Jump to content

Share Your Sprites!


Recommended Posts

 

2 minutes ago, Korp said:

I'm sure a l ot of people are making Halloween themed wads, so since i can't map for shit. Here's a caco pumpkin to feel complete. :P
Made from scratch, besides the caco horns. Happy Halloween!
 

Spoiler

CacoPumpkin-Korp2023.png.17d4d33ab7bd8e81ec796be82af84112.png

 

That's amazing! Love it, happy halloween :P

Share this post


Link to post
1 hour ago, Korp said:

I'm sure a l ot of people are making Halloween themed wads, so since i can't map for shit. Here's a caco pumpkin to feel complete. :P
Made from scratch, besides the caco horns. Happy Halloween!
CacoPumpkin-Korp2023.png.17d4d33ab7bd8e81ec796be82af84112.png

 

The holes... they're there...

Share this post


Link to post

Hexen humans are gonna be the death of me.
The OG guys have such a beauty and thickness to the limbs that keep them from looking too slim or lopsided.

Trying to get closer to emulating that using some 3d models, though my 64 pixel high human still looks shabby in comparison. I should prolly get over it and aim for witchhaven tier before I aim for hexen tier.

hexenhumans.png

If that madman who made a blender proportion model for doomguy makes one for hexen, I will need that model ASAP

Edited by Desfar

Share this post


Link to post

@Craneo I love it except the mouth looks a bit like he's getting work done at the dentist

Spoiler


SHyLLV0m.jpg

 

 

TBF I bet he could use it

Edited by plums

Share this post


Link to post
On 10/3/2023 at 1:21 PM, Desfar said:

Hexen humans are gonna be the death of me.


Counter point, 128px humans, that use downscaling in their actor definition.

Share this post


Link to post
On 10/3/2023 at 7:21 PM, Desfar said:

Hexen humans are gonna be the death of me.
The OG guys have such a beauty and thickness to the limbs that keep them from looking too slim or lopsided.

Trying to get closer to emulating that using some 3d models, though my 64 pixel high human still looks shabby in comparison. I should prolly get over it and aim for witchhaven tier before I aim for hexen tier.

hexenhumans.png

If that madman who made a blender proportion model for doomguy makes one for hexen, I will need that model ASAP

Try posing the character. All HeXen player sprites are quite hunched forward. You may actually be almost there already. Also the naked hand needs to be thicker, maybe both needs to be. It's better for overall readability of the sprite. If that doesn't push it far enough, try making the shoulders wider. I know it's supposed to be woman, but it would help. Also don't forget that all DooM engine sprites are rendered with 1:1.2 pixel ration, so they will be higher ingame, it's best to compare it to sprites that are proportioned with the ratio in mind (20% higher) and than downscale your sprites to 0.83 of their height before puting them ingame.

Share this post


Link to post
10 minutes ago, NeoWorm said:

Try posing the character. All HeXen player sprites are quite hunched forward. You may actually be almost there already. Also the naked hand needs to be thicker, maybe both needs to be. It's better for overall readability of the sprite. If that doesn't push it far enough, try making the shoulders wider. I know it's supposed to be woman, but it would help. Also don't forget that all DooM engine sprites are rendered with 1:1.2 pixel ration, so they will be higher ingame, it's best to compare it to sprites that are proportioned with the ratio in mind (20% higher) and than downscale your sprites to 0.83 of their height before puting them ingame.


This is a wealth of info.
I'm going to have to digest this calorie heavy comment for quite a while as I tinker with the posing and rigging.

Share this post


Link to post
1 hour ago, Desfar said:


This is a wealth of info.
I'm going to have to digest this calorie heavy comment for quite a while as I tinker with the posing and rigging.

It's good info. I did a lot of work wondering why it looked fine in the image manipulator and strange in game. In that position compensating for the ratio will look very strange so it's probably best to do it when you're done fiddling and ready to import the image to your wad.

Share this post


Link to post

Some custom Doomguy status bar faces I made recently. I'm almost certain that people have made the first 3 rows before, but here's my version, I guess.

The one I'm most proud of is the new "OUCH" face, since I always thought the original one looked kinda cursed.
Also instead of Doomguy having eyes that randomly shift from plain black to blue to brown, I just made it an ambiguous grey. But I'm not posting the other faces that had that change since it's literally a 2 pixel difference.

