Samuel Slayer Posted February 1, 2021 I'm debating whether this should be in the creative works section, since it's not really me showing off my stuff but rather inciting a discussion. How does one go about creating Titlescreen in the quality of said picture? Like, what does it take to remove Doomguy's armor and adding a hairy torso and Romero's head and make it look like it would've shipped like that back in 1993? I've seen Adrian Carmack's art and know that some of that stuff is translated from pen and paper into digital pixels. I'm an artist (hobbyist) so I know that if I applied myself, I could try to replicate his penwork to be used as a titlescreen. I just need to know the workflow so I could replicate it. I just really think that this world needs more badass Doom Titlescreen art and it's something I've been thinking about often lately. 5 Share this post Link to post
Doomkid Posted February 1, 2021 Well, the process would be as “simple” as drawing your art by hand, compressing it down to 320x200, then colorising it using Doom’s palette. Some examples of truly badass hand-drawn title screens include Requiem, Eviternity and JPCP, but there’s other approaches one could take such as screenshotting 3D models, as was done for zddl4.wad. Also.. that shirtless Romero edit is goddamn hilarious! 3 Share this post Link to post
Samuel Slayer Posted February 1, 2021 7 minutes ago, Doomkid said: Well, the process would be as “simple” as drawing your art by hand, compressing it down to 320x200, then colorising it using Doom’s palette. Some examples of truly badass hand-drawn title screens include Requiem, Eviternity and JPCP, but there’s other approaches one could take such as screenshotting 3D models, as was done for zddl4.wad. Also.. that shirtless Romero edit is goddamn hilarious! So I literally just paint pixels over a drawn picture with photoshop? That's it? 0 Share this post Link to post
Lykanthrope Posted February 1, 2021 1 hour ago, Samuel Slayer said: So I literally just paint pixels over a drawn picture with photoshop? That's it? Pretty much. 3 Share this post Link to post
Mr.Rocket Posted February 1, 2021 (edited) Well you don't have to but yeah the easiest way is to use an existing title pic since it's already in the pallet color. If you want to draw from scratch, flood fill with black and start over, heh. Or you could draw a high color image and then apply the doom pallet afterwards. That is, if you want to stick with vanilla Doom. Otherwise you could make a true color image and save it as .png which then could be used in a modern source port, if wanted. So, you have options. 3 Share this post Link to post
Samuel Slayer Posted February 1, 2021 1 minute ago, Mr.Rocket said: Well you don't have to but yeah the easiest way is to use an existing title pic since it's already in the pallet color. If you want to draw from scratch, flood fill with black and start over, heh. Or you could draw a high color image and then apply the doom pallet afterwards. That is, if you want to stick with vanilla Doom. Otherwise you could make a true color image and save it as .png which then could be used in a modern source port, if wanted. What does true color mean in practical terms? That it doesn't belong to any palette? 0 Share this post Link to post
Devalaous Posted February 1, 2021 The shirtless Romero titlescreen is fitting, as he was the one posing for that very picture 3 Share this post Link to post
Mr.Rocket Posted February 1, 2021 (edited) 6 minutes ago, Samuel Slayer said: What does true color mean in practical terms? That it doesn't belong to any palette? I suppose yeah, well at least 16 million colors. Colors that aren't allowed colors for a specific game engine, unless a color pallet of sorts isn't needed. For example, the cyan blue in the Doom color pallet is its transparent alpha channel basically. Otherwise a modern game engine can use all the colors. 1 Share this post Link to post
Samuel Slayer Posted February 1, 2021 9 minutes ago, Devalaous said: The shirtless Romero titlescreen is fitting, as he was the one posing for that very picture That's one of the reasons I chose it. 0 Share this post Link to post
ZeroTheEro Posted February 1, 2021 2 hours ago, Doomkid said: Well, the process would be as “simple” as drawing your art by hand, compressing it down to 320x200, then colorising it using Doom’s palette. Some examples of truly badass hand-drawn title screens include Requiem, Eviternity and JPCP, but there’s other approaches one could take such as screenshotting 3D models, as was done for zddl4.wad. Also.. that shirtless Romero edit is goddamn hilarious! Pretty sure JPCP's artwork was just Nanka's artwork compressed. 1 Share this post Link to post
Gez Posted February 1, 2021 The head should probably be tilted a bit to better align with the body. He's gonna get a torticollis. 2 Share this post Link to post
P41R47 Posted February 1, 2021 18 hours ago, Samuel Slayer said: I'm debating whether this should be in the creative works section, since it's not really me showing off my stuff but rather inciting a discussion. How does one go about creating Titlescreen in the quality of said picture? Like, what does it take to remove Doomguy's armor and adding a hairy torso and Romero's head and make it look like it would've shipped like that back in 1993? I've seen Adrian Carmack's art and know that some of that stuff is translated from pen and paper into digital pixels. I'm an artist (hobbyist) so I know that if I applied myself, I could try to replicate his penwork to be used as a titlescreen. I just need to know the workflow so I could replicate it. I just really think that this world needs more badass Doom Titlescreen art and it's something I've been thinking about often lately. I was searching for an image like that, thanks Samuel Slayer! That shirtless Doomguy will be use non stop from now on ;) 1 Share this post Link to post