DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Reinchard2
Posts: 310
Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)

Post by Reinchard2 »

EDIT 10.04.2022
Added new tekwall, sladrip animation, nukedge1 and lots of flats. All flats for episode 1 are done. As for textures there are still few to be done: brnsmal, comp2, lite2, sw1brn2, sw1brngn and that's all. Links for version 1K, 512 and 256 are below.


EDIT 09.12.2022
Added all missing light trims, bigdoor1, few gray textures, shawn2, redwall, pipe2, brownhug and lots of new flats. I also added alternative low resolution versions: 512 and 256. Especially 256 version is best suited to a pixelated environment of Doom, so if someone doesn't like the contrast between high resolution textures and the rest of the game, I advise you to use 256 version.

EDIT 09.02.2022:
From now a new, smaller version is available (1K PNG instead of 2K TGA, 132MB instead of 520MB). I put links to both files below.

Hi!
Here's little update of my pbr project. Below is a package of materials that I have managed to do so far. Some of these you already know, some are brand new, some are placeholders (ok, there's a lot of placeholders yet). There are quite few of the most important textures from the first levels of the first Doom episode, but some are still missing. They can be used as alternatives to already existing packages. In future, I'm going to release some material variations (e.g. metal or concrete) to choose from according to your predisposition. Remember that PBR materials require dynamic lighting, so I recommend using the package with mods such as "Enhanced E1" by Wran (link below) or something similar. You can use this package as you like, distribute, edit, etc., just credit me.

YT showcase:


SCREENSHOTS:
Spoiler:


Doom 1K PBR pack:

https://drive.google.com/file/d/1lxwGc6 ... sp=sharing

Doom 512 PBR pack:
https://drive.google.com/file/d/1C_NmxV ... sp=sharing

Doom 256 PBR pack:
https://drive.google.com/file/d/12p4sAy ... sp=sharing

Enhanced E1 by Wran:
viewtopic.php?t=75202

As always, I'm open to all suggestions and opinions, but please remember that I do it as a hobby, in my spare time, and I don't have too much of it, so work on this pack progressing very slowly. Hope you enjoy it.
Last edited by Reinchard2 on Tue Oct 04, 2022 1:14 pm, edited 13 times in total.
Reinchard2
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Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

Alternative concrete version of ceil3_5:
Spoiler:
https://drive.google.com/file/d/1Z5M7Uo ... sp=sharing
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Rex705
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Re: DooM PBR materials pack demo

Post by Rex705 »

Keep up the good work it's looking great.
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Dark-Assassin
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Re: DooM PBR materials pack demo

Post by Dark-Assassin »

These are some incredibly faithful HD textures you have here. Nice work.
Reinchard2
Posts: 310
Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

Thanks for good words guys.

Update:
Added 3 liquids: water, blood and nukage, each of them with 16 frames for smooth animation. I also added new textures: compute3, compspan, step5, new version of flat14 and floor1_1.

Liquids and new texture:
Spoiler:
Updated link for pack is in first post.
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Rex705
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Re: DooM PBR materials pack demo

Post by Rex705 »

I used your PBR pack in my latest video and it looks great!

Reinchard2
Posts: 310
Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

Thanks! I'm happy you enjoy it.
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Re: DooM PBR materials pack demo

Post by D2 Mod Player »

These are the best HD textures I've ever seen for Doom, BAR NONE. The 3D aspect of it is stunning. The edges are very sharp and well defined. It's hard to say what could be better. You have good gritty doors.

It many ways it's better than I can do in photoshop. If you kept up this and did the entire game environment wise, all I'd need for a complete experience is to do a monster pack and weapons myself, LOL. Days of work vs. months to a year.

I'm curious what software was used. Is the 3D nature of these textures caused by the PBR, or did you create 3D models for the walls and they aren't flat textures? I'm not entirely sure what I'm seeing.

Edit. I downloaded the pack. Ok. so they are flat and overall not made 3D through 3d models with geometry, but instead through bumpmapping (the use of lighting on a flat image to appear 3D).
Reinchard2
Posts: 310
Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

Update:
Added another star* texture + switch for them, stone2 and stone3 textures (+switch for stone2), all variations of brnbig, doorstop and flats: flat18, flat19, flat20, ceil5_1. E1M1 is almost complete, only texture left is tekwall4. As I looked around a bit at the other levels in E1, I realized that most of them are filled with my new textures, so I think for today the progress for E1 is something about 80%.
Updated pack is in opening post.

Screenshots:
Spoiler:
Last edited by Reinchard2 on Wed Aug 17, 2022 1:55 pm, edited 1 time in total.
Reinchard2
Posts: 310
Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

D2 Mod Player wrote: Tue Aug 16, 2022 2:18 pm These are the best HD textures I've ever seen for Doom, BAR NONE. The 3D aspect of it is stunning. The edges are very sharp and well defined. It's hard to say what could be better. You have good gritty doors.

It many ways it's better than I can do in photoshop. If you kept up this and did the entire game environment wise, all I'd need for a complete experience is to do a monster pack and weapons myself, LOL. Days of work vs. months to a year.

I'm curious what software was used. Is the 3D nature of these textures caused by the PBR, or did you create 3D models for the walls and they aren't flat textures? I'm not entirely sure what I'm seeing.

Edit. I downloaded the pack. Ok. so they are flat and overall not made 3D through 3d models with geometry, but instead through bumpmapping (the use of lighting on a flat image to appear 3D).
Thanks for good words. Most of materials (except some generic flats) are made from baked 3d geometry. Normal maps and parralax occlusion mapping gives the impression that the walls have depth, but in fact they're not.
D2 Mod Player
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Re: DooM PBR materials pack demo

Post by D2 Mod Player »

Thank you. I appreciate the information you have given. That exit door must have taken some work. :D
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generic name guy
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Re: DooM PBR materials pack demo

Post by generic name guy »

This is some good shit, the reflections aren't too crazy and over the top, the normals are nice, the parallax doesn't have too many issues, and the textures fit the game's style.

The only gripe i have with this is that i had to modify the shaders you used so they could boot on Delta Touch.
Reinchard2
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Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

New version of Brown96. I really couldn't look at the previous one.
Spoiler:
generic name guy wrote: Wed Aug 17, 2022 6:33 pm The only gripe i have with this is that i had to modify the shaders you used so they could boot on Delta Touch.
Can you tell me more? What exactly you need to change? Are you good at shaders? I'm asking because I have a problem with parralax shader which don't support brightmaps. According to the code brightmaps should work, but they don't. I try to fix that with solution I found somewhere in ZDoom forums, but they still not work.
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generic name guy
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Re: DooM PBR materials pack demo

Post by generic name guy »

Reinchard2 wrote: Thu Aug 18, 2022 12:52 pm Can you tell me more?
Yeah sure, since GLES has stricter shader compilation, you often get shaders that fail to compile on Android, this is usually due to a mismatched data type, or it not explicitly knowing the data type of a certain number (like a float missing a dot).
Reinchard2 wrote: Thu Aug 18, 2022 12:52 pmWhat exactly you need to change?
I had to remove "const" in line 71 of parallax.fp, and the same on line 79 of parallax2.fp.
Reinchard2 wrote: Thu Aug 18, 2022 12:52 pmAre you good at shaders?
Nah
Reinchard2
Posts: 310
Joined: Fri Sep 21, 2007 1:08 am
Location: Poland - Bytom

Re: DooM PBR materials pack demo

Post by Reinchard2 »

Tekwall4:
Spoiler:

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