Doom

idTech 6 features a decal sytem quite different from previous iterations. We used decals with alpha and normal information but the diffuse, specular, gloss, and emisive values were completely hueable and offered a lot of versatility. I used stamps for storytelling, texture blending, adding surface wear, and darkening areas to direct player path or focus to POIs. Very big thanks to Lear Darocy and Philip Bailey, id's Environment Lead and Environment Artist/ Stamping Lead.

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Hovering over each image will show scene stamping, clicking on each picture will reveal stamp nodes in unlit mode.