Not long ago Doom Eternal appeared on the shelves, and it disappointed me, even though I didn’t expect anything from it, I’ve never been a fan of this series, but I know what contribution this shooter has made to the industry and I understand perfectly well why people might like this game. The reason for writing this text was the technical part of the game, or rather the hackwork of the developers in terms of graphics execution, in my personal opinion, the view of a beginning 3D artist who has a good idea of ​​the technical processes that will be discussed. Let me note right away that I will not talk about the game as a whole, its gameplay or plot, this is not a review, this is a little cry from the heart and a little tediousness.

First, a few words about design – the industry has long had quite a few cool concept artists and environment designers, but some studios still think that adding a bunch of incomprehensible elements is design. Maybe it worked in the eighties, but now I want to see a more professional approach, unfortunately, Doom eternal is completely built on the idea – one, two and in production – both in design and execution.

(in order to prevent enemies from interfering, I used a cheat for endless lives)

Another small clarification – I do not condemn the low resolution of textures in games, I perfectly understand the technological side of the issue, I am offended by how the developers are indifferent to textures within the same object, both super-clear and super-soapy textures can coexist on the same mesh, no one even tried to mask the seams on the UVs, and the UVs themselves were sometimes done using automatic unwrapping and some even simple objects consist of a dozen UV islands.

There is a fairly simple mesh, but judging by the joints of the textures, you can understand that the entire object is cut into pieces, the work of automatic unwrapping is immediately visible, the fact is that auto unwrapping algorithms are far from perfect and sometimes even uncomplicated models are cut into illogical pieces, if unwrapping was done manually, then only one cut would be made on the inside and everything would unfold into one strip and there would not be these joints on the texture.

Many people may say: “Why are you walking around with a magnifying glass, nagging, this happens in all games?.»

This is certainly true, but Doom is not the only game in which I walked and stared at the textures through a magnifying glass, but many projects, even with a huge open world, passed my test with flying colors, this does not mean that they did not have mistakes, of course there were, but there were many fewer of them and they were not so daring, usually developers try to maintain the quality bar

Dishonored 2 is very https://nonukcasinosites.co.uk/review/royal-oak-casino/ neat

There are no complaints about Uncharted 4 either, everything is at the highest level.

In the Order of 1886, artists were generally so enthusiastic that on the lampposts you can even read the name of the workshop where this pillar was made, but just by playing it is physically impossible to see, only using photo mode.

Batman Arkham knight I hung out for a very long time, looking at the environment and everything there is very cool, both design and execution.

But now let’s go back to Doom Eternal.

Here are examples of fairly large objects and the approach is very devil-may-care.

This is a finger on the hand of some giant, he is holding a weapon, the handle of which needs to be run. My graphics settings are set to absolute nightmare, it looks really terrible. In the pictures, the joints of textures are very clearly visible, and clear textures border on soapy. But all this could have been avoided relatively easily; in order for the textures to be the same in resolution, so-called texels are usually calculated – this is a value that is the ratio of the texture size (in pixels) to the dimensions of the 3D model in the scene. It may seem difficult to understand, but in fact, experienced artists are already able to determine by eye what resolution textures need to be made in order for everything to look uniform, joints on UV can be avoided, in Substance Painter, for example, if maps are projected not in UV mode, but in Tri-planar mode, then the seam disappears.

The walls that need to be climbed and which the player will certainly see in full screen are also not very good quality, all this could have been done much more accurately.

Below is an example of suitable material from Uncharted 4, it looks much nicer.

A few more screenshots from the hero of the occasion.

In general, to summarize – Doom eternal looks like a game from 2007, and all because of rather stupid mistakes typical of people who have just started learning software for 3D modeling and texturing, experienced artists do not do this, examples from other games are proof of this, I can assume that the design of this game changed dramatically during development and the artists had to redo everything in a hurry, and no one was chasing accuracy anymore, maybe also, in order to save money, novice specialists were brought in, like me, who did a lot of things, in any case, creating a game is a rather complicated process and even the world’s developers cannot do without mistakes, but when playing games you feel when people tried and when they didn’t, and unfortunately Doom eternal looks like the developers were not interested in creating a high-quality environment, and by the way, the weapons and monsters are made well,I’m not saying anything for them, well, the tree turned out well too.

Perhaps this is just my nitpicking and only I see all these shoals.

DOOM Eternal

Best comments

A typical rookie mistake is getting hung up on the little things. Why make a good environment in a high-speed shooter if your goal is to make the player move to the limit of human capabilities?? Uncharted is a different matter, it goes more into cinematography, and there poor elaboration of the details of the environment affects the player’s immersion and cinematography, so resources were thrown into the environment. Because the player will look at them. He calmly walks around the city, etc.d.
DOOM Eternal is a different matter. Why do something carefully if the player will rush around the arena as if scalded, seeing nothing but monsters?. That’s why all the landfills went to monsters and weapons. This is the compositional center of the game, this is what is important. I’ll even tell you this – DOOM Eternal was made according to the canons of academic artistic drawing. WHEN there is something important and that is what is being worked on, and the rest in the background is less developed, with less clear lines to highlight this important thing.
If you are a beginner 3D artist, understand composition and compositional centers.
In Doom Eternal I see competent management in the distribution of resources.

Perhaps there is some truth in your words, but my personal opinion is that no compositional centers justify a hacky approach to everything else, if you are a professional and can easily make the modules fit together seamlessly, do so, and it doesn’t matter whether it’s a whirlwind shooter or a leisurely adventure, there is an opportunity to look around in any case. In an academic drawing, they “write off” the unimportant and thereby highlight the important even more – this is certainly true, but the drawing in front of you is all at once and then everything works, but in the game, alas, it is not entirely possible to achieve such an effect by focusing on the environment, a person begins to perceive this as a flaw and not as an idea to highlight the gameplay, you know, if they did the same thing just a little more neatly, and I would also say that it would be a competent distribution of resources, but when I see seams on an object that are half the size of the screen – I can’t perceive this as an artistic design.

Plus. I don’t deny that the details mentioned in the post are poorly done, but I played through the entire game and didn’t notice any of this, and wouldn’t even have known if it weren’t for this post.

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