Doom sprites HD (8x) version v03 released
- InsanityBringer
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Re: Doom weapons and enemies sprites HD (8x)
Need to do much more than just plopping the images into <EDITOR_OF_CHOICE> and applying a few filters or other styles. Look at the edges, they're all sharp and pointy! Think of the safety threat they pose, he's going to cut himself with them when he tries to move! On the other hand, internal edges (ie: between the bloody/armored parts and the not bloody/armored parts have little definition like this. While bloodstains might not always leave distinctive edges, the armor is much more important.
The outline and contrast comments have much merit, in addition.
The outline and contrast comments have much merit, in addition.
Re: Doom weapons and enemies sprites HD (8x)
i drew that sheet in procreate on the ipad by hand.... procreate doesnt even have filters
Re: Doom weapons and enemies sprites HD (8x)
Hey,
since we are waiting for yaheshua to finins last rotation I was playing a bit with HD wepons.
AND I have BIG problem. Some of HD weapons are not scaled!!! double barrel is scaled nicely but shotgun is huge!
if anyone knows how to solve please help!
@ KMEB,
thx for psoting here any kind of help is appreciated. Now, there is several problems with those sprites (black outline, lack of antialiasing of edges etc. )
BUT ill just save this file if u agree, maybe later when we will go for ravenant some elements can be used, who knows.
since we are waiting for yaheshua to finins last rotation I was playing a bit with HD wepons.
AND I have BIG problem. Some of HD weapons are not scaled!!! double barrel is scaled nicely but shotgun is huge!
if anyone knows how to solve please help!
@ KMEB,
thx for psoting here any kind of help is appreciated. Now, there is several problems with those sprites (black outline, lack of antialiasing of edges etc. )
BUT ill just save this file if u agree, maybe later when we will go for ravenant some elements can be used, who knows.
Re: Doom weapons and enemies sprites HD (8x)
Hi. I'm still busy as hell, but managed to make these. The first set is complete now. I'll still be unable to work much on this project because of work, but i'll try to make whatever i can. Comments on these are welcome, as always.
Well, there are some problems with the end results. There's a lack of definition and, as all have pinted out, the outline is too heavy. But it is a nice start nonetheless. I'd recommend you to upscale the image, so you can work better with the sprites (too small and you'll face problems, and similar results to what you have presented here). Considering the fact that you drew them on the ipad speaks very good of your resourcefulness and if you manage to increase the definition on them and detail them better, we could use your help. Start with only one frame, so you can present a finished concept.KMEB wrote:this isn't quite at the x8 resolution of this project, but i did do a somewhat higher resolution revenent a few weeks ago any thoughts?
- NightFright
- Spotlight Team
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Re: Doom weapons and enemies sprites HD (8x)
Maybe the nose could be more visible for the side view (looks a bit like he doesn't have any), but other than that, it looks really awesome.
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Flynn Taggart
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Re: Doom weapons and enemies sprites HD (8x)
What's with the cyan-ish tint on his shoulder on the A4A6 sprite?
Re: Doom weapons and enemies sprites HD (8x)
downald it from
Re: Doom weapons and enemies sprites HD (8x)
Please speak clearly. Download what from where?ert237 wrote:downald it from
Your other post suggests that you're using a translator, which is fine so long as communication is clear. Doesn't seem to be the case here, though if English isn't your native language and you're just learning it, that's understandable. It's an evil language.
[EDIT] DAMNBOT
Last edited by Xaser on Thu Apr 19, 2012 7:57 pm, edited 1 time in total.
Re: Doom weapons and enemies sprites HD (8x)
Hi, first of all, in response to this:
Yes, i agree completely with you on that, but fot the momento i'm only working on the armor. Thief666 is the one in the "face department" here. I don't have latest changes to faces, so, there's nothing i could do on that (at the moment). But, i repeat, i agree with you on that.NightFright wrote:Maybe the nose could be more visible for the side view (looks a bit like he doesn't have any)
Sorry, and thanks for pointing that out. I'm kinda "color-blind" (not exactly, but don't know the english word for what i have... suffice to say that i cannot see very well some colors/tones). and i've been making all the frames with black/white and the obvious middle (gray). What happened there, is that i took the shoulder pad from A2 and mirrored it. Since this angle doesn't show any blood on it, i removed it, but apparently it left a "cyan - ish" tone to it. I'll fix it, don't worry.Flynn Taggart wrote:What's with the cyan-ish tint on his shoulder on the A4A6 sprite?
if by this, you mean "where can i download these", i'm sorry to say that you can't for the time being, we need to finish them first. There is Thief666's prealpha though, if you want to check an example out.ert237 wrote:downald it from
Re: Doom weapons and enemies sprites HD (8x)
Hey Yaheshua,
great job! really nice! that is it. Now I can try to use mirroring and perspective tool to apply it to other frames. Ill start that onver the weekend.
