[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Mr.Enchanter
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Re: [SPRITES] Spriting Carnival!!

Post by Mr.Enchanter »

They'll need a bit of cleanup as there is a lot of noise in the image but they are a good base nonetheless.
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MetallicaSepultura
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Re: [SPRITES] Spriting Carnival!!

Post by MetallicaSepultura »

tried to reposition the scattergun into a centered position instead of modern FPS position.

also, changed the materials and sprite resolution:

originally i've used Mental ray with metal materials and HD sprites rescaled with textures lump, but since i wanted to obtain a 90's feeling (you can obtain 90's metal effect also with mental ray... but it came out too realistic, also mental ray has antialiasing) and also the HD sprites became grainy when scaled,
i've decided to lower the resolution to classic Doom sprites one, and using simple Blinn materials with maya Hardware (has aliasing, so the pixels are defined).
Spoiler: old HD one
Spoiler: remade one
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torridgristle
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Re: [SPRITES] Spriting Carnival!!

Post by torridgristle »

Light should be toward the front of the gun, not the back. Also, antialiasing helps details stand out because without AA details will disappear or fizzle away when they get too thin but with AA they fade out naturally, but not using AA might make it look more 90s FPS. As for grain, if it looked like the one on the left it's because you used nearest neighbour which doesn't blend pixels together when shrunken. The one in the centre uses bilinear to scale it down, and the one on the right is bilinear with a little bit of 0.5px sharpening.

Image Image
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MetallicaSepultura
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Re: [SPRITES] Spriting Carnival!!

Post by MetallicaSepultura »

torridgristle wrote:Light should be toward the front of the gun, not the back. Also, antialiasing helps details stand out because without AA details will disappear or fizzle away when they get too thin but with AA they fade out naturally, but not using AA might make it look more 90s FPS. As for grain, if it looked like the one on the left it's because you used nearest neighbour which doesn't blend pixels together when shrunken. The one in the centre uses bilinear to scale it down, and the one on the right is bilinear with a little bit of 0.5px sharpening.

Image Image
about the three sprites, it looked even worse, they were like... zig-zagged pixels? i don't know how to describe it.
aniway, thanks for the suggestions as usual, but the light on the front and not the back?? but in this way the back of the gun will not have light and so no details.. or am i wrong (it's a point light)?
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torridgristle
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Re: [SPRITES] Spriting Carnival!!

Post by torridgristle »

You can have a low strength light on the back.
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MetallicaSepultura
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Re: [SPRITES] Spriting Carnival!!

Post by MetallicaSepultura »

torridgristle wrote:You can have a low strength light on the back.
thank you :)
i'll see what i can do.
for now i'm making the enemies, but i still need to tweak the weapons a bit in terms of positioning and lights.
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MetallicaSepultura
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Re: [SPRITES] Spriting Carnival!!

Post by MetallicaSepultura »

another test with scattergun, used antialiasing and different light positioning (also placeholder hand)
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Kinsie
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Re: [SPRITES] Spriting Carnival!!

Post by Kinsie »

BFG wrote:I really want to see the Sawcubus from the mobile Doom fully sprited.. did this quickly in 2 minutes.
Carbine Dioxide wrote:The Chainsaw is not actually a Chainsaw, but a Christmas tree, because I destroyed the shading on it. I most definitely, most likely, won't be able to do more frames of this.
You both have my attention...
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

IMO, CD's sawcubus would be fitting for metadoom!
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Carbine Dioxide
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Re: [SPRITES] Spriting Carnival!!

Post by Carbine Dioxide »

Good luck getting a chainsaw for it. Mine sucks BFG balls. I could probably do more frames without the chainsaw though, just maybe...

Anyway, a custom monster I made with no references or anything. I think it turned out okay, besides it not being in Doom's style, but whatevs.
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enderkevin13
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Re: [SPRITES] Spriting Carnival!!

Post by enderkevin13 »

Has anyone tried making SCP 096 sprites?
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Mr.Enchanter
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Re: [SPRITES] Spriting Carnival!!

Post by Mr.Enchanter »

enderkevin13 wrote:Has anyone tried making SCP 096 sprites?
Pale Archvile with bloody hands and a fucked up head.
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enderkevin13
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Re: [SPRITES] Spriting Carnival!!

Post by enderkevin13 »

Mr.Enchanter wrote:
enderkevin13 wrote:Has anyone tried making SCP 096 sprites?
Pale Archvile with bloody hands and a fucked up head.
Looks neato. I was thinking of it being like an archvile as well, which makes it even better.
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Mr.Enchanter
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Re: [SPRITES] Spriting Carnival!!

Post by Mr.Enchanter »

enderkevin13 wrote:
Mr.Enchanter wrote:
enderkevin13 wrote:Has anyone tried making SCP 096 sprites?
Pale Archvile with bloody hands and a fucked up head.
Looks neato. I was thinking of it being like an archvile as well, which makes it even better.
Yeah pretty much perfect for a base, the bottom half of the legs are revenant legs and I used the revenant skull for some definition in the face.
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Carbine Dioxide
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Re: [SPRITES] Spriting Carnival!!

Post by Carbine Dioxide »

I can't, for the life of me, get the other frames to be around the same color range. :blergh:
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