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Grazza

Post Your Doom Picture (Part 2)

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Good advice. I don't have the most keen eye for those sorts of details but I agree that the dark color should essentially be reserved for the manc's skin while his other bits and pieces remain bright. It's on the to-do list!

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@Lüt thanks, actually I posted a beta of the texture pack: 

And I just think to made a texture pack only... I made that rooms only for testing the textures... Also I like the piece of trivia about these forgotten games you played back in the days... I didn't even known about Lethal Tender... Sounds like an ambitious CyClones.

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On ‎10‎/‎26‎/‎2017 at 6:19 PM, Gustavo6046 said:

Wish I had some idea of what I could do to put on this thread, preferably a map...

Make something cheap or stupid, an odd shape, and make 200 different variations of sectors branching out like I'm doing lol. Different themes/textures but the same shape throughout. Limit your starting map. Then go crazy.

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15 hours ago, Da Werecat said:

Fuck. Someone beat me to it.

 

There's a clear benefit to this approach: you can make the reflection as blurry as you want, with a little work. Few things reflect like mirrors in the real world. BTW, if alpha channels work in GZDoom, "specular maps" are a possibility.

Simple specular mapping was basically what I was going for! It doesn't quite work well though as the image of the light glow too obviously remains the same size at any distance (as it's a Sky texture). 

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That's so true, man. Most of the time I'm making crude architecture to make sure I don't hit it and see it's clocked at about 60, so I chuck a bit more details, and it's 128+. So yeah, detail placement is incredibly difficult to achieve but it's going pretty steady atm.

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1 hour ago, Da Werecat said:

My idea was to use properly positioned sprites or walls with textures.

I'd like to see your take on it!

 

Obviously proper specular maps would be amazing, but that'd be a quite the challenge.  They'd only work with dynamic lights, and you'd want to set up a specular map for each texture if you wanted to do it properly.  But, it'd work a lot better than a normal map would, because as far as I can recall Doom textures don't have "shininess" baked into them, like they do shading.  

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ql3xRp4.png
I think I overdone this place way too much as I decided to delete some areas for better gameplay. 

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@Remmirath A good start, would like to see more detail in them though! As far as I can tell they're pretty flat currently, but if you compare to any of your favourite textures- lets say that wall on the right- there's so much more going on, even for a similarly basic texture! This is before getting to even more complex textures like the METAL variants, or BRNGRN variants etc.

 

Keep up the good work, though! Always appreciate ppl making new textures :)

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@jmickle66666666 as co-author of these textures with Remmirath, I've taken note of your comments. We've had compliments for making textures which aren't slimy / grimy but instead look clean. Perhaps all the textures can have a 'dirty' variant? :)

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A general note on creating textures:

 

With most art forms—doom textures, level design, fashion, music, food—there is tremendous value in striking a balance between grit and cleanliness, rough and smooth, bold and subdued, large and small, light and dark. Texture sets where everything is extremely noisy grittiness, especially at doom's resolution, are an eyesore. But at the other extreme, the overly plain will look bland and dull just as quickly. Quality minimalism is harder than most realize, while the busier and noisier your texture is the harder it is to ensure it conveys something of value and isn't just pixel vomit.

 

With very few exceptions, Adrian Carmack was an absolute genius at this. Study his work, in Doom and beyond, and ask yourself if your textures measure up to that level of craftsmanship and artistry. If not, keep practicing. At least that's what I do.

 

 

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15 hours ago, Angry Saint said:

Eden Log.

eden log.jpg

When I first looked at this picture, the curves reminded me of some of the Sunlust maps.

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Grit isn't that hard to do with the right tools. What's been tragically absent from many original texture packs is hand-drawn details.

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22 hours ago, NeedHealth said:

qFBwH5S.png

Try to add pentagram on floor

20 hours ago, Walter confetti said:

My map for Gore Prison:

I really like your layout, very nice

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14 hours ago, Da Werecat said:

Grit isn't that hard to do with the right tools. What's been tragically absent from many original texture packs is hand-drawn details.

Could you show some example of this please?

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