Added: 1 month ago
From: unbrokenjack
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  • NIce! :D

  • @obonic Thanks! ^^

  • .. why so bad texture quality..

    ... why not walk around like in first person?

    .. Why so blocky lightning quality?

  • @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. :)

  • @Littlemeister Even doing it multiplayer so many ppl would walk at the same time in there. That would been really cool :)

  • @Littlemeister The video quality is the issue here.

  • 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 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.

  • Beautiful...

    You made the Source Engine look new again

  • that source vid is fucking amazing.

  • 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!)

  • @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 <3 Architecture.

  • Oh, hey god, ummm can I please have Hiyougami back?

  • Download link? :D

  • wow... it is beautiful

  • Inhumane, artificial, fascinating and devoid of warmth- perfect for academia. 

  • 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.

  • I ain't gonna lie. That looks pretty sweet

  • whats with the stupid post processing effects?

    Cool map, but doesn't need glow

  • Awesome dude.

  • So that's what you been working on in sdk =P, I demand Optimize D:<

  • @ytvisgreat17 It's optimised. The Ambient Occlusion my card uses will be the problem, if there's any lag.

  • mirrors edeg FTW

  • it's beautiful nice work man keep it up

  • That is amazing dude! And people say Source is outdated, who the hell are they to talk with stuff like this being done!

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