Duke 3d Enemy and Character Sprite Variants "Sprite variants I drew for fun"
#91 Posted 22 January 2018 - 06:36 PM
Pigcop
Level 1: No need, there is alredy. (unless you want to redoing it in total MP style)
Level 2 (SWAT): Rip the Nuclear Showdown SWAT pig and put an helmet.
Level 3 (SWAT): like above just more big and with sunglasses, takeable from here or from the Vacapig included in Nuclear Showdown.
Ratoid
Level 1, 2 and 3: I guess the Beast from Blood is the most appropriate choice.
Gator Grunt
Level 1, 2 and 3:Probably just an edit of the Enforcer combined with Wonton Destruction Enemies. anyway I recommend to use the Coolie hat that its more big and suitable
Fem Mech
Level 1, 2 and 3: An edit of Shadow Warrior Female warrior (or of DN3D babes).
I don't know what you could use for Roachoids, Flyoid, Mech and Security camera mech. You will see by yourself eventually.
#92 Posted 22 January 2018 - 07:36 PM
#93 Posted 22 January 2018 - 07:55 PM
stumppy84, on 22 January 2018 - 07:36 PM, said:
I replicate the original method of using a 3d model and rendering it at multiple angles. I have file setup with the lighting, camera, animation set. I drop in a model and hit render and it churns out all the angles. I used 3dsmax.
This post has been edited by sebabdukeboss20: 22 January 2018 - 07:56 PM
#94 Posted 23 January 2018 - 12:30 AM
#95 Posted 23 January 2018 - 02:25 AM
jet_nick, on 23 January 2018 - 12:30 AM, said:
a little Collection of my very very old works (2013), with old skin, old wip skybox ecc.
not being bad were just tests XP
https://www.dropbox....r?role=personal
#96 Posted 23 January 2018 - 06:26 AM
sebabdukeboss20, on 22 January 2018 - 02:37 PM, said:
Here's preview of Dr. Proton(s)
drprotonpreview.jpg
And 2 Fat Commander variants:
fatcommander1.png
fatcommander2.png
I really like how the DNF variant turned out. Using a mancubus head saved me some time.
I'm loving this, as always---seriously, your work is just brilliant. I look forward to seeing the finished sheets for Dr. Proton in all three forms---the hovering one in particular is freaking amazing!
#97 Posted 23 January 2018 - 06:30 AM
jet_nick, on 23 January 2018 - 02:25 AM, said:
not being bad were just tests XP
https://www.dropbox....r?role=personal
It brings to Dropbox login page, the link must be reformulated.
#99 Posted 23 January 2018 - 02:08 PM
This post has been edited by sebabdukeboss20: 23 January 2018 - 02:10 PM
#100 Posted 23 January 2018 - 02:14 PM
sebabdukeboss20, on 23 January 2018 - 02:08 PM, said:
I was JUST going to mention the MP Pig Cop later this week, and you went and read my friggin' mind.....very nice work! I think the Roach is from Ruins/Powerslave, but I don't know for sure.
jet_nick, on 23 January 2018 - 12:26 PM, said:
Dunno why you call it shit....the Fly-Oid is pretty impressive!
#103 Posted 23 January 2018 - 04:47 PM
#104 Posted 23 January 2018 - 04:59 PM
#105 Posted 24 January 2018 - 04:04 PM
I envision him similar to the octabrain firing projectiles or maybe invisible projectiles but also weaker HP wise. To make him unique, I think he could teleport around the room.
#106 Posted 25 January 2018 - 02:48 AM
sebabdukeboss20, on 24 January 2018 - 04:04 PM, said:
bighead.png
I envision him similar to the octabrain firing projectiles or maybe invisible projectiles but also weaker HP wise. To make him unique, I think he could teleport around the room.
it seems a official work not a fan made, compliments,
#107 Posted 25 January 2018 - 06:12 AM
sebabdukeboss20, on 24 January 2018 - 04:04 PM, said:
bighead.png
I envision him similar to the octabrain firing projectiles or maybe invisible projectiles but also weaker HP wise. To make him unique, I think he could teleport around the room.
Wow.....just wow. The fact that you pulled this off based on a simple sketch is astounding---is this thing meant to be a standard enemy, or a sort of mid-boss type of fight?
#108 Posted 25 January 2018 - 07:04 AM
This art seems to suggest it's a common enemy:
http://duke4ever.alt...1999/work20.jpg
#109 Posted 25 January 2018 - 01:20 PM
sebabdukeboss20, on 25 January 2018 - 07:04 AM, said:
This art seems to suggest it's a common enemy:
http://duke4ever.alt...1999/work20.jpg
Fascinating....makes me wonder where all that other concept art from the Balls of Steel version of the DNF strategy guide may be hiding on the Internet.
