4/19/2023 0 Comments Doom 3 themI still need to play with these ingame to be sure of the best adjustments I could try to fit the rest of the world/monsters. I'll probably do a V3 later, more color/contrast and a bit more arcady. ![]() Maybe I'll have to reconvert some of the first paletted ones. I now add some saturation before palette conversion, this makes colors (browns most of the time) more vibrants and almost existing in the palette, this creates more colors, subtle grey/brown mixes,(id's style) instead of full boring grey textures (but this can break the original design/spirit.well you can't win everywhere). however oranges are surprisingly not working that bad). The doom palette conversion doesn't work very well sometimes as everybody knows (for those damn blues and reds(flesh and blood) as mentioned by 40oz, or the low saturation greens. I need additional experience on the conversion workflow. Using the original Diffuse as a color layer can enhance things ( see below), but it removes some subtle realistic lighting effects at the same time, like looking up things are blueish, and looking down are more brown. for an average 5 minute per texture X 1650 = 140 hours minimum) I wanted to do a "contrast" pass before moving to 256 colors, but I was too hungry/impatient and tired (so many dozen of hours in this project. It's hard to find the right balance for all textures at the same time. Most of the time this will make things less immersive (indoor, cloudy or in the shadow), you'll see things more like textures/drawings/paper on walls than architecture volumes and "real" materials. I think it's because a too much visible lighting (very true for very dark shadows that implies a big HDR range (direct sunlight) : a dark color or shadow on a wall, in a very bright sector or outside will stay very dark, and counter the environment lighting balance. So I tend to avoid black shadows as much as possible. I aimed for a not too contrasted lighting, and as constant as possible between all textures, a bit in the spirit of the id's textures (especially quake 1 & 2 ones, doom still had some heavy contrasted things). You are right, the global lighting lowered contrast and saturation, it's a bit bland. I think this will be very complicated to do. ![]() Doom 2016 textures are not accessible yet, and as they're baked in mega textures. it's possible your thread inspired me to do this =)
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