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s13n1

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Everything posted by s13n1

  1. s13n1

    DOOM HD Project

    Uh oh.
  2. s13n1

    DOOM HD Project

    I knew it wouldn't be long till fur was brought up :-) Its very intentionally without fur. I don't see the Shambler with fur. I never imagined it to be fury till i read a description of it, and im sure everyone else did too. I'm trying to make high detailed versions of them as they appear in Quake or Doom. We all fell in love with these games as they are, not the descriptions of how they were "supposed" to be. Imps are supposed to have fur and metal spikes? Yeah, I don't see that either. I'm making what i see, sometimes elaborating if it adds to the model in some way. I did actually make an alternate model to begin with that was textured furry, just to see what it was like. And as i expected, it looked weird. I've always seen Shamblers as big pale dangerous looking beast with wrinkled filthy blood stained skin. Not Yeti's with big teeth. The design was just kind of stumbled on too. I made the mouth and was happy with that, then the rest was just a mad rush of different texturing to see what might look alright, and after several different experiments layered on top of one another, it started looking pretty cool so i added some blood and specular highlights and ended up with the what you see.
  3. s13n1

    DOOM HD Project

    I made a shambler in like 4.5 hours. It was seriously the fastest and most rushed model i've ever made, and yet people have liked it more than anything else i've posted. shambler experiment by Doom 64 HD, on Flickr
  4. s13n1

    DOOM HD Project

    A bit non-doom related, but some of you might like to see anyway. Here's my Quake Ogre model, pretty close to finished. Still uses the original low res skin painted over top. I'm going to try and use the original textures for colour information and add detail via sculpting. i'll take it as far as i can before needing to up the res. They'll do for now. ogre wip by Doom 64 HD, on Flickr ogre wip by Doom 64 HD, on Flickr
  5. s13n1

    DOOM HD Project

    Just using obj. Quads will still do the same if there is no seam down the middle, but nowhere near as bad as triangles. I've just updated the blog to include my Quake work. The blog is now located at qdhd.tumblr.com I'll be posting my quake there now, but it will still be the home of Doom HD. I uploaded a turntable of the Ogre.
  6. s13n1

    DOOM HD Project

    This thread will be either famine or feast, so expect some weeks to have updates every day, while sometimes i might go a month with nothing. Its just how it goes. Collaborations are not something im interested in right now. I really love the texture work Reinchard has done over in his thread, and i hope to use his textures at some point, as i feel they are pretty much flawless, why bother trying to out do them, they're amazing! I just hope he releases a pack with normal, spec and displacement maps. The more i look into Doom 3, the less i'm liking what i see. I'm surprised there's not more being done with it to be honest. I just recently started playing around with the Quake DarkPlaces engine again and its really beautiful. It's come a long way since i last tried it. I will do some tests to see if it can do everything i want, and if so, ill probably use that. I've got a tonne of experience mapping for Quake1, and i'll feel more comfortable using it. I'm even comfortable making some QC changes. As far as modeling goes, I've had some real trouble with mudbox crashing a lot, so i did a reinstall but that didnt fix it. I read some people had luck changing drivers, so i rolled back to the previous version and it seems better, but have still had the same unknown error crash a few times. Very annoying. Strange though, because i had been on the new drivers for a long time before any crashes started. Bizarre. I'm learning to save frequently now. I did a bit more polishing on the SkinFace model, there's a video on the blog showing some rotations to highlight the geometry. Right now im just working on the Quake 1 Ogre, as its a model i started a while back, but due to troubles / inexperience i gave up and moved onto the Doom models. I had trouble with losing symmetry while sculpting. After a while one side would be clearly different and there was nothing i could do to fix it once i had retopologized the model. I always try to import a model into mudbox that has had a symmetry modifier applied to in Max, which runs a seam up the middle of the model, and basically ensures that when you subdivide, it does so evenly. If you import a low poly model to use as the base of your sculpt, and a large quad made up of two triangles falls accross the x axis, when you subdivide, those two triangles will subdivide into smaller triangles, and as you can imagine, eventually you end up with an uneven mesh. I was surprised to see how much this affected the sculpt, so there were many times when i gave up on a sculpt because i simply couldn't fix it. Sending the model to max to reapply a symmetry modifier just causes more headaches. But kind of hidden away in mudbox theres the ability to mirror your sculpt, which i only discovered after searching for ways to ensure total symmetry while sculpting. This only works if your model is symmetrical and has a seam down the middle of it. You just select two polys next to each other along that middle seam and press V or ctrl+v, which tells mudbox thats the center of the mesh. Then you deselect those two polys, and select just one poly on the half of the model you wish to mirror, and under the layers tab you can right click on your sculpt layer and choose mirror. Easy peasy. The trouble i had, is that as soon as you retopologize your model, which you have to do eventually to keep sculpting, you lose symmetry. Or in other words, that seams is gone and you can't use the mirror trick. It wasn't till mudbox 2015 that they added the option when retopologizing, to apply symmetry to it. Well overdue. Anyway, big rant, but basically it means the upgrade to the 2015 version is totally worth it, and has been a huge help. I'm probably going to merge the DoomHD site into a joint Quake and Doom page, so i can post progress on all my stuff in the one place. I would love nothing more than to overhaul all of the Quake 1 and Doom1/2 characters, but its going to take time. There's no rush though is there, i mean, Dooms been out for while now.. :-)
  7. s13n1