In any case, this is definitely incredible stuff---as always, I look forward to your next masterpiece!
#113 Posted 26 January 2018 - 01:49 PM
Never Forgotten, on 15 January 2018 - 10:24 PM, said:
I have some time this weekend, and it would be a good way for me to get my brain back into modding, since I have taken such a long break. What I'm thinking of doing for the pigcop boss is making some generic code that is mostly classic 3DR style, and then people can adapt it to their projects as needed.
I'm pretty sure I asked this before, but if anyone can separate the images and put them into an .art0XX file or even individual pngs, that would save me some time. Another challenge is that the pigcop boss art doesn't come with any new sounds or effect sprites, so to avoid making it feel like a reskin of existing enemies it needs some work in those areas. In my experience, what people call "coding" for new enemies in this community consists of a lot more than supplying code.
Anyway, I will probably do that this weekend for my own benefit, and then post some generic code if anyone lets me know they are interested.
#114 Posted 26 January 2018 - 01:59 PM
Dr. Proton has RETURNED:
Edit: I added some more notes on the views since it's an original boss. The idea behind him is each form is fought in different times/levels. Not all together.
This post has been edited by sebabdukeboss20: 26 January 2018 - 02:45 PM
#115 Posted 26 January 2018 - 02:18 PM
As someone who has done a great deal of importing of enemies and coding them into Duke 3D, I have to say it's daunting to start with sprite sheets like that when you have no notes on what the various animations are and the frame order is not what it would look like in the .art file.
It looks like he is supposed to start in spider form, then when he detaches, we move into the second form (1st sprite sheet) where you have only the firing animation from all angles and no walk/fly cycle. The death animation is for when he is in bipedal form, so I guess that has to be his final form. But then how does he get to that form from the other forms?
I'm pointing this out because this is the kind of stuff that can make it prohibitively difficult as a non-artist to import an enemy. I still think it's great work as far as it goes.
#116 Posted 26 January 2018 - 02:19 PM
sebabdukeboss20, on 26 January 2018 - 01:59 PM, said:
Dr. Proton has RETURNED:
drprotonfly.png
drprotonspider.png
drproton.png
YUSS! The extra tentacle blasters on the flying Dr. Proton are a nice touch---I definitely hope to see these in an upgraded edition of Nuclear Showdown or any other mod sometime in the near future.
#117 Posted 26 January 2018 - 02:22 PM
If you even make a DN1 version afoot and chair we may see a original game mod someday.
Dan I can turn all the sprites you want into single frames if you want. Also insert them in empty .art's just show me which ones you need.
This post has been edited by Fantinaikos: 26 January 2018 - 02:24 PM
#118 Posted 26 January 2018 - 02:24 PM
Trooper Dan, on 26 January 2018 - 02:18 PM, said:
As someone who has done a great deal of importing of enemies and coding them into Duke 3D, I have to say it's daunting to start with sprite sheets like that when you have no notes on what the various animations are and the frame order is not what it would look like in the .art file.
It looks like he is supposed to start in spider form, then when he detaches, we move into the second form (1st sprite sheet) where you have only the firing animation from all angles and no walk/fly cycle. The death animation is for when he is in bipedal form, so I guess that has to be his final form. But then how does he get to that form from the other forms?
I'm pointing this out because this is the kind of stuff that can make it prohibitively difficult as a non-artist to import an enemy. I still think it's great work as far as it goes.
Ok. In the future I'll label animations. The idea for Dr. Proton is you fight him 3 separate times/levels, not all together.
#119 Posted 26 January 2018 - 02:35 PM
sebabdukeboss20, on 26 January 2018 - 02:24 PM, said:
Makes sense....just looking at these sprite sheets, I can't help but picture a DN3D boss fight against Dr. Proton set to this classic DN2 track:
This post has been edited by Major Tom: 26 January 2018 - 02:35 PM
#120 Posted 26 January 2018 - 04:21 PM
Since you are doing different versions of Proton, how about a variant of his Duke Nukem 2 version where he's sitting in that chair?
Also seeing as you are on quite the roll and you love doing babes, how about finally giving us some animated sheets of Bombshell?
I would prefer one of these 2, but having some of the others or even Shelly's version would be great.
This post has been edited by xMobilemux: 26 January 2018 - 04:25 PM