Do you like my work, so far?


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Hoover1979

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I remade the sky for the first section of Final Doom: Evilution to be more faithful with the vanilla DOS version.

I already tested it ingame and it tiles flawlessly!:)

sky1_tnta_by_hoover1979-dbh0en5.png
 

Hoover1979

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This is another remade sky texture. A more faithful variant of the Phobos Moon (Doom 1 - Knee Deep in the Dead)

d1___episode_1_sky_remake__more_faithful_variant__by_hoover1979-dbh3pji.png
 

Hoover1979

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Another screenshot of my textures in action. From E1M2. All textures in this screenshot are from my UltraHD pack, and the latest version of the sky texture is also used.

screenshot_doom_20170722_000432_by_hoover1979-dbh4t6w.png
 

Hoover1979

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This sky is very unfinished, and I have only really done the rear layer. I will update when I have the other layers of buildings, and their fire/somke eeffects done, and the Depth of Field effect is done, and it tiles flawlessly.

It looks better than I ever imagined it would look and I can see this as becoming my best texture yet. it took me over 10 hours to make that from a picture of a city with a clear blue sky (which meant fixing the blue color caste in the image was the first step I had to do).

Here is a sneak peek of the Burning City Sky texture for Doom II, that I am working on.

wip___doom_2_sky_2_background_layer_by_hoover1979-dbi6chf.png

UPDATE: I added a reflection of the Burning city, and softened it on the water to improve the realism I also added a reflection of the pontoon, and modified the smoke, added some charring on the buildings (still in WIP phase) and added some glow between the buildings and the forward layer of fire. Special Thanks to @Dune Drifter, for the suggestion.
 
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Dune Drifter

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Great work - looking forward to seeing the final result - (the charring on the buildings and the fire reflection glow in the water).
 

Hoover1979

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I can't wait to get this texture finished, and get all the possible details I can to @Dune Drifter.
To me this is looking to be the best sky texture I have done yet (and possible the best digital artwork I have don yet full stop).

Also there will be multpile layers of building with fire on them, I am also going to try for smoke billowing out of the windows. There may not be any of the water visible when the other layers of buildings are in, but I will do a muddied out reflection so simulate the dirty water, so if there are bits of the water visible between the front layers of buildings they could be seen (although how much can be seen ingame is a different story)

EDIT: I added the reflection of the city on the water, and trimmed the pontoon, and flipped/resized to to make that reflect too. I credited you in the post for the suggestion. At some point I will work on the charring. that would be more simple. several layers of soft black brushing on a Multiply blend space sould do the trick.
 
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Hoover1979

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Here is an alternate version of the same image, but at Night time.

wip___doom_2_sky_2_background_layer__alt__by_hoover1979-dbibn1p.png

I plan on making day and night versions of this sky, so this variation will be applied to all the foreground layers and their effects too..
 
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Hoover1979

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Here are both sides of the Wolfenstein 3D Door and the Doorjam, in the secret level for DoomII:
doom_ii___wolfenstein_door_01_by_hoover1979-dbjixz2.png

doom_ii___wolfenstein_door_02_by_hoover1979-dbk3rer.png

doom_ii___wolfenstein_doorjam_by_hoover1979-dbkg8rq.png

doom_ii___wolfenstein_exit_door_by_hoover1979-dbl868j.png

Rather than just flipping the texture for the other side for the other side of the door, I moved the lock and handle to the other side. This way the lighting directon is preserved.
 
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Hoover1979

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A screenshot from Doom II: Hell on Earth.
This one is from Map 12 (The Factory), with some of my latest textures at play.

NOTE:
Textures are subject to change before release.
screenshot_doom_20170908_223531_by_hoover1979-dbmredt.png
 

Hoover1979

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As this is such an iconic Doom image I couldn't use Artistic Licence and create an alternative from scratch, so I created an overlay from the KuriKai DHTP with a special way of upscaling, then bump mapped it and added ambient occlusion before overlaying it on a pink flesh texture I created, and making 3 slightly different versions to blend together to make it looks more natural before overlaying it on my flesh texture that I did create from scratch.

I will credit the KuriKai DHTP project, for their part in this texture.
iconic_doom_gore_wall_by_hoover1979-dbx5hqg.png
 
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