I'm currently playing around with the Doom 3 models with the aim of creating some monster sprite sheets. The render as-is looks very plain so I wonder if anyone has some good tips for touching up the graphics. Doing anything by hand is out of the question in light of the number of frames that would need editing, everything has to be batch-compatible.
My own efforts so far:
Brightness +50, Contrast +50, Sharpen 50%
Doom 3 model rendered to sprites
Moderators: GZDoom Developers, Raze Developers
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
-
- Posts: 1318
- Joined: Tue Dec 06, 2016 11:25 am
Re: Doom 3 model rendered to sprites
I finished a first version of the Doom 3 Hellknight.
The blood effect is a cop-out by me, a procedural overlay that makes the greenish blood appear over the skin in the death state. It's hard to do real gore effects with rigged 3D models but I think it looks ok for a first effort. The attack animation has wrong colors for the magic fireball (or rather, correct for Doom 3 but wrong for Doom I + II).
The blood effect is a cop-out by me, a procedural overlay that makes the greenish blood appear over the skin in the death state. It's hard to do real gore effects with rigged 3D models but I think it looks ok for a first effort. The attack animation has wrong colors for the magic fireball (or rather, correct for Doom 3 but wrong for Doom I + II).