June 22, 2011

Progress!

Edit: Images not working right now, I'll fix them soon

May 27, 2011

Update

Sorry it's been so long, I'm away from my monitor and tied up with work, so I've not had much time to do any mapping. I've mainly been working on porting models, I think I've found the right scale now, just need to work on getting the emissive maps working. Anyway, here's a taster, featuring a test logo.


May 04, 2011

BioShock 2 Textures

I've ported some BioShock 2 textures for gm_rapture, all are bump and specular mapped. I'll probably release them at the same time as the map.


April 28, 2011

Update and gm_rapture

Source SDK is now up and running on my laptop, and now I've added Day of Defeat props in which should make the rapture map easier. Speaking of which, here's an underwater test:

April 26, 2011

Update

I recently had to reformat my PC, so it'll be a few days before I can reinstall Source SDK. When I do, I'll post some more pictures of the BioShock map, and my attempts and custom textures.

April 13, 2011

BioShock Map Started

After finding a load of great reference images, I decided to start working on a BioShock map. The window, running water and caustics are all made by different people, but the poster textures were created by me.

March 22, 2011

Lighting the Hallway

I've been looking for ways to light my hallway, and so far the destroyed ceiling approach seems the best, since it manages to maintain the abandoned look. A fire may also work, although I still need to decide on a source for the fire.

March 13, 2011

Freecity Textures Test Map

Taking a break from my abandoned school map, I decided to play around with Hiyougami's excellent Freecity textures, downloadable here.

March 07, 2011

Hallway Progress

I've now expanded the hallway a little, added another room and what I think is a pretty cool destroyed section. I tend not to use displacements in my maps very much, so this was a bit of a learning curve. Again, lighting is just there so you can see what's going on, I'll probably add some floodlights in later.

March 06, 2011

Detailing a hallway

Inspired by this tutorial, I decided to have a go at creating a simple corridor and just detailing the hell out of it. I just threw a bunch of light entities in for the compile, so I'll post more pics when I've got the lighting how I want it.