Difference between revisions of "Models"

From DoomWiki.org

[unchecked revision][unchecked revision]
m (fixed link)
(Spider Mastermind -> Spiderdemon, updating links, capitalization)
Line 1: Line 1:
 
Seven Doom characters were built as sculptures during [[Doom]] & [[Doom II]] development. The first
 
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 [[Spider Mastermind]]).
+
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.
 
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 ==
 
== External links ==
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Arch-Vile.jpg Arch-Vile model]
+
* [http://janizdreg.pp.fi/images/doom/Models_-_Arch-Vile.jpg Arch-vile model]
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Cyberdemon.jpg Cyberdemon model]
+
* [http://janizdreg.pp.fi/images/doom/Models_-_Cyberdemon.jpg Cyberdemon model]
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Mancubus%20and%20Spiderdemon.jpg Mancubus & Spider Mastermind models]
+
* [http://janizdreg.pp.fi/images/doom/Models_-_Mancubus_and_Spiderdemon.jpg Mancubus & spiderdemon models]
* [http://romero.smugmug.com/gallery/480/1/14482 ROME.RO Photo Galleries: Baron of Hell model]
+
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#14482_rE9zd ROME.RO gallery: baron of hell model]
* [http://romero.smugmug.com/gallery/480/1/12524824 ROME.RO Photo Galleries: Doomguy model]
+
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524824_7ZqPn ROME.RO gallery: Doomguy model]
* [http://romero.smugmug.com/gallery/480/1/12524879 ROME.RO Photo Galleries: Mancubus model]
+
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524879_K2jT2 ROME.RO gallery: mancubus model]
* [http://romero.smugmug.com/gallery/480/1/12524880 ROME.RO Photo Galleries: Revenant model]
+
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524880_momuY ROME.RO gallery: revenant model]
* [http://romero.smugmug.com/gallery/480/1/12524881 ROME.RO Photo Galleries: Spider Mastermind model]
+
* [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524881_Npr63 ROME.RO gallery: spiderdemon model]
  
 
==See also==
 
==See also==

Revision as of 05:36, 20 December 2009

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