Difference between revisions of "Models"

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* [http://files.drdteam.org/index.php/files/get/istu3Qhz-v/model-cyberdemon.jpg Cyberdemon model]
 
* [http://files.drdteam.org/index.php/files/get/istu3Qhz-v/model-cyberdemon.jpg Cyberdemon model]
 
* [http://files.drdteam.org/index.php/files/get/7rX7nF4ziU/model-mancubus-spiderdemon.jpg Mancubus & spiderdemon models]
 
* [http://files.drdteam.org/index.php/files/get/7rX7nF4ziU/model-mancubus-spiderdemon.jpg Mancubus & spiderdemon models]
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#14482_rE9zd ROME.RO gallery: baron of hell model]
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* [http://romero.smugmug.com/keyword/baron%20of%20hell ROME.RO gallery: baron of hell model]
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524824_7ZqPn ROME.RO gallery: Doomguy model]
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* [http://romero.smugmug.com/keyword/doomguy ROME.RO gallery: Doomguy model]
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524879_K2jT2 ROME.RO gallery: mancubus model]
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* [http://romero.smugmug.com/keyword/mancubus ROME.RO gallery: mancubus model]
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524880_momuY ROME.RO gallery: revenant model]
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* [http://romero.smugmug.com/keyword/revenant ROME.RO gallery: revenant model]
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524881_Npr63 ROME.RO gallery: spiderdemon model]
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* [http://romero.smugmug.com/keyword/spiderdemon ROME.RO gallery: spiderdemon model]
  
 
==See also==
 
==See also==

Revision as of 07:30, 25 June 2010

Seven Doom characters were built as sculptures during Doom & Doom II development. The first models - the Doomguy, baron of hell and cyberdemon - were sculpted by Adrian Carmack. Working on them proved to be more time-consuming than he expected; for this reason, id Software eventually hired Gregor Punchatz to build the rest of the models (the arch-vile, mancubus, revenant and spiderdemon).

Translating the modeled characters into the game was a relatively straightforward task. The sculptures were first captured from eight different angles using a video camera. The scans were then finished by rescaling, recoloring and animating them in the Doom engine's 256 colour graphics format. This procedure saved Adrian and assistant artist Kevin Cloud a lot of work, as they only had to draw a few character sprite sets from scratch.

External links

See also