[WIP] Wolfenstein 3D HQ Sprites
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Ringman
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Re: [WIP] Wolf3Dx2
I think its some kind of "bladder" to be honest, that expands and stretches , but is still attached to the wings, that's what I'm going with anyway. I did find Tom Hall's concept sketch of the AOD, but lol, it looked like a 9 year old drew it and it wasn't very useful at all. I've made some progress, I got his walk cycle and his firing frames done and started on his laughing frames. The mutant has one frame of his done, and one started, but I've BARELY worked on him at all yet. Just be snatching in times when I'm at home and my son is napping.
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Captain J
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Re: [WIP] Wolf3Dx2
So then it turns out his fireball is actually... an orb of hovering urine. EVIL! Like it!Ringman wrote:I think its some kind of "bladder" to be honest, that expands and stretches , but is still attached to the wings, that's what I'm going with anyway.
Anyway keep it up!
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Ringman
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Re: [WIP] Wolf3Dx2
Lol. I just realized ID just flipped the hand holding the pistol in the mutant's chest. The palm side is always facing the camera so it switches from being a right hand to a left hand in the reverse sprites. Anyway, mine doesn't have that problem. I'm making progress with the mutant so hopefully that one will be finished in a week or 2.
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Ringman
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Re: [WIP] Wolf3Dx2
Making progress with the mutant, I actually have several more frames done than what is shown here, but this is a teaser.
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LkMax
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Re: [WIP] Wolf3Dx2
Daaaaaamn Ringman, your sprites looks like something that could have been pulled straight from the Mac family of ports.
And just in time - before knowing this thread existed I decided to try it myself to use on my very-slow-to-update Ecwolf HD mod, but I wasn't getting very satisfactory results. If you complete the set and let me use it with proper and grateful credits, that would be great.
And just in time - before knowing this thread existed I decided to try it myself to use on my very-slow-to-update Ecwolf HD mod, but I wasn't getting very satisfactory results. If you complete the set and let me use it with proper and grateful credits, that would be great.
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Captain J
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Re: [WIP] Wolf3Dx2
Now you're kickin', huh? Cadaverously great work! Keep going!
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Wiw
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Re: [WIP] Wolf3Dx2
Oh, I had no idea the gun was being held by a hand in his chest!
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PSTrooper
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Re: [WIP] Wolf3Dx2
You got to tell me the technique you're using making these. I know you use the pc versions as a base. I was making rotations for some the missing PC Wolfenstein sprites, and if I know how you're doing it, I can probably help out.
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doomjedi
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Re: [WIP] Wolf3Dx2
Looks great!
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Ringman
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Re: [WIP] Wolf3Dx2
Baby is fussy so I don't have a lot of time to respond, but I created a bitbucket project to keep track of the changes.
https://bitbucket.org/Ringman/wolf3dhd
As for my "process" its generally (using gimp or Photoshop):
- upscale 2x (nearest neighbor)
- Copy mac graphics over the correct sprites. Usually removing the feet as a time saver (using the original feet).
- Make any necessary mac sprite corrections (for the zombie it meant adjusting the lighting on some of the "flipped" frames and depixelizing some of the hand frames and the muzzle flashes)
- Make rotations for the mac head and important bits.
- Add important bits over all the frames where appropriate.
- use the background color to to smooth out the sprite outlines by removing corner pixels, and adding other ones where necessary.
- use the single pixel paintbrush with hardness to 0% and duplicate the details from the mac frames over the old frames adjusting for
perspective and the general position of the character in the frames.
- Flip the frames for the other side (left facing) and adjust the bits like shoulder straps, and for the mutant his gun to match the direction change.
https://bitbucket.org/Ringman/wolf3dhd
As for my "process" its generally (using gimp or Photoshop):
- upscale 2x (nearest neighbor)
- Copy mac graphics over the correct sprites. Usually removing the feet as a time saver (using the original feet).
- Make any necessary mac sprite corrections (for the zombie it meant adjusting the lighting on some of the "flipped" frames and depixelizing some of the hand frames and the muzzle flashes)
- Make rotations for the mac head and important bits.
- Add important bits over all the frames where appropriate.
- use the background color to to smooth out the sprite outlines by removing corner pixels, and adding other ones where necessary.
- use the single pixel paintbrush with hardness to 0% and duplicate the details from the mac frames over the old frames adjusting for
perspective and the general position of the character in the frames.
- Flip the frames for the other side (left facing) and adjust the bits like shoulder straps, and for the mutant his gun to match the direction change.
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Ringman
- Posts: 206
- Joined: Fri Feb 21, 2014 10:42 am
Re: [WIP] Wolf3Dx2
The mutant is finished. Aside from possible touchups later (which may occur for every sprite but I want to get them done first).
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Last edited by Ringman on Wed Sep 21, 2016 1:26 pm, edited 1 time in total.
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Captain J
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Re: [WIP] Wolf3Dx2
Truly well done, good sir!
But his boots in firing animation seems untouched yet!
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CeeJay
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Re: [WIP] Wolf3Dx2
Fantastic work, Ringman. Looking forward to the rest of 'em and the final touchups.Ringman wrote:The mutant is finished. Aside from possible touchups later (which may occur for every sprite but I want to get them done first).
EDIT: Unrelated note. I think it's kinda funny that still to this day, the hi-res Wolf3D sprites are frequently referred to as the "mac sprites" and author of which being Macplay (Interplay) when these did, in fact, show up first in the Atari Jaguar port and the actual author was id themselves. The Macintosh port came later, with Macplay adding a few individual sprites here and there.
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Captain J
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Re: [WIP] Wolf3Dx2
Whoa, the more you know. I thought Mac version was the first one of all other ports, and oh- i was wrong!