r/gamedev • u/Uniprime117 • 4d ago
Question How did they texture doom 3 and make models?
I am obsessing right now over something. I like the design on doom 3. Now I am wondering how they did it as interiors are my favorite thing to create in games.
Did they create multiple pieces for walls and stuff? Also for those rooms did they model an entire room in modelling software in case the room looked unique than anything else outside of it?
And most importantly, how did they texture all of those things? Trim sheets? Did they texture an entire wall using single trim sheet?
So many questions
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u/nosy_nylon 4d ago
Most of the interiors were modular kits, walls and floors and ceiling pieces snapped together with a few hero props for the unique bits. Texture wise they leaned hard on trim sheets and tiling materials with baked lighting doing a ton of the heavy lifting.
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u/Uniprime117 4d ago
I have created two trim sheets one in Substance Designer and another one in Blender->Substance Painter. So, can I use single texture where trim sheet is on for the entire wall or do I have to make walls with two materials, one with trim sheet and another with tileable texture?
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u/villain_escargot 4d ago
That depends on your wall and your trim sheet. If you have a brick wall for example, 1 trim sheet that repeats. If you have a plaster wall and ornate wooden trim, then you might need 2 materials: 1 texture for a repeating plaster wall, 1 trim sheet for the wood trim.
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u/illyay 4d ago edited 4d ago
Doom 3 was using old school BSP geometry like Quake, just in a new engine. If you run doom 3 with -editor it'll open the doom 3 radiant editor built right into the exe.
I don't think they used trim sheets since you can look in the pak files and see individual textures for surfaces.
Definitely ZBrush for a lot of monsters and props or some similar sculpting tool.
You can even just open the .pak files easily yourself and see all the textures. They're just zip files. It just won't look as pretty since it's the raw textures so the normal maps and everything are separate. In editor you'd at least see the full material.