[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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bimshwel
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Joined: Tue Jul 15, 2003 5:15 pm
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Re: [SPRITES] Spriting Carnival!!

Post by bimshwel »

I can't say i understand but I like rainbow explodey things. Is there specific palette in use which has all those colors on it?
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it reminds me that I need to make a bunch more blasty effects.
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r&r
Posts: 282
Joined: Fri Sep 08, 2017 2:54 pm

Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Chibi Rick from nes Splatterhouse game
added front walk frames and 1 front attack frames

just a fun edit and when playing with the Splatterhouse mod,

Maybe a Idea use as a player skin or companion mod.
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inkoalawetrust
Posts: 80
Joined: Mon Aug 26, 2019 9:18 pm
Graphics Processor: nVidia with Vulkan support

Re: [SPRITES] Spriting Carnival!!

Post by inkoalawetrust »

Here's some sprite edits (And original sprites) that I decided to make this week.
Normally the sprites I make are hundreds of model-> sprite renders, the kind of stuff that can't be folded neatly into a sprite sheet, and has to be taken from my mods directly, where I make them using a partially automated process for stuff like automatic cropping and conversion. Such as the 1700 something sprites for my MBT and it's 3 other variants.

Animated Beacon
Based on a Doom edit of Strife's beacon made by Scalliano who even knows how many years ago. I made a sequence of it (de)activating, where the antenna folds out, and each of the 3 lights turn on.

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I made this for an official gameplay addon that I'm working on for my marine NPC resource.

Marine looking around kneeling
A 4 frame mirrored animation of a marine kneeled down and looking around, made for my marine NPCs themselves. Since I've needed sprites for such an idle sequence for months, and I figured I could just poorly frankensprite it myself instead of asking TG5 for it, who has made a bunch of marine sprites for the mod in the past, such as of them visually aiming up and down, and firing and aiming while kneeling.

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The kneeling is from the aforementioned kneeling sprites TG5 made me, the torso is from Superdave938's standing sprites (Though I'm pretty sure it's just the vanilla player sprites for the torso), and the turning head is from Das M's idle standing marine sprites.

Angled Doom 64 Chaingun Model
A simple angled sprite sheet I made of a remake of Doom 64's chaingun. Made from a 3D model I made of the chaingun.
I have no interest in Doom 64, I simply made this model because a friend of mine is currently working on some angled sprites of the weapon himself, and I figured that it looked simple enough for me to replicate, and he wanted me to do it too. So I did, and this was the result:

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Includes frames of the gun rotating, a glow sprite layer, and 3 unique muzzle flash layers. The sprites (Except the muzzle flashes, which come out weird) can be perfectly translated to Doom's palette surprisingly, even though I didn't explicitly try to ensure that.


And here is the Blender project file. Just keep in mind for remaking these sprites, that I did a lot of fuckery with switching around compositing nodes, and disabling the muzzle flash and light from rendering. Like how I NEEDED to do the light glow layer separately in Cycles because Eevee can't do that. All because the diffuse color render passes are apparently useless in both renderers. Oh also, the non-rotating barrel tip that pokes is just not parented to anything at all, so keep that in mind if you're gonna rotate the barrel around or anything. It was a cheap way to make it not rotate with the gun.

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