary to make HD Doom sprites.
Excellent 3D stuff and long time no see! Looks astonishingly amazing! :OAmuscaria wrote:Making the Imp in Zbrush. Trying to evaluate how much work would be necessary to make HD Doom sprites.
The entire reason you go through all the trouble with setting models up in the first place is not to "cheap out" on creating sprites, it's to cheap out on creating detailed animations for all rotations.Nash wrote:blerpAmuscaria wrote:Trying to evaluate how much work would be necessary to make HD Doom sprites.
leileilol wrote:On that Blender sprite pipeline, there was a py script released to help automate renders was there?
or am i going to have to .bat the render filenames
It's concrete-based brutalism. It needs to be all grey to be consistent. :VDoomKrakken wrote:THIS RIGHT HERE is what I wanted in some maps. Well, just the architecture. It doesn't all need to be concrete, though.