The article has a footnote about Voxel Doom, but more about Voxel Doom's environment approach and not monsters:
> Now that I’ve laid out all this context, I want to give a shout out to the Voxel Doom mod for classic Doom. The mod’s author replaced the game’s monsters and other sprites with voxel meshes to give them more depth, some very impressive work. Then, in late 2022, he began experimenting with using parallax mapping to add voxel details to the level geometry. This part of the mod didn’t look as good, in my opinion — not because of the author’s artwork, but because of the fundamental limitations that come from using parallax mapping to render it. This mod wasn’t the inspiration for my project — I was already working on it — but seeing the positive response the mod received online was very encouraging as I continued my own efforts. ↩
It does say though that the approach supports animated doors and stuff so combined with mesh and texture flipbook I think it could be used for original doom looking monsters too, but sharp curvature areas I think have the most artifacts with shell mapping and he mentions limitations to the meshing of levels so maybe not.
> Now that I’ve laid out all this context, I want to give a shout out to the Voxel Doom mod for classic Doom. The mod’s author replaced the game’s monsters and other sprites with voxel meshes to give them more depth, some very impressive work. Then, in late 2022, he began experimenting with using parallax mapping to add voxel details to the level geometry. This part of the mod didn’t look as good, in my opinion — not because of the author’s artwork, but because of the fundamental limitations that come from using parallax mapping to render it. This mod wasn’t the inspiration for my project — I was already working on it — but seeing the positive response the mod received online was very encouraging as I continued my own efforts. ↩
It does say though that the approach supports animated doors and stuff so combined with mesh and texture flipbook I think it could be used for original doom looking monsters too, but sharp curvature areas I think have the most artifacts with shell mapping and he mentions limitations to the meshing of levels so maybe not.