ViolentBeetle Posted July 28, 2021 Some pine roots in white sand. When paletted, turned entirely into grayscale, can now be tinted into some interesting shades. 3 Quote Share this post Link to post
Nootrac4571 Posted July 28, 2021 (edited) Skullwalls from Doom 1, with the metal edges trimmed off and expanded so they tile. Also a bloody white version and non-bloody brown version: They all tile quite nicely with each other, too. They're still weirdly large, though! Doom's sense of scale is wildly inconsistent :) Originals for reference: Edited July 28, 2021 by Nootrac4571 24 Quote Share this post Link to post
Spawn Posted July 28, 2021 (edited) 12 hours ago, Shibainumaster said: Surprised that i didn't someone do this edit- I'm pretty sure it has been already done long time ago, but I'm not going to comb through all my resources to find where, when and by who exactly, if I even saved it (I usually don't save simple variation edits). 56 minutes ago, Nootrac4571 said: They're still weirdly large, though! Doom's sense of scale is wildly inconsistent :) Well, that's what that line "I stand on the bones of titans" was in that song for. +) Edited July 28, 2021 by Spawn 3 Quote Share this post Link to post
Shibainumaster Posted July 28, 2021 DN3D edits and building textures made outta stock D2 textures. 7 Quote Share this post Link to post
Doom_Dude Posted July 28, 2021 13 hours ago, Shibainumaster said: Surprised that i didn't someone do this edit- Like @Spawn said, that's been done before.. probably not exactly the same but certainly similar. I've done a few like that for sure. Have a brown one I hacked together. 9 Quote Share this post Link to post
Nootrac4571 Posted July 29, 2021 I shrunk the skullwalls down so they're more or less human-scaled: 21 Quote Share this post Link to post
Shibainumaster Posted July 30, 2021 On 7/28/2021 at 11:39 PM, Doom_Dude said: Like @Spawn said, that's been done before.. probably not exactly the same but certainly similar. I've done a few like that for sure. Have a brown one I hacked together. Looks really good 1 Quote Share this post Link to post
Shibainumaster Posted July 30, 2021 (edited) new eye switch also WIMAP edits with HOMM3 graphics: Edited August 6, 2021 by Shibainumaster 13 Quote Share this post Link to post
slugger Posted August 6, 2021 Large (256x256) grey/tan rock textures https://imgur.com/a/LMnWHXN 8 Quote Share this post Link to post
Shibainumaster Posted August 7, 2021 key marked textures for that one door . 10 Quote Share this post Link to post
Dexiaz Posted August 7, 2021 The blue color looks too dark, but the idea is very good! 2 Quote Share this post Link to post
Shibainumaster Posted August 7, 2021 Skies i maded using HOMM3 battle backgrounds 17 Quote Share this post Link to post
Gez Posted August 7, 2021 I'll repeat that I don't think mirroring makes for good skies. 11 Quote Share this post Link to post
ViolentBeetle Posted August 7, 2021 20 hours ago, SwampCyborg said: Large (256x256) grey/tan rock textures I feel like it would probably not scale correctly at a distance, but otherwise it looks good. 0 Quote Share this post Link to post
Shibainumaster Posted August 8, 2021 10 hours ago, Gez said: I'll repeat that I don't think mirroring makes for good skies. They won't tile unless i mirror them. 0 Quote Share this post Link to post
Gez Posted August 8, 2021 (edited) They won't tile either way because a sky needs to be 128-, 256-, or 1024-pixel wide, and those are 1536-pixel wide. Anyway, it's not that hard to make something tile. Here's an example with the magic clouds sky. First, I take the 768-wide non-mirrored part. Then I lengthen it to 1024 by copy-pasting its middle third, from 256 to 512, to the right edge. You can see the seam at 75% of the width. Then we use the magic trick of changing the offsets. Shift-ctrl-O in GIMP. We want to change them to be half the width. Since those clouds look like they should also tile vertically (and it's not hard to get skies to visibly tile in the sky when it is just 128-pixel high), we can also change the offsets by half the height; but with a more "landscape-y" sky we wouldn't want that. That puts the seams in the middle of the image instead of on the borders, and gives us this: Now it's time to get to work on smoothing those seams. For this task, the best is the clone tool. For something like clouds it's ridiculously easy because clouds don't really have much of a structure, it's just random fluff. I used a brush size of 20 pixels. Just select a point as the source, and then click and hold along a length of seam to fix. After a while, I got this: At this point we can reset the offsets to what they were originally by changing them back again by half-width, half-height: There you go, a sky that tiles and that doesn't look like a Rorschach inkblot test. Edit: alright, now that the "easy mode" of something like a bunchaclouds is done, let's look at a more complex sky. The lava one for example. Same deal as before, I took a bit from the middle to get the missing quarter. This time I did that by just moving a copy of the layer until I reach a point where the mountains and the sky were somewhat close, as you can see. Offset shift only horizontal this time. Clone tool use was more complex as I had to carefully choose my origins and work by little bits. No wide stretches of just cloning from wherever! The outcome looks okay, though. It's just too bad it's only 128-high. Edited August 8, 2021 by Gez 24 Quote Share this post Link to post
kwc Posted August 8, 2021 @Shibainumaster Cool idea sourcing from HOMM Gez definitely covered the non-mirroring skies stuff, I decided to whip up a quick/dirty example of a sky2+sky8 mashup at 256x128. The fun part with that is you can remix add/remove details from your larger sky texture sources in order to make something unique for the job. Some sloppy healing brush work in there, but you get the idea. 4 Quote Share this post Link to post
