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Stealth Frag

Doom with PBR materials

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How do these look ingame? I don't know what these PBR materials are, do they reflect, does lighting show on them as if they aren't flat or what?

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I assume you can add more advanced materials to your textures now like normal maps and specular/reflection maps to make the textures look more realistic... or well at least as realistic as a doom texture is going to look

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33 minutes ago, Reinchard said:

PBR allows you to achieve physically compatible materials based on scanned values like IOR, roughness/glossiness, specular reflection. So this is exactly what we see in modern game engines like UE4 o CE5. And yep - this is now working with Doom xD

More info: https://en.wikipedia.org/wiki/Physically_based_rendering

Sounds cool.  Is it similar to when working on 3D texturing when using "procedural textures" vs image textures?

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This is insanely cool :D I'm looking forward to see what people do with this in the future.

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I would like to see a little proof of concept map for this new stuff :D

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This is all total madness, in a good way!

 

While I'm not sure it works for doom itself, if you wanted to make a very nice looking FPS PC game then that point is irrelevant, surely time for the first (recent) commercial game based on the doom engine?

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As for a proof of concept map, there's this actual project by some Russian ppl going on that has heavy use of the new material system in GZDoom, called Doom Slayer Chronicles:

 

 

From what I understand it's still in alpha/beta state, so all bugs and weird English seen in the video will probably get fixed in the release :P

 

(btw: Doomworld fix font sizes when? Had to scale page down to 70%...)

Edited by ZZYZX

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1 hour ago, ZZYZX said:

As for a proof of concept map, there's this actual project by some Russian ppl going on that has heavy use of the new material system in GZDoom, called Doom Slayer Chronicles:

 

That looks interesting, we're gonna see some cool shit coming out. That viewbob though, jeeeesus...

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A small example how it looks when all you have is barely diffuse+normal map. So, now imagine how it would look like with roughness, metallic, ao and spec.

v5jfgUy.png

 

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Edited by Reinchard

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I *think* there are programs that can generate them for you, I've heard xNormal and CrazyBump are pretty good for generating material maps but i haven't tried them myself personally

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1 hour ago, Teder said:

We only need 3d monsters now.

3D monsters look bad. I think we need to have really really smooth animations and randomised animations, too. Like a Smooth Doom Deluxe.

 

And voxelised items and switches, things like the awesome weapon pickups that Blood has (floating and rotating)

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3D monsters, properly done, do not look bad. They just don't look like sprites, which they shouldn't do. 

 

What model format does GZDoom use? If it's still the horrifically deprecated MD2/MD3 format, then, as someone once said, "This will be a real short trip" as far as monster models using PBR textures are concerned. 

 

You can get an open-source bump creator app called AwesomeBump from here: https://github.com/kmkolasinski/AwesomeBump

You can feed in textures and it does a pretty good job of creating normal and displacement maps from 'flat' textures. 

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1 hour ago, Tea Monster said:

3D monsters, properly done, do not look bad.

The model could look good, but the in-game animations would still look bad because sprites kind of hide how monsters instantly rotate and move always in the same eight directions.

 

To make 3D monsters look good in-game, you'd also need to rewrite their movement and animation routines. Which means the changes have to go beyond the purely aesthetic.

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40 minutes ago, Gez said:

The model could look good, but the in-game animations would still look bad because sprites kind of hide how monsters instantly rotate and move always in the same eight directions.

 

To make 3D monsters look good in-game, you'd also need to rewrite their movement and animation routines. Which means the changes have to go beyond the purely aesthetic.

Can ZScript be used for custom monster AI? I guess some minor changes, to act similar to newer games like Quake, can be done without changing the game radically.

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