BBMIP: Part 2

All depends on the model. For the servers I used probably 5-10 reference images pulling bits from each. I made a cabinet and each individual part 1 time then UV mapped them. I then baked a AO map. Then I just copy pasted all the different parts into the final bits. For texturing I the build up layers to get the effect I want. These are sandwiched between either 2 AO layers or UV map outlines or both. CG textures is a great place to find base textures. I usually have Photo shop and toolbag open and switch between them to see how the texture looks. I wasn’t one of the texture artists who learned HL1 era texturing by painting all the highlights and shadows. I usually make the normal map as I go with nDo2 in PS and crazybump. These are also used to render cavity maps and additional AO passes as needed. Then its just light highlights and grunge. Hope that answers your question.

Nice work!!! I cant wait until this is out.

It absolutely did! Thank you very much. It’s always nice to learn about everyone’s different creative processes.

Is someone looking at downsizing the ridiculously large 5-level beige lateral filing cabinets? You need a step ladder to reach the top drawer.

I for one am glad this blog thread is available. I think the fanbase has been eager to hear what has been going on, even if it only represents a small piece of the internal activity.

No and please try to stay on topic. People tend to think this blog is a place to get all their questions answered. …it’s not. The last thread and this one got a bit off topic. If it keeps doing that I’ll just post and lock the thread.

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.