The VFX of DOOM
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Milwaukee US   17, Jun — 22, Jun
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Latest comments
by koffee kingston
1 hours ago

There are different ways through which you can do this crafting of 2D into 3D like of scalling, shearing. https://errorcode0x.com/fixed-dell-printer-error-016-302/ helped me to get the best way to do this.

The reason this hashtag started was that there was a guy in Japan criticized the company behind pokemon(gamefreak) saying that their 3D artist are useless. and skilled 3D models would be able to be made in 5 minutes. He mentioned that you can do 800 pokemon each in 5minutes so close to 60 hours will be only needed. and if they can't do that, they are not worth the salary. and 3D modelers took this as a challenge. Resulting in 3D modelers doing modeling / sculpting in various 3D software.

by Jack
4 hours ago

Don't know if you're still having this issue but it's fixed by enabling "Specify Manual Texture Size" and then playing with the "Manual texture size" input until it seems right.

The VFX of DOOM
15 March, 2017
News
It’s kind of hard to figure out if iD Software is more of the technological company or a game company. They are making some amazing games for sure and DOOM is one of them. Yet, they also build some astonishing technology, breaking the barriers of game optimization and making DOOM run with huge FPS on PS4 and other consoles.

One of the coolest things about DOOM was obviously the amazing set of VFX. A lot of them were done by the lead VFX artist Wirginia Romanowska from id Software. Most recently she published her showreel, demonstrating some of the coolest effects she did for the project.

Wirginia worked on a bunch of games in addition to DOOM, including Watch Dogs, Assassin’s Creed 3, Split/Second and a game on ‘Pirates of the Caribbean – At the World’s End’. She works with Maya,3dsMax, RealFlow, Photoshop, After Effects and Houdini!

If you’re interested in the development of DOOM, check out these interviews with DOOM’s environment artists:

Environment Design: Making Things Look Cool – Robert Hodri 

Environment Design: Modularity, Color & Composition – Felix Leyendecker 

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