    DOOM HD Project

    Dont worry guys, i know what you're saying about Mancs head and shoulders and i've already tweaked them. Most of the work so far has just been getting the face to look right. Nailing the expression. Once that was looking good, i could then place a bone in the head and scale and position the whole thing. These models have a hell of a lot of work left to do, im just laying down a base layer of detail, and then coming back later to finish them off. I just want to get a few done and not too bogged down in the details right now. Plus its always good to have a fresh perspective on a model after taking a break from it for a while.
  8. s13n1

    DOOM HD Project

    Thanks for all the praise guys, much appreciated! Here's something a little different. The background image on my blog was made from Adiran Carmacks amazing SkinFace sketch. I filtered the shit out of it in PS till i got the desired results. I took the original black and white pencil sketch and tweaked it, blurred it, de-noised it, filtered it and used it as a very simple greyscale heightmap to sculpt some rough geometry as a base to sculpt in mudbox. The output sculpt was very noisy and rough, but with some smoothing and manual labor, its looking pretty cool. It will look awesome in the game as a wall texture. I wont finish it 100% right now, as its going to take a lot of work to get looking really good, but i've been wanting to do this for ages. I also want to take the Doom64 demon head symbol and sculpt that in Mudbox too. I did actually start it a while back, but had some symmetry issues with the sculpt and moved on. Now that i've got the 2015 version, i should be able to finish it no probs. SkinFace in 3d by Doom 64 HD, on Flickr
  9. s13n1

    DOOM HD Project

    Put down some basic colour. I just need to finish the tanks and then ill move onto a new sculpt. Mancubus WIP by Doom 64 HD, on Flickr
  10. s13n1

    DOOM HD Project

    Tanks are made, i just need to make a mounting plate under them which will be fixed to the body in some gruesome way. Hooks or rings into the skin or some large railroad style spikes. The hoses are just temporary for now, these will be added properly much later. I've never made hoses using the hose tool, so these took a little while to learn. You can fix them from either end to an objects pivot point. There's no way of controlling the shape of the hose other than tension at either end, so to get it to pass through the skin, i edited it in mudbox. I'll probably make them differently in the end and obviously they'll match the shape of sprites. Mancubus WIP by Doom 64 HD, on Flickr
  11. s13n1

    DOOM HD Project

    You are a legend. Thank you! I've already made tanks from this and are just in the process of positioning them and then ill make the hoses. As far as animation goes, i'll render out all the frames and let the community do what they want with them. I have no plans to make any radically new animations, just what the originals had, and let the skeletal system take care of the rest. There may be a new death sequence or two for variety and i'll most likely make an idle / standing animation, which will be just standing and breathing. Some nice extras would be the odd alternative movement like a head turn or shake, adjust guns etc that the engine can load in at random. We shall see. Standing animations will be tricky, because we are so used to doom just using some of the walking animations. This makes it easy to tell living enemies from dead creatures from far away. Which more subtle standing animations will change. This wont matter when sprites are used, because you can just match the frames with the originals and it will look the same. Its been a very long time since i animated anything, and even then it may have been only or two sequences, but i think they turned out pretty good, so i'm confident i can at least match the original sprites.
  12. s13n1

