Doom sprites HD (8x) version v03 released

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
timmyr0x0r
Posts: 200
Joined: Sat Mar 27, 2010 5:37 am

Re: Doom sprites HD (8x) version v03 released

Post by timmyr0x0r »

Uh... maybe the models used to render in that case the HD sprites (simplified of course) ? :)
iLikeTheUDK
Posts: 64
Joined: Tue May 22, 2012 11:10 am
Location: Tel Mond, Israel

Re: Doom sprites HD (8x) version v03 released

Post by iLikeTheUDK »

Well, there's no Voodoo magic in that - You just need to download an MD2 exporter plugin for your favourite modelling software, and export the model using it after using a multires tool to lower the polycount to a respectable level.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Doom sprites HD (8x) version v03 released

Post by Blox »

Using a primitive multires on a detailed sculpture is only going to lead to loads of headaches.
User avatar
Marnetmar
Posts: 304
Joined: Tue Aug 23, 2011 3:23 pm

Re: Doom sprites HD (8x) version v03 released

Post by Marnetmar »

Blox wrote:Trust me when I say that it's the best way of doing it.
It looks terrible ingame. TERRIBLE.
User avatar
TheMorden
Posts: 72
Joined: Tue Jul 03, 2012 7:09 am

Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

why dont we just do renders of some of the more complex characters, then paint overtop, similar to what they did in the silver surfer cartoon from the 90's (for characters like Galactus), that way there is less work involved, but we get better results, i personaly like the way the game is going at the moment, and it would be a shame to throw all of our work away just to make things easier.
http://www.youtube.com/watch?v=Cg_SStys ... age#t=413s
heres an example of what i was talking about,ofcourse wed be doing it in more of a doom style, not cel shading :/
Last edited by TheMorden on Mon Jul 09, 2012 3:43 pm, edited 2 times in total.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Doom sprites HD (8x) version v03 released

Post by Blox »

Marnetmar wrote:It looks terrible ingame. TERRIBLE.
Image
This is TERRIBLE? o_O
User avatar
TheMorden
Posts: 72
Joined: Tue Jul 03, 2012 7:09 am

Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

meh i like the look of painted/drawn stuff better,
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Doom sprites HD (8x) version v03 released

Post by Blox »

I agree it can look better, but I can tell you out of experience that doing 50+ of such images for every monster is not a task most will get through. (I certainly haven't, oh noes!)
Unless they don't know the state called "laziness", bless those people. (i r jelly)
User avatar
TheMorden
Posts: 72
Joined: Tue Jul 03, 2012 7:09 am

Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

Blox wrote:I agree it can look better, but I can tell you out of experience that doing 50+ of such images for every monster is not a task most will get through. (I certainly haven't, oh noes!)
Unless they don't know the state called "laziness", bless those people. (i r jelly)
well lets give my idea a try perhaps? also i r jelly too LOL
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Doom sprites HD (8x) version v03 released

Post by Blox »

If someone was to have a chance of pulling it off, they'd need a good team. (Which, admittedly - seems to be lurking around already.) And a way of working together better than this:
Image

Take a quick guess at why I don't copy an image with transparency straight to my image editing program of choice?
Because I get a black background. And black backgrounds are an absolute nightmare to scavenge something out of. Especially when something contains shadows along the edges. (Oh, like this sprite?)

A shared Dropbox account and having different members do individual parts of the process worked alright for me and Wartorn.
but of course this is not the real life, but just fantasyy
User avatar
TheMorden
Posts: 72
Joined: Tue Jul 03, 2012 7:09 am

Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

imp.png
imp.png (102.53 KiB) Viewed 693 times
im here to stay
needs some cleaning up though :P
Paul
Posts: 57
Joined: Sat Mar 03, 2012 1:40 am

Re: Doom sprites HD (8x) version v03 released

Post by Paul »

Blox wrote:
Marnetmar wrote:It looks terrible ingame. TERRIBLE.
[img]quotin%20images[/img]
This is TERRIBLE? o_O

Might & Magic 7+8 pretty cool games.

I would say the best way to get a result would be this:

Base all sprites for the project on 3d models. Use the models as a base to keep consistency between frames, use freehand for small details. That way, the "light angle" can remain consistent, you can consider making all new middle frames, and you can spend far less time in "free-hand" drawing. Most importantly though, you can keep the "freehand detailing" with a model base to save time and effort, as well as make project easier to spread work out between participants.
User avatar
TheMorden
Posts: 72
Joined: Tue Jul 03, 2012 7:09 am

Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

Paul wrote:
Blox wrote:
Marnetmar wrote:It looks terrible ingame. TERRIBLE.
[img]quotin%20images[/img]
This is TERRIBLE? o_O

Might & Magic 7+8 pretty cool games.

I would say the best way to get a result would be this:

Base all sprites for the project on 3d models. Use the models as a base to keep consistency between frames, use freehand for small details. That way, the "light angle" can remain consistent, you can consider making all new middle frames, and you can spend far less time in "free-hand" drawing. Most importantly though, you can keep the "freehand detailing" with a model base to save time and effort, as well as make project easier to spread work out between participants.
thats prettymuch what i was thinking,
thief666
Posts: 155
Joined: Fri Sep 09, 2011 7:49 pm

Re: Doom sprites HD (8x) version v03 released

Post by thief666 »

hi

So how about making it as a team? step by step?
this are front walking frames for imp, currently used in release v.03.
If you save it and open in GIMP they will be in transparent beckground (alpha channel).
black outlines should be avoided
upper row is original lower row will be re-mastered.
I did first frame (will tune it and cleanup).
PLEASE NOTE - its scaled down because this is gona be actually 4x, this format makes most sense time-wise and filesize-wise.
how about splitting work (judge shoulders/stomach, I can do legs, hands I did already, TheMorden - head etc.)

we may post changes after are done, I can collect all pictures at the end and merge all improvements together for final picture.
In meantime I will prep angled frame, and we can repeat the same.


Image
SalmonGod
Posts: 12
Joined: Mon May 28, 2012 4:44 am

Re: Doom sprites HD (8x) version v03 released

Post by SalmonGod »

Yeah, I'm planning on putting more work into this. I've just been pretty lethargic lately between the heat and crazy shit happening in my life. A guy had a heart attack on my couch a couple weeks go.

You know my life isn't exactly scheduled such that it should be hard for me to find time for this stuff, but I have a full-time job that is extremely depressing, a wife and two kids that are pretty demanding, and always crazy shit like the above. So I never know how much time I actually have for anything. I just have intentions that I sometimes manage to get around to.

So yeah. Yesterday, I found a decent guide for the rendering tricks I want to use. That's the only task-related barrier I've been facing. Rendering is on the highly technical side of things, which isn't my strength. After that, rendering out all those poses is super easy. ZBrush has a nice posing system that doesn't require any complex set-up. No skeletons or anything needed. The only difficult part of the animation will be the death animation, where I'll have to sculpt a whole bunch of stuff spilling out of Caco's melting face + major deformations.... from multiple angles. Not difficult, but definitely a lot of work. Still not nearly as much work as drawing it all by hand.

And then maybe I'll take a shot at the Cyberdemon, since he's another favorite and people were talking about him a few pages back.

No timetable though. Don't expect any kind of timeliness.
Locked

Return to “Abandoned/Dead Projects”