Korp Posted October 3, 2023 (edited) I'm sure a lot 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! EDIT: Made a WAD with recolored projectiles, and the offsets were done by Alaux, you may get it here. Edited October 4, 2023 by Korp 64 Quote Share this post Link to post
Wo0p Posted October 3, 2023 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 That's amazing! Love it, happy halloween :P 2 Quote Share this post Link to post
DoomGappy Posted October 3, 2023 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! The holes... they're there... 12 Quote Share this post Link to post
Desfar Posted October 3, 2023 (edited) 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. If that madman who made a blender proportion model for doomguy makes one for hexen, I will need that model ASAP Edited October 3, 2023 by Desfar 5 Quote Share this post Link to post
BluePineapple72 Posted October 3, 2023 (edited) Very early workings for a bfg replacement. Not super super happy with how it's going but these things take time. It's an early sketch anyways. Will have to take a moment to ponder how I'm gonna make it look super good Edited October 3, 2023 by BluePineapple72 21 Quote Share this post Link to post
Craneo Posted October 5, 2023 Yet another "just for fun" concept with no real plans to finish it, I call it the Pontifex-Vile, a higher level Arch-Vile wielding dual chainguns and shoulder rocketlaunchers, don't ask me how the fuck it would heal monsters tho, credits to Doom X for the "Angel of Death" enemy guns and cloak. 24 Quote Share this post Link to post
plums Posted October 5, 2023 (edited) @Craneo I love it except the mouth looks a bit like he's getting work done at the dentist Spoiler TBF I bet he could use it Edited October 5, 2023 by plums 4 Quote Share this post Link to post
Craneo Posted October 5, 2023 haha, he is meant to have a smile and two protuding tusks 1 Quote Share this post Link to post
TiberiumSoul Posted October 5, 2023 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. 1 Quote Share this post Link to post
NeoWorm Posted October 5, 2023 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. 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. 5 Quote Share this post Link to post
Desfar Posted October 5, 2023 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. 0 Quote Share this post Link to post
Nihlith Posted October 5, 2023 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. 2 Quote Share this post Link to post
WARDUST Posted October 7, 2023 (edited) Three years sharing with you my sprites, that's a lot of spriting! i'm not a Pro, but i'm really happy with all the stuff i made. A resume: Edited October 7, 2023 by WARDUST 18 Quote Share this post Link to post
HQDefault Posted October 9, 2023 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. 10 Quote Share this post Link to post
LukeGaming Posted October 9, 2023 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. 25 Quote Share this post Link to post
Nootrac4571 Posted October 9, 2023 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? 6 Quote Share this post Link to post
BluePineapple72 Posted October 9, 2023 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 4 Quote Share this post Link to post
Nihlith Posted October 9, 2023 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? 2 Quote Share this post Link to post
DoomGappy Posted October 9, 2023 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. It looks like the imps had a baby with the snarks from half life 2 Quote Share this post Link to post
BluePineapple72 Posted October 10, 2023 (edited) 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 October 10, 2023 by BluePineapple72 14 Quote Share this post Link to post
Desfar Posted October 10, 2023 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 1 Quote Share this post Link to post
BluePineapple72 Posted October 10, 2023 (edited) 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 October 10, 2023 by BluePineapple72 1 Quote Share this post Link to post
BluePineapple72 Posted October 10, 2023 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. 0 Quote Share this post Link to post
Nihlith Posted October 10, 2023 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. 0 Quote Share this post Link to post
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