
How to make an sprite that looks like Duke 3d style?
#1 Posted 10 June 2021 - 03:09 PM
My question is, how should one take the screenshots of your model to make it look like it belongs in Duke 3d and not out of place? How to maintain the right size so it has the right amount of pixels, and how to treat colors/palette?
This would be for a game that isn't on the Build engine, but I want to have more or less the same resolution they used for Duke 3d because I think it has the best looking retro 3d sprites. They aged much better than Doom where it's too low res, and definitely better than the rest of all the other "2.5d era" games where they looked straight weird. Must be because Duke 3d models also had an original charm to it, because Doom ones also aged better than Witchhaven, Tekwar, and even Doom 64. But nonetheless, assuming your original model is a good design, from a technical point of view, what is the best way to treat this material and make it look good when converting to sprites?
I would have the same questions for the textures btw. Same principle applies: having an higher res design and then making it pixelized but still make it look good.
This post has been edited by duke3d.exe: 10 June 2021 - 03:15 PM
#2 Posted 10 June 2021 - 09:39 PM
#3 Posted 10 June 2021 - 09:54 PM
Jimmy, on 10 June 2021 - 09:39 PM, said:
I'll confess to something. I've been looking at these sprites for 20 years, and if I didn't already know this game better than houses I've lived in, I wouldn't be able to tell them apart from other sprite-based FPS games of the time if you lined one up next to another (say, the Cycloid Emperor and the Cyberdemon).
I'm rather interested in this topic as well, since I struggle to tell pixel art styles apart unless one is much more heavily stylized than the other (despite my love for sprites and even having dabbled in sprite editing myself). So I suppose what I'm asking is, what exactly do we look for? Where do we find differences in art style when we are looking at completely different monster designs? What are the aspects that make sprites from one game unique to itself?
I'm likewise not trying to be an asshole. Everything I asked comes from a genuine place. Exe would benefit from this, too.
This post has been edited by Ninety-Six: 10 June 2021 - 09:55 PM
#4 Posted 11 June 2021 - 01:19 AM
https://3drealms.com...art-ion-maiden/
Regarding the duke style, well part of it is the proportions of the 3d models (kind of squat and chunky). I'd say that it would be wise to use colours from the duke3d palette on your model's materials so that there's less colour mismatches when eventually converting the frames to indexed.
To be honest the best person to answer your question would be Sebabdukeboss20, who does all the sprites for Alien Armageddon and manages to render them out in a style very consistent with duke3d. However if you're using a different setup to him (3D software/2d photo editor) then you'll likely have to figure out a workflow that works for you.
#5 Posted 11 June 2021 - 09:31 AM
This post has been edited by Jimmy: 11 June 2021 - 09:32 AM
#6 Posted 11 June 2021 - 12:01 PM
#7 Posted 11 June 2021 - 02:20 PM
Mark, on 11 June 2021 - 12:01 PM, said:
Im familiar with the basic idea of making a 3d model and then taking screenshots front, back, sides, and 45 degree to make the sprites. What im asking is, what should the resolution of the source material be and what technique to resize the textures to make them pixelated and look good, because there are different algorithms depending on the software you use. For instance paint.net can have smooth enabled/disabled.
#8 Posted 11 June 2021 - 03:47 PM
How much you pixelate depends on how high res your model is starting with and how important is it to retain details, highlights and shadows. Do you want just solid color eyes or do you want to see pupils? There are so many ranges of pixelation for what people consider old school graphics that its hard to give actual numbers or resolutions to shoot for.
And a potentially annoying problem is if you will be using a limiting 8 bit palette. Converting to 8 bit can be frustrating and involve a lot of trial and error and usually a fair amount of manual touchup afterwards.
I guess what I'm saying is you just have to jump in and start experimenting yourself to find out what it takes to get the results you want.
#9 Posted 11 June 2021 - 08:17 PM
duke3d.exe, on 11 June 2021 - 02:20 PM, said:
The answer is whatever works for you.
#10 Posted 12 June 2021 - 09:16 AM
duke3d.exe, on 11 June 2021 - 02:20 PM, said:
I agree that this is not a trivial question, how to make the end result look good after downscaling. Since I did some experiments with neural upscales, I can tell you that simply palettising a downscaled image will not remove the sampling artifacts. My guess is that a lot of this gets cleaned up manually when a sprite is touched up after scaling down to the desired resolution, as shown in the Ion Fury article that was linked to above.
It also seems reasonable to try out the different options available to see which downsampling results look better.
You can get the idea of the original model resolution and detail by looking at the released renders of Chuck Jones' models.
#11 Posted 12 June 2021 - 08:22 PM
#12 Posted 12 June 2021 - 09:48 PM
Fox, on 12 June 2021 - 08:22 PM, said:
well that's impressive - I had always assumed that they had to do a fair bit of manual touch ups.
#13 Posted 14 June 2021 - 11:55 AM
Fox, on 12 June 2021 - 08:22 PM, said:
How did he achieve such setup? it would be a time saver if one would just need to focus on creating the 3d model and taking screenshots. Manually going pixel by pixel is insane.
#14 Posted 14 June 2021 - 07:20 PM
#15 Posted 16 June 2021 - 05:33 AM
#16 Posted 16 June 2021 - 11:48 AM
Fox, on 12 June 2021 - 08:22 PM, said:
Certainly there was at least some editing to get the transparent parts / sprite outlines right? Also do you think converting the images into the Duke palette always worked as intended?
duke3d.exe, on 16 June 2021 - 05:33 AM, said:
They look pretty much hand drawn, but perhaps a model was used for reference to get proper posturing, like with the Pinky in Doom? I don't believe there were any WIP materials released concerning how Wolf3D or Blake Stone character sprites were made.
#17 Posted 16 June 2021 - 04:26 PM
duke3d.exe, on 16 June 2021 - 05:33 AM, said:
They were hand drawn


MrFlibble, on 16 June 2021 - 11:48 AM, said:
TX released this image in the past

Since the image is 320x200 and still has anti-aliasing with the background, I suppose it's what you get from the 3D rendering
There are some changes in the face, but it's hard to tell what is a touch-up and what was changed in the model itself. I suppose there were some touch-ups nonetheless...
I find it hard to believe the background would be cut manually, Chuck Jones must have used some short-cuts. It makes sense to export with magenta to import it on Editart for a quick preview. But this is just an assumption.
#18 Posted 17 June 2021 - 09:00 PM
#19 Posted 20 June 2021 - 06:25 AM
Fox, on 16 June 2021 - 04:26 PM, said:
The background transparency was almost certainly not achieved by 100pc manual cleanup, but scaling down sprites to the required size would leave artifacts on the edges, and some effort had to be spent on removing them. We know this because sometimes those stray pixels remain and can be seen on certain sprites. I'm not talking about Duke specifically here, but some games from the era have this more prominently than others. Daggerfall is a good example because it has both entirely hand-drawn sprites and pre-rendered sprites. The latter have remnants of a black or dark outline around the sprites' shape -- almost not noticeable in-game where sprites appear against a background but quite visible otherwise. Hand-drawn sprites have no such artifacts.