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Reinchard

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About Reinchard

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  1. Reinchard

    "It's too cartoony"

    Mancubus - ok. Zombies, Cacos - hmm, maybe something about 50% design of this characters are based on classic ones. Baron? Nah... But aside from that - which one of this looks bad on idtech5/6? In my opinion those monsters which design is mostly based on classic Doom like Mancubus or Imps looks excellent and fit very well to rest of environment. But it's only opinion. But at least I see something that brings back feeling of good old Doom.
  2. Reinchard

    "It's too cartoony"

    Just out of curiosity - how many classic monsters have you seen redone in idTech5?
  3. Reinchard

    Doom with PBR materials

    sw1lion: and some stuff you already know, but with a few changes:
  4. Reinchard

    Doom 3 PBR textures

    As far as I know - completely nothing :) Dunno, maybe in some earlier version of shader that meant something, but not in the current one for sure. Correct me if I'm wrong.
  5. Reinchard

    Doom 3 PBR textures

    Here you go https://forum.zdoom.org/viewtopic.php?f=39&t=59473&start=75 dpJudas is an author of this shaders
  6. Reinchard

    Doom with PBR materials

    This :) Thanks for good and detailed analysis. You don't have to convince me about why are you using some critisism while you approve my work at the same time - it's very clear to me. Constructive criticism is one of the most important thing in graphic work and people who don't get it should thind some other work/hobby because their wasting his and other people time (I know that sort of people - always offended, never progessing). But backing to what you elaborate above - materials have their index of refraction setting right, they works exactly how should work that kind of surface which I actually tried to get. The main problem on this stage is GZDoom dynamic lights system. It's far away from perfect, but this what you see on screenies is not a final setting. Is just quick placeholders to check if it worked. This + some of this materials are still not in his final version. It's hard to say. I'm really busy right now with commercial project in studio where I work, deadline is near and we should realease early acces version of WW3 shortly, so I put most of my energy to this stuff and play around with Doom PBR materials only ocassional for now. But be patient, I always finish my job with my projects, so even if this take me some more time then I expected, I finish it.
  7. Reinchard

    Doom 3 PBR textures

    To see how your speculars, roughness, metallic and normals works with lights you need some dynamic lights. None of this maps state acts without dynamic lights. Parallax does, because it's works differently (engine takes information about depth of your material from displacement/heightmap texture and on this basis engine produce samples which creates an illusion of depth), so regular Doom ambient light doesn't affect your heightmap in any way.
  8. Reinchard

    Doom 3 PBR textures

    dpJudas created new shader, so now you can use parallax for pbr materials too. material_pbr.zip
  9. Reinchard

    Doom with PBR materials

    I haven't really been able to keep working on this materials lately as much as I'd like to, but today I found some extra time, so I decided to play around with new shader created by dpJudas from ZDoom forums. Personally I'm not a fan of parallax mapping at all, but I was curious how it work on GZDoom. Because I had heightmaps baked for all my materials there wasn't much to do, just paste my maps in correct directory and that's all. It's a simple test to show where this technique looks good and where's not. I think even if I decided to use this in future I think I would prefer to use this as rarely as possible (mostly on floors/ceilings and occasionally on some walls like star series).
  10. Reinchard

    The Slayer's Arch enemy and the Marauder

    Well, maybe we should expect some more crossover elements in the near future? Some little campaign for the Quake Champions title? Yeah, wishful thinking...
  11. Reinchard

    The Slayer's Arch enemy and the Marauder

    I see some inspiration from Q2 Gladiator in Arch enemy design, just take a look:
  12. Reinchard

    Full QuakeCon 2018 Schedule

    Wow, classic plasma rifle, health bonuses and Phoboooooos!!! Now I can die ;)
  13. Reinchard

    Hell in Doom Moving Forward

    I don't think id should make hell the same way like Agony did. Id software have their own good graphic themes from first Doom\Quake times. I mean something like mixed gothic/metal theme wich is visible in most of areas of classic Doom hell levels, and is used in new Doom of course, but not enough. Gore mixed with computers/tech stuff is another recognizable mark from times when id hellish levels have that "wow" factor. This is something that I miss in 2016 remake. Simple stone walls with runes, caves with candles and randomly placed skeletons are just boring.
  14. Reinchard

    Hell in Doom Moving Forward

    Back then, when I was playing Doom/Doom II hell levels for the first time, I had much more feeling that I'm in some very very wrong place, where no one supposed to be. All that frightening walls with screaming stretched faces, hellish sky with skulls, strobe lights, massacred bodies hanging from ceilings, overall gore and nightmare on every corner, vasting blood pools etc. Hell in new Doom is more like generic catacombs, with occasional skulls or skeletons here and there.
  15. Reinchard

    I hate DooM 2's level design.

    Just out of curiosity - when did you play Doom for the first time?
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