Doom Wiki
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* [http://janizdreg.pp.fi/images/doom/Models%20-%20Arch-Vile.jpg Arch-Vile model]
 
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Arch-Vile.jpg Arch-Vile model]
 
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Cyberdemon.jpg Cyberdemon model]
 
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Cyberdemon.jpg Cyberdemon model]
* [http://janizdreg.pp.fi/images/doom/Models%20-%20Mancubus%20&%20Spiderdemon.jpg Mancubus & Spider Mastermind models]
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* [http://janizdreg.pp.fi/images/doom/Models%20-%20Mancubus%20and%20Spiderdemon.jpg Mancubus & Spider Mastermind models]
 
* [http://romero.smugmug.com/gallery/480/1/14482 ROME.RO Photo Galleries: Baron of Hell model]
 
* [http://romero.smugmug.com/gallery/480/1/14482 ROME.RO Photo Galleries: Baron of Hell model]
 
* [http://romero.smugmug.com/gallery/480/1/12524824 ROME.RO Photo Galleries: Doomguy model]
 
* [http://romero.smugmug.com/gallery/480/1/12524824 ROME.RO Photo Galleries: Doomguy model]

Revision as of 04:12, 12 April 2008

Seven Doom characters were built as sculptures during Doom & Doom II development. The first models - the Doomguy, Baron of Hell and Cyberdemon - were sculpted by Adrian Carmack. Working on them proved to be more time-consuming than he expected; for this reason, id Software eventually hired Gregor Punchatz to build the rest of the models (the Arch-Vile, Mancubus, Revenant and Spider Mastermind).

Translating the modeled characters into the game was a relatively straightforward task. The sculptures were first captured from eight different angles using a video camera. The scans were then finished by rescaling, recoloring and animating them in the Doom engine's 256 colour graphics format. This procedure saved Adrian and assistant artist Kevin Cloud a lot of work, as they only had to draw a few character sprite sets from scratch.

External links

See also