TommyGalano5 Posted December 11, 2023 (edited) forgot to post this..breh I'm getting old Gatling Laser credits: FreeDoom, TSF, Bethesda Edited December 11, 2023 by TommyGalano5 missing credits 23 Quote Share this post Link to post
nrofl Posted December 11, 2023 (edited) first is a cross between powerslave flamethrower and dooms rocket launcher. Second is an alternate take on a LMG sheet I posted a while ago. Free to use credit me though. creds to lobotomy, justin fisher, hdoomguy, id Edited December 11, 2023 by nue 20 Quote Share this post Link to post
whatup876 Posted December 12, 2023 12 minutes ago, TommyGalano5 said: WIP Is this for a cutscene? 2 Quote Share this post Link to post
Desfar Posted December 12, 2023 Slowly getting back on my bullshit. Getting the other angles made for this long term project. 25 Quote Share this post Link to post
whatup876 Posted December 12, 2023 Just now, Desfar said: Slowly getting back on my bullshit. Getting the other angles made for this long term project. What project? I like this design. 0 Quote Share this post Link to post
Desfar Posted December 12, 2023 (edited) On 12/12/2023 at 12:02 PM, whatup876 said: What project? I like this design. Cyber Ettin. Not really something that fits into my bastardized necromancy mod I'm tinkering with, but the design turned out pretty solid. So enough people liked it I'm gonna try to finish it. Just a very slow creation process. I can probably manage a clean sprite or 2 a day. Especially on days when I'm not able to summon coding or mapping energy. Image tax; Wraith mockups. Left has Afrit legs, right is just smudge tool with highlights Edited December 14, 2023 by Desfar 8 Quote Share this post Link to post
nrofl Posted December 14, 2023 (edited) Centered holy water pistol, credit me please Edited December 14, 2023 by nue 12 Quote Share this post Link to post
somerandommarineguy Posted December 14, 2023 Some demon key sprites I made recently 26 Quote Share this post Link to post
LukeGaming Posted December 16, 2023 (edited) Started to rework some Freedoom sprites, here I changet (not) zombiemans legs so that it looks like he is wearing military boots and not Kanye West meme boots. (I know these are probably some sort of mechanical legs, but I can't get mental image out of my head every time I look at them). I'm thinking about whether to redraw his machinepistol into regular pistol or just colour it and leave it as it is (it's almost pitch black in many sprites). Edit: lmao 2 hours ago, LukeGaming said: I was planning to rework some freedoom sprites, but then I stumbled upon this thread and realized that most of what I planned (making chaingunners gun look like minigun that you are using, lost soul looking more alien-themed etc.) was already in some build: Does anyone know which version is that? Are these sprites still around somewhere? Why were they even replaced/removed? 2 hours ago, LukeGaming said: My eyes are more violated by changes that were made to these enemies. Why turn chaingunner into player recolour? Why deepfry mancubus? Why remove details from zombies weapon and give it ridiculous legs? I thought these were like this from the start. Was it some copyright issues? Edit: Nevermind, I went through old build from here https://archive.org/details/free-doom-2003-2019 and it turns out these were just reverted back to their beta versions. So they were in fact like this from start - I'm still curious what sort of copyright issues have newer sprites caused. Edit2: I now realized that all updated sprites are back to new version in daily builds (I downloaded both Freedoom WADs from official Freedoom site). Man that new revenant is cool. That was quite a ride to realize that for the past month the only version that I knew and played was with placeholder beta enemies and that my boot-replacing operation was useless. Edited December 18, 2023 by LukeGaming 12 Quote Share this post Link to post
ShallowB Posted December 16, 2023 As some of the most common enemies, the zombies in Freedoom really need a refresh. The idea is good, but they don't really fit with the other monsters like the Serpentipede they are often grouped with, and they animate kinda funny. The player and chaingunner sprites used to have the same issues, but they're a little better now and the zombies have sadly been left behind. 3 Quote Share this post Link to post
LukeGaming Posted December 16, 2023 (edited) On 12/16/2023 at 3:12 PM, ShallowB said: As some of the most common enemies, the zombies in Freedoom really need a refresh. The idea is good, but they don't really fit with the other monsters like the Serpentipede they are often grouped with, and they animate kinda funny. The player and chaingunner sprites used to have the same issues, but they're a little better now and the zombies have sadly been left behind. I like Freedoom zombies, the only thing that irks me about them are these boots and their weapons. Based on Freedoom things like cacodemons, imps and demons I think the general enemy theme is "eldrich aliens" and these zombies look and move like people controlled by some alien parasite, they remind me of HL1 zombies a bit (aside from chaingunner, he looks like normal dude). I'll definitely make changes to Freedom mancubus and ravenant too, former looks deepfried and latter looks like he's from childrens game. Edit: 2 hours ago, LukeGaming said: I was planning to rework some freedoom sprites, but then I stumbled upon this thread and realized that most of what I planned (making chaingunners gun look like minigun that you are using, lost soul looking more alien-themed etc.) was already in some build: Does anyone know which version is that? Are these sprites still around somewhere? Why were they even replaced/removed? 