Classic weapons sprites 2x upscaled (FINAL VERSION)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Classic weapons sprites 2x upscaled (FINAL VERSION)
Upscaled weapons for doom games or mods with base doom weapons.
Works wih base games without other weapons mods.
Sprites are 2x bigger. Some are little edited especially supershotgun but not much.
For best result turn off textures filtering.
Using tools : ESRGAN/Bsrgan/XBR, Gimp
DOWNLOAD
https://www.moddb.com/games/doom/addons ... and-doom-2
Works wih base games without other weapons mods.
Sprites are 2x bigger. Some are little edited especially supershotgun but not much.
For best result turn off textures filtering.
Using tools : ESRGAN/Bsrgan/XBR, Gimp
DOWNLOAD
https://www.moddb.com/games/doom/addons ... and-doom-2
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Last edited by Marcelus on Tue May 17, 2022 9:37 am, edited 3 times in total.
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Re: Classic weapons sprites 2x upscaled
Two frames on chainsaw are finished. Teeth on chain I did little bigger than are on original sprites .
More edits on super shotgun
More edits on super shotgun
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Re: Classic weapons sprites 2x upscaled
While I really appreciate the effort and I know that some people do like upscales, they always have a strange look to me. Rather bizarrely, to me they tend to look less "realistic" than the original low-res versions. They almost look like they've been painted in oils or something.
e.g.
The glove and arm in that one show what I'm trying to say.
However, I guess that there is no way around it other than from-scratch new sprites.
It's not just these sprites though, it's pretty much every upscale that I've seen - including the automatic ones built into the game engine.
e.g.
The glove and arm in that one show what I'm trying to say.
However, I guess that there is no way around it other than from-scratch new sprites.
It's not just these sprites though, it's pretty much every upscale that I've seen - including the automatic ones built into the game engine.
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Re: Classic weapons sprites 2x upscaled
In fact, the source of the sprites is known to everyone, so it's rather surprising that no one has done this.Enjay wrote:While I really appreciate the effort and I know that some people do like upscales, they always have a strange look to me. Rather bizarrely, to me they tend to look less "realistic" than the original low-res versions. They almost look like they've been painted in oils or something.
e.g.
The glove and arm in that one show what I'm trying to say.
However, I guess that there is no way around it other than from-scratch new sprites.
It's not just these sprites though, it's pretty much every upscale that I've seen - including the automatic ones built into the game engine.
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Re: Classic weapons sprites 2x upscaled
I agree with Everything but I do it only 2x bigger.Enjay wrote:While I really appreciate the effort and I know that some people do like upscales, they always have a strange look to me. Rather bizarrely, to me they tend to look less "realistic" than the original low-res versions. They almost look like they've been painted in oils or something.
The glove and arm in that one show what I'm trying to say.
However, I guess that there is no way around it other than from-scratch new sprites.
It's not just these sprites though, it's pretty much every upscale that I've seen - including the automatic ones built into the game engine.
This avoid looking like paint durin gameplay because still are in low resolution. I do it for myself because I want something with original feeling but little less pixelated .
Try in game. Looks better in motion than on screenshots. Main frames are edited much than other frames.
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Re: Classic weapons sprites 2x upscaled
Marcelus is correct. I always test ingame and move around a sprite and interact with it somehow, otherwise it turns out to be not as intended. Infact, that's one reason I never posted anything other than screenshots when I did my Wolfenstein mod. When the game renders it, there's other variables at play.
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Re: Classic weapons sprites 2x upscaled
But Enjay is right. Full new sprites would be better choice and everytime looks better than upscale but I do not have skill for this.D2 Mod Player wrote:Marcelus is correct. I always test ingame and move around a sprite and interact with it somehow, otherwise it turns out to be not as intended. Infact, that's one reason I never posted anything other than screenshots when I did my Wolfenstein mod. When the game renders it, there's other variables at play.
