AuthorTopic: Doom Monster - Upd  (Read 7621 times)

Offline Turbo

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Doom Monster - Upd

on: October 31, 2006, 05:07:05 am


A Doom style monster. Done fo' chillin' an' relaxin. Maybe add some coloring at a later date.

Edit:



Update:
« Last Edit: November 04, 2006, 01:55:54 am by Turbo »

Offline Dhaos

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Re: Doom Monster

Reply #1 on: October 31, 2006, 05:39:31 am
Quite detailed, I like it. The lighting is rather interesting. Consider darken the shadows more and strengthen the highlights on the gun. Working in grayscale is so fun, no colors to confuse what your doing >_<.

Offline Snippa

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Re: Doom Monster

Reply #2 on: October 31, 2006, 09:11:51 am
nicely done.
do you do most of your work in greyscale?

Offline Andy Tran

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Re: Doom Monster

Reply #3 on: October 31, 2006, 09:27:08 am
 Awesome. More contrast on doom sprites would do well. The breasts should have plenty of more detail. It's got a big area where there's no detail putted in. Varying some color will help make it look less dull Doing that, stick to greyish colors.

 
« Last Edit: October 31, 2006, 09:35:00 am by Andy Tran »

Offline crab2selout.png

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Re: Doom Monster

Reply #4 on: November 01, 2006, 05:40:18 am
I'd like to see some lighter highlights added to the cylinder part of the chaingun. It's taking a couple seconds to register that it's a gun and not a chainsaw(even after seeing it and coming back to it a second time), and I think by having some white highlight, the gun part will grab your attention first. The ammo clip could use a little AA.

I like how 3d this looks. I was almsot about ot accuse you of using some 3d software.

Offline ep

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Re: Doom Monster

Reply #5 on: November 01, 2006, 06:23:51 am
Agreed, at 100% it looks like a chainsaw (or two) but upon enlarging it looks more like a minigun, perhaps highlighting the upper edge a bit more, but still keep it dark enough to allow the distinction from body and gun, or make it mor continuous for each barrel instead of having the darker line from barrel to tip.

Keep the chest as it is, smooth looks good on it, very clean look, yet still Doom-esqe (sp?)

Offline Turbo

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Re: Doom Monster

Reply #6 on: November 01, 2006, 03:13:09 pm
I'm somewhat cautious when playing with contrast, i raise it a bit and it already looks too much. This may be a result of looking a lot at the piece at 2x zoom, because it tends to look better with lesser contrast, while at 1x it needs much more than would look good at 2x.

Also, (as i remember) the Doom sprites tended to have low contrast due to being referenced from real clay models, which adds a general low contrast tone. And, you'd rarely see the sprites on the game at 1x, they would get closer and get bigger, zoomed up (and all pixelly 'n shi').

Here are some constrast edits.



On the left i further pushed the values on the gun: i hadn't noticed the chainsaw effect until after you mentioned it. Then i couldn't see the gun anymore :) Also increased contrast between the highlights and the darkest tones.

On the rigth, just a quick filter contrast edit. It looks too much for me and looses detail, but perhaps it is easily readable. Yuo decide!

Snippa: i'm in my confort zone with greyscale. I've started a few pieces in grey that i thought would be easier to do if the general values were defined first and then have the color added (haven't gotten around to add the color yet though, so can't attest to that theory yet). But apparently i still have some contrast issues to deal with, before going into more complicated color issues :).

crab2selout:
"I like how 3d this looks. I was almsot about ot accuse you of using some 3d software."
Thanks, that's quite the complement!

Andy Tran: I couldn't come up with anything to add to the chest, so i prefer to leave it like this, bare and shaved :)

Thanks for the comments and kind words guys  :y:

Offline sevenfingers

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Re: Doom Monster

Reply #7 on: November 01, 2006, 06:01:14 pm
nice effort!
The contrast is way understated, I think somewhere between your original and my edit might be decent enough (I went overboard on the edit)

Offline Helm

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Re: Doom Monster

Reply #8 on: November 01, 2006, 06:37:59 pm


For a game sprite, you don't have enough contrast between shades. What seven did in his middle piece isn't good... too much white, too much black, looks like superexposed picture with flash or something. You needed darker darks, significant middle ground and one shade of white. Also, you're not using all the shades you made to buffer between the darker stuff and the brighter. Guns are shiny. chest muscles collapse a bit where they meet arms. The underlight is a good idea, but not for game art. Is there always an ambient upwards lightsource in this doom-mod? Better have a simpler lighting setup than go for the shiny eye-candy in this case.

A lot more will become clearer when you attempt to color this. I like it so far. Also: your avatar scares me a lot.

Offline sevenfingers

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Re: Doom Monster

Reply #9 on: November 01, 2006, 07:04:17 pm
what Helm said and did. Sorry for the lazy/sloppy edit on my behalf. :P