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Reinchard
Warming Up


Posts: 27
Registered: 12-07


I decide to post thread here, because that's what I'm currently working on is some kind of representetion of Doom in more new-gen style. Give me some criticism before I start doing animation for high resolution sprites.

Here's few renders of my Imp. There are no glowing eyes yet and UI still working on skin.

http://i.imgur.com/5DZK3tw.jpg

http://i.imgur.com/5mafvDD.jpg

http://i.imgur.com/6qwBtsf.png

Old Post 07-23-14 18:16 #
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Doominator2
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Posts: 870
Registered: 10-13


This is amazing, I dont know how long I've waited to see a good 3d model of one of the classic doom monster designs.

Old Post 07-23-14 20:49 #
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Memfis
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Posts: 5620
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teeth?

Old Post 07-24-14 08:16 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


Not implemented yet

Old Post 07-24-14 09:04 #
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joe-ilya
Senior Member


Posts: 2145
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His face looks like a turtle.

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Old Post 07-24-14 09:34 #
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Maes
I like big butts!


Posts: 12552
Registered: 07-06



joe-ilya said:
His face looks like a turtle.


Well, that's not bad for an imp: they are, after all, somewhat reptilian in appearance, movement, hissing etc.


Doominator2 said:
I dont know how long I've waited to see a good 3d model of one of the classic doom monster designs.


I take that you're not familiar with Doom Ascension then?

@Reinchard: I think that you should join forces with NiuHaka if you really have the will to pursue this project to the end, there's no point in reinventing the wheel.

We've seen such projects come and go all the time, some of the modelers being more skilled than others, but very few ever ended up being used in a functional engine, and so far only Doom Ascension has more than one animated monster.

Also, FWIW, nobody has ever produced a complete set of "high resolution sprites" (meaning, 2D images with a fixed set of rotations) that work in any port. Actually, nobody has ever produced a single complete monster in that fashion. At least you're doing the Right Thing (TM) and you are using 3D models as a base....there were people who actually thought that scaling the low-res sprites up with a bunch of filters would be "just as good", or who thought that they could hand-draw/edit everything.

Old Post 07-26-14 18:03 #
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Crasger
Member


Posts: 526
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Well that's rather impressive.
Keep up the good work.

Nice to see some good 3D designs of the classic monsters.

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Old Post 07-27-14 10:15 #
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GoatLord
I really should think before I post.


Posts: 2647
Registered: 07-02


Geometrically, this is about as direct a translation of the original as you can get. Looks fantastic. My only quip: The brown skin of the imp seems as though it ought to be a rough, leathery, scaly texture. It is, after all, somewhat reptilian in appearance. Making it fleshy would work for the demon, but imp is begging for a rough, harder exterior.

Old Post 07-30-14 01:19 #
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Trilinear
I could care a less


Posts: 342
Registered: 05-04


Very nice. Would love to see him in one of the classic attack frames.

Old Post 07-30-14 02:16 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


Thanks. Still working on retopology for low poly version. That skin is only placeholder.

Old Post 07-30-14 05:58 #
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Maes
I like big butts!


Posts: 12552
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So....are you planning on making it anatomically correct? ;-)

Old Post 07-30-14 11:28 #
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Jaxxoon R
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I'm feeling compelled to throw rocks into its open maw.

Old Post 08-02-14 04:21 #
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Shapeless
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Posts: 921
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that's pretty good. I would work more on it;'s muscle definition and eyes should be bigger IMO

Old Post 08-03-14 01:22 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


Small progress. I have finished low poly version and skeleton for animation. Skin is placeholder. Still without teeth.

http://i.imgur.com/vzcQOWi.jpg

http://i.imgur.com/ts7MmL2.jpg

Old Post 08-21-14 13:14 #
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scifista42
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Posts: 2064
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Very nice. This is the correct way how I'd like a classic-Imp 3D model to look like.

Old Post 08-21-14 13:24 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


I'm make some quick test of walk animation. This one looks little strange, because is precisely based on original Imp animation (there are some problem with this - not every frame are correct each other, look at original Doom frames of Imp and you will see some inconsistencies in the position of the arms and legs). So, this walk animation is based on original frames:

https://www.youtube.com/watch?v=47Z...eature=youtu.be

Old Post 08-26-14 19:49 #
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Joe667
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Posts: 528
Registered: 07-13


The animation actually looks OK, but maybe make him not quite so stooped over. :/ I appreciate that it gives it a more sly/stealthy/bigger appearance, but... I dunno. I suppose this is just a test 'mation.