Objects or textures I did some slowly but weapons only upscale. Maximum what I did with weapons are some quake 2 edits in HD
https://leray.proboards.com/thread/4163 ... ers?page=2
For this doom pack I very carefully edit especially shapes after upscaling. Still is not 1:1 but very close I think.
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Re: Classic weapons sprites 2x upscaled
True, the advantage to upscaling/remastering with the original assets is that it can be done much faster.
So when I release something I try to make it "complete" and then all the assets are consistent, unlike a Doom HD style pack that has 20 different author's contributing and looks odd to many players.
With upscaling you can do it quickly, have consistency among all assets if you actually make it complete, and it's more likely to be faithful to the original look/feel. That can overcome, ultimately, a number of things not looking as good as other projects.
I also lack the ability to redraw the sprites, and I agree that's always the best. In case of the weapons/HUD, that's particularly important yes (they are close and the player always sees them, but ultimately all the assets are important for a good consistent experience).
If I ever get my own project complete, I'll try to make a Smooth Doom version of it, more frames is an even greater impact. I prefer sprites over 3D models personally, for an experience that fits the original game. If you are from another generation and like enhanced Doom you may not care and really like a Doom HD type of pack that has many assets redrawn but fails in consistency. Alot is personal preference.
There are a few artists here who's art is totally brilliant and I'd pick it everytime, if I were a player and not trying to create my own thing. The difficulty I have with redrawn is it often varies from the original enough it no longer feels like the same game. It's a tough call.
From what I see of your upgrades, they look fine to me at first glance (I also hate pixels, and so it's a huge improvement). In my opinion, any attempt at improved visuals is a good project, if it fits a particular niche a few players wanted. If you are having fun and learning especially, it can lead to bigger and better things down the line too....
When I say Doom HD I don't mean your own project specifically, just HD content by the community overall that create full packs for an HD experience. I just noticed that was your own project with some wellmade sprites. :O
PS, later just saw your Quake 2 skin redo's. Looks great to me!
So when I release something I try to make it "complete" and then all the assets are consistent, unlike a Doom HD style pack that has 20 different author's contributing and looks odd to many players.
With upscaling you can do it quickly, have consistency among all assets if you actually make it complete, and it's more likely to be faithful to the original look/feel. That can overcome, ultimately, a number of things not looking as good as other projects.
I also lack the ability to redraw the sprites, and I agree that's always the best. In case of the weapons/HUD, that's particularly important yes (they are close and the player always sees them, but ultimately all the assets are important for a good consistent experience).
If I ever get my own project complete, I'll try to make a Smooth Doom version of it, more frames is an even greater impact. I prefer sprites over 3D models personally, for an experience that fits the original game. If you are from another generation and like enhanced Doom you may not care and really like a Doom HD type of pack that has many assets redrawn but fails in consistency. Alot is personal preference.
There are a few artists here who's art is totally brilliant and I'd pick it everytime, if I were a player and not trying to create my own thing. The difficulty I have with redrawn is it often varies from the original enough it no longer feels like the same game. It's a tough call.
From what I see of your upgrades, they look fine to me at first glance (I also hate pixels, and so it's a huge improvement). In my opinion, any attempt at improved visuals is a good project, if it fits a particular niche a few players wanted. If you are having fun and learning especially, it can lead to bigger and better things down the line too....
When I say Doom HD I don't mean your own project specifically, just HD content by the community overall that create full packs for an HD experience. I just noticed that was your own project with some wellmade sprites. :O
PS, later just saw your Quake 2 skin redo's. Looks great to me!
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Re: Classic weapons sprites 2x upscaled
@D2 Mod Player
Priority for me is hold original art how is possible. Upscaling is only tool for me , not final result.
Upscaling is fine now because is many options how it do and yes is quick but is not ideal for everything.
Better is lower res than too much because with higher resolution do also higher mistakes.
I edited everything after upscaling especially shapes, edges and sometimes color corrections.
