[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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jdredalert
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Re: [SPRITES] Spriting Carnival!!

Post by jdredalert »

Aliens Colonial Marines Ithaca 37 (Hick's Shotgun in game). Heavy WIP.
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Colonial Marines Shotgun.png
PoptartNoahh
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Re: [SPRITES] Spriting Carnival!!

Post by PoptartNoahh »

This is my very first attempt at making (or at least modifying) a gun. It's not great, but I think it's kind of cool looking.
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silvershotgun.png
Last edited by PoptartNoahh on Wed Oct 03, 2018 5:20 am, edited 2 times in total.
el armadillo2
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Re: [SPRITES] Spriting Carnival!!

Post by el armadillo2 »

PoptartNoahh wrote:This is my very first attempt at making (or at least modifying) a gun. It's not great, but I think it's kind of cool looking.
gibe credits plox
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simploo
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Re: [SPRITES] Spriting Carnival!!

Post by simploo »

Updated the Revenant walk cycle in time for Spooptober.
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CWolf
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Re: [SPRITES] Spriting Carnival!!

Post by CWolf »

Started making this guy recently... and, you know, it's gonna be one loooooong ride for sure. Because I'm not smartass that knows how to 3d model so all stuff is handcraft made in Photoshop *sigh*
Image - ye he's not shadowed. Do not care for current sprite state shading, pointless.
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Jeimuzu73
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Re: [SPRITES] Spriting Carnival!!

Post by Jeimuzu73 »

Finished (for now) the Kerberos soldier from Jin-Roh. I took bits from Jazzmaster's Storm Elite soldier (mask and MG42) and pasted them onto a modified chaingunner, the result isn't half-bad.
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REXMaster
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Re: [SPRITES] Spriting Carnival!!

Post by REXMaster »

simploo wrote:Updated the Revenant walk cycle in time for Spooptober.
Image
I still can't understand why you can't use original anims.
Revenant cool but jetpack very strange.
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simploo
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Re: [SPRITES] Spriting Carnival!!

Post by simploo »

REXMaster wrote:I still can't understand why you can't use original anims.
Revenant cool but jetpack very strange.
I choose not to, I'd rather give them my own flair than just reuse the original animations.

If I flat out reused animations, it would just seem kinda lazy in my opinion, not to mention I'm editing the base images as well to make them appear a little more polished than just straight ripping the models,
rendering them, and calling it a day.

Most of DOOM's enemy sprites I've seen use 4 / 5 frames of animation for most walk cycles,
if I were to use and edit 20 / 30 frames for just his walk cycle, it would seem really out of place with what I'm trying to achieve, AND would be too much work.

I understand you might find it odd, but I'd like to think most of the work I've done so far will look pretty acceptable when it is all said and done.
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Mr.Enchanter
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Re: [SPRITES] Spriting Carnival!!

Post by Mr.Enchanter »

POL3A0.png
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REXMaster
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Re: [SPRITES] Spriting Carnival!!

Post by REXMaster »

simploo wrote:
REXMaster wrote:I still can't understand why you can't use original anims.
Revenant cool but jetpack very strange.
I choose not to, I'd rather give them my own flair than just reuse the original animations.

If I flat out reused animations, it would just seem kinda lazy in my opinion, not to mention I'm editing the base images as well to make them appear a little more polished than just straight ripping the models,
rendering them, and calling it a day.

Most of DOOM's enemy sprites I've seen use 4 / 5 frames of animation for most walk cycles,
if I were to use and edit 20 / 30 frames for just his walk cycle, it would seem really out of place with what I'm trying to achieve, AND would be too much work.

I understand you might find it odd, but I'd like to think most of the work I've done so far will look pretty acceptable when it is all said and done.
You can use only 1-2 keyframes just for setting up poses or downscale animations, like I did.
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Enjay
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Enjay »

Well, for what it's worth, I actually like REXMaster's animation and I do think it helps the sprite fit in with other enemies. :)
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Clay
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Re: [SPRITES] Spriting Carnival!!

Post by Clay »

Agreed. I would prefer darker shading and heavier shadows(a la D64) but that would not fit in with the vanilla monsters very well.

Also, it is worth mentioning that when using animations from new games, there are MANY key frames and it is just as much work if not more to selectively remove/delete unwanted key frames, than it is doing your own animations from the start.

Edit: I find that down-scaling doesn't always produce the results iI would personally.This is why I manually remove frames.


@Simploo - What program are you using to render? And what is the FOV/Focal Length of your camera?
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Vostyok
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Re: [SPRITES] Spriting Carnival!!

Post by Vostyok »

I also find that super realistic animations are more jarring when the monsters' pathfinding pulls a U-turn on you for no reason. Or the fact that turns are carried out in 45 degree angles. I kinda like that version you posted, Simploo. Nice work.

edit: thought Simploo and wrote Rexmaster in original post. I am a buffoon.
Last edited by Vostyok on Sat Oct 06, 2018 6:09 pm, edited 1 time in total.
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simploo
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Re: [SPRITES] Spriting Carnival!!

Post by simploo »

Clay wrote:Agreed. I would prefer darker shading and heavier shadows(a la D64) but that would not fit in with the vanilla monsters very well.

Also, it is worth mentioning that when using animations from new games, there are MANY key frames and it is just as much work if not more to selectively remove/delete unwanted key frames, than it is doing your own animations from the start.

Edit: I find that down-scaling doesn't always produce the results iI would personally.This is why I manually remove frames.


@Simploo - What program are you using to render? And what is the FOV/Focal Length of your camera?
I use XNALARA to render and pose the models, and GIMP to edit the renders into sprites, camera field of view is 30.

I've also started work on the regular Mancubus.
Image
REXMaster
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Re: [SPRITES] Spriting Carnival!!

Post by REXMaster »

simploo wrote:
Clay wrote:Agreed. I would prefer darker shading and heavier shadows(a la D64) but that would not fit in with the vanilla monsters very well.

Also, it is worth mentioning that when using animations from new games, there are MANY key frames and it is just as much work if not more to selectively remove/delete unwanted key frames, than it is doing your own animations from the start.

Edit: I find that down-scaling doesn't always produce the results iI would personally.This is why I manually remove frames.


@Simploo - What program are you using to render? And what is the FOV/Focal Length of your camera?
I use XNALARA to render and pose the models, and GIMP to edit the renders into sprites, camera field of view is 30.

I've also started work on the regular Mancubus.
Image
Is it final frame or just a sketch? I mean drawing.
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