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Just now, Desfar said:

Slowly getting back on my bullshit.
Getting the other angles made for this long term project.

compare.GIF

What project?

I like this design.

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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
ghost.png.61312c010b21b471d5c89f1161699f31.pngchecks.gif.d41d78bd9d450e9a4a3d57e19b996c33.gif

Edited by Desfar

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99003079_2023-12-1614_01_31-Window.png.fba855855a4eab7f93fb56e30a511adc.png928277662_2023-12-1614_01_15-Window.png.d809fc4ffd2535d30bfae4c8226d7111.png

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).

14e.jpg.0fb3a5af0eea784739a5ff05dc440547.jpg

 

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).

481427810_2023-12-1614_20_06-Window.png.197387b496cb2c74c7400d7922e8a736.png

 

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?

CPOSA1.png.e8ac087be4de7a408f29ff1f34f597ac.pngFATTA2A8.png.d7d6d0149526327dac8c1416bc1d8302.pngPOSSE4E6.png.638f96368e6637ac662fc9e1bc8ee79e.png

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 by LukeGaming

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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.

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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?

CPOSA1.png.e8ac087be4de7a408f29ff1f34f597ac.pngFATTA2A8.png.d7d6d0149526327dac8c1416bc1d8302.pngPOSSE4E6.png.638f96368e6637ac662fc9e1bc8ee79e.png

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 by LukeGaming

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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.

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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!

 

EAT1A0.png.94d20cd81803edd75103aa8d2a8731c5.png    EAT9A0.png.ba5d9ae54634b2dc136e11191a1faf57.png   EAT2A0.png.40b0d6056db16c89ad7ede06ace43086.png   EAT3A0.png.9df81ae2869e07a363f914590d92b26f.png

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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.

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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!

 

EAT1A0.png.94d20cd81803edd75103aa8d2a8731c5.png    EAT9A0.png.ba5d9ae54634b2dc136e11191a1faf57.png   EAT2A0.png.40b0d6056db16c89ad7ede06ace43086.png   EAT3A0.png.9df81ae2869e07a363f914590d92b26f.png

I believe I will, thanks!

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On 12/10/2023 at 6:19 AM, LukeGaming said:

587654842_1(2).png.59b1d48b566de48e0fd894cfe001ae0a.png

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)

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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.

mimic spritesheet new deaths transform.png

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?

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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.

 

DUDESPRITE.gif.84984860a3fb57c307f48ad74d5489a8.gif

This looks nice but when I first saw it really quick I thought those were boobs. Crash go brrrr.

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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. 

Spirit.png

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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.

 

DUDESPRITE.gif.84984860a3fb57c307f48ad74d5489a8.gif

 

EDIT:

spinguy.gif.3d6ade8035287d86eedbd4727b0b7212.gif

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:

doomguyrender.png.1f689656dee5376a44baa77896d24703.png

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.

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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.

 

DUDESPRITE.gif.84984860a3fb57c307f48ad74d5489a8.gif

 

EDIT:

spinguy.gif.3d6ade8035287d86eedbd4727b0b7212.gif

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:

doomguyrender.png.1f689656dee5376a44baa77896d24703.png

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?

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