I've always wanted to do a workflow tutorial series for Hammer Source of this photo reference:
Now, I have finally completed this project using Source Engine:
If you visited this site within last few years, you probably had seen this image pop up in various blog posts. I took this reference on a road trip from Florida to Oklahoma.
Original idea of this environment was going to be for Left4Dead version of Hammer Source. Unfortunately, it never became a project or a tutorial series.
But the desire to have this reference re-created as a game environment never went away. So few couple of months ago I began working on it using CS:GO SDK version of Hammer Source.
Now, the project of the "Abandoned House" from the photo reference above is done. I documented the entire process of how it was created from beginning to end to share with you.
It is a 5-part tutorial series that can be applied to any game environment you create with Hammer Source. Every video has been sped up and I talk through all the steps of the process and extensive detailed notes have been provided with each tutorial. I will be using CS:GO SDK version of Hammer Source, but any Hammer Source version will work with this tutorial including Team Fortress 2, Half-Life 2 and Left4Dead series.
5 parts of the series include:
In this 1st part of the series you will see the entire BSP block-in process of an abandoned house environment. BSP block-in is the first and probably most important development step that starts you off to create your game environments.
In this tutorial includes:
Click here for "Abandoned House" Workflow Part 1/5 - BSP Block-In Hammer Source Tutorial…
In this 2nd part of the series you will see the texturing process for the "Abandoned House" environment.
This tutorial includes:
Click here for "Abandoned House" Workflow Part 2/5 - Texturing in Hammer Source Tutorial...
In this 3rd part of the series you will see the detailing process for the "Abandoned House" environment.
This tutorial includes:
Click here for "Abandoned House" Workflow (Part 3/5) - Detailing in Hammer Source Tutorial...
In this 4th part of the series you will see the process for displacement (terrain) and foliage (trees, shrubs, grass).
This tutorial includes:
In this 5th and final part of the series you will see the process for beyond the house sections, lighting, color correction, fixes and compiling.
This tutorial includes:
Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact
All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.
Template powered by w3.css