Marlamir Posted November 5, 2019 @Cherno they look bloody damn awesome. Really awesome job 1 Share this post Link to post
Urthar Posted November 7, 2019 For the pick-up sprite, I found it useful to have the other weapons for reference so I could match the art style. 28 Share this post Link to post
antares031 Posted November 7, 2019 (edited) I also made some in-game sprites for the upcoming projects recently, based on the original weapon sprites. EDIT: Updated the sprite of Chaingun Edited November 7, 2019 by antares031 27 Share this post Link to post
elend Posted November 7, 2019 Good lord, you guys. One awesome post after the other. I can not keep up! @Urthar Interesting approach to blocking out the weapon's shape. Very good work. Looks awesome. @antares031 Looks god damn awesome as well. 1 Share this post Link to post
ThrashFanbert94 Posted November 7, 2019 11 hours ago, Urthar said: For the pick-up sprite, I found it useful to have the other weapons for reference so I could match the art style. based on Doom Eternal? 0 Share this post Link to post
Noiser Posted November 7, 2019 @antares031 I love the brown one... looks like it was made of flesh 1 Share this post Link to post
ThrashFanbert94 Posted November 8, 2019 heres a classic gauss cannon since metadoom one sucks 1 Share this post Link to post
Urthar Posted November 8, 2019 (edited) On 11/7/2019 at 7:49 PM, ThrashMetalFanBert94 said: based on Doom Eternal? Initially I looked around Realm667 and the ZDoom forum for a suitable sprite set that I could drop in and use as a railgun. There were a few candidates, but I liked the animation cycle Eriance had done with his BFG10K, so I recoloured it and used that for a while. And it's a nice sprite set, but it wasn't quite what I wanted. I figured making my own railgun weapon sprite would be a good excuse to learn how to model in Blender, as opposed to just importing Quake mdls and rendering them out. And that took a while because Blender is very different to 3D Studio or AutoCAD, but eventually I found a tutorial for advanced users that tells you what you need to know, as opposed to the ones that spent 10 minutes explaining what a texture map is, and then spent 5 seconds to mention which key you need to press to do what you actually want to do. In the end I found I could use similar techiques to AutoCAD's solid modelling to create a simple model with a ton of bevels to catch the light. I sketched out a design of what I wanted, with 3 main design elements. A tube towards the rear for an animation similar to Eriance's BFG10K. A bronze cowling to tie the design to Doom's Plasmagun and make the weapon feel like it belongs in Doom, and finally a pair of rails. When I stuck a camera in to see how it would look in game I realised the cowling obscured the rails entirely, and the weapon felt too big and bulky over all. So I started over, changed the proportions and proceeded from there. I started thinking about how you would hold the weapon, and downloaded a massive image of hand sprites from the ZDoom forum. Having a side handle on the left similar to the DOOM Gauss Cannon felt like it might work, and I put a cylinder (some sort of transformer thing?) on the right to balance it, and give some more visual interest. I was a bit worried at this point because I wasn't really sure how big the gun was yet. It also felt very front heavy, though that was partially obscured by the foreshortened perspective. I added some stuff, that wouldn't be visible from the player perspective but helped me think about the design, and would inform the design of the pick-up sprite. I figured I need some sort of big drum thing to move the centre of gravity further back. For rendering I used very simple materials, partly because the target resolution would be less than 320x200 and partly because I had no desire to UV-unwrap this sucker and start painting on dirt and scratches. Instead I relied on lighting and reflections provided by a HDRI to get semi-realistic results. Edited November 8, 2019 by Urthar 16 Share this post Link to post
Gez Posted November 8, 2019 For the anecdote, @Amuscaria's BFG sprite was based on the Bio Force Gun v3.14. I think it was originally meant to be a reskin for the BFG9000 in an early version of Demon Eclipse, but it became the BFG10K in Skulltag. 1 Share this post Link to post
