Not at all. I like alot of it. In fact I think your getting better as you go along, and I think you should go back over things occasionally as your skills progress. Not that you wouldn't do that anyways. The b.u guy was in smudge heaven though....
Edit: I do have to say the details are being obscured, like the guy on the "spike" or whatever....the anatomy is ignored quite a bit. The boots aren't red, they are covered in blood. The knee has been moved into the shin.
And the first post with the three Demon pics, its interesting to see quality improve from 1 to 3.
When I mentioned layers before, I wasn't talking about adding shading, I was talking about managing the image. If you saw what vader(or is it nash?) was doing, you can get an idea of what I am talking about. You can see he understands the figure and he is editing it according to the shapes the body is comprised of. When your drawing a figure, particularly the broad lines of the body's skeletal structure, you are taught to draw through the body, even if another body part is covering it up. A layer can do this in a decent art program.
I say take your time. Learn to enjoy the project and the work involved in it. This is something that should be quality over quantity (speaking in a manner regarding the workload or something i guess....) for many reasons.
Saying scaling will reduce these errors is preposterous. Please don't take any of this the wrong way, I wish you guys the best of luck. And I can understand how enthusiasm can make one want to produce everything right away.
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 10:00 am
by Blox
Well, the main reason to why I usually do things the (speed > (quality^2)) way, is because I'd like to have a release date (at least for the demon) in a couple of months.
The only obstacle is me, myself - and my random waves of motivation (and skill). Some times I might make a sprite in a day, while other times it's skipped to weeks. Hopefully that won't happen again, as I kinda lost speed after that.
I better start work on the next sprite, and close the holes when I'm done. ..I skipped two sprites as of now, but I'll wait until I'm done with the rest of the rotations. So that if I improve again, I'll have to remake two sprites less.
Though I'm in a bit of a decision trap between the baron, and the archvile as my next sprite set. Guess time will tell. I'm done bumping this, at least for a while now.
At least I have two bottles of Pepsi to make the process more enjoyable. B)
Edit: Heh, I adore criticism. Which is why I'm drawing most of the small details now. I'm trying to be fast because, it's more challenging to make good sprites at a fast rate, which slowly enough develops into better speed/quality ratios. Which is a good thing I guess, and I have no artsy talents whatsoever. I'm just a very (read: very) fast learner. Although that's a case of knowledge, the more I know - the faster I learn. Which kinda explains how I suddenly became great at English. (I don't know a damn about German though, so the progress is at snail speed.) So for me, knowledge really IS power. [/shamelessusageof'knowledgeispower']
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 10:03 am
by JustinC
Spoiler:
I dunno. I just don't think you can get away with speeding through something like this. Its just going to look rushed. On the same token, I don't think it would take as long as you may think. I mean, I know what your going through. And I know the frustration of people's opinion and/or desire. I just think you could do it, and if your talented enough, why not?
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 12:42 pm
by Mtzfire
Spoiler:
No no. I'll disagree there too. The sprites can't be made for years, that's what would be insane.
-You seem to forget this is just a bit of help, and whether you call these hi-res or not, they ARE at a much higher resolution than the original sprites, which, already shown, don't look even in HQ4x nearly as good as our sprites here.
-But yeah, quantity comes first for a Good reason: We can Always add and make changes in the end results, because sometimes we can see ourselves that they're pretty bad. Editing these is easy, not hard, so we can always add detail and shading.
-As for anatomy, the only thing wrong is that person, because I'm not an anatomy student, flat.
Also, I didn't realize the guy's boot was covered in blood, because, look at the sprite, it looks like his boot is pink and red, doesn't look like blood at all... but I can change that, I guess
EDIT: The knee has been moved into the shin??? XD Just look closely. His leg is bent, that's why his knee is so low. All there is to fixing that is shading, and done.
Well I know MY sprites need some quick edits, but the Demon is looking perfect, I'd rather not see him filled in random spots and stains.
@Blox, there is that huge difference between the first and rest Demon sprites, though, could you edit or redo the front angle?
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 1:09 pm
by Blox
I'll do it when I'm finished with the current, and next rotation. (*4*6, then *5)
Because then I'll most likely reach some (read: some) kind of artistic limit. And then I'm going to remake all the 'unfitting' walking sprites. Which HOPEFULLY, should have a consistent level of detail.
