
Brütal Doom v0.18
Re: Brutal Doom v0.11: Bloodier and Gorier.
I cannot lick my image from previous post, trying to paste it again... and want to stress again that while resized and sligtlhy tuned IMP is my work, imp head is copied, tuned, transofrmed and blended into sprite form DaniJ excellent artwork for jDRP1.1


Last edited by thief666 on Sat Sep 10, 2011 5:39 pm, edited 1 time in total.
Re: Brutal Doom v0.11: Bloodier and Gorier.
sorry it seems that hi res image was loaded instead of shrinked one, I dont know how to edit my post. And of course I wrote "I cannot click my image " instead f "lick my image" 

Re: Brutal Doom v0.11: Bloodier and Gorier.
FFFFTTFFFFFTFFTFFFTFTFFFTFFTFFFDan50 wrote:What is the new insult?

Re: Brutal Doom v0.11: Bloodier and Gorier.
Looks good, Thief! I hope you can make all the monsters hi-res
Re: Brutal Doom v0.11: Bloodier and Gorier.
I think high res monsters should definitely be an optional add-on wad or something. Though, they do look really good.
Texture upscaling alone murders older rigs like mine, and loading in many really large textures at once wouldn't help...
Texture upscaling alone murders older rigs like mine, and loading in many really large textures at once wouldn't help...
Re: Brutal Doom v0.11: Bloodier and Gorier.
Hi
@Vict - it seems that hi res sprites doesnt take too much memory much less than hi res textures - hi res textures are around 100 MB whil all hi res sprites for one monster take just 1 mb so for 10 monster it will be only 10 MB.
in addition I have this sprites as optional pk3 file. you just load it along with brutal Doom and it replaces sprites. you dont load it you got original ones.
@ Ghost - I have also shotgun guy done in hi res already.
@Vict - it seems that hi res sprites doesnt take too much memory much less than hi res textures - hi res textures are around 100 MB whil all hi res sprites for one monster take just 1 mb so for 10 monster it will be only 10 MB.
in addition I have this sprites as optional pk3 file. you just load it along with brutal Doom and it replaces sprites. you dont load it you got original ones.
@ Ghost - I have also shotgun guy done in hi res already.
Re: Brutal Doom v0.11: Bloodier and Gorier.
So will you be using a lot of JDRP stuff as a base, or do you have other higher res models to use as well?
Re: Brutal Doom v0.11: Bloodier and Gorier.
Hm, I tested to see if the minigun rounds pass through enemies, they don't...
I put about 30 bullets into a zombieman and the one behind him was perfectly fine afterwards.
I put about 30 bullets into a zombieman and the one behind him was perfectly fine afterwards.
Re: Brutal Doom v0.11: Bloodier and Gorier.
@Ghost
The base is always vanilla sprite, which is vecor scaled and this alone ADDS elements to it while beeing very conservative (looks close to orginal)
then I am mostly using artworks and jDRP and my poor painting mixing all of it, sometimes stretching and applying as skin to md2 models to get angled heads etc
and then blending into sprite. I think I can do it fast if jDRP author will agree that I might use element of their artwork. If I have to do i all by myslef it will take ages and will look ugly
since i dont even have 1/100 of artisctic skills of guys like DaniJ.
Anyways even if nooene likes it I will use it just for me:)
The base is always vanilla sprite, which is vecor scaled and this alone ADDS elements to it while beeing very conservative (looks close to orginal)
then I am mostly using artworks and jDRP and my poor painting mixing all of it, sometimes stretching and applying as skin to md2 models to get angled heads etc
and then blending into sprite. I think I can do it fast if jDRP author will agree that I might use element of their artwork. If I have to do i all by myslef it will take ages and will look ugly
since i dont even have 1/100 of artisctic skills of guys like DaniJ.
Anyways even if nooene likes it I will use it just for me:)
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Re: Brutal Doom v0.11: Bloodier and Gorier.
I like the idea of making things a bit clearer but knowing you would have to go through hundreds of sprites to make the the entire game look pretty.
Re: Brutal Doom v0.11: Bloodier and Gorier.
Yeah, I hope it's not too big of a workload for one guy. Worst case I guess you could just do the weapons/pickups if it becomes too much work?
Re: Brutal Doom v0.11: Bloodier and Gorier.
Actually to get sprites as they look in my example screenshot is not too much work.
They are not polished though as much as I would like. The most daunting part is polishing them. To get set of hi res sprites for one monster that are vecotr scaled (much les pixelization) and have some hi res elements lifted form
artworks, jDRP (or even Doom movie) takes around 2 days. Then polishing each spirte takes muuuch longer. Here is example of unpolished shotgun guy:

making FULL set of such sprites for shotgun guy took me 3 hours. but you can see how unpolished it is.
face is too fat, shotugn is crappy etc. so it will need corrections.
bottom line making unpolished vector scaled, depixelized hi res sprites for entrie game shouldnt take longer than 1 month, but polishing them its another story.
They are not polished though as much as I would like. The most daunting part is polishing them. To get set of hi res sprites for one monster that are vecotr scaled (much les pixelization) and have some hi res elements lifted form
artworks, jDRP (or even Doom movie) takes around 2 days. Then polishing each spirte takes muuuch longer. Here is example of unpolished shotgun guy:

making FULL set of such sprites for shotgun guy took me 3 hours. but you can see how unpolished it is.
face is too fat, shotugn is crappy etc. so it will need corrections.
bottom line making unpolished vector scaled, depixelized hi res sprites for entrie game shouldnt take longer than 1 month, but polishing them its another story.
Re: Brutal Doom v0.11: Bloodier and Gorier.
Looking good thief666!
Re: Brutal Doom v0.11: Bloodier and Gorier.
AWESOME Imp 

Re: Brutal Doom v0.11: Bloodier and Gorier.
No kidding.Dan50 wrote:AWESOME Imp