Greetings folks! This is my fist time posting my work in Polycount. Doom 3 is one of my favourite games. Some people love it, some people
hate it...In my case I´ve got incondicional passion for this title. I
really admire the amazing talent and work that industry artists such as
Kenneth Scott,
Seneca Menard,
Kevin Cloud and
Adrian Carmack did
for this game. This is the reason why I decided to do this scene. In
fact, I really wanted to do this project many years ago, but never had
the time neither the energy... But finally, I did it!!
The location of this room is based on one of the first
Maintenance Area
of the game from Mars City. In terms of Environment Art, I really
wanted to keep all my focus on the tipical high-tech industrial and
grimy panels, wall sections, props and the overall and charismatic
architecture/dark lighting from the Union Aerospace Corp. (UAC)
If you remember the game; geometry poly-count was very low due to the
fact that the 80% of meshes were casting real-time shadows, and this,
regarding vertex count it was very expensive for that time...
So, in my case, I reinterpretated all these assets again and I modelled
and textured everything from scratch, which it has been a huge and
meticulous task.
I added a lot of polygonal extrussions and played around with
silhouettes and high-fidelity PBR shaders. I had the chance to
experiment a lot with
Normal Mapping and
Parallax Occlusion Map.
I used 3dsMax for base high-poly modelling and ZBrush for final
detailing. For texturing, I did a basic texturing pass within Substance
Painter and final polishing with Photoshop. The whole scene has been
rendered with
Marmoset 3. I think that It worked pretty well. Hope you like it!