Rene Mori Posted November 9, 2019 (edited) So, I have been working on the boom compatible project for quite some time, with custom/edited sprites included. Hopefully I will finish it at some point, but considering my tendency to simply give up on anything I'm tinkering with, can't really say I'm looking forward towards bright and fulfilling future of this wad. If that morbid scenario will ever play out, I will at least share all of the sprites/sounds I have conjured, maybe somebody will at least find it useful: Ammo/armor Keys/Health/Power-ups Some props And all of the weapons Spoiler Weapon pickups: Chainsaw replacement: Pistol replacement: Shotgun replacement Super shotgun replacement: Chaingun replacement: Rocket launcher replacement: Plasma gun replacement: BFG replacement: Welp, I hope these sprites look at least decent. Edited November 9, 2019 by BioRenegat 21 Share this post Link to post
Cherno Posted November 10, 2019 (edited) Protocol Droid from System Shock 2. All my sprites can be found here:Cherno's Sprites Edited February 10, 2020 by Cherno 12 Share this post Link to post
elend Posted November 11, 2019 Great work as usual. Looks really great and could make for some interesting encounters and maps. 0 Share this post Link to post
Cherno Posted November 13, 2019 (edited) Doom 3 Sentry Bot. All my sprites can be found here:Cherno's Sprites Edited February 10, 2020 by Cherno 29 Share this post Link to post
jeroa Posted November 13, 2019 those spider bots were my favorite part of doom 3. i still feel guilty that i let it die in my first playtrough 1 Share this post Link to post
Cherno Posted November 14, 2019 (edited) Military Bot from Deus Ex. All my sprites can be found here:Cherno's Sprites Edited February 10, 2020 by Cherno 7 Share this post Link to post
ThrashFanbert94 Posted November 14, 2019 WIP of Phase III Dark Trooper in doom styled 10 Share this post Link to post
11Bush Posted November 14, 2019 (edited) I tried brutal doom last week, and it made me attempt to create some weapons for fun. I'm not sure if they are any good or if the dimensions are right, or even how to add them to the game, but I am definitely going to try, haha. They are not fully complete yet Edited November 14, 2019 by 11Bush 7 Share this post Link to post
Cherno Posted November 14, 2019 Looks good so far. Maybe brighten the weapons a bit so they don't clash as much with the very bright hands. For the M60 and possibly M16, I would suggest making the hands gripping the handguard slightly smaller since they are farther away from the player's point of view. 0 Share this post Link to post
Cherno Posted November 14, 2019 (edited) More chicken walker mechs! Large Security Bot from Deus Ex. All my sprites can be found here:Cherno's Sprites Edited February 10, 2020 by Cherno 13 Share this post Link to post
elend Posted November 15, 2019 Damn, you are on a rampage! Great work, really love these sprites. Awesome for scifi techbases. 1 Share this post Link to post
Cherno Posted November 15, 2019 (edited) The small bots need some love, too! All in 1x and 2x scale. Deus Ex Cleanerbot Deus Ex Medical Bot Deus Ex Repairbot All my sprites can be found here:Cherno's Sprites Edited February 10, 2020 by Cherno 8 Share this post Link to post
NeoWorm Posted November 15, 2019 Eh.. I think the strict side angle without a bit of perspective makes these sprites clash with pretty much everything in DooM. It can work with small monsters but with anything bigger it just starts to clash. 2 Share this post Link to post
Cherno Posted November 16, 2019 (edited) 59 minutes ago, NeoWorm said: Eh.. I think the strict side angle without a bit of perspective makes these sprites clash with pretty much everything in DooM. It can work with small monsters but with anything bigger it just starts to clash. I think you might be right. Then again, rendered sprites would clash with anything Doom-like anyway ;) The orthographic view is not realistic but ensures that the models looks kind of correct at all heights. The problem with perspective is mostly when feet are far apart, such as a walk cycle where one foof is forward and one backward. In perspective, the foot farther away will appear to be up in the air by quite an amount, which is ok when looking at above but weird from below. Both ways have their advantages and disadvantages. for a perspective camera, the fov could be kept low to offset the problem, but then it is little different from an orthographic camera. Orthographic sprites can also all have the same offset whereas perspective ones need adjusting of their offset values for each frame. Edited November 16, 2019 by Cherno 0 Share this post Link to post