 

SpriteSheetBig.png.225e51f06689881cd3b3af6bb098b679.png

SpriteSheet.png.4fb1083d73cc13ff9a600ebdf728ff57.png

Share this post


Link to post
4 hours ago, LukeGaming said:

 feel like caco-imp is lacking detail due to way he is coloured but I don't know what to add to him

 

Maybe... I mean... you could add a cacohole or two round the back?

Share this post


Link to post
4 hours ago, LukeGaming said:

I feel like caco-imp is lacking detail due to way he is coloured but I don't know what to add to him, maybe I'll recolour his stomach to look like flesh under cacodemons eye.

 

These look great! For adding more detail to the Cacoimp though: I'd just suggest adding some darker values of red to the imp to add a deeper contrast to the sprite's shading (back, abs, etc.). The hue values used are too close together and are keeping him looking a little flat. I'd just expand the reds you are using

Share this post


Link to post

I think the cacoimps look as detailed as the original imp. They look good. You could try cutting cacodemon scales off and pasting them onto an imp but you'd have a hard time keeping muscle definition.

 

Don't know if this is the right place to ask but gzdoom automatically smooths out the native sprites, and some of the custom monsters you can import, but not all of them. 

 

Does anyone know why? 

Share this post


Link to post
9 hours ago, LukeGaming said:

Making pack of various demon hybrids.

I feel like caco-imp is lacking detail due to way he is coloured but I don't know what to add to him, maybe I'll recolour his stomach to look like flesh under cacodemons eye.

1966269350_2023-10-0913_54_55-Window.png.2c9d6733f2acc199818df9c70b5d85f9.png662343040_2023-10-0914_54_05-Window.png.2a2ad5b2b88d01a5c430bd0c11b5bab0.png871118576_2023-10-0914_54_34-Window.png.14c512ad39b8a2dea32d19d0bde81031.png522834096_2023-10-0913_55_18-Window.png.1dc4b575324a3a54e462ea48be8f38c7.png

 

It looks like the imps had a baby with the snarks from half life

Share this post


Link to post

fs8kAsw.png

 

Hey Spriters! I'm working on finalizing this Hell Knight sprite and I need ideas for a unique death animation. Feel free to spitball anything at me. I was thinking of maybe having the HK sort of 'ouroboroused' into his own stomach hole like some weird vacuum - but I'd like for there to be some remains leftover once he passes. (maybe once he's sucked in he's crushed and some guts remain?)

I'll sketch some ideas eventually but some brainstorming help would assist me in pushing this the extra mile. The project is The Chilling Winds of Dis - this sprite is a local of an abstract area of hell that is really cold, really dark, and is rotting and dying and edgy and shit. I'd like his death to resemble that in some way.

 

Also, @Desfar you mentioned something about using some projectiles I had posted. I don't know which specific projectiles you refer to, and I don't remember posting any resources beyond just previews and images: would you want me to send you a .zip or .wad of said projectiles for your Lich sprite?

Edited by BluePineapple72

Share this post


Link to post

 

7 minutes ago, BluePineapple72 said:

Also, @Desfar you mentioned something about using some projectiles I had posted. I don't know which specific projectiles you refer to, and I don't remember posting any resources beyond just previews and images: would you want me to send you a .zip or .wad of said projectiles for your Lich sprite?

I was thinking of the lost soul missile you were gonna use for your cyber demon remake.

Posted on page 113

Share this post


Link to post
28 minutes ago, Desfar said:

 

I was thinking of the lost soul missile you were gonna use for your cyber demon remake.

Posted on page 113

I have two variations: one of which is a red remap of the other (the other just being default LS colors). I’ll edit this post with a link right quick

 

 

One issue: I am on my laptop at work right now so I don't have access to the un-remapped versions of the sprite. Here are the red ones though: I will still send you the brown ones if needed when I’m home. 

Edited by BluePineapple72

Share this post


Link to post
1 hour ago, Nihlith said:

Don't know if this is the right place to ask but gzdoom automatically smooths out the native sprites, and some of the custom monsters you can import, but not all of them. 

 

Does anyone know why? 


I think this is because of the texture filtering setting. Can be disabled if you option search for filtering. 

Share this post


Link to post
7 minutes ago, BluePineapple72 said:


I think this is because of the texture filtering setting. Can be disabled if you option search for filtering. 

 

I could be wrong but it looks like it happens to some sprites and not others while they're side by side in the same game. 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...