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CS2 Textures


Josh
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@Andy90 @reepblue

I took some screenshots from CS2 for reference. I am not sure how these are made. One thing I do notice is the all the textures are pretty desaturated, which probably helps prevent odd colors from standing out.

Another interesting thing is they use a much higher resolution for small metal details, like a diamond plate floor or chain link, then they use for a concrete wall. I am guessing those textures are probably just one small piece that repeats at a high frequency.

I don't really have any conclusions to draw from this, it's just some info you might find interesting.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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I think in cs2 the use an much higher polycount then in the old games. So the use much more details. I posted an screenshot below

image.thumb.png.bb7ccee4add7073c1cd4da989cfc9e41.png

image.thumb.png.25106b43303dafcef296aa56f9d83b1d.png

 

In modern games, the environment is much more than simple boxes or geometric shapes. For this reason, I recommend using 3D models instead of brushes. Brushes are a holdover from the early days of game development, when people wanted to quickly and easily create level geometry directly in the engine because there were few specialised 3D programs available. At this time, 3DS Max was one of the few useful tools, and Blender did not play a significant role in the industry.

Today this has changed. With Blender, we have a free, extremely powerful software that is capable of creating AAA-quality assets. Thanks to the continuous development of Blender and its community, developers can create highly detailed models and textures that meet the demands of modern games.

I see this in my own project, Nuclear Frontiers. After talking to some friends, I realised that the lack of detail on the surfaces of my buildings was a problem. In order to create more realistic and appealing environments, the textures must be much more detailed. Modern players expect a high quality of textures, normal maps and other surface details that go beyond simple geometric shapes.

image.thumb.png.2adedee1f41ccb93bac27c244dac52e3.png

in the screenshot you can see what i mean. The wall within the blender screnshot has a bit more details and it looks more interesting than just the block from the gas station. 

 

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We are going to use CSG for the basic layout of the scene and then populate it with mesh details. This will provide the most reusability for people to modify the scene or make something new from it.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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