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Post your Doom textures!


Jimmy

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On 8/22/2023 at 5:09 AM, Meerschweinmann said:

Some screen variants with double-resolution pictures for the source ports that can handle such resolutions. It can be used as really big screen also as one screen has 256x128 pixels. The graphs, words and frames are still in original DOOM resolution.

With the original DOOM textures they look nice when used with a scaling factor of 2 in Ultimate DOOM Builder and are not too highres to be used with the original textures.

SCRN1_2X.png

SCRN1W2X.png

SCRN2_2X.png

SCRN2W2X.png

you don't mind if i borrow those do you?

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22 minutes ago, ukiro said:

 

This is the best thing posted on here for years, I need to throw out all OTEX liquid falls now, goddamn. How was this made?

It's two layers scrolling at 8 and 16 px/f, using screen blending mode + a black overlay for contrast.
I made the slower layer by cropping a bunch of photos of waterfalls and airbrushing/collaging them together

Spoiler

image.png.d673d0ace7bb8e7d5b954b417374422f.pngimage.png.66b1a28e9bce5c2bfbc3e31f823e5eab.png


The faster layer is actually one of Makkon's rock textures, mirrored and overlaid with itself. Though looking at it now, it might as well be a crinkled paper texture

Spoiler

image.png.7b36a3c583d4df91e44ce797f6253ebe.png

I was actually looking at OTEX waterfalls as a starting point, I've always liked the look of them and wanted a bigger fall with a similar feel

Edited by Lina
pixels per frame, not pixels per second

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NUKAGE1 has these two little black spots on an otherwise completely green liquid, probably due to the palette constraints. These are almost not visible, but when I was colorizing stuff for making the liquids I noticed it. 

 

Screenshot_1.png.08f74a00e471bf98f3bd9a158028d2b9.pngScreenshot_3.png.dc856d3d8e42a9decbad131448a2f72e.png

 

So here is NUKAGE1 fixed version, in all green. I just filled the black part with the darkest green. available.

 

NUKAGE1.png.d682cd4edc2d6976733f3599388beab1.png

 

As far as I've noticed, this only passed on with nukage 1, 2 and 3 are fine. Maybe I should hit up @Revenant100 for a minor doom texture fixing project....

 

Edited by jo2ukegappy

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This texture is just woodmet without any wood. It was inspired by a sunder texture

Woodmetwithoutwood.png.8e7a9741f5897b13cd134651fd29cc21.png

Edited by BUYXRAYS

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Going to make a set of doors with demon faces on them, I think it's a cool type of texture, especially for using with rooms that only use one enemy or feature one enemy more predominantly (Like the baron and cacodemon rooms in tricks and traps). How does it look? The imp face was based on the mobile doom rpg sprites I found on Spriters resource. Altered a bit, but can't decide which imp head looks better.

 

no lower teeth

door256128.png

 

squarish lower teeth

doorimp256_2.png.0264b98d65136b5c3187f033bd88667b.png

 

rounded lower teeth

doorimp256_3.png.9038403673ea070bd2c2a955ec7f3b15.png

 

Edited by jo2ukegappy

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That would make a great switch as well.  I think no bottom teeth works best, looks more like a decoration and less like a monster’s severed head that way.

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6 hours ago, jo2ukegappy said:

Going to make a set of doors with demon faces on them, I think it's a cool type of texture, especially for using with rooms that only use one enemy or feature one enemy more predominantly (Like the baron and cacodemon rooms in tricks and traps). How does it look? The imp face was based on the mobile doom rpg sprites I found on Spriters resource. Altered a bit, but can't decide which imp head looks better.

 

no lower teeth

door256128.png

 

squarish lower teeth

doorimp256_2.png.0264b98d65136b5c3187f033bd88667b.png

 

rounded lower teeth

doorimp256_3.png.9038403673ea070bd2c2a955ec7f3b15.png

 

It looks for me that its kinda of too wide? Is it wider than 256?

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On 8/24/2023 at 8:32 PM, Meerschweinmann said:

 

I have posted them here so others can use it. I am happy If someone finds them useful.

doubly so when i recolor them or apply effects on them to make them all glitchy and stuff, or a recolor where the screen is various shades of green, orange, blue, or red

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3 hours ago, DELTA256 said:

doubly so when i recolor them or apply effects on them to make them all glitchy and stuff, or a recolor where the screen is various shades of green, orange, blue, or red

 

Add whatever you want. I am fine with that.

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7 hours ago, SpaceCat_2001 said:

It looks for me that its kinda of too wide? Is it wider than 256?

it's 128x256, but maybe 144x256 would make it look more well balanced. Anyways, it's just a mockup for now, focused on other stuff. Just had to make a "model" so I can come back to it later (I am chaotic, and so is my creative process). Here are some of the faces I've made for now already. Really like how the revenant has a creepy smile. 

 

1916112992_impfacegreenmarble.png.8599128a4f064d3d6c61ee8179e31da9.png194768075_revviefacemarble.png.207f112e63919ec01156451691694a34.png1616224577_mancubifacemarble.png.269502f4397ce1a60072d6e5fbcffbce.png

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3 hours ago, jo2ukegappy said:

it's 128x256, but maybe 144x256 would make it look more well balanced. Anyways, it's just a mockup for now, focused on other stuff. Just had to make a "model" so I can come back to it later (I am chaotic, and so is my creative process). Here are some of the faces I've made for now already. Really like how the revenant has a creepy smile. 

