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Hammer Source CS:GO SDK "Abandoned House" Workflow


Kyrah Abattoir
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Warning this is NOT a video serie involving blender or any other modeling program, it was a video serie made for the source engine map editor. That being said, I believe it showcases general good practices and a lot of good ways to approach environment construction that is focused on getting the most out of texture recycling, (without baking lighting).

YOU CANNOT USE VALVE HAMMER EDITOR TO MAKE MODELS FOR SL (but you can still watch this and learn a few things)

While BSP brush modeling is pretty different from Blender, 3dsMax (or other modeling packages), this isn't so much about the "technique" and more about getting the best out of good textures that can be recycled across multiple projects, or as part of a "set" of matching structures. Architectural work is typically where texture recycling gives the best results.

Note that the "detailing" video adds a lot of props, but those props are typically reused many many times in multiple maps, so you might want to keep props "light" and leave the final user of the house do his own decoration. Adding too much can sometimes make your product less useful in the end. THere is still a lot of very important elements such as those floor borders and stair details, which help to make the environment more belieaveable and cost very little to render.

The landscaping part is not so useful if you are just making the house but it's always interesting even if you're just decorating and trying to make your parcel look unique.

 

The last part is mostly about lighting and framing the playable space, but again, this can be extrapolated as a creative way to set boundaries between your parcel and the parcel nextdoor that doesn't necessarily involve huge privacy walls. And hell, might even be pleasing to your neighbor?

 

Edited by Kyrah Abattoir
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