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MistycSpider

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About MistycSpider

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    An average Doom enjoyer
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  1. As I said, all of them are rough sketches made in a couple of minutes at most, just illustrative to the idea and not representative of the final result at all. (The digitilized ones were actually meant for a .ico for TNT, also no more than a couple of minutes tbh, sorry for not including better/actual art, but I've been busy non-stop with some other stuff, when I say a couple I literally mean it)
  2. True, caco is the head of a D&D monster and it would be funny reinterpreting the Frankenstein caco that the Pain Elemental actually is. That overinterpret space is the gap I'm aiming to fill with this, but in a way that feels natural and not uncanny.
  3. So... like the Chello's Voxels completely turned into sprites?
  4. Unless you're pointing to a renderized kind of realistic style, it is actually harder to do. Take in count Doom and Duke Nukem where aiming for that at the time, what we see nowadays as cartoony pork cops where kinda photorealistic at the time.
  5. This is exactly what I'm thinking on, as in the edited section I mentioned FF origins or Le'chuck Revenge Special Edition. The differential thing here is, those are based on the actual concept art, I want it to be based on the final in-game sprites, since they look and were very different from the original clay-models or even the original drawings. I want it to look faithful to what we as players see in screen, not what it was actually intended to be portrayed, if it makes any sense said in that way. I'm also a very purist gamer, I play on nugget with everything in vanilla but the fuzz effect since the og spectre effect doesn't work on LCD monitors. I also love works like Smooth project and Voxel, but I hardly ever turn them on. I don't want to replace the sprites, I'm myself a picel artist and projects that aim for that are like heresy for me, and I've always hated those AI upscale takes the mod community is always trying to bring back. I want to offer an alternative, one that still feels like the old doom we all know, one that is worth playing time to time without letting the original aside.
  6. It isn't rude at all, I get your point, maybe the term HD is what is misleading everyone now that I think on it, in animation we usually refer as HD to anything that doesn't look quite pixelated, that's what I was refering to, that the project would be on a higher resolution than the original 200p the og sprites were made for. I actually know how to model myself, but I don't really like doing it tbh, and also kind of detailed 2-D drawings still would have been needed to properly translate an style like this into 3D, and even hand-drawn textures since there are no real life materials for demons. I think I explained it better in the edited section, tho
  7. TL;DR: I wanna remaster and make renditions of the in-game sprites, not the clay models. Are you interested in something like this? Yay or Nay?
  8. For a look that emulates the original intention, yes, 3-D models is indeed the best solution possible. But as I said what I want to do is a rendition of the actual sprites, not the clay models they´re based on. I'm someone who has a lot of respect for Pixelart, my aim with this is to create something that would be actually worth as an alternative to the original art, not a replacement. It is still possible, as I said, I am an animation student so I have a very clear idea of the size of this, and while it will take time, I would take this as a hobby project, not something I would crunch in, at least at the beginning, just to see the interest of the community. And even if the final renders result to be limited to a x2 resolution, it is a very big difference when talking about sprites, we would go from the Doom 1 and 2 level of detail to the one present in 64. And since this is me alone, I have limits with this project, tho. It's not in my plans to add in-between sprites for now, just aiming for the original set of sprites, which is a much more reasonable goal to aim, also limited to main sprites, like monsters, weapons, etc. if the scope changes in time, it would be easy to continue working on the rest of sprites and just add in-betweens for the monster and weapon animations
  9. Not sure if it is the goal of my project, I detailed it better in a comment, but what you describe has been already made with some remasters like the Tomb Raider trilogy which has very limited geometry
  10. Ok, I see a lot of confusion here. So maybe I'll do a new post with more detailed and better examples. First of All, as many of you already know, the original sprites were not hand-drawn, they were clay sculptures (not plasticine as someone said before) that were digitalized and compressed and renderized into a very low resolution to fit in the game as sprites (kinda like the oposite to the upscaling process), it is known as pre-renderization, it is a process that a lot of games in that era use to show mind-blowing graphics, like the Donkey Kong country trilogy, Mario Kart 64, Mortal Kombat or Killer Instinct, even some of the current ones like Five night's at Freddy's. We don't have any way to get our own hands on those original models (if they still exist), and we don't have enough samples of every of them neither, so trying to achieve a 1:1, of the original sculptures before being renderized is impossible. That's what projects like the upscalings shown in other comments try to achieve, the problem is, upscaling tries to make an HD image from a low resolution sprite, so in order to do it, it has to invent information out of nowhere, turning out in very strange ways like looking as oil paintings while other look photorealistic, or misunderstanding some details. Also, when the sprites were renderized into such a low resolution, the lack of information made them look very different to their clay counterparts (not even taking in count most of them were edited to look different and fit better in the game), so the feeling of them is way different from what a real HD version would feel like. All those projects lack the sensitivity to realize that most of the final result is illustrative to what's happening on screen, and that is the (my) main problem, they try to achieve point-less and impossible results. So, what is my project about? what's my goal? I wanna make 2D renditions of the original sprites, with the goal of capture the feeling of those sprites and how it actually feels to play it, that way it still feels the same, but with a completely new look, one that looks actually great in new LCD monitors without the lack of cohesion coming from very low-res Sprites/textures and high-res rendering. Achieveing in that way a faithful remaster not of the product, but the result, the experience and feelings of playing Doom. There are some other games that have made this with very great results, such as Wonder Boy The Dragons Trap, or Le'chuck's Revenge Special Edition. Imagine the result of it like what the Final Fantasy Origins did to the original, or Zero Mission with the original Metroid. I still have to decide what aproach would be better, if stylized with linearts (like the sketches but much more refined and colorized with shadows and lightning), or something lineless and more organic. This project wouldn't be something simple, it is a titanic work and will take a long of time, probably years, that's why am saying "in the long term". I'm an animation student, so I have a realistic idea of the size of something like this, that's why I'm pointing to only sprites, but MAYBE the project scope change allowing also the textures being reworked. So my goal for now is it being so faithful that the new monsters and weapons feel cohesive even in the low-res original environments. These are two not even near to being finished lineless sketches (nor even planned for the project), but can give all of you a general idea.
