Quantcast
[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

Search:


View post   

[ Toggle deleted replies ]
>> No.5539748 [View]
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]
5539748

>>5539124
It would look decent imo if it weren't overdone.
Problem is whoever would take the time to do it would probably also toss a nice shiny watery wet spec map over everything, crank up the bloom and toss in some high res textures for good measure.
The biggest issue would be deriving the height info for the normal map. You can't just run it through crazy bump or whatever lazy shortcut program. That doesn't work for sprites, and is only useful for textures sparingly.
You could do a basic body shape 3D model, and position it per frame with a normal map texture and maybe throw a bit of grain on it.

>> No.4782424 [View]
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]
4782424

>>4782405
>>4782421
whoops wrong image

>> No.3760957 [View]
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]
3760957

here's a normal one
not as useful tho, really.

>> No.2111250 [View]
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]
2111250

>>2108972

>> No.1904802 [View]
File: 778 KB, 277x288, 2.gif [View same] [iqdb] [saucenao] [google] [report]
1904802

>tfw you will never make a noteworthy wad

>> No.1697639 [View]
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]
1697639



Navigation
View posts [+24] [+48] [+96]