Upscaling is not magic and without edit result is not much good. I like duke, blood upscale pack from Phredreeke. His work is very nice
viewtopic.php?f=354&t=67251
Priority for me is hold original art how is possible. Upscaling is only tool for me , not final result.
Upscaling is fine now because is many options how it do and yes is quick but is not ideal for everything.
Better is lower res than too much because with higher resolution do also higher mistakes.
I edited everything after upscaling especially shapes, edges and sometimes color corrections.
Upscaling is not magic and without edit result is not much good. I like duke, blood upscale pack from Phredreeke. His work is very nice
viewtopic.php?f=354&t=67251
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Re: Classic weapons sprites 2x upscaled
17.5. 22
FINAL VERSION
All weapons are finished.
Some edits on fist (edges).
Edited main frame for plasma(shapes and colors).
Added Chainsaw.
Download moved on moddb
https://www.moddb.com/games/doom/addons ... and-doom-2
FINAL VERSION
All weapons are finished.
Some edits on fist (edges).
Edited main frame for plasma(shapes and colors).
Added Chainsaw.
Download moved on moddb
https://www.moddb.com/games/doom/addons ... and-doom-2
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Re: Classic weapons sprites 2x upscaled (FINAL VERSION)
It's kind of interesting how you'd rate a work of mine there, it's 4x upscaling though.
Classic: viewtopic.php?f=46&t=58180
Smooth Doom: viewtopic.php?f=46&t=64846
Perhaps it was a wrong decision to ditch the classic version in favor of smooth doom one. Perhaps I'll get back to it as soon as I decide smooth doom is done. Yeah, redrawing low ress stuff is tedious and I've been redrawing only first person sprites since 2017.
Classic: viewtopic.php?f=46&t=58180
Smooth Doom: viewtopic.php?f=46&t=64846
Perhaps it was a wrong decision to ditch the classic version in favor of smooth doom one. Perhaps I'll get back to it as soon as I decide smooth doom is done. Yeah, redrawing low ress stuff is tedious and I've been redrawing only first person sprites since 2017.
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Re: Classic weapons sprites 2x upscaled (FINAL VERSION)
not bad. I prefer more standard look. I like pixels but less pixelated than original. Something "middle"... less pixelated but still pixelatedDarkcrafter wrote:It's kind of interesting how you'd rate a work of mine there, it's 4x upscaling though.
Classic: viewtopic.php?f=46&t=58180
Smooth Doom: viewtopic.php?f=46&t=64846
Perhaps it was a wrong decision to ditch the classic version in favor of smooth doom one. Perhaps I'll get back to it as soon as I decide smooth doom is done. Yeah, redrawing low ress stuff is tedious and I've been redrawing only first person sprites since 2017.
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Re: Classic weapons sprites 2x upscaled (FINAL VERSION)
Carry on, it looks good.
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Re: Classic weapons sprites 2x upscaled (FINAL VERSION)
Hey, thanks for the link to those upscales. I'd considered doing those games myself at one point, just because I love old shooters. I'll check this out perhaps. I've loaded Duke 3D packs before, they wildly vary and some don't look stock at all but are very high definition. I've never actually finished the campaign to that game before, but that's ok.
Middleground is an interesting compromise. Sprites get hideously slow to render at high resolution to the point of being impossible. These days I remaster at 8000x8000 and then scale it down to what the engine can handle. The higher the resolution of the original render, the better it looks when you downscale it. But that entirely depends on the fidelity of the filters you use. I use photoshop, never tried an AI but have been impressed by a recent weapons mod that used one.
Congrats on finishing the mod. Nice and fast.
Middleground is an interesting compromise. Sprites get hideously slow to render at high resolution to the point of being impossible. These days I remaster at 8000x8000 and then scale it down to what the engine can handle. The higher the resolution of the original render, the better it looks when you downscale it. But that entirely depends on the fidelity of the filters you use. I use photoshop, never tried an AI but have been impressed by a recent weapons mod that used one.
Congrats on finishing the mod. Nice and fast.