elend Posted November 16, 2019 (edited) Exactly what Cherno said. In my opinion there is just no way around it. Whenever I try to use stock resources that are not rendered orthogonaly, it looks wonky as hell. Also bear in mind, that you are moving ingame most of the time anyway and - hopefully - won't have enough time to appreciate mistakes in a sprite. 0 Share this post Link to post
Cherno Posted November 16, 2019 Since I have now created sprites of the Deus Ex and Doom 3 bots, I wonder if the ones from Malice for Quake would be worth rendering? They are Quake mdl models so very low-poly and also low-resolution textures but Malice has some great designs... Thoughts? Since they are machines and supposed to have hard edges and chunky, mesh smoothing isn't an option either ;) I guess they wouldn't look too bad at 1x scale but at 2x scale, the limited polygon count becomes apparent, as seen below, at least for the Hunter. Banshee mech: Hunter: Centaur: 4 Share this post Link to post
elend Posted November 16, 2019 While the models look okay, the textures seem a bit blurry. 0 Share this post Link to post
RonnieJamesDiner Posted November 16, 2019 @Cherno All of those Deus Ex bots are brilliant. Awesome work! 0 Share this post Link to post
Urthar Posted November 16, 2019 6 hours ago, NeoWorm said: Eh.. I think the strict side angle without a bit of perspective makes these sprites clash with pretty much everything in DooM. It can work with small monsters but with anything bigger it just starts to clash. I tend to agree. I don't know what camera lens id used to photograph their animatronic models, but I used a 35mm (roughly 50 degree fov) to render Quake mdls into sprite rotations in Blender, which seemed about right. Still, the acid test is how something looks in game. 3 hours ago, Cherno said: Since I have now created sprites of the Deus Ex and Doom 3 bots, I wonder if the ones from Malice for Quake would be worth rendering? They are Quake mdl models so very low-poly and also low-resolution textures but Malice has some great designs... Thoughts? Since they are machines and supposed to have hard edges and chunky, mesh smoothing isn't an option either ;) I guess they wouldn't look too bad at 1x scale but at 2x scale, the limited polygon count becomes apparent, as seen below, at least for the Hunter. Visible texels and low polygon models probably aren't good candidates for this sort of thing. 0 Share this post Link to post
NeoWorm Posted November 16, 2019 10 hours ago, Cherno said: I think you might be right. Then again, rendered sprites would clash with anything Doom-like anyway ;) The orthographic view is not realistic but ensures that the models looks kind of correct at all heights. The problem with perspective is mostly when feet are far apart, such as a walk cycle where one foof is forward and one backward. In perspective, the foot farther away will appear to be up in the air by quite an amount, which is ok when looking at above but weird from below. Both ways have their advantages and disadvantages. for a perspective camera, the fov could be kept low to offset the problem, but then it is little different from an orthographic camera. Orthographic sprites can also all have the same offset whereas perspective ones need adjusting of their offset values for each frame. The problem is that the legs are alligned perfectly in ortographic view and that stands out a lot. Even from a far away. I think even a little perspective would improve it quite a lot just because it would break the alignment. With perspective the sprite will look somewhat weird sometimes, but with the ortographic view it will look weird all the time. And yeah, movement in game helps to conceal it, but that also applies to perspective renders. Also it would help with sprites where the model have some sides completely orthogonal to camera. Right now this looks extremely artificial. You will never see anything like that in reality and it's the angle you will see in the game the most. 0 Share this post Link to post
Cherno Posted November 17, 2019 (edited) I used a fov of 45 to render these for testing purposes. I agree that they look much better. I wonder how hard it would be to implement them into the game, specifically if the offsets need to be fine-tuned for each sprite. The images are all the same width and height to aid with that, so ideally you'd only have to center each sprite and make it's bottom edge be at height 0. However, I believe this would make the bot to appear to be floating in the air quite a bit . All my sprites can be found here:Cherno's Sprites Edited February 10, 2020 by Cherno 5 Share this post Link to post