Also, don't let me take my time to make sprites..
Spoiler:
It took 40 minutes to do that.. *runs*
Though I'll admit, it looks kinda badass. Fixing is always possible when you have the source.
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 3:53 pm
by JustinC
Spoiler:
Mtzfire wrote:No no. I'll disagree there too......
-As for anatomy, the only thing wrong is that person, because I'm not an anatomy student....
EDIT: The knee has been moved into the shin??? XD Just look closely. His leg is bent, that's why his knee is so low. All there is to fixing that is shading, and done....
I like what your doing, don't get me wrong. I just don't see the point in "HD" sprites if they aren't done properly.
And his leg isn't bent. You can't just throw the figure out the window and hope for the best.(And no, it wouldn't take years for it to be done, it WOULD however feel tedious....
(Edit: another good reason for layers, do the blood on a second layer....)
(hey, I think the face and abdomen are great...don't sell yourselves short. You guys do posses alot of talent. )
Spoiler:
study.png (72.19 KiB) Viewed 1016 times
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 4:20 pm
by Mtzfire
Spoiler:
Well bravo... no seriously, bravo. That was a good picture example Thanks, I get what you mean about the knee now.
-As for the boots, they really do look red, not bloody, but I'll change the legs anyway... and yes, I did kinda rush through from the waist down, except for the first boot I made.
-Well then, I'll get working on remaking his legs
EDIT: Also, I didn't know he had bloodstains on his leg, it looks like... gore, but that can be changed...
EDIT2: I need to know the marine's boot color, if it isn't red as I made it. Is is a grey-brown color like those in the Doomguy?
Re: 4x Hi-res Sprites [WIP]
Posted: Tue Nov 23, 2010 6:41 pm
by Miracle Man
It's the same as the former human. Little red shoes or low boots and blood stains.
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 2:51 pm
by Mtzfire
NOTE: Okay, so, I tried getting some serious detail and realism effect on the sprites we make, but it's still just an
experiment of mine. So I transformed Pelle's Cacodemon, by adding shade and lights to make him detailed and
almost look 3D.
-Here's what I got:
Was the transformation good?
(and yeah, took shitloads of time to make... but, whatever)
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 3:12 pm
by TheDoomGuy
Mtzfire wrote:NOTE: Okay, so, I tried getting some serious detail and realism effect on the sprites we make, but it's still just an
experiment of mine. So I transformed Pelle's Cacodemon, by adding shade and lights to make him detailed and
almost look 3D.
-Here's what I got:
Was the transformation good?
(and yeah, took shitloads of time to make... but, whatever)
I think it looks good. Definitely something that's probably necessary so that everything doesn't look cartoony. As long as you make it consistent with the rest of the sprites.
Do you intend to make the weapon sprites hi-res as well? And what about the textures? Are you just going to use the hi-res texture pack with it?
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 3:55 pm
by JustinC
Thats the ticket.
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 4:09 pm
by NeuralStunner
Mtzfire wrote:Was the transformation good?
Definitely.
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 5:22 pm
by Gez
It's not bad, but it illustrates nicely another problem of these hi-res things: detail symmetry. When a low-res sprite is eerily symmetrical, it's not much of a problem because, hey, it's low-res, the fine details wouldn't appear. When a high-res sprite is entirely symmetrical, though, including little insignificant things like pock marks or wrinkle shadows, then it becomes too blatant IMO. (Perfect symmetry does not naturally happen. If you take someone's photography and retouch it with Photoshop or something to give that person's face a perfect symmetry, you get a clear uncanny valley effect.)
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 7:04 pm
by gh0st
I agree on the symmetry bit, just needs a bit of variation and it would be excellent, its almost strange seeing these sprites in hi-res, it leads me to thinking, how the hell did they think up the cacodemons anatomy? Its a floating, plasma-spitting meatball with horns.
Re: 4x Hi-res Sprites [WIP]
Posted: Thu Nov 25, 2010 7:45 pm
by SoulCrow
If you look at the Cacodemon page on the Doom wiki, you can see that the sprite was cropped from an image of an Astral Dreadnought, a creature from AD&D so I don't think id Software paid much attention to the anatomy and just settled on something they thought looked pretty cool