[SPRITES] Spriting Carnival!!
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Re: [SPRITES] Spriting Carnival!!
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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Re: [SPRITES] Spriting Carnival!!
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).
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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Re: [SPRITES] Spriting Carnival!!
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.
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Re: [SPRITES] Spriting Carnival!!
about the three sprites, it looked even worse, they were like... zig-zagged pixels? i don't know how to describe it.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.
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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Re: [SPRITES] Spriting Carnival!!
You can have a low strength light on the back.
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Re: [SPRITES] Spriting Carnival!!
thank youtorridgristle wrote:You can have a low strength light on the back.
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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Re: [SPRITES] Spriting Carnival!!
another test with scattergun, used antialiasing and different light positioning (also placeholder hand)
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Re: [SPRITES] Spriting Carnival!!
BFG wrote:I really want to see the Sawcubus from the mobile Doom fully sprited.. did this quickly in 2 minutes.
You both have my attention...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.
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Re: [SPRITES] Spriting Carnival!!
IMO, CD's sawcubus would be fitting for metadoom!
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Re: [SPRITES] Spriting Carnival!!
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.
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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Re: [SPRITES] Spriting Carnival!!
Has anyone tried making SCP 096 sprites?
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Re: [SPRITES] Spriting Carnival!!
Pale Archvile with bloody hands and a fucked up head.enderkevin13 wrote:Has anyone tried making SCP 096 sprites?
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Re: [SPRITES] Spriting Carnival!!
Looks neato. I was thinking of it being like an archvile as well, which makes it even better.Mr.Enchanter wrote:Pale Archvile with bloody hands and a fucked up head.enderkevin13 wrote:Has anyone tried making SCP 096 sprites?
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Re: [SPRITES] Spriting Carnival!!
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.enderkevin13 wrote:Looks neato. I was thinking of it being like an archvile as well, which makes it even better.Mr.Enchanter wrote:Pale Archvile with bloody hands and a fucked up head.enderkevin13 wrote:Has anyone tried making SCP 096 sprites?
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Re: [SPRITES] Spriting Carnival!!
I can't, for the life of me, get the other frames to be around the same color range.
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