BBMIP 18ish

I guess I’ll try this again one last time…

Been doing a lot of work for SP/MP. Probably got another 30-40 models done (just an estimate). I thought I was through with all the consoles but one kept bothering me, especially the old keyboards on them…SO


Remember the rules and please don’t derail :wink:

Ahh, I’m glad to see you’ve decided to keep going with these! :smiley: Looking great, as ever!

Really glad you took these back up, it’s always nice to gain some insight in the work you’re doing :slight_smile:
Love the details on the console, the only apparent flaw I can see right now are the bits where the paint is scratched off, the low resolution really shows there. Otherwise, really great!

Mmmmmm, sexy. Thanks for starting this up again!

It looks that way because I tried to use the original texture as a base for the cabinets, that way it didn’t screw up the scene. So that stayed the same with a lot of edits for the new bits (it looks low rez even though the texture is 1024x2, the cabinet is very long). Apparently when these were modeled the first time all of the models had backs and bottoms even if they were never turned over or seen from behind (the aquaconsole in QE is a good example). I actually redid that one for bounce and left the original alone. They were given a huge proportion of the UV map. So on the redo if possible they got deleted and that left holes to place new stuff. I guess the takeaway for modelers/texture artists is figure out what detail you really need and decide which pieces get the biggest portion of the UV. One way to kill your model (console) is to have gauges that are super small and very blurry. Here is another example. I was playing around a MP level and was trying to help improve things that could be modeled or make new textures and noticed one of Valves old pipes. It was pretty 2004 looking. Lots of 5 sided nuts/bolts and no AO and terrible texture. It just so happens we had redone some pipe sets the week before so they looked super out of place. When I looked at the original asset they had basically done a quick projection unwrap and piled all the cylinders into one pile and everything else into another (kinda like a jigsaw puzzle). Took about an hour to rearrange the UV so where I could get enough detail where I wanted and yet not look bad at 1024. I managed to do it without overlapping UV islands which are really hard to do sometimes so the AO really helps the prop.

Dayum dat pipe

I love the coffee rings on the console… even if they were there before. :stuck_out_tongue:

Welcome back Brian :slight_smile:

The consoles look great :thumbsup:

Another sample of work work from the last several weeks…prop for MP

Teech me 2 grunge metal plz

I’m probably wrong about this, but that hatch reminds me of a certain pipe in a certain map that dispensed a very unconventional weapon.

Also that wear and tear is beautiful.

Hmmmm…no idea what you are referring to.
Did this this morning to match all the others.

Ddo is your friend…and a huge time saver. Once you play around with all the setting and get what you like you can save it as a material and then just use it on any model you want to have look similarly aged. You can just tweak it to be different. Each time you run the material it will be randomly different too so it doesn’t repeat. Or you can get really fancy and try substance painter…takes a whole lot more work though.

Very nice!

A couple others.


These all look beyond amazing! Thanks for showcasing all of this for us plebs.

Is this a bunch of smaller models or just one big model?

One model.

Looks nice. Posting here so I actually get notified of new posts.

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