[SPRITES] Spriting Carnival!!

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

Post by doomjedi »

Looks very interesting...need to check that tool out. Never heard of it.
osjclatchford
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Re: [SPRITES] Spriting Carnival!!

Post by osjclatchford »

Clownman wrote: I was attempting something like this a while back using the head from the D4T Hell Knight. Only real issue I've been having is trying to recolor it back to the classic colors.
hkprev.png
This is fantastic. Nothing wrong with if as far as I can see... You got a full set? ;)
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Lagi
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Re: [SPRITES] Spriting Carnival!!

Post by Lagi »

Gifty wrote:Love the skelly troopers!

Interprite is yielding some pretty nice results on the normal-res Doom monsters. In a similar (or lesser) amount of time I can get double the frame count I was previously producing by hand, and with that surplus of material you have a lot more artistic space in SLADE to really sculpt the animation and give it some verve and zing. My main goal is to telegraph monster behavior a lot more naturally and get rid of that awful "ice skating" feeling most of the monsters have in Smooth Doom right now.
:o [jaw drop]

that attack animation is insane!! its above pixel perfect. :shock:
you can feel the punch impact transfer on IMP body. How much time did you spend on it? Did you study anatomy for that?

not sure if its appropriate to criticize this beauty:
the start of the attack is too late, compare to the rest smoothness of the gif. I think you should start from standing pose then go to arm stretch... and then rest of gif. but maybe Im wrong. :D

other thing, I think Imp is making a claw attack, not punch. So his talon should cross his axis.

but still as it is now, its more than perfect
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Lagi
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Re: [SPRITES] Spriting Carnival!!

Post by Lagi »

doomjedi wrote:Looks very interesting...need to check that tool out. Never heard of it.
ekhm... maybe you find it useful :wink:. The interprite itself start from point 7.
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Mikk-
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Re: [SPRITES] Spriting Carnival!!

Post by Mikk- »

That attack animation is amazing, it has so much weight to it!
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

LostEpisodesSprites.PNG
Some custom weapon sprites i made for Cantsleep's Wolfendoom Mission Packs.

Credits goes to: FormGen, ID Software, Mike12, osjclatchford, and 3D Realms.
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Last edited by Captain J on Mon Apr 20, 2020 12:04 am, edited 1 time in total.
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ElectricPulse
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Re: [SPRITES] Spriting Carnival!!

Post by ElectricPulse »

Very nice work, Cap! :D
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Namelessdeity
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Re: [SPRITES] Spriting Carnival!!

Post by Namelessdeity »

Pulse rifle sprites, reload, and pump action reload. Click for fullsize



Credit : DOKU, FURY_161 (from steam workshop)
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LossForWords
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Re: [SPRITES] Spriting Carnival!!

Post by LossForWords »

no random crits.
credz to valve for the model and progammernetwork for the xna conversion.
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DenisBelmondo
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Re: [SPRITES] Spriting Carnival!!

Post by DenisBelmondo »

Gifty wrote:Love the skelly troopers!

Interprite is yielding some pretty nice results on the normal-res Doom monsters. In a similar (or lesser) amount of time I can get double the frame count I was previously producing by hand, and with that surplus of material you have a lot more artistic space in SLADE to really sculpt the animation and give it some verve and zing. My main goal is to telegraph monster behavior a lot more naturally and get rid of that awful "ice skating" feeling most of the monsters have in Smooth Doom right now.
lmfao these have a great sense of rhythm and weight. i love these, they're almost cute in a way. i'm excited to see the tool be used to its full advantage like this more often.
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LossForWords
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Re: [SPRITES] Spriting Carnival!!

Post by LossForWords »

yup, i just had to do it.
credz to valve and progammernetwork, same deal as before.
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DoomKrakken
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Re: [SPRITES] Spriting Carnival!!

Post by DoomKrakken »

Gifty wrote:Love the skelly troopers!

Interprite is yielding some pretty nice results on the normal-res Doom monsters. In a similar (or lesser) amount of time I can get double the frame count I was previously producing by hand, and with that surplus of material you have a lot more artistic space in SLADE to really sculpt the animation and give it some verve and zing. My main goal is to telegraph monster behavior a lot more naturally and get rid of that awful "ice skating" feeling most of the monsters have in Smooth Doom right now.
NICE! Do you think you can make a video on your process?
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

LossForWords wrote:no random crits.
BONK! I super love it! Really wanted to see some TF2 weapons in action... Of doom! And now i'm seeing it.

But what about Force A Nature? That would be so awesome.
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Gifty
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Re: [SPRITES] Spriting Carnival!!

Post by Gifty »

DoomKrakken wrote:NICE! Do you think you can make a video on your process?
Thanks! I don't have a good video setup right now but the workflow I'm using is essentially:

-Spend a good 40-ish minutes in Interprite just polishing the sprite rigging so that the computer does as much of the heavy lifting as possible.
-Take the raw output from Interprite and do the gruntwork of cleaning it all up by hand, usually another 2-3 hours. Smoothing out aliasing, redrawing character details that the machine has rendered scrambled and muddy, and generally filling in all the empty spots that Interprite didn't know how to draw. This is the main part of the work.
-Once the slog of cleanup is through, it's one final hour or so of coding the animation in SLADE and tweaking the frame speed so that it looks natural. Often I'll render and clean up more frames than I actually need, so that I have more "B-roll" to work with at the scripting stage. That Imp "attack" animation from earlier is a good example of a sequence where I probably only used about half or three-quarters of the frames I ultimately rendered, because it's easier to start with more frames and a more robotically smooth motion, and then prune it down afterwards to something more dynamic with ebbs and flows.

Maybe once I get some decent video editing software I can make a vid showing this process in action. With the "How It's Made" theme in the background. :P
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Lagi
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Re: [SPRITES] Spriting Carnival!!

Post by Lagi »

Gifty wrote:I'll render and clean up more frames than I actually need, so that I have more "B-roll" to work with at the scripting stage. That Imp "attack" animation from earlier is a good example of a sequence where I probably only used about half or three-quarters of the frames I ultimately rendered, because it's easier to start with more frames and a more robotically smooth motion, and then prune it down afterwards to something more dynamic with ebbs and flows.
thats an interesting technique. Thanks for sharing that.

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