Thursday 27 February 2014

Project not dead - Some updates and progress work



The current state of the doom project is on hold due to certain circumstances and will resume soon. For now i'll post some current progress work of some early stuff from a while ago. But this project definitely isn;t dead, just put on the back burner for a while.

Scale level blockouts in Maya, I am using these as a base to build the detail assets from, Having everything remade like this is exactly the same as the original doom so it works very well as a base underlay to start seeing what i can do with the modelling process of each asset, what assets i will need and how they will snap etc








Just some basic assets and texture recreation Both in Maya currently.









Just having a go at tweaking a Parallax Shader which i manage to get from a friend over at the unreal forums a while back. The shader uses parallax occlusion but there are some areas with a lot of problems with it when applied to my custom texture maps which i am in the process of fixing. Still debating with my self whether to use A parallax shader like this or actually model the walls in 3D with high poly normal bakes on top to give crisp details. 














This is currently the Same wall texture with high poly normal bake but applied to an actual low poly modelled geometry rather than faked through parallaxed on a flat surface.













Just extracted the doom 3 Hell Knight model and put it into UDK, i also rezed up the the diffuse, normal and spec maps and did some color correction and contrast boosting to bring the texture out a bit more. I probably am planning to remodel all the original doom monsters to the exact (close as i can get) design rather than just import all the Doom 3 models, though its just a nice to have a base model in there for testing purposes, and just to see how doom 3 models would look in UDK haha




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