Dragonfly Posted August 21, 2018 I doubt people would have shared if they weren't okay with these textures being used, but just to be on the safe side at least pop a message to each artist just to be sure. :) 3 Share this post Link to post
franckFRAG Posted August 21, 2018 (edited) 2 hours ago, Dragonfly said: @StormCatcher.77 a good start but lacks any sense of lighting consideration. What you've done here is 'pillow shading'. Instead you could/should consider where the lightsource is coming from and what surfaces on the crate would be lit up, what parts would have a darker shadow, etc. A little pixel art style guide to what I mean: Hope this helps! :) When I made a new texture, I tend to place the lightsource just above the object, because the lightsource in Doom is generally vertical with the flat lamps textures, (or horizontal with light wall textures of course, but to the left? to the right?) That's why I put automatically this angle : But should I to change this habit ? Or this guide works only for the spriting? 0 Share this post Link to post
Deadwing Posted August 21, 2018 Thanks a lot @StormCatcher.77 and @Dragonfly! I'll ask the users and see if they give me permission :D 1 Share this post Link to post
Dragonfly Posted August 21, 2018 27 minutes ago, franckFRAG said: When I made a new texture, I tend to place the lightsource just above the object, because the lightsource in Doom is generally vertical with the flat lamps textures, (or horizontal with light wall textures of course, but to the left? to the right?) That's why I put automatically this angle : But should I to change this habit ? Or this guide works only for the spriting? Depends on the art you're producing. Light sources apply in any direction and varies depending on use case. The pixel art works as a cute illustration. Take this BIGDOOR variant as an example. See the 'indents'? Notice how the inner grooves on the sides are a 'midtone shadow', the upper side of the grooves are a 'dark shadow' and the bottom of the grooves is actually lighter? This is because the light is above so it would hit that surface. It's this attention to lighting that gives a texture depth and realism. 2 Share this post Link to post
DooMAD Posted August 21, 2018 (edited) The first and second ones come from two different games (and I've already forgotten which ones), although the second one needed some editing. Couldn't find a decent lava one anywhere, so had to take a door arch I found on google image search to make the third one. I should probably find/make blood and water ones too, I suppose. These will also end up in the enormous texture pack I'm still compiling. //EDIT: Pretty sure #2 is from 'Eye of the Beholder', yep. //DOUBLE_EDIT: Added a water one. Edited August 22, 2018 by DooMAD : moar textures 12 Share this post Link to post
ETTiNGRiNDER Posted August 21, 2018 Reminds me of Eye of the Beholder but I'd have to look at the game again to know for sure if either of them are that. 2 Share this post Link to post
Teder Posted August 21, 2018 1 hour ago, DooMAD said: The first and second ones come from two different games (and I've already forgotten which ones), although the second one needed some editing. Couldn't find a decent lava one anywhere, so had to take a door arch I found on google image search to make the third one. I should probably find/make blood and water ones too, I suppose. These will also end up in the enormous texture pack I'm still compiling. I Love that work! 0 Share this post Link to post
Bridgeburner56 Posted August 21, 2018 3 hours ago, ETTiNGRiNDER said: Reminds me of Eye of the Beholder but I'd have to look at the game again to know for sure if either of them are that. Holy shit that's a blast from the past. I remember watching my uncle play that when I was a kid 0 Share this post Link to post
furyweb Posted August 21, 2018 (edited) Doom3 recreation from scratch based on the nobbydoor texture. Both clean and dirty version. I also made a bump map and specular which doesnt look to bad in gzdoom. Just another one I had a crack at. Bit of practice to come up with my own set of textures I guess Edited August 22, 2018 by furyweb 14 Share this post Link to post
ItsNatureToDie Posted August 22, 2018 (edited) Have some more textures and flats. The grey marble texture among the stuff the unreleased stuff is a recolor of RW19_1. I just removed the trim from it. Also made a 64x128 version of it as well as RW5_1(which I might redo later). Spoiler More custom textures and some recolors out of clasm.zip Edited August 22, 2018 by ItsNatureToDie 11 Share this post Link to post
elend Posted August 22, 2018 @ItsNatureToDie Oh, those look really nice. Do you have ingame screenshots already? 0 Share this post Link to post
DooMAD Posted August 22, 2018 Salvaged from Arx Fatalis. Didn't tile all that well, so tweaked it a bit. Couldn't make it look good at 64x64, sadly, so it'll have to be a wall if you're using vanilla: 6 Share this post Link to post
Solmyr Posted August 23, 2018 The dude from the marble brick texture WALL50_1, but actually crucified. Alternate hell door. An imp themed small hell door. 11 Share this post Link to post
ItsNatureToDie Posted August 23, 2018 (edited) @elend: At this moment I do not, although I would like to get into mapping. I will aim to keep them simple if when I get into it to avoid burning out and never releasing it. @Solmyr: Neat @DooMAD: welp I tried, have a 64x64 anyways. New Slad rips.zip Edited August 23, 2018 by ItsNatureToDie 9 Share this post Link to post
ThrashFanbert94 Posted August 23, 2018 1 hour ago, ItsNatureToDie said: @elend: At this moment I do not, although I would like to get into mapping. I will aim to keep them simple if when I get into it to avoid burning out and never releasing it. @Solmyr: Neat @DooMAD: welp I tried, have a 64x64 anyways. New Slad rips.zip Looks nice and i like your sprites too 0 Share this post Link to post
Jimmy² Posted August 25, 2018 (edited) Wow. That's ridiculous in all the best possible ways. It "pops out" so much it almost doesn't look like it's just an animated flat. 3 Share this post Link to post
ukiro Posted August 25, 2018 I baked some ambient glow into the texture itself to give it that effect. The gif is captured in gzdoom but thanks to being made up of 4 animation sequences it's boom compatible, with the caveat of the flat edge bleed issue in software rendering. 0 Share this post Link to post
Bridgeburner56 Posted August 25, 2018 @ukiro Holy shit balls that looks incredible. Is it part of your upcoming texture pack? 3 Share this post Link to post
elend Posted August 25, 2018 Very great! The Animation is perfectly and it looks very hellish. 1 Share this post Link to post
ukiro Posted August 26, 2018 Yep, this will Be in otex. Just over 100 days to release! 5 Share this post Link to post
furyweb Posted September 3, 2018 another handmade texture based on the doom 3 textures. Still learning. 11 Share this post Link to post
Marlamir Posted September 6, 2018 @furyweb Looks really good. Just wanna ask, is this palletized or not? 0 Share this post Link to post
elend Posted September 7, 2018 Doesn't look like it, even though it should be fairly easy to palletize.. 0 Share this post Link to post
Ichor Posted September 7, 2018 There you go. Perfectly palletized: Oh wait, you meant like this: 16 Share this post Link to post
Gabenslair Posted September 18, 2018 more grey texture for rock plus "rocky Ice" texture 4 Share this post Link to post
elend Posted September 21, 2018 I was starting my next map and needed a kind of "hellish" sky. While I love the original Doom skies, I was kind of fed up with them, so I tried to create my own custom sky. On the left you can see the Alps (switzerland side) burning and the right one is actually "Huang Shan" or "Mount Huang" in China, not very far from where I live actually. It reminded me of the original Doom sky and I wanted to at least try and recreate something similar. I really love how "otherworldly" those chinese mountains look. They are already Doom paletted, tile well and of course you can use them as well, if you think they look okay. Just credit me at least. :p 46 Share this post Link to post