"Maybe the nose could be more visible for the side view (looks a bit like he doesn't have any)" - the side view has "old"head i already made new one. Head transplants, even for all frames
are matter of minuts so that no problem.
I think its oging great and I think that at last after all this tunings, changes, suggestions form forum members we have sprite that is high res and true to original.
That remarkable since its human face and body it quite tricky to interpret that pixel mess. With monsters like mancubus, reventant, lost sould etc it will be much easier.

great job! really nice! that is it. Now I can try to use mirroring and perspective tool to apply it to other frames. Ill start that onver the weekend.
"Maybe the nose could be more visible for the side view (looks a bit like he doesn't have any)" - the side view has "old"head i already made new one. Head transplants, even for all frames
are matter of minuts so that no problem.
I think its oging great and I think that at last after all this tunings, changes, suggestions form forum members we have sprite that is high res and true to original.
That remarkable since its human face and body it quite tricky to interpret that pixel mess. With monsters like mancubus, reventant, lost sould etc it will be much easier.

Re: Doom weapons and enemies sprites HD (8x)
Hi everyone, we've got some advances for this project.
I never get tired of the comparison between original and the hd sprites
Also, in the front-side frame, i adjusted a little the angle of the right arm (shotgunguy's right arm, that is). Didn't seem natural to me the way it was before.
Well, i've already started. Please, tell me what you think.thief666 wrote:I can try to use mirroring and perspective tool to apply it to other frames
Not necessarily. Although in these cases we are "free" of human proportions (although the humans in these case have some sketchy proportions at best), detail in these will be paramount for a good creature.thief666 wrote:With monsters like mancubus, reventant, lost sould etc it will be much easier
I never get tired of the comparison between original and the hd sprites
Also, in the front-side frame, i adjusted a little the angle of the right arm (shotgunguy's right arm, that is). Didn't seem natural to me the way it was before.
- NightFright
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Re: Doom weapons and enemies sprites HD (8x)
If all highres sprites are going to have this quality level, it will be one hell of a pack... Can't see anything here which could be any better.
Re: Doom weapons and enemies sprites HD (8x)
Much better but the overall detail level is still inconsistent - armor is most detailed and sharpest looking, hand and face are a bit blurry and the legs look like they were just filtered, without any work after.
If you get everything to the detail of armor/gun this is sure going to be great pack! I think you did a good job on the interpretation of the sprite (which, I think, is half of the success of such project)
Good luck!
If you get everything to the detail of armor/gun this is sure going to be great pack! I think you did a good job on the interpretation of the sprite (which, I think, is half of the success of such project)
Good luck!
- ETTiNGRiNDER
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Re: Doom weapons and enemies sprites HD (8x)
Yeah, the disjoint in style between the armor and the head is bugging me in particular. I think the legs look unfinished because they are unfinished, though.Cage wrote:Much better but the overall detail level is still inconsistent - armor is most detailed and sharpest looking, hand and face are a bit blurry and the legs look like they were just filtered, without any work after.
Re: Doom weapons and enemies sprites HD (8x)
Remember we are working this project on stages (or phases as thief callls them). I worked on the armor (and made some adjustments to perspective of some frames) right now and thief is working on heads, upscaling other monsters and whatnot. We will (eventually) get to the legs/hands/weapons to complete the sprite as a whole, not as an "inconsistent" piece of work. If we were to detail everything, on every sprite now, we would take MUCH longer to release something. The aim of this project is to detail every sprite (weapon and monster) in game (hence the name "doom weapons and enemies sprites HD" not "half enemies, half bodies sprites HD" ). Maybe someone will help with this parts to finish them earlier.Cage wrote:armor is most detailed and sharpest looking, hand and face are a bit blurry and the legs look like they were just filtered
To be precise they're not even started. The upscaling is finished, but the detailing is another thing. We haven't started any work on them.ETTiNGRiNDER wrote: legs look unfinished because they are unfinished
That's what we are aiming for.NightFright wrote:If all highres sprites are going to have this quality level, it will be one hell of a pack

