The WIP Thread

If it's not ZDoom, it goes here.
User avatar
Cage
Posts: 471
Joined: Sun Jan 08, 2006 2:47 pm
Location: San Escobar
Contact:

Re: The WIP Thread

Post by Cage »

I'm pretty sure that contrary to me, he was just bad ass and did it by hand ;)

Perfectly doable, but it's a huge time saver when you just want some abstract detail.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: The WIP Thread

Post by NeuralStunner »

Cage wrote:I'm pretty sure that contrary to me, he was just bad ass and did it by hand ;)
Are you suggesting that you are not, in fact, a badass? Them's fightin' wor- Ooooooh. Right. :P

That does look super-cool. Hell, I wish I had even the skill to use a texture generator properly. My "from scratch" capabilities are somewhere around "Blake Stone" style. (Not saying much, I guess. :P )
User avatar
Cage
Posts: 471
Joined: Sun Jan 08, 2006 2:47 pm
Location: San Escobar
Contact:

Re: The WIP Thread

Post by Cage »

To be honest, I don't really know how to use one either. I just picked one which has a ton of nice presets already ;) https://filterforge.com/

Besides saving you the fuss of creating some repeatable abstract detail, generated textures scale into low resolution a ton better than photo-textures IMO.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: The WIP Thread

Post by Gez »

Cage wrote:Damn, you can really go a long way with a decent procedurally generated base and digital painting on-top

Image
(Texture not for public use, don't ask)
Before reading the words, my first thought for this picture was "fancy automap view of a complex level".
User avatar
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

Re: The WIP Thread

Post by Jaxxoon R »

Cage wrote:(Texture not for public use, don't ask)
Then why show it off?
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: The WIP Thread

Post by DoomKrakken »

To show that it's his work in progress, or to show it will be implemented in one of his works in progress.

DAMN, it'd be cool if those were lines to some cyberpunk map. :D
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: The WIP Thread

Post by YukiHerz »

Spoiler: Shrinker Memery
I think i'll just make them A_Die when shrunk and expanded.
User avatar
Rifle Marine
Posts: 40
Joined: Wed Aug 27, 2014 3:18 am

Re: The WIP Thread

Post by Rifle Marine »

Image
I don't know what I am doing or drawing.
Here's some crappy edgy sketch thing.
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: The WIP Thread

Post by leileilol »

Jaxxoon R wrote:
Cage wrote:(Texture not for public use, don't ask)
Then why show it off?
Sadly, I wouldn't trust any honors for "you may not use this" given what i've seen.

*cough*that one github avatar guy*cough*nazis! derivatives*cough*


though i will mention it is reminiscent of that one Hexen metal wall texture everyone loves to steal and claim how its so public domain that Raven stole it off a guy's gif page first, along with the Descent explosion which is similarly retconned by people as stolen off a gif page
User avatar
Cage
Posts: 471
Joined: Sun Jan 08, 2006 2:47 pm
Location: San Escobar
Contact:

Re: The WIP Thread

Post by Cage »

Jaxxoon R wrote:
Cage wrote:(Texture not for public use, don't ask)
Then why show it off?
Is there communism going on in Doom community? If so, I didn't get the memo :P

I'm sure that everyone who did a project with custom art, music or even scripts can relate to the urge to:

1. Show your work to both promote it and get some feedback
2. At the same time keep it exclusive to your project not to spoiler it

It's nothing commercial, so everything in due time. Unless I'm weird and everyone else thinks that for example, seeing the sprites for a new boss before you have the experience of fighting it in-game is cool and dandy.

"But it's just textures!" - Then you don't realise how much textures are a part of the environment and how much that's the part of the whole experience, dear sir. :)
DoomKrakken wrote:To show that it's his work in progress, or to show it will be implemented in one of his works in progress.
Also to let you guys know that are really helpful tools that can help you out even if you're not an artist!

Cheers folks,
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: The WIP Thread

Post by comet1337 »

making some Devil Daggers-style bloody disintegration deaths for monsters
shit quality webm

now if i only knew how to make flat floor blood stains
then archviles can pull the monsters up from red puddles with more fancy effects
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: The WIP Thread

Post by leileilol »

How to write a bad celshader in GLSL!!!
Image

- make edge outlines by sobeling edges from the depth buffer (which has artifacts with....... everything)
- calc some psuedo bump for lighting
- generate some black sobel outlines by shader from diffuse texture, applying over the shader
. divide diffuse texture by its monochrome itself to flatten the image. this is the problem area tbh, real celshading works with properly made diffuse textures and not onthefly pixel normalization
- clamp/posterize lighting to 2 levels.

This is clearly not GG Xrd's technique. just something halfassed i thought of while goofing around with glsl lighting.
Last edited by leileilol on Tue Mar 01, 2016 9:12 am, edited 2 times in total.
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: The WIP Thread

Post by Captain Ventris »

Screwed around with getting four attacks from one weapon: one for tapping each fire button, one for holding each button for a moment. Got it feeling pretty good so far. Now to make everything much prettier and smoother and fancier in Doomvengers. Just can't shake the feeling that it needs a little bit of sprucing up and smoothing out rough edges, etc.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: The WIP Thread

Post by Gez »

leileilol wrote:How to write a bad celshader in GLSL!!!
Image

- make edge outlines by sobeling edges from the depth buffer (which has artifacts with....... everything)
- calc some psuedo bump for lighting
- generate some black sobel outlines by shader from diffuse texture, applying over the shader
. divide diffuse texture by its monochrome itself to flatten the image. this is the problem area tbh, real celshading works with properly made diffuse textures and not onthefly pixel normalization
- clamp/posterize lighting to 2 levels.

This is clearly not GG Xrd's technique. just something halfassed i thought of while goofing around with glsl lighting.
It's okay if you want to make it look like they're watching the flash of an atomic bomb; but the lightning is a bit too stark if they aren't supposed to be vaporized within the next second.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: The WIP Thread

Post by Captain J »

Agreed, too much atomic lights going to melt our faces. Otherwise they looks good!
Post Reply

Return to “Off-Topic”