Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

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Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Cherno » Mon Oct 02, 2017 6:22 pm

What is this?
A graphic mod for Doom2 which replaces enemies and items with voxel objects in the chibi style of 3D Dot Game Heroes (Playstation 3 game).

Some monsters including Imps, Shotgunguy and a Demon:
Image

Chibi style?!?
For those who don't know, chibi is a visual style reminiscent of Japanese RPGs of the 80s and 90s from the 8 and 16 bit eras of videogames. Characters have overly large heads, often as big as the rest of their bodies. The reason for this is partially found in the technical limitations of the era, particularly screen resolution. In order to show a decent amount of the gameworld (often from an overhead or 3/4th perspective, like Legend of Zelda: A Link to the Past), characters had to be drawn rather small which in turn meant that were they to fit on 16x16 pixel tiles (a very common tile size), artists had to find a way to make them stand out and let the player differentiate between them by their most prominent features, which would be their heads. So, the heads were increased in size, leading to a "cutesy" style that has become very popular.

Some Chibi-style Doom monsters, from effingdecaf:
Image

3D Dot Game Heroes?
3DDGH is a Playstation 3 game that came out a few years ago. It is basically a love letter to Legend of Zelda, Secret of Mana and similar games. It's graphic style is highly influenced by these titles but presents it's world in 3d using voxel objects, hence the "3D Dot" part in the title. The artists did an excellent job with the graphics and they were the perfect base for my own character conversions.

3D Dot Game Heroes screenshot:
Image

Technical stuff
All voxel objects were made with MagicaVoxel, then converted via SLAB6. The retro style allows for limited animation, so characters generally have only two walking frames and no pain or death frames. Instead, they are shown in flat white when in pain or dying, similar to how 8 and 16 bit games often did it. the enemies then simply disappear since they are so chunky that the floow would be covered in their remains if there were proper death frames.
One limitation I am quite disappointed with is the way GZDoom renders the voxels; they are all flat shaded which is to be expected without light sources but ambient occlusion would really help bring out the topography. This hasn't been an issue with the voxel conversions of the more realistic vanilla Doom objects I have seen so far since they have a good amount of detail which my voxels objects have large monocolored areas, again to keep int he retro style. The Legend of Zelda sprites often had only three colors, for example.

What's actually in the mod?
All items and enemies that can be found in the regular Doom1+2 campaigns. Some decorations decorations have been converted Creating voxel objects is really easy with MagicaVoxel. For enemies, I basically work from the base humanoid and go from there, and walking and attacking frames are simple because all I need to do is move the arms and feet forward and backward, or add some muzzleflash to the gun. Sometimes it's a little bit more work, like the imp that opens his mouth when attacking or the Demon who isn't humanoid and had to be created from scratch. From the vast amount of trial & error that came with creating all the assets I now have a pretty good workflow and can pump out things in no time without having to re-import stuff over and over again because some pivot offsets are wrong or whatever.

Screenshots
Spoiler:



Download
voxelchibi_v4_1.pk3

Recommended with Low-Res Doom!

If you decide to use any low-res mod, I suggest turning off advanced graphical features and things like texture filtering!
Last edited by Cherno on Wed Oct 18, 2017 4:57 pm, edited 23 times in total.
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Re: Voxel Chibi Doom!

Postby jckfrbn » Mon Oct 02, 2017 6:57 pm

First peice of advice, when you upload your mod check to make sure its the actual mod and not your launching bat file
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Re: Voxel Chibi Doom!

Postby Cherno » Mon Oct 02, 2017 7:03 pm

Thanks! I fixed it.
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Re: Voxel Chibi Doom!

Postby jckfrbn » Tue Oct 03, 2017 3:22 am

I like it, very charming and super neat. Hope to see the rest of the enemies/ bfg and plasma gun at some point :D
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Re: Voxel Chibi Doom!

Postby Nash » Tue Oct 03, 2017 3:32 am

Holy shit, this actually looks decent in a lo-fi way. If you could downsample the level textures to look like blocky 32x32 textures, that'd gel the entire aesthetics even more.
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Re: Voxel Chibi Doom!

Postby Voros » Tue Oct 03, 2017 4:29 am

Looks cute af, shame the colors look a bit flat. Adding some darker variation on the parts like under the arms, inner thigh, below chins, etc would help if you ask me.

