Stealth Frag Posted April 4, 2018 (edited) Topic moved to Edited September 15, 2022 by Reinchard : Update 34 Share this post Link to post
VGA Posted April 4, 2018 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? 1 Share this post Link to post
therektafire Posted April 5, 2018 (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 0 Share this post Link to post
Stealth Frag Posted April 5, 2018 (edited) 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 1 Share this post Link to post
Gato606 Posted April 5, 2018 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? 0 Share this post Link to post
Stealth Frag Posted April 5, 2018 Nah, that's a different cup of tea. In PBR you can use scanned surfaces or make all maps by hand, so it's nothing procedural here. Take a look at small example how it works in GZDoom: and not PBR, but also normal/spec using: 18 Share this post Link to post
KVELLER Posted April 5, 2018 This is insanely cool :D I'm looking forward to see what people do with this in the future. 0 Share this post Link to post
Koko Ricky Posted April 5, 2018 I would like to see this with unfiltered, low-res textures. 0 Share this post Link to post
Stealth Frag Posted April 5, 2018 9 minutes ago, GoatLord said: I would like to see this with unfiltered, low-res textures. Some guy already did it https://www.facebook.com/chris.legasse/videos/10155591753028892/ 0 Share this post Link to post
Koko Ricky Posted April 5, 2018 That looks way better. I just don't get this HD aesthetic, it doesn't work with Doom. 3 Share this post Link to post
Pegg Posted April 5, 2018 Any mirror for that facebook link? says it doesn't exist to me for some reason. 0 Share this post Link to post
Stealth Frag Posted April 5, 2018 @Pegg sorry - probably it's visible only for group members. Anyway - new star material: 7 Share this post Link to post
VGA Posted April 5, 2018 I would like to see a little proof of concept map for this new stuff :D 0 Share this post Link to post
Liberation Posted April 5, 2018 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? 0 Share this post Link to post
ZZYZX Posted April 5, 2018 (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 April 5, 2018 by ZZYZX 9 Share this post Link to post
xvertigox Posted April 5, 2018 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... 1 Share this post Link to post
Stealth Frag Posted April 6, 2018 (edited) 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. Edited April 6, 2018 by Reinchard 10 Share this post Link to post
hoover1979 Posted April 6, 2018 I just wish I knew how to make normal maps for my textures. 0 Share this post Link to post
therektafire Posted April 6, 2018 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 1 Share this post Link to post
VGA Posted April 6, 2018 (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) 3 Share this post Link to post
Tea Monster Posted April 7, 2018 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. 4 Share this post Link to post
Cacodemon345 Posted April 7, 2018 I wish I was able to use those cool PBR effects with low-res textures... 0 Share this post Link to post
Gez Posted April 7, 2018 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. 3 Share this post Link to post
printz Posted April 7, 2018 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. 0 Share this post Link to post
Stealth Frag Posted April 7, 2018 Little update of startan3 model and material in my first post. 0 Share this post Link to post