I know the original doom sprites were built off photographs of posed models and I'm wondering how everyone handles proportion and gait and subtle things like that when creating new monsters? I've nevet modeled clay or messed with sketchup so I'm wondering how others treat these details. I guess its a bit overkill but I feel stuck without something to reference.
The best I could think of was screenshots of movies that give an idea of how a certain creature walks.
How have you approached this problem? I don't yet know 3d modeling and am wondering if drawing better sprites is a good if roundabout reason to learn.
What do u think is best?
using 3D or real life models for sprite drawing (gait etc)
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: using 3D or real life models for sprite drawing (gait et
In all honesty, this isn't the best place to ask. Somewhere specific to either stop-motion or 3D animation would be a better place to look. You're essentially doing the same thing- only the required output is different.
Re: using 3D or real life models for sprite drawing (gait et
I know about people handling 3D modelling programs and doing sprites based on 'em, and the result is quite cool. Same goes with people doing 'em from scratch, via frankenspriting, palette translation, etc.
In the end, if it looks fine and fits when and while you're playing, it really doesn't matter which route you pick.
Experiment with fucking everything, the sky's the limit, brother.
In the end, if it looks fine and fits when and while you're playing, it really doesn't matter which route you pick.
Experiment with fucking everything, the sky's the limit, brother.