MistycSpider Posted June 20 11 minutes ago, Sinnesloeschen said: Personally i feel the low-res "crunchyness" of Dooms textures is part of the appeal and the game loses a bit of its "artistic coherency" (For the lack of a better word) when the textures are too "hi res". A bit like 3D remakes of 2D games. I think that's why there was never that big of a push for a HD texture rework. That being said, seeing how AI is becoming more of a viable tool, i just wondered if it would be possible to use it to add/extrapolate additonal "directions" for the sprites. Basically turning the 8-Directional sprites into 16,32,etc-Directional sprites. I would love to see what an "almost" 360 degree sprite would look like and how a game with that "art style" would feel to play. So... like the Chello's Voxels completely turned into sprites? 0 Quote Share this post Link to post
MistycSpider Posted June 20 37 minutes ago, Gez said: The Cacodemon was hand-drawn, too. And so the pain elemental, which is a caco frankensprite. Clay models were used for the player/zombies, the baron/knight, and the cyberdemon. Latex models were used for the spiderdemon/arachnotron, the mancubus, the revenant, and the arch-vile. So in total, models were only used for about 2/3 of the monsters. The main problem with 3D models in Doom is that monster movement and animations were not designed for 3D models. The way they move works fine with sprites because sprites' lack of granularity force us to overinterpret what we see and basically fill in the blanks. It's similar to the uncanny valley effect. True, caco is the head of a D&D monster and it would be funny reinterpreting the Frankenstein caco that the Pain Elemental actually is. That overinterpret space is the gap I'm aiming to fill with this, but in a way that feels natural and not uncanny. 0 Quote Share this post Link to post
DNSKILL5 Posted June 20 I’ve never been a fan of rescale remaster sort of things. I do like custom sprites that fit within the vanilla assets though, that’s always cool. 0 Quote Share this post Link to post
RataUnderground Posted June 20 Good luck with this, but I'm gonna be blunt. Your work looks very crude and amateurish. Maybe you should try a smaller scale project just to improve, like making a new HUD bar or something, and see how it works. 0 Quote Share this post Link to post
MistycSpider Posted June 20 (edited) 50 minutes ago, RataUnderground said: Good luck with this, but I'm gonna be blunt. Your work looks very crude and amateurish. Maybe you should try a smaller scale project just to improve, like making a new HUD bar or something, and see how it works. As I said, all of them are rough sketches made in a couple of minutes at most, just illustrative to the idea and not representative of the final result at all. (The digitilized ones were actually meant for a .ico for TNT, also no more than a couple of minutes tbh, sorry for not including better/actual art, but I've been busy non-stop with some other stuff, when I say a couple I literally mean it) Edited June 20 by MistycSpider 0 Quote Share this post Link to post
camper Posted June 20 In the context of the discussion and for reflection, I just wanted to remind you about the art of Harmony and the creation of monsters for this project. http://heroestospare.com/rabotik/harmony.php#close Spoiler 2 Quote Share this post Link to post
Xaser Posted June 22 On 6/20/2024 at 3:46 AM, MistycSpider said: As I said, all of them are rough sketches made in a couple of minutes at most, just illustrative to the idea and not representative of the final result at all. You're going to need to produce a finished sprite (or something close to it) to really gather any attention for this sort of project. It's all about the execution, and folks are going to be naturally skeptical since the vast majority of past attempts at this kind of thing have all fallen short. 0 Quote Share this post Link to post
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