The biggest problem with Doom for newer generations

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Nash
 
 
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Re: The biggest problem with Doom for newer generations

Post by Nash »

Pre-animated voxel actors would look really cheap and cruddy, and the memory trade-off to attempt to make them smoother by adding more frames wouldn't be worth it (and it would still look cheap), nevermind the fact that no sane artist would ever want to do this. :S It only somewhat works in that Voxelstein thing because the actors are transformed in real-time.
BonnieGoody
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Re: The biggest problem with Doom for newer generations

Post by BonnieGoody »

Voxels, like in that project Nash mentioned, are kinda scary looking. I don't think they convey the same amount of life as the sprites. Them looking better than the "goofy as hell" models is a matter of opinion.

I think if you can't accept some of these core aspects of the base Doom that much, it just might not be for you, even if you tack on a lot of stuff like "enhanced" models and such and such to get away from that. I'm not saying one shouldn't embrace concepts like freelook or changing weather, but I think a lot more wads use sprites than voxels and if you play these, you'd have to deal with the contrast when it eventually crops up. If they actually liked the game enough to play these things that come with custom sprites, they'd probably have to be used to sprites.
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GooberMan
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Re: The biggest problem with Doom for newer generations

Post by GooberMan »

So. Uh. I might be pointing out the obvious. But since Romero has been feeling generous lately, wouldn't getting a campaign together to ask for high quality photos of the original monsters (ie before they were downsampled and downsized) be a good thing? From these, high quality assets can be easily made.

I say this because the number 1 common misconception is that people think the Imp has leathery skin, but in Masters of Doom it points out that the Imp does in fact have fur.

Any decent resolution source images can be used by a decent modeller to create an accurate 3D representation in Max or Maya, and then they can be downsampled to whatever the hell you want in whatever pose you want.
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ibm5155
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Re: The biggest problem with Doom for newer generations

Post by ibm5155 »

There's a single frame over that romero stuff, also there're alot of pictures about the models itself over the internet
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Re: The biggest problem with Doom for newer generations

Post by Xeotroid »

I hope they never threw those models in the trash, it would be cool to reshoot them in 16 angles, not just 8 (or 5 with mirrored frames).
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abbuw
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Re: The biggest problem with Doom for newer generations

Post by abbuw »

Romero still owns the Doomguy sculpture, I believe he has it mounted on his wall.
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maseter
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Re: The biggest problem with Doom for newer generations

Post by maseter »

The best 2D to 3D conversion I've seen is "Monkey Island 2 in 3D using Cryengine":
winz
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Re: The biggest problem with Doom for newer generations

Post by winz »

BonnieGoody wrote:Voxels, like in that project Nash mentioned, are kinda scary looking. I don't think they convey the same amount of life as the sprites. Them looking better than the "goofy as hell" models is a matter of opinion.

I think if you can't accept some of these core aspects of the base Doom that much, it just might not be for you, even if you tack on a lot of stuff like "enhanced" models and such and such to get away from that. I'm not saying one shouldn't embrace concepts like freelook or changing weather, but I think a lot more wads use sprites than voxels and if you play these, you'd have to deal with the contrast when it eventually crops up. If they actually liked the game enough to play these things that come with custom sprites, they'd probably have to be used to sprites.
Well, have you seen the video? The weapons and items look amazing, literally like 3d sprites. I would like to see how actual monsters would look like.

While technology can't cather for this, here's an idea: Keep the sprites, but make voxels of the corpses, so when you get close, you have a voxel corpse so it doesn't look stupid as you look down (when there's action happening is more difficult to pay attention to that).
winz
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Re: The biggest problem with Doom for newer generations

Post by winz »

Xeotroid wrote:I hope they never threw those models in the trash, it would be cool to reshoot them in 16 angles, not just 8 (or 5 with mirrored frames).
This would be sick. With current technology we could get higher res, smoother animations. Has anyone tried to get in contact with whoever owns the sculptures?
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GooberMan
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Re: The biggest problem with Doom for newer generations

Post by GooberMan »

ibm5155 wrote:There's a single frame over that romero stuff, also there're alot of pictures about the models itself over the internet
Not in the correct way that an artist would need to create an accurate 3D representation of them. Front on, back, and side profile at high detail is the bare minimum for it. The opposite side would be required for asymmetrical characters.

"But why not use the sprites?" Because they're super low detail. For a good example of how low detail sprites aren't suitable, the model used for the Overlord in Duke Nukem 3D shows both the detail and the cartoony style of the source art. These kind of things are always missed in all the Doom modelling projects I've seen.
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Kinsie
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Re: The biggest problem with Doom for newer generations

Post by Kinsie »

GooberMan wrote:So. Uh. I might be pointing out the obvious. But since Romero has been feeling generous lately, wouldn't getting a campaign together to ask for high quality photos of the original monsters (ie before they were downsampled and downsized) be a good thing? From these, high quality assets can be easily made.

I say this because the number 1 common misconception is that people think the Imp has leathery skin, but in Masters of Doom it points out that the Imp does in fact have fur.

Any decent resolution source images can be used by a decent modeller to create an accurate 3D representation in Max or Maya, and then they can be downsampled to whatever the hell you want in whatever pose you want.
If you mean the original photos used for the sprites, then there aren't any high-res versions. The camera setup seemingly fed images directly into Carmack's Fuzzy Pumper pallete-ifier tool.

If you mean the original models, most of them still exist in varying condition (remember they were digitally enhanced by Adrian a whole lot, and that it's been two decades since they were last in use) - the unpainted clay Doomguy is in Romero's possession, the Mancubus, unarmored Revenant and missing-a-few-legs Spiderdemon are on display at Id's offices. Everything else is either unaccounted for (Cyberdemon, Archvile), never had a dedicated model made for it (former humans, pinky demon) or are purely sprite art inventions (Cacos, Lost Souls... maybe Imps too?)
cronodevir
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Re: The biggest problem with Doom for newer generations

Post by cronodevir »

The real question here is, why is the computer map in the video flat? I always imagined the computers in doom that reveal the map to be basically big CRT monitors you picked up. Lol. However, in the video it is flat. Are they supposed to be flat? Has my life in this issue been a lie all along?
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raymoohawk
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Re: The biggest problem with Doom for newer generations

Post by raymoohawk »

the lost soul was scaned from a skull mdel according to the stuff that romero released on twiter
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