[WIP]4xHi-res Sprites... and 4xHD?
Forum rules
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.
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.
Re: 4x Hi-res Sprites [WIP]
I always thought of it as a wooden object, it's usually seen near [charred] trees and stuff (See E3M1)
EDIT: Nevermind, just checked and theres actually no stalagmites in the beginning of E3M1 like I previously believed, just 2 types of trees
EDIT: Nevermind, just checked and theres actually no stalagmites in the beginning of E3M1 like I previously believed, just 2 types of trees
Re: 4x Hi-res Sprites [WIP]
- Would this be a good idea to satisfy everyone?
-Making 2 versions of some sprites that are open to interpretation, and that could mean 2 packs, so people could choose which to download and use.
-OR, should I take a poll for things like this? Maybe the alternate packs would be better... idk
-Here's a third idea: making it "open source" as a pk3 instead of a WAD, so people could replace any unwanted sprites with the preffered one
-Making 2 versions of some sprites that are open to interpretation, and that could mean 2 packs, so people could choose which to download and use.
-OR, should I take a poll for things like this? Maybe the alternate packs would be better... idk
-Here's a third idea: making it "open source" as a pk3 instead of a WAD, so people could replace any unwanted sprites with the preffered one
Last edited by Mtzfire on Sun Oct 31, 2010 7:06 pm, edited 1 time in total.
- Salad Viking
- Posts: 752
- Joined: Tue Apr 20, 2010 8:58 pm
- Location: In high orbit
Re: 4x Hi-res Sprites [WIP]
I always figured the stalagmite was actually a spiky, hellish-looking bush with the branches and leaves removed that was misnamed. It doesn't look like a stalagmite at all. Now the grey stalagmite looks like a stalagmite.
Re: 4x Hi-res Sprites [WIP]
are you guys using photoshop? or something using layers?
Re: 4x Hi-res Sprites [WIP]
We don't use layers, that process is outdated and unusefull, that's what I call "D-Res", as in overlaying detail. The process is a bit confidentiall If you'd like to know what we do I can make a video tutorial and upload, so anyone can see. Should I do that?JustinC wrote:are you guys using photoshop? or something using layers?
As the 3rd option states, I think the best thing would be editable PNG's in a PK3, so users could choose a version. Should it be like that for the sprites?Me wrote:- Would this be a good idea to satisfy everyone?
-Making 2 versions of some sprites that are open to interpretation, and that could mean 2 packs, so people could choose which to download and use.
-OR, should I take a poll for things like this? Maybe the alternate packs would be better... idk
-Here's a third idea: making it "open source" as a pk3 instead of a WAD, so people could replace any unwanted sprites with the preffered one
Last edited by Mtzfire on Sun Oct 31, 2010 7:10 pm, edited 1 time in total.
- InsanityBringer
- Posts: 3386
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: 4x Hi-res Sprites [WIP]
hehMtzfire wrote:The process is a bit confidentiall
Re: 4x Hi-res Sprites [WIP]
I was joking OKAY: I'm making a video, I already had one, but it was using a crappy free site, so I'll make a new one.InsanityBringer wrote:hehMtzfire wrote:The process is a bit confidentiall
Actually I think it would be great to see people use the process, so I'll upload and post as soon as I can
--Just to be clear: I can make 2 versions of sprites with varying viewpoints, and I will, so that anyone can replace files in a PK3
Re: 4x Hi-res Sprites [WIP]
For heaven's sake, it's Halloween, not April Fools.Mtzfire wrote:We don't use layers, that process is outdated and unusefull
Re: 4x Hi-res Sprites [WIP]
And a resounding "Heh" swept the forum.Xaser wrote:For heaven's sake, it's Halloween, not April Fools.Mtzfire wrote:We don't use layers, that process is outdated and unusefull
Re: 4x Hi-res Sprites [WIP]
Lol ok I chose a very bad way to say it. I apologize Here:Xaser wrote:For heaven's sake, it's Halloween, not April Fools.Mtzfire wrote:We don't use layers, that process is outdated and unusefull
-We use software like Photoshop, yes, anything like that can work. What I meant was that we don't do that old process of just enlarging the sprites and making them blurry, then making a new layer and just drawing detail over it. That would take a lifetime, and would feel like Hell.
We rather work with the original image, "maneuver it" as it is blocky, "reshape it," and get exactly the look of the original sprites without recreating them to what they don't look like.
-Sorry again
EDIT: Just to say, though, that was an exellent process, and I hope to use it someday to make DOOM2RPG-like sprites
Last edited by Mtzfire on Sun Oct 31, 2010 7:24 pm, edited 1 time in total.
Re: 4x Hi-res Sprites [WIP]
The smudge tool is not the same thing as "overlaying detail". Detail is applied by giving additional depth, not completely flattening them inside a single canvas as this video by Pelle demonstrates.Mtzfire wrote:We don't use layers, that process is outdated and unusefull, that's what I call "D-Res", as in overlaying detail. The process is a bit confidentiallJustinC wrote:are you guys using photoshop? or something using layers?
Re: 4x Hi-res Sprites [WIP]
Yup, there it is. That's the process we started with. The result is nice That's not what we're doing now, but is VERY similar We went for a more cartoony DOOM style of sprites, like if they were hand-drawn rather than 3d shaded, but that video is very usefullWartorn wrote:The smudge tool is not the same thing as "overlaying detail". Detail is applied by giving additional depth, not completely flattening them inside a single canvas as this video by Pelle demonstrates.
-OK, I hope I don't have to make the new video now, because that one is very usefull!!
EDIT: thanks for posting that video
Last edited by Mtzfire on Sun Oct 31, 2010 7:29 pm, edited 1 time in total.
Re: 4x Hi-res Sprites [WIP]
Then please tell me how different the approach you are taking now makes it look any better in comparison, as to me they look all the sameMtzfire wrote:Yup, there it is. That's the process we started with. The result is nice That's not what we're doing now, but is VERY similar We went for a more cartoony DOOM style of sprites, like if they were hand-drawn rather than 3d shaded, but that video is very usefull
Re: 4x Hi-res Sprites [WIP]
EDITED: OKAY, I'm recording the work I'm doing on this sprite:Wartorn wrote:Then please tell me how different the approach you are taking now makes it look any better in comparison, as to me they look all the sameMtzfire wrote:Yup, there it is. That's the process we started with. The result is nice That's not what we're doing now, but is VERY similar We went for a more cartoony DOOM style of sprites, like if they were hand-drawn rather than 3d shaded, but that video is very usefull
Now, I'm working VERY quickly, so it might fail in the end, but I'm making the videos in parts, in case the final isn't very good.
--The process may OR may not work on editing monster sprites, it all depends on how good you master it--
Re: 4x Hi-res Sprites [WIP]
I've already seen a little bit of Blox's stuff so I'm aware of how the process is done, but to be honest the prominent issues I'm seeing in these sprites is that in some places they look completely flat on a canvas.Mtzfire wrote:Also, thank you for asking and thanks for that feedback Wartorn. If I'm still inclear, I can post an example with the old process, and an example with the latest. Should I do that?
For example the Skulls would look a little more convincing if you had focused a tad bit more on the darker shades, progressively grasping the lighter shades and respectively changing them to transition better, all while keeping the depth in place. It's pretty hard to explain in retrospect so I'll just let this random doohickey explain it.