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Message Icon Topic: CHALLENGE 12/8/2014: Doom Sprite Post Reply Post New Topic
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Limes
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Quote Limes Replybullet Posted: 12 December 2014 at 9:53am
just add another highlight. Great first post, head is my only problem with the pic.
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knunery
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Quote knunery Replybullet Posted: 13 December 2014 at 7:47am
Should I submit this to the challenge? What should I improve on?



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jalonso
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Quote jalonso Replybullet Posted: 13 December 2014 at 8:55am
Originally posted by knunery

Should I submit this to the challenge?

If you are happy with it, yes.

Originally posted by knunery

What should I improve on?


The claw highlights are a bit rough.
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Splurge
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Quote Splurge Replybullet Posted: 14 December 2014 at 7:56am
Originally posted by BathMaster_2000

You could boost the contrast on the piece to make it more readable... it took me a while to see the mouth.


Fair point I guess. I changed the face a little to give a stronger suggestion of fangs. However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept.

Final submission:



Final, final submission! Reworked the scales on his lower half's back, to help the horizontal animation direction:




Edited by Splurge - 15 December 2014 at 3:29pm
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BathMaster_2000
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Quote BathMaster_2000 Replybullet Posted: 14 December 2014 at 6:25pm
Originally posted by Splurge


However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept.

I see the problem you have. I like what you did do with the face, though, with the mandible-looking things (which I presume you describe as "fangs"). You don't have to change anything about it, it looks good as it is right now (in my opinion).
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dwere
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Quote dwere Replybullet Posted: 15 December 2014 at 3:06am
Originally posted by skamocore

Nice idea, but the max canvas is 128 x 128.

I don't know how did I miss that.

Is it accepted to edit the submission during the voting period?
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Splurge
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Quote Splurge Replybullet Posted: 15 December 2014 at 3:28pm
Originally posted by BathMaster_2000

Originally posted by Splurge


However, my main excuse for largely leaving the contrast as is: Doom palette's reds are notorius for dipping quickly into brown if made too dark, via the game's colormap (or sprite/texture lighting map). If I included the darkest reds (which aren't very dark) to add contrast, he would quickly become brown when present in anything but the brightest lit areas. I suppose he's trying harder to be a dynamic in-game monster than a bells & whistles concept.

I see the problem you have. I like what you did do with the face, though, with the mandible-looking things (which I presume you describe as "fangs"). You don't have to change anything about it, it looks good as it is right now (in my opinion).


No matter. I think he'll let his flamethrower do most of the talking.
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