Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Reinchard

Doom with PBR materials

Recommended Posts

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?

Share this post


Link to post
Posted (edited)

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

Share this post


Link to post
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?

Share this post


Link to post

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

Share this post


Link to post

Now someone can create Doom 5 in GZDoom.

Share this post


Link to post

I would like to see this with unfiltered, low-res textures.

Share this post


Link to post

That looks way better. I just don't get this HD aesthetic, it doesn't work with Doom.

Share this post


Link to post

Any mirror for that facebook link? says it doesn't exist to me for some reason.

Share this post


Link to post

@Pegg sorry - probably it's visible only for group members.

Anyway - new star material:

zWCxaCE.jpg

N40DQ0y.jpg

Share this post


Link to post

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

Share this post


Link to post

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?

Share this post


Link to post
Posted (edited)

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

Share this post


Link to post
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...

Share this post


Link to post

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

Share this post


Link to post
Posted (edited)
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)

Share this post


Link to post

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. 

Share this post


Link to post
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.

Share this post


Link to post
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.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×