Koko Ricky Posted January 18, 2012 No doubt some of you recall the thread I was updating for awhile, in which I showcased a 3D representation of the "Knee Deep in the Dead" intermission screen. It has been temporarily abandoned because it takes some 12 hours or so to render the entire environment as an animation, and both times I tried to render it I encountered problems. I'm going to try again soon, but it's a lengthy process. Just editing the damn thing causes major slowdown every few minutes. In the meantime I decided to toy around with representing the "Shores of Hell" intermission screen, which will have a slightly reduced polygon count to make the final rendering quicker. So far I've just made a very plain version of "Spawning Vats," which was actually quite a challenge. I don't normally work with spherical shapes and this one has a weird section in the middle of it that was fun modeling. I plan to periodically update this, much like the original, and hopefully at some point you will see a 3D flyby of both. Then it's on to "Inferno," maybe even "Thy Flesh Consumed" and eventually Doom 2. 0 Share this post Link to post
General Rainbow Bacon Posted January 18, 2012 Shouldn't the teeth be lined up so it looks like that thing can close? 0 Share this post Link to post
Koko Ricky Posted January 18, 2012 Fraggle, thanks for digging up that old link. To answer your question, DoomHero85, yes, they should line up like teeth, and they definitely will when the model is finished. I'm trying to think of additional details to add. If you look at the original image... ...there's not much more I can do to the main structure other than add some decorative stuff to make it look less simplistic, like grooves or recesses around the dome. Perhaps a good texture will make it stand out more. There's weird stuff bubbling out out of it, possibly fire or lava. That will be difficult to model. 0 Share this post Link to post
Koko Ricky Posted January 18, 2012 By the way, in order to fulfill DoomHero85's request, I'll have to start over, but it didn't take too long and I think it's a good idea. 0 Share this post Link to post
Bucket Posted January 18, 2012 This could have a lot of cool applications. Can you say custom skyboxes for every level? 0 Share this post Link to post
Koko Ricky Posted January 18, 2012 Bucket said:This could have a lot of cool applications. Can you say custom skyboxes for every level? Really cool idea actually. 0 Share this post Link to post
Koko Ricky Posted January 18, 2012 See? It didn't take long. Now, truthfully speaking, this won't close right. I'd have to warp the geometry to do that. But it looks cool and you can imagine it having the ability to close like teeth. 0 Share this post Link to post
Technician Posted January 18, 2012 What is that object anyway? I've always pictured it as some kind of reactor, or refinery. The map doesn't really portray something that has exploded, either. 0 Share this post Link to post
Koko Ricky Posted January 18, 2012 It seems like a weird transitional building, like something that was once a normal UAC facility, that has been "perverted" by demonic activity. 0 Share this post Link to post
Bucket Posted January 19, 2012 Truth be told, I've paid zero attention to the intermission screens. As soon as I figured that they didn't at all represent the level geometry, I stopped caring. 0 Share this post Link to post
40oz Posted January 19, 2012 The good news is that many of the structures on Deimos appear to be the same as the ones on Phobos, which could save you a bit of work if you make modified versions of your existing models. Deimos Anomaly and Phobos Anomaly are exactly the same. Containment Area and Command Control appear to be the same buildings except shown from a different angle (and it appears Containment Area has two towers instead of one) and Phobos Lab and Deimos Lab are the same as well, except Phobos Lab is elevated due to the geographic conditions. 0 Share this post Link to post
Koko Ricky Posted January 19, 2012 Considering I'm much more experienced with Sketchup now, I'd rather do them all from scratch, even the ones based on some of E1's structures. There's too many polygons in some of the E1 models I did anyway. 0 Share this post Link to post
Koko Ricky Posted January 19, 2012 Spawning Vats with more detail. There are tiny airlocks that are barely visible at the bottom, making it apparent how huge the overall structure is. 0 Share this post Link to post
Koko Ricky Posted January 25, 2012 Early stages of E2M5, Command Control. 0 Share this post Link to post
Koko Ricky Posted January 26, 2012 Added lots of detail, including a "bottom" to the structure. 0 Share this post Link to post
Koko Ricky Posted January 30, 2012 Slightly higher level of detail with a few aesthetics having been altered. 0 Share this post Link to post
Mexican Doomguy Posted January 30, 2012 Puff. That images looks so detailed. Best luck for you dude, remaking an old game into an HD version could be a pain in the a$$. Keep it going. 0 Share this post Link to post
Aldaraia Posted January 30, 2012 Always thought the Spawning Vats resembled more of a volcano to me rather than some superstructure with teeth. 0 Share this post Link to post
Koko Ricky Posted January 30, 2012 Aldaraia said:Always thought the Spawning Vats resembled more of a volcano to me rather than some superstructure with teeth. Don't you think it looks a tad too dome-shaped to be a volcano? 0 Share this post Link to post
Lutz Posted January 31, 2012 Aldaraia said:Always thought the Spawning Vats resembled more of a volcano to me rather than some superstructure with teeth. I always assumed the lava-like glow was coming from the "vats" themselves (presumably a series in the middle of the structure, hidden from view). 0 Share this post Link to post
Avoozl Posted January 31, 2012 I was originally under the impression that Spawning Vats was supposed to be either a complete dome structure like an observatory which further seperated in two from some sort of demonicly created volcano/moonquake. 0 Share this post Link to post
Koko Ricky Posted February 1, 2012 So I've been obsessing with Command Control (E2M5). I really didn't like the top structures and after a third attempt, I really like what I came up with. It more closely matches what I originally saw in my head. 0 Share this post Link to post