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Doom 3 Omage

This started as an omage to Doom 3 and its dark industrial sci fi look, that I feel was something the game did in a unique way and not many titles managed to recapture since. The actual project ended up a little bit brighter than the game.
Thanks to Giancarlo Arrisicato, Stefano Rossi, Adrian Sroka and Giorgio Falconi for their invaluable feedbacks and their patience with my spamming.
https://www.artstation.com/giancarloarrisicato
https://www.artstation.com/stefanorossi
https://www.artstation.com/phiesta
https://www.artstation.com/edze

Go check them out!

Here's a fake screenshot from a "Doom 3 Remake" of sort. I remodelled the D3 Shotgun and quickly put together a fake HUD to sell the screenshot feel. The character hand is just metahuman with a reworked shader.

Here's a fake screenshot from a "Doom 3 Remake" of sort. I remodelled the D3 Shotgun and quickly put together a fake HUD to sell the screenshot feel. The character hand is just metahuman with a reworked shader.

I wanted the tentacles to emit this kind of cobweb. The environment is already very shiny, with all the moisture and the blood. So I used cowebs instead of a classic slime\saliva

I wanted the tentacles to emit this kind of cobweb. The environment is already very shiny, with all the moisture and the blood. So I used cowebs instead of a classic slime\saliva

To recreate the most faithful possible version of the Doom 3 shotgun I ended up extracting the original 3d model from the games file and basically retopologizing and rebuilding an hipoly PBR version.

To recreate the most faithful possible version of the Doom 3 shotgun I ended up extracting the original 3d model from the games file and basically retopologizing and rebuilding an hipoly PBR version.

I took many liberties in the textures, since I wanted to highlight the grimy, industrial a dirty look of the mars base. The modelling, tho, is almost entirely based on the original game.

I took many liberties in the textures, since I wanted to highlight the grimy, industrial a dirty look of the mars base. The modelling, tho, is almost entirely based on the original game.

This time, just for a change, I abandoned weighted normals and multilayered materials. I wanted to have fun with bespoke textures for every asset and hipoly modelling thanks to nanite. Still ended up doing some geo detail in normal map.

This time, just for a change, I abandoned weighted normals and multilayered materials. I wanted to have fun with bespoke textures for every asset and hipoly modelling thanks to nanite. Still ended up doing some geo detail in normal map.

Even with assets not present in the original game, the details are assembled from original game references. And yes, I started using a youtube video screenshot before reinstalling the game and doing my own screenshots :D

Even with assets not present in the original game, the details are assembled from original game references. And yes, I started using a youtube video screenshot before reinstalling the game and doing my own screenshots :D

This  "ribs" filled tentacle was a very interesting design to me.

This "ribs" filled tentacle was a very interesting design to me.

Here's the usual low res gif of the making process

Here's the usual low res gif of the making process