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>> No.7258231 [View]
File: 192 KB, 1166x1716, clay_doomguy.jpg [View same] [iqdb] [saucenao] [google]
7258231

>>7258224
There's no way to prove your history with the game, so why should I believe you?
>blood is a great game
Isn't that enough of a reason to see people talking about it, or are you the only one allowed to? Why are you trying to gatekeep a game you haven't even played?

>> No.5003628 [View]
File: 192 KB, 1166x1716, clay doomguy.jpg [View same] [iqdb] [saucenao] [google]
5003628

>>5003613
For what, the original Doom by iD Software?
No, they'd use a proprietary program called "Fuzzy Pumper Palette Shop", and a lot of the graphics were digitized photos of props and models.
https://doomwiki.org/wiki/Fuzzy_Pumper_Palette_Shop

For instance, Doomguy, Baron Of Hell, Cyberdemon, and the two original zombies, were sculpted out of clay, on a poseable wood doll, they'd use a high quality camera (for the time) to take shots of each pose from eight angles, then they'd work those over with their image editing software.
The clay would often break when changing poses, meaning the sculpts needed to be repaired frequently, so that's why they hired Gregor Punchatz to make properly poseable models made out of latex, with steel skeletons.
A lot of the guns were just toys and stuff they picked up at Toys R' Us, with Kevin Cloud posing them in front of the camera, wearing leather gloves.

So the lighting on a lot of graphics looks distinctly photorealistic, because a lot of it was made from digitized photos.

>> No.4492089 [View]
File: 192 KB, 1166x1716, clay doomguy.jpg [View same] [iqdb] [saucenao] [google]
4492089

>>4492058
Id handpainted some monsters (probably the Imp and the Caco), drew over a dinosaur toy for the pinkie, and made some monsters by sculpting modeling clay onto poeable artist dolls.
The last one was actually quite problematic for them as it was difficult to pose those dolls (as they're really not very good for that), and the clay kept breaking off, meaning parts would have to redone, this is why Doomguy and the Zombies have sort of stiff walks to them, and why some parts of the Baron is very slightly different on some frames. The Cyberdemon seems to have worked out the best for this and is very consistent and clean.

Eventually, Id hired Gregor Punchatz to make monster models, he would put together easily posable steel skeletons, and dress them in latex skins. The Revenant, Mancubus, Arch-Vile and Spider Mastermind would be done this way, and these models ended up far more consistent.
There's a bit of b-movie charm to digitized latex monsters IMO.
Gregor's father, Ivan Punchatz, famed painter and artist for Heavy Metal magazine, as well as numerous publications and book covers, was hired to paint the cover for Doom.
For Doom 2, Gerard Brom (another painter of similar school and fame of Punchatz Sr.), would paint the front cover.

>> No.4076102 [View]
File: 192 KB, 1166x1716, clay doomguy.jpg [View same] [iqdb] [saucenao] [google]
4076102

>>4076080
The original model used to make Doomguy and the zombiemen was actually a wooden art pose doll covered in clay, which was then sculpted.

The idea was to have a precise and detailed model that was easily reposable, and this sort of worked, but it was kind of difficult to get a pose which wasn't stiff (because as you can see, he literally has a stick up his ass), and often the clay would break (this was all also the case for the baron and cyberdemon).

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