@Littlemeister The textures are at a 1024x1024 resolution, wood planks at 2048x512 - that's four times as many pixels as many of Valve's best textures.
This is a montage of clips showcasing architecture, inspired by Alex Roman's "The Third And The Seventh".
Direct lighting is blocky in places due to having to compromise between visual quality and file size - the cross-beams in the roof have a large surface area. Due to Source's limitations, lightmapping had to be used.
@unbrokenjack 1024x1024 doesnt seem so much, for such a big building... im not an expert but, the concrete should have way higher resolution. But maybe you have an old computer?
And how about walking in first person.. that would been cool. :)
@SnoweyMan111 Please tell me why! :) I already know that the corner parts are too wide and the wood-plank balconies aren't tall enough, plus there's no floor.
Source? Nooo, don't try lying to me, I know this is real... you found some awesome library somewhere and recorded this. At least that's what it looks like.
@NatPJ1 Please tell me how I can get a camera to hover around in mid-air. (If you want to see something truly spectacular, however, watch The Third & The Seventh, link in description!)
How do you get such realistic lighting? Do model in hammer and export to blender or whatever you use to get ambient occlusion and textures and then bring it back into hammer from there?
Also I would really love to walk around in this map. Its a work of art :D
@WeatbixZ The ambient occlusion is realtime; if you have an Nvidia card you can enable it in the Nvidia Control Panel for your chosen game, as long as it's supported. Also what makes the lighting so smooth is using texture-lighting for interior lights (see my tutorial or the VDC Wiki), and relying on natural light bouncing around the space.
NIce! :D
obonic 1 month ago
@obonic Thanks! ^^
unbrokenjack 1 month ago
.. why so bad texture quality..
... why not walk around like in first person?
.. Why so blocky lightning quality?
Littlemeister 1 month ago
@Littlemeister The textures are at a 1024x1024 resolution, wood planks at 2048x512 - that's four times as many pixels as many of Valve's best textures.
This is a montage of clips showcasing architecture, inspired by Alex Roman's "The Third And The Seventh".
Direct lighting is blocky in places due to having to compromise between visual quality and file size - the cross-beams in the roof have a large surface area. Due to Source's limitations, lightmapping had to be used.
unbrokenjack 1 month ago
@unbrokenjack 1024x1024 doesnt seem so much, for such a big building... im not an expert but, the concrete should have way higher resolution. But maybe you have an old computer?
And how about walking in first person.. that would been cool. :)
Littlemeister 1 month ago
@Littlemeister Even doing it multiplayer so many ppl would walk at the same time in there. That would been really cool :)
Littlemeister 1 month ago
@Littlemeister The video quality is the issue here.
unbrokenjack 1 month ago
After watching the original, this is terrible by comparison.
But if you don't compare the two this is amazing. And the other video is divine.
Thanks for linking me to it.
SnoweyMan111 1 month ago
@SnoweyMan111 Please tell me why! :) I already know that the corner parts are too wide and the wood-plank balconies aren't tall enough, plus there's no floor.
unbrokenjack 1 month ago
Beautiful...
You made the Source Engine look new again
NunamedDragon 1 month ago
that source vid is fucking amazing.
xalener 1 month ago
Source? Nooo, don't try lying to me, I know this is real... you found some awesome library somewhere and recorded this. At least that's what it looks like.
NatPJ1 1 month ago
@NatPJ1 Please tell me how I can get a camera to hover around in mid-air. (If you want to see something truly spectacular, however, watch The Third & The Seventh, link in description!)
unbrokenjack 1 month ago
@unbrokenjack Hmm... set up a temporary rig on the ceiling? Weather balloon? Are you a wizard?
In all seriousness, this and what it was designed based on look amazing. I would love to go to at least one of them.
NatPJ1 1 month ago
@NatPJ1 <3 Architecture.
unbrokenjack 1 month ago
Oh, hey god, ummm can I please have Hiyougami back?
Dosycool1 1 month ago
Download link? :D
ZetaVS 1 month ago
wow... it is beautiful
junkieSpoon 1 month ago
Inhumane, artificial, fascinating and devoid of warmth- perfect for academia.
Isaiah6517 1 month ago
How do you get such realistic lighting? Do model in hammer and export to blender or whatever you use to get ambient occlusion and textures and then bring it back into hammer from there?
Also I would really love to walk around in this map. Its a work of art :D
WeatbixZ 1 month ago
@WeatbixZ The ambient occlusion is realtime; if you have an Nvidia card you can enable it in the Nvidia Control Panel for your chosen game, as long as it's supported. Also what makes the lighting so smooth is using texture-lighting for interior lights (see my tutorial or the VDC Wiki), and relying on natural light bouncing around the space.
unbrokenjack 1 month ago
I ain't gonna lie. That looks pretty sweet
DeaDaR03 1 month ago
whats with the stupid post processing effects?
Cool map, but doesn't need glow
mikemayea 1 month ago
Awesome dude.
Olazaika1 1 month ago
So that's what you been working on in sdk =P, I demand Optimize D:<
ytvisgreat17 1 month ago
@ytvisgreat17 It's optimised. The Ambient Occlusion my card uses will be the problem, if there's any lag.
unbrokenjack 1 month ago
mirrors edeg FTW
777teg 1 month ago
it's beautiful nice work man keep it up
masterofsouls12 1 month ago
That is amazing dude! And people say Source is outdated, who the hell are they to talk with stuff like this being done!
AGamerVids 1 month ago