2 hours ago, LukeGaming said: My eyes are more violated by changes that were made to these enemies. Why turn chaingunner into player recolour? Why deepfry mancubus? Why remove details from zombies weapon and give it ridiculous legs? I thought these were like this from the start. Was it some copyright issues? Edit: Nevermind, I went through old build from here https://archive.org/details/free-doom-2003-2019 and it turns out these were just reverted back to their beta versions. So they were in fact like this from start - I'm still curious what sort of copyright issues have newer sprites caused. Edit2: I now realized that all updated sprites are back to new version in daily builds (I downloaded both Freedoom WADs from official Freedoom site). Man that new revenant is cool. That was quite a ride to realize that for the past month the only version that I knew and played was with placeholder beta enemies and that my boot-replacing operation was useless. Edited December 18, 2023 by LukeGaming 4 Quote Share this post Link to post
uhbooh Posted December 17, 2023 On 12/16/2023 at 10:24 AM, LukeGaming said: I'll definitely make changes to Freedom mancubus and ravenant too, former looks deepfried and latter looks like he's from childrens game. IMO the freedoom revenant looked better before they recolored it. 0 Quote Share this post Link to post
Burgish Posted December 17, 2023 A few alternate health pickups. Wound up going with wine instead of the chicken leg for the health bonuses, seeing as the other health pickups had a glass each. Feel free to use w or w/o credit! 12 Quote Share this post Link to post
LukeGaming Posted December 18, 2023 On 12/17/2023 at 5:51 PM, uhbooh said: IMO the freedoom revenant looked better before they recolored it. I always keep misremembering how to write it, I'm pretty sure I made same typo in a bunch of file and actor names. 0 Quote Share this post Link to post
Nihlith Posted December 18, 2023 On 12/17/2023 at 10:06 AM, Burgish said: A few alternate health pickups. Wound up going with wine instead of the chicken leg for the health bonuses, seeing as the other health pickups had a glass each. Feel free to use w or w/o credit! I believe I will, thanks! 1 Quote Share this post Link to post
ChopBlock223 Posted December 19, 2023 At the 30th anniversary, I felt like playing just some good old vanilla. Had a good time, but decided I wanted to quickly do a version of the classic shotgun with some tweaks. Filled in screwholes from the original plastic toy. Made the magazine tube under the barrel on the first angled frame consistent in length with the others. Shifted the left side of the hand on the first angled frame so that it makes the gun look less tiny. Redid the front sight on at least one of the frames so the perspective is correct. Repainted the stock on the pickup sprite so that has an actual grip (traced the outline of a picture on Ithaca's website and scaled it down lots). Also altered the length of the barrel, pump, and magazine on the pickup sprite to be more consistent with the other frames (it needed to be shorter with the stock being longer anyway). Filled out the unused Beta spent shell sprites, because they were previously all hull, no case. Also made a more gold colored version to match the ammo pickup sprites. Redid the flashes a bit. I have NOT paletted these to see how they'll look, nor done any according tweaks for that. I imagine mostly they'll translate fine because I really did not deviate much at all for the gunmetal, wood, or really the hand on the first angled frame. The sheen from the muzzleflash could wash out some, but Doom has a very generous range of both saturated and pale reds (including some redundant shades), the yellow brass on the alternate shotgun shell is likely to become somewhat washed out or distorted, as there aren't as much of those shades. Here's to 30 more years of Doom. On 12/6/2023 at 8:36 PM, Desfar said: Thinking this variance is working the best. It certainly looks phenomenal. I love this monster a LOT, he looks fucking terrifying. On 12/6/2023 at 8:36 PM, Desfar said: Looks close enough to some cadavers I've worked with to give me the squick. Makes me think of Adrian Carmack's background. You work as a coroner, mortician, or a cleaner of some kind? 25 Quote Share this post Link to post
TommyGalano5 Posted December 20, 2023 twice the size of the HUD face 15 Quote Share this post Link to post
Lina Posted December 20, 2023 Brainbot, beep boop. Edited Duke Cycloid with brainiac head (shrunk/edited arachno) from an earlier sprite I made. Use freely with credit. 2 hours ago, TommyGalano5 said: twice the size of the HUD face Inspired 22 Quote Share this post Link to post
deleted-account Posted December 22, 2023 On 12/10/2023 at 6:19 AM, LukeGaming said: I really like the top left imp you did. This probably wasn't your intended purpose for it, but I think it would look perfect as a statue (specifically standing on a COL2A0 column re-palette to fit) 4 Quote Share this post Link to post