    DOOM HD Project

    I'll be transferring detail inside mudbox, but creation of the low poly mesh will probably be with 3D Coat, as it has a really nice retopology system. You can build over your high poly mesh, with mirroring and the new mesh snaps to the surface of the high poly mesh. Should be sweet. Mudbox does have a great retopology system, but it doesn't allow 100% control over the end result. Fine for high poly rendering projects, but in games you want to really control your poly counts and vertice placement. There are currently no UV's, the high poly sculpts use PTEX. UV's for the low poly meshes will be created using Unfold3D. Which is a program i highly recommend. There are some older demo versions that has a "stamper" feature that bypasses the demos export restriction. Very handy, but hard to find now. Here's how Mankyman is looking now. I think the face is getting pretty close to spot on, but i'll no doubt make a few more tweaks here and there. I just need to make the fuel tanks and add some hoses and he should be looking pretty good. Not sure what to make next. Kinda wanting to make the Cacodemon. Mancubus WIP by Doom 64 HD, on Flickr
  13. s13n1

    DOOM HD Project

    Thanks guys, glad you like em so far. I decided to speed up production by finishing a basic level of detail, get them to a level I'm happy with, then start a new sculpt. I think it should keep my interest levels peaked and allow me to go between a few different characters when it comes time to add the high detail. The Mancubus fuel packs is something I would like to see too, but there's not too many photos that show them. This one is about one of the best I've come across. http://popcultureblog.dallasnews.com/files/2013/12/NZ_16DOOM_2859668.jpg They look pretty simple really. Kinda shaped like moulded dumbbells, but with a mounting bracket. If you guys know of a better photo, I'd love to see it. Although based on a real physical model, the Mancubus sprite differs in many areas, so it wasn't as straightforward as I expected it to be. The face in particular is quite different to the two physical models that there are photos of. I also added more toes, but this is to make it look like the sprite, despite the models having only four. Once I've got the fuel packs done, I'll make some hoses in max and then paint the original sprite over top and slightly blur it. Like what I did with pinky. It adds some colour variety to a very basic level if colour, but it helps improve the looKs and gives me a great base to start texturing. The face is still not finished, I'm not 100% happy with it yet. Not till I nail the face will I move onto the next model.
  14. s13n1

    DOOM HD Project

    More Manky. There's also a Turntable on the blog. Mancubus WIP by Doom 64 HD, on Flickr
  15. s13n1

    DOOM HD Project

    Started the mancubus today. Sculpt is based off that old model i posted the other day. Guns were made in max. Still lots of tweaking left to do. The arms have not been touched. Mancubus WIP by Doom 64 HD, on Flickr
  16. s13n1

    DOOM HD Project

    Is there a way to attach images to your posts or are you limited to hotlinking? Here's a gif of Pinky for those who are interested and may want to import into the game for a test. https://www.dropbox.com/s/0ea4nx1ewbh62jz/Pinky_01.gif?dl=0
  17. s13n1

    DOOM HD Project

    Thanks man, it means a lot to hear that. I'm a huge Doom fan, and accuracy is a big deal for me. There aren't too many models out there I'd be happy to use in the game, because I'd spend too long noticing how inaccurate certain things were. It would bug me too much. Those original sprites have so much character to them and it's really difficult to capture it or interpret it without messing them up. I'll be spending a lot of time early in their creation to really nail the proportions. The anatomy of the Doom creatures is something I'm really interested in myself, and I can't help but wonder what they would look like inside. The demons body is amazing and he is basically a walking mouth. I'd love to make some cutaway models that slice them down the middle and show the bone stutter, organs, brains etc. Like medical journals. Render some images of them and they'd make some great textures for Lab levels. The demon will have some abs, but there's not much of a chest so to speak. I'll post some shots whend he's a bit further along.
  18. s13n1

    DOOM HD Project

    I'm pretty happy with the proportions now. I'll start some high detailing soon. Pinky Original WIP by Doom 64 HD, on Flickr Pinky Original WIP by Doom 64 HD, on Flickr
  19. s13n1

