Difference between revisions of "Models"
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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]], [[ | + | 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/ | + | * [http://janizdreg.pp.fi/images/doom/Models_-_Arch-Vile.jpg Arch-vile model] |
− | * [http://janizdreg.pp.fi/images/doom/ | + | * [http://janizdreg.pp.fi/images/doom/Models_-_Cyberdemon.jpg Cyberdemon model] |
− | * [http://janizdreg.pp.fi/images/doom/ | + | * [http://janizdreg.pp.fi/images/doom/Models_-_Mancubus_and_Spiderdemon.jpg Mancubus & spiderdemon models] |
− | * [http://romero.smugmug.com/ | + | * [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#14482_rE9zd ROME.RO gallery: baron of hell model] |
− | * [http://romero.smugmug.com/ | + | * [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524824_7ZqPn ROME.RO gallery: Doomguy model] |
− | * [http://romero.smugmug.com/ | + | * [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524879_K2jT2 ROME.RO gallery: mancubus model] |
− | * [http://romero.smugmug.com/ | + | * [http://romero.smugmug.com/Video-Games/The-Archives/480_BdMqY#12524880_momuY ROME.RO gallery: revenant model] |
− | * [http://romero.smugmug.com/ | + | * [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
- Arch-vile model
- Cyberdemon model
- Mancubus & spiderdemon models
- ROME.RO gallery: baron of hell model
- ROME.RO gallery: Doomguy model
- ROME.RO gallery: mancubus model
- ROME.RO gallery: revenant model
- ROME.RO gallery: spiderdemon model