 

1916112992_impfacegreenmarble.png.8599128a4f064d3d6c61ee8179e31da9.png194768075_revviefacemarble.png.207f112e63919ec01156451691694a34.png1616224577_mancubifacemarble.png.269502f4397ce1a60072d6e5fbcffbce.png

Remove Revenants eyes and it would be perfect

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5 hours ago, jo2ukegappy said:

maybe 144x256 would make it look more well balanced

I’m assuming you mean 256x144 - if so, don’t go past 128 if you want to keep it vanilla-compatible; any texture over 128 pixels high won’t tile correctly.

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12 minutes ago, Faceman2000 said:

I’m assuming you mean 256x144 - if so, don’t go past 128 if you want to keep it vanilla-compatible; any texture over 128 pixels high won’t tile correctly.

 

Thanks, so maybe downsizing the wideness to 192 while keeping the height at 128 might be better. Yes, I changed the x and y dimensions. 

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Making width variants isn’t a poor idea, however the 256x128 version looks fine to me.

Have you tried looking at it in-engine, though? Might be worth keeping aspect ratio correction in mind, the texture will inevitably end up stretched 1.2x vertically when viewed in game. The only thing I’d suggest considering is the shape of some of those rivets and if the door faces being stretched is acceptable for you.

 

Aside from that my only crit is, while I think the bold outlining you tend to do with textures is distinct, I can’t help but notice there isn’t much in the way of directional light (edges being lighter on the top and a bit on the left as well). Is this an intentional design choice? I think a lighting pass on these textures would help them complement the base textures and potentially other textures, allowing for more use cases.

Edited by kwc

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44 minutes ago, kwc said:

Making width variants isn’t a poor idea, however the 256x128 version looks fine to me.

Have you tried looking at it in-engine, though? Might be worth keeping aspect ratio correction in mind, the texture will inevitably end up stretched 1.2x vertically when viewed in game. The only thing I’d suggest considering is the shape of some of those rivets and if the door faces being stretched is acceptable for you.

 

Aside from that my only crit is, while I think the bold outlining you tend to do with textures is distinct, I can’t help but notice there isn’t much in the way of directional light (edges being lighter on the top and a bit on the left as well). Is this an intentional design choice? I think a lighting pass on these textures would help them complement the base textures and potentially other textures, allowing for more use cases.

 

I will have to check them in-game later. Things really tend to look different, especially when you factor iin lighting and alignment too. About the lighting on these textures, yes, I tend to do lighter edges on the upper and left borders and darker edges on the lower and right borders. I sometimes implement other shading techniques a bit, like making this grid look like it's inset.

 

Screenshot_2.png.cd47ef9a95d05082b884a92b763370a2.png

 

Or adding two different shading tones. to make the bars look more three dimensional.

 

Screenshot_3.png.49dfb1b0f2a579d579cb0f60b4a5ab90.png

 

But I'm no pixel artist, just a hobbyist with some cool visions (from my point of view, at least). Also, since I play doom with reshade, I finf that the pixels tend to mix better for a smoother appearence. Here are some shots of what it looks like.

 

Screenshot_4.png.cb6d73451ee3370f9c9a044ce446d514.pngScreenshot_5.png.8eb7157fddd6c503a1270dde7266d17a.png

 

It looks better during gameplay, I assure you. I feel like the blended pixels make the textures look more like what they are meant to represent. That's only a personal preference, though. 

 

Also, yeah, some of the rivets on that particular door do look kinda big, now that you mention it. Something else to check. 

Edited by jo2ukegappy

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Hello people. Do not want bother you in your great topic but I need help and I think here is someone who may help me. I did some hd textures but I want also this textures in doom palette. I pallete them in slade (I try also Gimp) but there is also many artefacts. Please exist some method how properly convert textures on doom palette  ? 

Edited by Marcelus

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2 hours ago, Marcelus said:

Hello people. Do not want bother you in your great topic but I need help and I think here is someone who may help me. I did some hd textures but I want also this textures in doom palette. I pallete them in slade (I try also Gimp) but there is also many artefacts. Please exist some method how properly convert textures on doom palette  ? 

There are different algorithms for converting to a palette that produce different results. In SLADE if you click the gear icon when converting a graphic, you can choose several options for colour matching, including CIEDE 2000 which is usually quite good (but also very slow, make sure to change it back to RGB after you're done or SLADE will try to display all images with CIEDE 2000). There are some other programs I use sometimes as well. GIMP is quite bad, it uses CIE76 which often produces bad results especially with the Doom palette.

 

If you have a lot of colours that aren't in the Doom palette, you might need to edit the image beforehand to make it convert better. Like if you have a lot of really dark reds or light blues, that's not going to look good no matter what tool you use to convert the image. This is an artistic process that varies for each texture, so I can't really give much more in terms of general guidelines.

 

Feel free to post a texture or two you're having problems with.

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sinmaster.png.e70dce8628842a4b220cd235b0fa0cbd.png
A custom IoS texture I pitched for a project but wasn't used, credits to: Id Software, HidFan, Emerson Tung, Ceeb
feel free to use I guess lol

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16 hours ago, Meerschweinmann said:

Here is my first attempt for a 96pixel wide BIGDOOR with 96 pixels height.

 

BDOR961N.png

BDOR962N.png

BDOR963N.png

 

why do they look so cute

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