  11. being single isn't the problem most of the time. there's to be something else in your life that makes you feel like that, you need mental stability by yourself before planning to get in a relationship, a partner is supposed to be the one who complements you, not the one who fills your gap
  12. TL;DR: I wanna remaster and make renditions of the in-game sprites, not the clay models. Are you interested in playing something like this? Yay or Nay? I've been thinking on making a doom mod/texture pack that replaces the old sprite textures (monsters, weapons, players [and maybe walls and floors]) with a completely new 2D HD style always trying to be faithful to the original. Would you like to see it in the long term future? I'd like to do it but wanna know if players would be interested on it before start working in something of that size. Imp Sketches, to show an example of what I'm refering to. Edit: Ok, I see a lot of confusion here. So maybe I'll do a new post with more detailed and better examples. First of All, as many of you already know, the original sprites were not hand-drawn, they were clay sculptures (not plasticine as someone said before) that were digitalized and compressed and renderized into a very low resolution to fit in the game as sprites (kinda like the oposite to the upscaling process), it is known as pre-renderization, it is a process that a lot of games in that era use to show mind-blowing graphics, like the Donkey Kong country trilogy, Mario Kart 64, Mortal Kombat or Killer Instinct, even some of the current ones like Five night's at Freddy's. We don't have any way to get our own hands on those original models (if they still exist), and we don't have enough samples of every of them neither, so trying to achieve a 1:1, of the original sculptures before being renderized is impossible. That's what projects like the upscalings shown in other comments try to achieve, the problem is, upscaling tries to make an HD image from a low resolution sprite, so in order to do it, it has to invent information out of nowhere, turning out in very strange ways like looking as oil paintings while other look photorealistic, or misunderstanding some details. Also, when the sprites were renderized into such a low resolution, the lack of information made them look very different to their clay counterparts (not even taking in count most of them were edited to look different and fit better in the game), so the feeling of them is way different from what a real HD version would feel like. All those projects lack the sensitivity to realize that most of the final result of the 93' game is just illustrative to what's happening on screen, and that is the (my) main problem. So, what is my project about? what's my goal? I wanna make 2D renditions of the original in-game sprites, with the goal of capture the feeling of those sprites and how it actually feels to play it, that way it still feels the same, but with a completely new look, one that looks actually great in new LDC monitors without the lack of cohesion coming from very low-res Sprites/textures and high-res rendering. Achieveing in that way a faithful remaster not of the product, but the result, the experience and feelings of playing Doom. There are some other games that have made this with very great results, such as Wonder Boy The Dragons Trap, or Le'chuck's Revenge Special Edition. Imagine the result of it like what the Final Fantasy Origins did to the original, or Zero Mission with the original Metroid. I still have to decide what aproach would be better, if stylized with linearts (like the sketches but much more refined and colorized with shadows and lighting), or something lineless and more organic. This project won't be something simple or easy, it is a titanic work and will take a long of time, probably years, that's why am saying "in the long term". I'm an animation student, so I have a realistic idea of the size of something like this, that's why I'm pointing to only sprites, but MAYBE the project scope change allowing also the textures being reworked. So my goal for now is it being so faithful that the new monsters and weapons feel cohesive even in the low-res original environments.
  13. I'm not being dismissive, at least not as OP spreading missinformation about mental health theraphy, the wad comment was just a sarcastic joke. I'm genuily asking it, it's rare to see that kind of post here, even in this sub
  14. I know, I'm just asking, why doomworld? bro wants to make a mental health wad?
  15. no, it isn't at all. thanks to it I'm still here after a strong and deep depression that almost ends my life. And why the hell are u asking this in DoomWorld? lmao
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