The Art of Custom DooM Graphics

There doesn't seem to be much info out there on the art of making custom graphics for DooM wads. Most of what I know I've had to learn the hard way. I've documented it here in hopes of saving others the time of trial and error that I had to go through. I can't say I've mastered this art, and I don't claim to be an expert on the subject. But I'm willing to share what I've learned in hopes of helping the DooM community improve its image(s).

Ever wonder why there are so many DooM TCs and PCs out there with mediocre to just-plain-awful custom graphics? Here's why making new graphics for DooM is not as easy at it might seem:

Hints & Tips

  1. Match your graphics work environment to the engine's rendering as closely as possible. Build a few textures and test them in the game. Compare what they look like in the game to how they look in your graphics program. Do whatever it takes to be able to view them while you work on them similarly to the way they will look in the game. There will always be enough variables to keep you guessing; minimize them wherever possible.
  2. Study the factory graphics. Scrutinize them in and out of the game. Most of them are very good, many are excellent, expecially the Ultimate DooM set. They are surprisingly difficult to match or beat in quality, utility, and mutual compatibility. Note carefully how they are laid out and what is similar between them. Use them as reference points to make sure yours are not too light (or too dark—but that's less likely), and that they fit the style (unless you're doing a TC).
  3. Once you have your basic look on a texture or flat, defile it. If it's wood, scratch and/or splinter it. If it's metal, rust it; make rust run from rivets and screws. If it's likely to be used near slime, slime it. If it's cement or stone, pock mark it, crack it, grow moss on it. The worlds of DooM, whether Phobos, Earth, or elsewhere, are places that have been damaged and corrupted by conflict and evil. Nearly all of the original DooM graphics reflect that condition. Textures, flats, and items alike are weathered, rusting, cracked, stained, scratched, clawed, pock-marked, overgrown, rotting, intermittent, emblazoned with a Hellish insignia; oozing, leaking, spewing, or filled with noxious liquid; burning, dying or dead, or some combination thereof. They are worlds infected, polluted, and corrupted; worlds in decay. If your textures look too clean and pretty, they won't fit the game, except in certain cases such as a few computerish textures, door jams, keys, etc.
  4. Think mood and emotional impact. As difficult as it is to get a texture to look "real" and believable, if it doesn't also make the player feel right, it won't be a good DooM texture. It should look brooding, menacing, or even sickening. It should inspire fear, a sense that things are not quite right, a sense of danger, dread, the willies - any mood appropriate to DooM. When you've succeeded at making the texture you were picturing in your mind, and it looks natural and believable, it's easy to forget to notice whether it looks too friendly, pretty, or nice.
  5. Unless your graphics are going to be used in a TC, make them match the original graphics. Test them in real wads where they are used in conjunction with the originals and make sure they don't look out of place. Sometimes that means making the colors stronger or paler, sometimes it means using fewer colors prominently. Sometimes it means making them less busy.
Copyright © 2005 David J. Finnamore
Orlando, FL, USA

Latest update 29 Sept 2005.