Do the weapons have to be angled? Doom always looked good with centred weapons if you ask me.
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Re: Voxel Chibi Doom!

Postby Cherno » Tue Oct 03, 2017 5:53 am

Nash wrote:Holy shit, this actually looks decent in a lo-fi way. If you could downsample the level textures to look like blocky 32x32 textures, that'd gel the entire aesthetics even more.


I thought about that. It would certainly help with giving a more unified look between the voxels and environment. However, more than simple downsizing is required; bold colors and an altogether different art style is needed.

Voros wrote:Looks cute af, shame the colors look a bit flat. Adding some darker variation on the parts like under the arms, inner thigh, below chins, etc would help if you ask me.

Do the weapons have to be angled? Doom always looked good with centred weapons if you ask me.


I agree about the flatness of the colors. It looks so much better in 3DDGH but that's a completely different engine and those tiny normal maps that bring out every single voxel help a lot. Faking ambient occlusions isn't easy because a voxel can only have one color; it's not possible to have, say, the sides which lie below the arm a darker shade and the front brighter.

I considered centering the weapons but decided against it because the rather abstract way the voxel weapons look, I was afraid that they wouldn't be recognizeable at all were they to be centered. The shotgun would be just a thick white and grey strip, for example.

In the meantime, I finished the Cacodemon and next up is the Lost Soul.
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Re: Voxel Chibi Doom!

Postby Cherno » Thu Oct 05, 2017 5:55 pm

New version.

Changelog:

  • Took @Voros' suggestion to heart and added shading to most objects. It looks a lot better now, at least in my opinion!
  • All weapons included, and all have been resized.
  • All monsters included, except Archvile, Cyberdemon and Spider Mastermind.
  • All items included, except IR Goggles and skull keys. Blursphere is considered WIP since I''m not happy with it.

Screenshots:

Mancubus and Megasphere
Image

Arachnotrons:
Image

Arachnotron fighting against a Revenant:
Image

My personal favorites, Cacodemon and Pain Elemental (plus some Lost Souls): All hail the flying angry tomato!
Image

Download:

voxelchibi_v2.pk3
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Voros » Thu Oct 05, 2017 7:42 pm

Looks less flat, better than before.

Dat smile though :)
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Ezepov » Sun Oct 08, 2017 4:48 pm

Low-res textures test
E1M1
Image
Last edited by Ezepov on Thu Oct 12, 2017 12:09 pm, edited 1 time in total.
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Cherno » Sun Oct 08, 2017 6:30 pm

The textures came out great! I wouldn't have thought that this would work this well at all. did you just downscale them or did you have to edit some? The computer panels in particular show a surprising amount of detail even at this scale. 3D Dot Game Heroes uses a 1:2 pixel ratio for it's terrain (1 terrain voxel texture per 2 object voxels).

May I'll try my hand at a complete style change of the textures and environment so it looks like a weird cross between Legend of Zelda and Doom.
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Ezepov » Mon Oct 09, 2017 6:38 am

Cherno wrote:did you just downscale them or did you have to edit some?


I draw new textures.

Cherno wrote:3D Dot Game Heroes uses a 1:2 pixel ratio for it's terrain (1 terrain voxel texture per 2 object voxels).


1:2 looks better with your models:

Image
Last edited by Ezepov on Thu Oct 12, 2017 12:10 pm, edited 1 time in total.
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Metal Dragon » Mon Oct 09, 2017 7:22 am

Honestly, while the "chibi" style isn't my cup of tea, I can appreciate the effort that has gone into this; it's still quite interesting to see Doom and Doom 2 with a new set of 3D assets. As for the texturing, it also looks interesting, and I was about to try my own hand at it, but I realise I don't need to. I still will though, just because I still can. I also do feel as though there is something off about the texturing, I'm just not sure what though. As negative as that may be; keep going, it is still perfectly good work and it would be great to see it to its completion, if not for everyone else, then for your own pride.
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Caligari87 » Mon Oct 09, 2017 8:08 am

This is adorable. Keep up the good work!

8-)
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Re: Voxel Chibi Doom! Update: 10/06/2017

Postby Cherno » Mon Oct 09, 2017 8:59 am

Thank you. I have started working on some decorations like toxic waste barrels and blood pools.

I also wonder, is it possible to change the blood decals that appear on the walls in GZDoom?
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