ah I see that! thank you for acknowledging my gripe!
since I am here anyway and have the gif uploaded elsewhere, here is an annoying imp exploding.
Some of its orientations are reversed from the original 2005 bloody edition, but only because it is an alternate of a redraw that does match the original's orientation that I simply didn't bother to make a gif of.
The actual in game object sends most of its bits as separate objects to avoid visual conflicts with scenery, as it is rather wide otherwise.
Not ludicrous enough! I might have another monster toss out pieces of snack mix when slain similarly, but I already am making too many unimportant component of this harder than they need to be.
even this one still needs more tweaking to look properly in the game and not cause too much lag when loading the graphics each session. Thank you for finding merit in the example gif at least!
Series of sprites i made the last 3 weeks. Free to use.
Modern AK. Creds Ubisoft
As Val. Creds Ubisoft
FAL. Creds Ubisoft
M320. Creds DICE
M16. Found it in GMOD. Don't know the author.
M79. Creds DICE
M14 EBR. Creds DICE
SPAS -12. Creds Ubisoft
Last edited by Lucas Kord on Tue Jul 05, 2022 12:27 pm, edited 2 times in total.
Hello everyone, I have remade Brutal Doom's old sprite based tanks into a model that has been rendered into sprites. As practice for making my own more original vehicle models.
I have made a full sprite sheet of the tanks' chassis moving and being destroyed, and of the turret firing it's cannon and minigun, and being destroyed.
Here is a preview sprite sheet of some of the tank sprites I have made:
And here are Brutal Doom's own tank sprites for reference:
This is not the complete sprite set as I have made 100 sprites for the turret alone, and adding them manually in a sheet would take forever.
Instead, I have packaged all of the sprites in an archive, and have also made dedicated editor sprites for the tank*, and have went over and given offsets to all of them, so nobody else has to do that themselves. The archive includes a test actor with code comments inside it for modders, the comments are instructions on how to properly use the sprites in-game without rendering issues.
In addition to the full prepared sprite sheet and instructions on how to use it, I have also made the Blender project files for the tank public.
*The tank is meant to be used with the chassis and turret being separate actors, so only one of the two halves of the tank would appear in UDB or SLADE, so I made editor sprites of the whole tank for this purpose. Of course, you can also just put together the chassis and turret sprites, and turn the tank into a single actor if you want.
Last edited by inkoalawetrust on Tue Jul 05, 2022 6:41 pm, edited 1 time in total.
Lucas Kord wrote:Series of sprites i made the last 3 weeks. Free to use.
Modern AK. Creds Ubisoft
As Val. Creds Ubisoft
FAL. Creds Ubisoft
M320. Creds DICE
M16. Found it in GMOD. Don't know the author.
M79. Creds DICE
M14 EBR. Creds DICE
SPAS -12. Creds Ubisoft
u should make a thread so its easier to find your sprites, they're great !!
DenisBelmondo wrote:
trying to get a good blender workflow and material system going to very easily render models for use as doom sprites with as little editing as possible. a lot of these i'm probably not going to use but i'll post my experiments here for the sake of. something
(antique quote source)
All I can tell you is that there is great untapped potential in mixing 3D/2D workflow with modern technomagic:
<Bloax> so to chunk it up:
<Bloax> Models of an animated object's silhouette can be used as a base for style transfer.
<Bloax> through the power of 3D editor, it's entirely realistic to make the animations crazy smooth, and to have each relevant "section" of a model be plastered with motion-estimation-friendly patterns - each section with a different colour would likely result in better cross-over depth-tracking
<Bloax> Then a ""style"", which is actually the drawn sprite, is drawn over the model at a higher-than-final resolution, the exact starting frame is likely a matter of Trial & Error
<Bloax> If the result is satisfactory, further enhancement can be done through swapping the materials of the model to a 50% grey and playing with shadows and lights on the model within the 3D editor
<Bloax> so as to exploit the 3D object's structure to roughly enhance the depth of the drawn sprite
<Bloax> that should be the bulk of the technique, with the rest being cleanup and fixup
For slightly less necroposting: (fireblu crystals lol)
here have a shiny pedestal
don't mind the leftmost one, I'm not done yet, but it's time to go get some delicious eggs to roast