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Doom Corner "for all Doom related discussion"
#1081 Posted 13 March 2016 - 10:00 AM
#1082 Posted 13 March 2016 - 10:42 AM
HulkNukem, on 13 March 2016 - 10:00 AM, said:
That would be nice. Some of them were based on newer Gregor Punchatz sculptures (the same guy who did some of them for the original game.)
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I think the Pinky Demon that Punchatz did here is a lot more intimidating-looking than the one in the new game.
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This is actually the model of the Cyberdemon he did for DOOM 64. Midway didn't use his design when doing them as 3D meshes:
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This post has been edited by deuxsonic: 13 March 2016 - 11:08 AM
#1083 Posted 13 March 2016 - 03:07 PM
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#1085 Posted 14 March 2016 - 05:10 PM
Lunick, on 14 March 2016 - 05:05 PM, said:
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I recognize Baratus and Parias from Hexen, Thi Barret from Rise of the Triad, B.J. Blazkowicz from Wolfenstein 3D, and the Doomguy, but who is the last one?
#1086 Posted 14 March 2016 - 05:18 PM
#1087 Posted 14 March 2016 - 05:40 PM
#1090 Posted 15 March 2016 - 08:18 PM
#1091 Posted 15 March 2016 - 08:40 PM
#1092 Posted 15 March 2016 - 09:12 PM
Loke, on 15 March 2016 - 06:37 AM, said:
I know right? Exactly what I was thinking.
Just don't go and play Marathon Infinity
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This post has been edited by Micky C: 15 March 2016 - 11:24 PM
#1093 Posted 15 March 2016 - 09:24 PM
HulkNukem, on 13 March 2016 - 10:00 AM, said:
#1094 Posted 16 March 2016 - 12:16 AM
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https://sketchfab.co...3f8722b7e32df4e
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https://sketchfab.co...bd213a62a028024
Just saw these and thought they looked pretty awesome. Check the links to rotate around the models and look at them in all their glory.
#1096 Posted 16 March 2016 - 08:16 AM
This post has been edited by leilei: 16 March 2016 - 08:18 AM
#1097 Posted 16 March 2016 - 12:05 PM
#1098 Posted 16 March 2016 - 12:17 PM
Quote
Excavation. A modest-sized UAC mining outpost. Watch out for the rock grinder!
Infernal. A mid-sized Hell map with both interior and exterior elements. Lots of platforms and chasms, along with teleporters.
Chasm. This massive map takes you deep below the polar ice caps of Mars. A great place to play Freeze Tag.
Disposal. This smaller map is the main waste processing facility for the UAC research and residential complexes. Unsurprisingly, it's full of radioactive slime.
Helix. This is where they experiment on demons and develop advanced weaponry. Which, naturally, makes it perfect for a quick round of Clan Arena.
Perdition. Disjointed and sadistic, this ancient arena is populated by the agonized moans of unfortunate souls who have suffered within its realm.
Sacrilegious. Set within a fracture of Hell, this map offers clear lines of sight. Move fast... or die faster.
Heatwave. An industrial UAC facility with glistening halls that will soon be slicked with human (and demon) blood.
Beneath. Before being beamed to Earth, the energies of Hell are harnessed in this symmetrical and cavernous location.
This post has been edited by Mr. Tibbs: 16 March 2016 - 01:29 PM
#1101 Posted 16 March 2016 - 03:44 PM
xenoxols, on 16 March 2016 - 02:46 PM, said:
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Firing a single action revolver must be tough with broken forearm bones.
I keep pestering you about not to because I'm a smartass making fun of you - it's just a glaring error that you continue to ignore.
It really ruines the good impression, since otherwise this is pretty good stuff!
This post has been edited by Cage: 16 March 2016 - 03:46 PM
#1102 Posted 16 March 2016 - 03:54 PM
#1103 Posted 16 March 2016 - 04:06 PM
xenoxols, on 16 March 2016 - 03:54 PM, said:
You could ask to elaborate
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The trouble is, that there is a bend a bit before the wrist - this bend is impossible, that's why it looks like the forearm bones are broken. Take a look:
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With a bone structure like this, you can just think of the forearm area as a simple straight line at it's core - any curvature in it's shape comes from the muscles and it mostly happens in the upper area, closer to the elbow and arm/bicep. Forearms angle will be set at the elbow and the next point of the rotation is the wrist - which will rotate the whole hand.
When in doubt - copy from real life.
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Cheers!
#1104 Posted 16 March 2016 - 05:17 PM
Fox, on 15 March 2016 - 09:24 PM, said:
Yes. Punchatz did actual sculptures models for some of the monsters but they weren't digitized and then edited into sprites the way classic DOOM/II had done so. Midway used them as guides to make 3D meshes of many of them (the cyberdemon being one of the chief exceptions which I can kind of understand since Punchatz's sculpture deviates so much from the original menacing look of the monster.) All of the character/monster sprites have a corresponding 3D mesh, as do all of the weapons and I'm pretty sure item sprites as well. I'm not sure about other artwork in the game or environment sprites, but I would be surprised if many of them weren't also 3D meshes as well, like explosive barrels. A real or 3D object edited into a sprite generally produces a much more realistic-looking result than trying to draw the sprites completely by hand.
Which begs the question: for Heretic and Hexen, how did they get the sprites and artwork in those games so fantastic? Was Raven working off 3D meshes as well?
Chuck Jones did meshes for Shadow Warrior as well. I know the Duke Nukem 3D ones were sourced a second time for Total Meltdown giving them a somewhat different appearance (I'm not sure why the PC sprites weren't used.) With the age of these games it would be awesome to have them as part of the HRPs as they're the true source.
Cage, on 16 March 2016 - 03:44 PM, said:
I keep pestering you about not to because I'm a smartass making fun of you - it's just a glaring error that you continue to ignore.
It really ruines the good impression, since otherwise this is pretty good stuff!
Congenital deformity?
This post has been edited by deuxsonic: 16 March 2016 - 05:25 PM
#1107 Posted 17 March 2016 - 12:34 AM
Mr. Tibbs, on 16 March 2016 - 12:17 PM, said:
I'm glad they're doing original maps for the base game as opposed to needing the help of popular maps from older games like Q2DM1: The Edge. I wouldn't mind their inclusion though.
#1108 Posted 17 March 2016 - 01:55 AM
deuxsonic, on 16 March 2016 - 05:17 PM, said:
I think so. The metallic surfaces are very 3D-ish.
deuxsonic, on 16 March 2016 - 05:17 PM, said:
Dunno. Maybe it's because they were not limited to the game palette and wanted to take advantage of that. Maybe it's because the rendering technique they used is better, especially the lighting and metallic surfaces. Maybe it's because they created new enemies, and that's how they choose to keep some consistency with the old enemies.
This post has been edited by Fox: 17 March 2016 - 01:56 AM
#1109 Posted 17 March 2016 - 02:15 AM
#1110 Posted 17 March 2016 - 03:16 AM
On the topic of Doom 2016 alpha, i'm shocked nobody has been pulling the models out of it yet for gmod or some shit. I'd actually like to get a closer look at the Doomguy armor.