BBMIP 16

Very little to show for the last several weeks…we are VERY busy at work. I did get a 4k monitor and have been using it lately to multitask. I did manage to do a few things today. Brought the security console (and the corner one) up to the rest of the games standard detail wise. If you have a good memory or sharp eyes you should spot the differences.

Good. XD

Glad to hear from you again! As always, remake looks fantastic.

Nice work bk! As always :slight_smile:

Here’s the original model for anyone who wants to compare:
https://i.imgur.com/FMLyDac.jpg

Overall the texture looks much nicer, and the model itself seems to be a bit smoother on the dials. The baked AO really makes a difference! :slight_smile:

Also the joystick was removed.

Frank did the original texture which I had saved on my external. I just removed the cartoony over scaled bolts. I did the original normal map and it was just a texture conversion at the time. That was like 9 years ago and a lot has changed, so that was redone. I added an AO map and redid all the knobs and keyboards except the rectangular lights/buttons. I recessed the small screen in the center of all the buttons and made it animated. It’s a subtle change but looks a lot better I think. If I can I’ll dDo pass it.

Looks really good!

If it’s animated, maybe we gonna see G-Man appear as Easter Egg

Nope just scrolls.

Merry Christmas! Work is now mostly done on this redo.

“Help us!”
“I don’t wanna die…! I DON’T WANNA DIE!”

Good job, Gordon, throwing that switch and all? I can see your MIT education really pays for itself.

I remember in hl1 you could press the use key on one of the scientists as they fell…

“AHHH good morning gordon AHHHG” CRASH… and then you would climb down there and get the goods.

Those models look really good. Happy holidays.

Merry Christmas, everyone!

Various tweaks to the weathering etc…also rendered an lightmap and added it to the texture. I think it looks much better than before.

It looks out of place on the left with the color contrasts in the environment. Great work though.

Edit: It looks like that because the elevator is a higher resolution than the surrounding textures (from what I can see)… I’m a little curious, are you also doing environmental textures (such as the metal walls) in addition to props?

I’m not redoing textures most of ours are 512. There really is no need. I did do some for the game…all the rocks and some sand ones and a few tile variations.

Fair enough.

I think what’s making it pop isn’t the resolution, rather that it’s grey as opposed to the surrounding pale yellow. I like it, though, not everything has to be perfectly matching, so long as it fits.

The original was really blurry and shared a lot of UV space. I made this one larger and has a 2nd UV set for all the outer details on top and bottom. I made higher rez because you can get really close and detail needs to stand up. Hard to keep the detail when you have a top, ceiling, floor and bottom that needs detail. I solved that by modeling the details in on top and shrinking the top and bottom. Also this one shpuld light better due to the increased poly count. Might be why you think it pops…

Seems like every time I run through some level I find a prop that bugs me. I did the original version of the wall computer texture and it was terrible, one of the first textures I attempted. The model needed attention and scaling as it was about 50% the size of the other monitors and keyboards. Part of the issue I had with it was there was no computer powering the station. Problem solved.

“Get AWAY from there Freeman! I’m expecting an important message! Heather in the Biology Department is supposed to email me back. Heh…heh…snort…”

That looks great!

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.