ChestedArmor Posted August 9, 2021 (edited) Billiard Balls and Sticks: UAC Beds in different states: Tidy: Untidy: Bloody: Door 100 units wide: Miscellaneous wall textures: Edited August 9, 2021 by ChestedArmor 3 Quote Share this post Link to post
Nootrac4571 Posted August 11, 2021 64-pixel-wide versions of the "Skin" walls (as opposed to the weirdly awkward 80\88\88 originals:) Plus some longer, tiling options: And transitions between the lighter and darker skin tones: 31 Quote Share this post Link to post
Shibainumaster Posted August 12, 2021 @Gez thanks for showing how to fiddle with skies, i suppose i can also change the redolution so it will be something in -256 and higher pixels range 0 Quote Share this post Link to post
uber Posted August 12, 2021 a font i've been working on for the past couple of weeks. based off synthek, although the smallfont is mostly original. not final, but almost complete :) big: small: 20 Quote Share this post Link to post
msx2plus Posted August 12, 2021 really into the smallfont there, super nice! surprisingly readable for something so complex. 1 Quote Share this post Link to post
MattFright Posted August 13, 2021 (edited) Made a few huge techbase midtex "arches" (first few of their kind??) 512x256 256x128 (please credit Metlslime if you use these, he made the original...thing...that i edited into this) EDIT: Improved the original, made two variations, might make color coded versions later and post them here along with textures/flats for the insides, BTSX style... Maybe some examples too once i use them myself. Edited August 13, 2021 by MattFright 15 Quote Share this post Link to post
Tango Posted August 13, 2021 5 hours ago, uber said: a font i've been working on for the past couple of weeks. based off synthek, although the smallfont is mostly original. not final, but almost complete :) holy moly this is amazing, this looks so good! I've been thinking about attempting something similar as I would kind of love a new gothic smallfont to use in my current project, but even the thought of basing it on a real font seems intimidating to me. can I ask what your process was like? did you make a sheet with the original font and then shrink it down so each character was 16px and draw over that? 1 Quote Share this post Link to post
uber Posted August 13, 2021 (edited) 1 hour ago, Tango said: holy moly this is amazing, this looks so good! I've been thinking about attempting something similar as I would kind of love a new gothic smallfont to use in my current project, but even the thought of basing it on a real font seems intimidating to me. can I ask what your process was like? did you make a sheet with the original font and then shrink it down so each character was 16px and draw over that? sure thing! i basically did as you said for the bigfont, typing every character in photoshop and then adding some bevel/outline filters to get a rough idea of how it'd look before painting it over: (note the missing characters, this is just a capture from the psd file i worked on) then it was a matter of rasterizing everything and manually fixing/redesigning letters that didn't scale well, like the F, G, X and pretty much all the glyphs. to make shading easier i picked colors that were easy to tell apart as highlights/shadows, and then replaced them with the grays you see in my "final" screenshot. i decided to go with a limited palette, so the whole range of brightness is basically: -yellow: strong highlight, only for the top of the letter -cyan: light highlight, for 315º angles on the top of the letter and for the inside -orange: base color -green: shadow, on the right side of vertical lines -red: light bottom base (for depth effects inside the letter itself) -brown: dark bottom base and the light source is located right above the letter, slightly shifted to the left when necessary. by the time i was done i realized i had missed a lot of symbols, so the brackets, circumflex, etc. were drawn from scratch. (and the weird thing between the ampersand and the parentheses is actually a tilde... i forgot i'd redrawn it after setting up the sample) ----- now, i could have done the same for the smallfont, but... the lowercase letters don't really scale well at all. so for this one i basically kept the character sheet as a reference, along with the finished bigfont to try and keep the design sorta consistent between them. this particular font is pretty boxy, so what i usually did was start from an 8x8 square, drawing the basic strokes with a depth line underneath when possible, then take chunks off the letters as i saw fit to make them resemble the original font and have a distinct silhouette. whenever a letter needed a different footprint i made the base wider or thinner as i saw fit, but overall most fit snugly within a square, and i took some liberties mixing lower- and uppercase for stylization. so my progression looked something like this, using A and F as examples: then again, this post makes the whole process look a lot more organized and serious than it really was. a big part of it was messing around with shapes, cutouts, etc. to try and make something that looks nice, consistent, and readable (with varying degrees of success). Edited August 13, 2021 by uber accidental pic at the end 12 Quote Share this post Link to post
Tango Posted August 13, 2021 you're a saint @uber, really appreciate you taking the time to detail it all out like that. I'm sure I'll find it useful in the future :D the fonts turned out great too! 2 Quote Share this post Link to post
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