InsanityBringer wrote:The baron has cut off edges at a few joints. Look closely.
I screwed the bottom of the front arm up, yes.
But that was merely another experiment, to see how the baron would turn out. And the only 'flat' parts of that sprite are the legs, because those are hard to make even slightly 'fuzzy'. But yet they aren't totally flat. And even then, in my eyes, that baron has a lot of Depth-Correct shading in general. Which, sorry to say; that cacodemon hasn't. Some of the shadows have a single intensity. And that's a hellish thing not to make when you don't have a tablet. Which is why I use PSP over Photoshop for this.
And don't mind the slight fuzziness around some of the edges, as I said; it's merely an experiment.
The cacodemon stuff is pretty funky, but the plastic-ish glows and single-intensity shadows really spoil it.
The only thing "plasticky" I see in the Caco is his upped pink area, I might have put a little too much light.
But anyway, these were BOTH experiments, so I think the Only way to really see which style works best is to take our time to produce 1 sprite with our best efforts.
-I say we make the front face angle of the Baron, or front-side, or side.
Or another monster, if you like, or the player.
-I'm just being like this because I strongly like the 3D-touch to the sprites. Also, remember that we need a project that runs smooth, not one with big ups and downs, so we need to get this fixed...
EDIT: Here is the problem, to those who may not have read the previous posts:
Mtzfire wrote:A NEW PROBLEM: Well the Cacodemon edit I made is now the kind of thing I want to make, but Blox and Pelle don't
seem to like it, so I'm at a problem here. I now want to make sprites with realistic shade
and "shine"(specular), but they want too keep them looking flat, but want to add intense levels of
-Here's what I mean:
What Blox is going for:
What I'm going for:
-Both styles are great, but I preferr the Cacodemon's style because it uses 3D-style shading and specular("shine"). Blox and Pelle at the momend preffer a flat look, but with tons of details drawn.
-Their view right now is that keeping them original means using the same colors, but adding tons of details which are their view of them, and My view is that keeping them original means keeping the Exact shape and look, as well as keeping a low level of detail, because Doom IS a cartoon-style game, so the graphics must keep it so, but by adding the shade and specular that I add the Caco got a really great 3D-style effect, and I love it.
-BOTTOM LINE: Which style is better? Answers needed!
EDIT2: Here is another solution, but it may be bad:
-Having 2 projects, one with 4xHi-res sprites, and one with 4xHD sprites. The names don't have a style assigned, so either style can have either name.-
It's an idea because I really like the shade and shine and want to keep it, and I think it looks really neat, I'd say it's even a higher resolution than Doom2RPG's sprites even, and have a more 3d-style thing, which for me is good
Which is why I asked whenever the folks around here liked my baron experiment.
But sadly, I didn't get any answers. As it was drowned by the "bu-Incident".
The only problem with my style is that it's a very artist dependant way of doing it. Just look at my latest demon sprite, and compare it to that baron. The "The-Same-Guy-Made-This" factor is pretty high.
Edit: Heh. I keep my stuff rather close to the originals, but with additional, rather obscure details. That would only reveal if you took a close-up look at them. Just remember that "HD" means "High Detail".
Which is why I try to keep them very close to the originals (see the impaled human), sprites that look almost like the old ones. But with details you wouldn't have (easily?) thought of when you look at them from not too far away.
Last edited by Blox on Fri Nov 26, 2010 3:21 pm, edited 1 time in total.
Yes, you can tell the "same guy made those," but that's the problem, only You have made them look that style...
-And 1 person making these is extremely diffictult, so why do it?
One another side, Both projects can exist, because as I've stated, the reshaping is done first, you can always detail later. So we can post the "reshapes" at DU, and then edit them to our liking. I myself would have no problem with contributing to a basic project, so that 2 projects are successfull.
Yes, I think that we can share "base" sprites for these apparent 2 "projects." I say 2 because I don't plan on stopping the way I made the Caco.
-Therefore, there'll be 2 things here, "4xHi-res" and "4xHD."
Don't ask why, there's nothing else to name them...
EDIT: BTW, I've started on the marine, and yeah the "base" sprite will look cartoony or 'clayish,' but I'll add the shade, spcular, and detail afterward.
-About weapons: Metal is the hardest thing to recreate without entirely redrawing it, so my first attempts at remaking metal might look wierd That goes for HUD weapons as well... I might make a simple one first.
EDIT2: ABOUT SYMMETRY-- Someone eariler stated it was bad. Wrong. When you have monsters with unique scars that are only on 1 side of their body, you end up fighting many IDENTICAL demons, which give a horrible effect of fighting "twin" creatures. Therefore, you need the monsters too look "overall" the same, but their bodies can't have anything that's actaully unique
(hint hint: That's why Doom3 and other games' model textures are only 1/2 of the model, and the same texture is used for a mirrored part of the creatures)
I always wondered how the imp's face looks in close-up, so I look forward to progress in this sprite. Few years ago I see somewhere in internet very good pic of 3d model version of Imp, but now I can't find him. It was called something like "Doom Modelyard" and there be a inscription "Fancy a little impse?" This one looks very close to the original.
I just saw the new Caco. Dude, the Cacos always scared me the most out of the stock DooM monsters (even more than the Arch Vile, it's just the sudden startling HISSSSSSSS and tendency to show up unexpectedly) and the new Caco gives me the jeebies. D:
The arm-torso (and generally the whole top part) looks pretty very cool!
But the lower-torso looks kinda triangular, which isn't a good thing.
I think you should try to make such stuff a bit more round, like I did in my experimental imp.
Spoiler: That you can see here
I'm hitting the shaders' block a lot of times lately. Take a look at the back-knee and the shoulder-upper-torso connection. And yeah, I suck at forming outgoing spikes/horns.
Oh, and I'm shading them like this, because smudging to a higher resolution makes things flat. And unfortunately, the lighter and darker colors are still there. Which results in overly intense de-flattening shading.
Maybe I should try to reshape them, then apply one solid color to a part.. And then shade it.. [/techniqueidea]
Edit: (Below) We're just remaking the original sprites at a higher resolution, I personally have no intention to apply dirt/blood to them. Unless it was there already.
Last edited by Blox on Sun Nov 28, 2010 8:25 am, edited 1 time in total.
Mtz's imp kinda reminds me of the Mac Wolfenstein stuff. a fast fix would be to just use the blur tool up and down on the abs if it bugs you. I sorta like the teeth on him, though its a very "literal" interpretation of the original.