    DOOM HD Project

    Pinky is finally starting to look good. Pinky Original WIP by Doom 64 HD, on Flickr
  20. This thread contains some amazing art. Please be sure to continue your work, and i hope you plan to release a pack with normal + spec + height for Doom 3. Amazing stuff!
  21. s13n1

    DOOM HD Project

    Apart from lacking chest hair, the major difference there is lighting. There are two types of ambient occlusion in mudbox, regular and Cavity. Cavity really gets into the finer details, like the woolly hair bits, and fine skin bumps. It helps make details stand out more, but can exaggerate some details. It will really come down to in-game testing. Sometimes you need to exaggerate details for them to be noticeable in the game. I do like the lack of chest hair too, as its more original, but i thought it more fitting to add it. If i get more people disliking it and when it comes time to check it out in game, if its too distracting, ill change it. Pinky demon has become a really tough guy to nail. I actually had the above picture done in about 2.5 hours, but ive since spent longer then that just tweaking the face. Its really hard to capture the most distinctive expression while making it still look good from all angles. Its not just a matter of loading in a front and side sprite from the same frame, because the proportions and details change as soon as you view from a slighty different angle. In the span of 45 degrees he can go from looking like a terrifying beast, to a lovable pink frog. I will try to capture the most iconic expression and then tweak it from all angles to ensure it still looks good. But this might mean ever so slightly altering some characteristics, such as the size of the horns.
  22. s13n1

    DOOM HD Project

    I decided to start Pinky. Here's a little sneak peek.. Pinky Original WIP by Doom 64 HD, on Flickr
  23. s13n1

    DOOM HD Project

    Before i answer some questions, here is the 95% complete Baron: Doom Baron Of Hell by Doom 64 HD, on Flickr All that's left to do is texture the inside of the mouth and then any further changes will be colour tweaks during the import stage. I'm still tossing around ideas for the Imp, so i'll be making something else before i finish him. I know i said i was going to remake Pinky, but the Baron was kinda pink and demony, so i'm kinda thinking about making the Mancubus. Not sure yet. There is no way of knowing just how they'll look in game till i start importing them. Final colour tweaks to the diffuse map will most likely be needed. How Doom 3 handles materials is all new to me, ill work it out when i get to that point. Model formats is not a concern, and forget Doom ports, this is a Doom 3 project. These models are very high poly, the Baron is 3,358,720 polys, but these are the sculpts. From these, you make a low poly version and bake all the high detail onto it, which is then realized in game with a normal map or possibly even height map. I was going to subdivide the Baron again and possibly hit the 20-30 million poly mark, but i think the level of detail now will suffice. Final models will be around 2500 polys. Possibly more, possibly less, it depends on what kind of topology is needed to transfer the details over properly. I'm a a pretty low poly modeler, so i reckon ill be able to get the final count quite low. I wont start working on the low poly meshes until the very end. That way if i decide to make any changes to the sculpts, i wont have to remake the low poly mesh again. Thanks, and so true. This is why i decided to stick with the original designs and not do any more Doom 64 stuff. Also, i'm trying to improve them without adding too many new details. I want to try and make them as good as possible and with some realistic details without losing touch with the original designs. The important questions is, Do they look strange now? All i care about is the final result. Once all models are finished, they'll be scaled against each other. The heavy weapons dude was made based on the sprite, and over time i adjusted his proportions till he looked right.
  24. s13n1

    DOOM HD Project

    Ah what the hell, one more. This one looks pretty cool. I've also uploaded a Turntable on the blog. Or you can DL the uncompressed vid from dropbox: https://www.dropbox.com/s/s9nkx2qnh2mx9rb/Baron_Turntable_04.mov?dl=0 Baron Of Hell WIP by Doom 64 HD, on Flickr
  25. s13n1

    DOOM HD Project

    Thanks man, he's getting there. I've got most of my textures and colours sorted, just working on finishing off tones and defining more details here and there. Haven't touched the eyes yet, not sure what i'll do just yet. Baron Of Hell WIP by Doom 64 HD, on Flickr Last update for today: Baron Of Hell WIP by Doom 64 HD, on Flickr
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