ak47fu2 Posted December 23, 2023 On 11/19/2023 at 12:52 AM, [name_withheld] said: Some new sprites for @Stopsignal's 'Mimic' creature (sprites MIMCA0 and XPL2F0 are purely for reference,) using the mimic sprites as well as some gore from Brutal DooM. Row one is a pre-transformation death sequence (which then leads to frame 3 of the 2nd row as it's 4th frame,) for if the player manages to surprise the mimic before it gets a chance to transform. Row two is a post-transformation death sequence intended to be used if the creature goes back to sleep and the player attacks the "napping" corpse (alternately, the first frame of this row could be used as the starting point of a secondary spawn state.) Speaking of an alternate spawn state, row three (leading from the first frame of row two,) can be used as one. The sequence leads to MIMCZ0 to finish the waking sequence. This sequence can also be ran in reverse to put the creature back to sleep in a state minus the marine's legs. To take care of those, XPL2F0 from Brutal DooM can be used as a dropable gib when the mimic first wakes up. Currently, I'm using a pair of inventory tokens to handle the 3 different death sequences (5 if you factor in XDeath's for the "sleeping" corpses,) to pretty good results. Is it okay if I use some of these sprites in my mod? If so who should I credit besides you, Stopsignal, and Brutal Doom? 1 Quote Share this post Link to post
ShallowB Posted December 24, 2023 (edited) I've been really unsatisfied with the quality of some of the frankensprites I've been making, not to mention how long they take. So like a fucking idiot I went and learned Blender. Here's the results of about three days of effort. Still pretty rough, but I'm pretty chuffed with this as the first thing I've ever modeled, rigged, and rendered. And this is straight out of Blender without any cleanup or anything! Pretty sure this is gonna be a game changer with just a little more work. EDIT: Okay, I tinkered with the export settings and the model a little and now he's looking much nicer, and comes out scaled almost perfectly for Doom. Still have to adjust things a little because I think Blender's lighting is screwing with Doom's palette a bit, and the texture could really use some work. Not to mention I've clearly got his helmet all wrong, or at least it looks wrong after scaling. Here is a screenshot of the raw model in Blender: Pretty basic, but it's about all I'm capable of at the moment. Luckily that's about all you need for sprites this small! Edited December 24, 2023 by ShallowB more SPINGUY 20 Quote Share this post Link to post
DoomGappy Posted December 24, 2023 6 minutes ago, ShallowB said: I've been really unsatisfied with the quality of some of the frankensprites I've been making, not to mention how long they take. So like a fucking idiot I went and learned Blender. Here's the results of about three days of effort. Still pretty rough, but I'm pretty chuffed with this as the first thing I've ever modeled, rigged, and rendered. And this is straight out of Blender without any cleanup or anything! Pretty sure this is gonna be a game changer with just a little more work. This looks nice but when I first saw it really quick I thought those were boobs. Crash go brrrr. 1 Quote Share this post Link to post
ShallowB Posted December 24, 2023 No that's my new original character Boobguy 10 Quote Share this post Link to post
ak47fu2 Posted December 24, 2023 So I put these in my own repro topic but I figured I should put this here also so people see it. Feel free to use them. I just made a quick edit to the existing summoner sprites to be a spirit from Eternal. 2 Quote Share this post Link to post
Grieferus Posted December 25, 2023 4 hours ago, ShallowB said: I've been really unsatisfied with the quality of some of the frankensprites I've been making, not to mention how long they take. So like a fucking idiot I went and learned Blender. Here's the results of about three days of effort. Still pretty rough, but I'm pretty chuffed with this as the first thing I've ever modeled, rigged, and rendered. And this is straight out of Blender without any cleanup or anything! Pretty sure this is gonna be a game changer with just a little more work. EDIT: Okay, I tinkered with the export settings and the model a little and now he's looking much nicer, and comes out scaled almost perfectly for Doom. Still have to adjust things a little because I think Blender's lighting is screwing with Doom's palette a bit, and the texture could really use some work. Not to mention I've clearly got his helmet all wrong, or at least it looks wrong after scaling. Here is a screenshot of the raw model in Blender: Pretty basic, but it's about all I'm capable of at the moment. Luckily that's about all you need for sprites this small! You could use Adrian Carmack's art of Doomguy as a reference. 0 Quote Share this post Link to post
ThrashFanbert94 Posted December 26, 2023 On 12/24/2023 at 2:44 PM, ShallowB said: I've been really unsatisfied with the quality of some of the frankensprites I've been making, not to mention how long they take. So like a fucking idiot I went and learned Blender. Here's the results of about three days of effort. Still pretty rough, but I'm pretty chuffed with this as the first thing I've ever modeled, rigged, and rendered. And this is straight out of Blender without any cleanup or anything! Pretty sure this is gonna be a game changer with just a little more work. EDIT: Okay, I tinkered with the export settings and the model a little and now he's looking much nicer, and comes out scaled almost perfectly for Doom. Still have to adjust things a little because I think Blender's lighting is screwing with Doom's palette a bit, and the texture could really use some work. Not to mention I've clearly got his helmet all wrong, or at least it looks wrong after scaling. Here is a screenshot of the raw model in Blender: Pretty basic, but it's about all I'm capable of at the moment. Luckily that's about all you need for sprites this small! so it be like strife style but doom leaning? 0 Quote Share this post Link to post
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