{TUT} Basic & Advanced Weapon Spriting

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Minigunner
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Minigunner »

DoomNukem wrote:
Minigunner wrote:I'm not one to make tutorials, but I have done direct renders with only some color changes:
Image
ooh very nice, what was that rendered in, and did it have a texture/material to begin with or are all those details modelled on?
It was rendered in Blender, and as it is a Counter-Strike model off of GameBanana, it already had texturing. However, I had to do some post-render recoloring to get it to fit in the Duke palette.
Last edited by Minigunner on Fri May 09, 2014 11:46 pm, edited 2 times in total.
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torridgristle
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by torridgristle »

DoomNukem wrote:Wow I never noticed that before haha, I think you're right they are slightly taller in-game, do you know what causes this? is it to do with using 16:9?, I mean if the sprites are too tall that can easily be sort of corrected by lowering it using offsets, might clip a bit off but yeah this is the first time I've been aware of this and now It cant be unseen, everything looks squashed now goddamnit.
Vanilla Doom ran only in a tweaked VGA "Mode Y" 320x200 video mode. On properly configured CRT monitors, which were the only widely available and inexpensive consumer display device for computers at the time, this video mode took up the entire screen, which had a 4:3 physical aspect ratio. This meant that the 320x200 display, with a 16:10 logical ratio, was stretched vertically - each pixel was 20% taller than it was wide.
More about Doom's aspect ratio here.

It has nothing to do with using 16:9, Doom was just made to stretch a 320x200 (16:10) image over a 4:3 screen and sourceports stretch sprites similarly so Doom looks normal. I guess you could use TEXTURES' Y Scale and set it to 120%.
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SoloSpaghetti
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by SoloSpaghetti »

I've tryed with autoCAD. It's a bit more compless (and tedious) the modeling with all UCS changes, but rendering it's rather simple and fast.
computergunHD2.png
Here's the result. Behold the VR gun! :P
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Sgt. Shivers
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Sgt. Shivers »

Neat stuff Solo, looks like it would fit right into Doom. Maybe as the Probjectile?
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Captain J
 
 
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Captain J »

but too bad it's mild and too blurry, drawing some of lines could be works.
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Solmyr
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Solmyr »

Excelent tutorial, very helpful, and saves a lot of time.

That computer gun looks more like an advanced satchel charge or a beacon of some sort, but it's neat and creative.
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DoomNukem
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by DoomNukem »

Just a quick bump, threw together a quick little tutorial regarding FOV in maya that I didn't and should've covered previously, check first post.
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raymoohawk
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by raymoohawk »

is there any way this method can be adapted to monster spriting?
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Captain J
 
 
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Captain J »

he sprites weapons, not a monsters. anyway i presume eriance is the good case for monster spriting, he's the best on that one.
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Carbine Dioxide
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Carbine Dioxide »

I cant seem to do the shading on my Gun.
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Carbine Dioxide
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Carbine Dioxide »

I tried the shading part. I thought I did pretty well on the bolt, but the rest is crap. The first fail was with gimp and the second was done with photo shop.
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Caligari87
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Caligari87 »

Well, you're off to an okay start, actually. I think the problem is that darkness is usually used to accentuate inside or shadowed edges, but here you're using it for an outside edge. So the bolt part looks fine since it protrudes from the gun, as well as the part where the bottom/left of the sight meets the top of the gun, but the upper-left edge of the gun body itself should be highlighted, not shadowed. Try fixing that and maybe darkening the overall gun color a bit.

EDIT: Crappy MSPAINT edit. Red should be dark areas, yellow should be lighter areas.

8-)
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Carbine Dioxide
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Carbine Dioxide »

thanks, bro, I think that should help.
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TiberiumSoul
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by TiberiumSoul »

*opens the advanced tutorial*

im just gonna grab that sprite for archiving purposes yeah thats all dont look this way obviously not going to havesomeone make a sick animation with this one frame...
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Carbine Dioxide
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Re: {TUT} Basic & Advanced Weapon Spriting

Post by Carbine Dioxide »

Hey! What are you doing there(I am sure it's alright)!?

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