What do you think?Īlso it seems like static light baking with very soft shadows and plenty of GI baked into the scene also helps with that look. And most of the time, really dialling up the roughness of the materials (they mostly look matte) and not overdoing their specular maps. To me it seems like they use simple materials with Albedo + Normal/Bump + Specular. Hello Unreal community, I’m trying to get some opinions on what you think makes the best techniques for achieving that late-90’s / early 2000’s Half Life 2 texture/aesthetic.
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