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is it easy to make custom assets?


Boomslang

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like custom textures and sprites, you see, i'm in animation class, and i've been fascinated by DOOM and donkey kong's 3d pre-rendered   Graphics.

 

and i was wonderin, hey! maybe i could do that!

so i'm asking if i need any hardcore coding knowledge to basically put a skin on enemies and weapons.  (maybe even making new enemies and new guns)

 

 

also is this the place to get GZdoom builder? i tried to download it a few months ago but it wouldn't download for me. https://devbuilds.drdteam.org/gzdbbf/

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That is definitely the place to get the latest GZDoomBuilder :) It's just a map editor, though, and is a great starting point but won't help with adding new graphics content. For that, you'll want a WAD editor like SLADE3 - or if you're targeting only modern source ports like GZDoom, to learn a bit about the PK3 format.

 

With both of these, replacing graphics for existing enemies is very straightforward - you add images to your WAD or PK3 with the same names as those in the base WAD that comes with Doom, then load them up together and your custom content will be patched over the standard ones. Adding new content is a whole other story, but it's much easier if you're using a modern source port!

Edited by DavidN

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Just now, DavidN said:

That is definitely the place to get the latest GZDoomBuilder :) It's just a map editor, though, and is a great starting point but won't help with adding new graphics content. For that, you'll want a WAD editor like SLADE3 - or if you're targeting only modern source ports like GZDoom, to learn a bit about the PK3 format.

 

With both of these, replacing graphics for existing enemies is very straightforward - you add images to your WAD or PK3 with the same names as those in the base WAD that comes with Doom, then load them up together and your custom content will be patched over the standard ones. Adding new content is a whole other story, but it's much easier if you're using a modern source port!

alright, so it's basically similar to working with minecraft texture packs?

i have slade, i just don't know how to use it.

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Doom graphics are an interesting mixture between photo-realism and pixel-art.  Many of the original monsters were physical models that were photographed, scanned, down-scaled, paletted, and then manually touched up.  

 

Getting that quintessential "Doom look" is pretty difficult.  I think the only way to replicate the look is to either go down the route of actual physical models, or make a 3D model that's so high quality (and well rendered) it might as well be a real model.

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The awesome thing with mods and custom content is: You can do whatever the hell you like these days. High quality and high res renders, low fidelity pixel art, handdrawn style even 3D models. So whip out Blender and slap something together to get a feel for it. 

 

And don't forget to show us the results! I'm always very, very interested in custom monsters. 

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1 hour ago, Bauul said:

Doom graphics are an interesting mixture between photo-realism and pixel-art.  Many of the original monsters were physical models that were photographed, scanned, down-scaled, paletted, and then manually touched up.  

 

Getting that quintessential "Doom look" is pretty difficult.  I think the only way to replicate the look is to either go down the route of actual physical models, or make a 3D model that's so high quality (and well rendered) it might as well be a real model. 

That's what i'm doing!

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2 hours ago, RonnieJamesDiner said:

If I'm not mistaken, was that not how the Doom 64 monsters were made? 3D-rendered models turned into sprites? It definitely had a distinct look, pretty different from the classic sprites.

 

Yep, it's how many sprites of the time were made. And yeah, it looks very different. 

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