Old Post 08-26-14 20:15 #
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GoatLord
I really should think before I post.


Posts: 2647
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The problem is that the walking animation doesn't give the impression that there's muscle and bones beneath the surface. I don't know much anything about 3D animation, so I won't pretend I'm an expert, but there needs to be a certain fluidity that suggests the expanding and contracting of muscles.

Old Post 08-27-14 06:20 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


Thanks for opinion guys. Muscles are working, maybe this resolution does not allow for notice this. This is still early wip. But I'm made some other test - this time I use attack frames. I try to set my skeleton in exactly the same pose as original sprite on every angle, but as before there are some inconsistencies between frames, not big, but it was not always possible to set skeleton in the same position as original, because original imp frames are drawn by hand I think. This time I notice some silly leg movements. I'll do something with time between frames to get his hitting look dynamically then this.

Here's my frames set (based on original as far as this is possible):
http://i.imgur.com/f7jk4uf.jpg

Some of this have ugly seams, but this skin is unfinished yet.

And here's how it looks in motion :)
https://www.youtube.com/watch?v=euQ...eature=youtu.be

Old Post 08-27-14 19:01 #
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ETTiNGRiNDER
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Posts: 79
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Has that weird clay/plastic shininess that a lot of "modern" modeling seems to exhibit, but otherwise a lot better than other models I've seen and actually resembles the sprite pretty faithfully.

Old Post 08-27-14 19:21 #
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scifista42
Senior Member


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Reinchard said:
Here's my frames set (based on original as far as this is possible):
http://i.imgur.com/f7jk4uf.jpg

And here's how it looks in motion :)
https://www.youtube.com/watch?v=euQ...eature=youtu.be

The movement looks okay and appropriate for a classic imp, IMO. Nice.

Old Post 08-28-14 07:28 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


Here's first test of sprites (edges are not finished, and some ugly seams are still visible):

http://i.imgur.com/mQYO3OY.jpg

http://i.imgur.com/2qphQWg.jpg

http://i.imgur.com/BYKfr96.jpg

http://i.imgur.com/DNzTgN6.jpg

Old Post 08-30-14 13:07 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


I'm still working on it and inh meantime I'm fixed few things. Here's current version:
http://i.imgur.com/mpnLPOo.jpg
http://i.imgur.com/MuHJEyt.jpg
http://i.imgur.com/rQdeQ28.jpg
http://i.imgur.com/rlUwKkB.jpg
http://i.imgur.com/CnL4XaI.jpg
http://i.imgur.com/XsRLUUJ.jpg

https://www.youtube.com/watch?v=-sr...eature=youtu.be

Last edited by Reinchard on 08-31-14 at 16:34

Old Post 08-31-14 15:53 #
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Marnetmar
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Posts: 2827
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I was expecting this to suck balls but uncanny valley-ness aside this is actually pretty good, it's high-res in a marathon-ish sort of way. Just needs a couple more frames so it doesn't look as jittery.

Old Post 08-31-14 19:14 #
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RTC_Marine
Junior Member


Posts: 542
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This is very good! That is quality work there Reinchard.

I hope you carry on to make more monsters in the future too, because you definitely have the skill for it :)

Old Post 09-01-14 16:22 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


I'm still experimenting with different types of animation. I decide to make 8 frames for more smooth animation. Take a look:
https://www.youtube.com/watch?v=JKd...eature=youtu.be

In this test I don't have attack frames. There are some inconsistencies between "spawn" and "see" frames, and scale is not perfect, just ignore that, this is only test.

And I'm upgrade his skin a little:

http://i.imgur.com/wI1nFaf.png
http://i.imgur.com/eoQhu01.png

Old Post 09-01-14 21:55 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


Today I'm make new animation. There is 5 frames for 5 angles of "A_Look" and 12 (!) frames for every angle of walk animation (totally 85 frames of animation), but this still look too shaky:

https://www.youtube.com/watch?v=dQit7cSR-vI

I don't know if this is a good idea - game may not handle that amount of high resolution sprites if every monster will by made this way.

Last edited by Reinchard on 09-02-14 at 20:48

Old Post 09-02-14 20:42 #
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Reinchard
Warming Up


Posts: 27
Registered: 12-07


I create new walk animation (this time with 16 frames for every angle, so it now look smooth) + pain and death animation. I decide that there will be no additional angles for death animation. The only thing missing was a xdeath animation and blood/gore graphic.

http://youtu.be/ioy7Uoy9hZA

Last edited by Reinchard on 09-04-14 at 21:49

Old Post 09-04-14 21:39 #
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