
If I'm not taking pics outside, I'm probably building environments inside game engines. Senior Level Artist | @liongamelion Lead Env Artist | @Proj_Borealis
Croatia
Joined April 2010
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"Terminal Gardens"
Deep below the street, inspection drones examine the remains of a fallen droid while everything above carries on as usual.
Built in Source 2 using Hammer & S2FM.
#EnvironmentArt #GameArt #LevelArt #LightingArt #Source2
Replying to @artificeofbees @Ehsan_Ebr
Yes, you can export your meshes from Hammer without any issues, and the hotspotting data is preserved since all of the edits are encoded in the mesh’s UVs.
Replying to @Ehsan_Ebr
I think it mostly comes down to preference. Both are great tools, but Source 2 Hammer really shines when it comes to building architecture. Its mesh editing workflow feels very intuitive, and the hotspotting tools make modeling and level iteration incredibly fast.
Every time I see something like this, I'm reminded why Hammer is still my favorite tool for creating environments.
Prior to being hired by Valve in 2022, Chuck Wilson, the company's current level designer, recreated Ravenholm in Source 2 as a personal exploration project.
"The opening to Ravenholm seemed like it would be an appropriately scaled project to tackle. I started by loading up Ravenholm and taking tons of pictures of the opening area, and reacquainting myself with the look, feel, and scale of the space.
From the ref I was able to deduce the scale and re-block it out with Hammer 2's modeling tools. After I got the whole space blocked in, I decided to make some compositional changes to the space to better guide players to the zombie and to the eerily lit sawblade shack. Once the composition was adjusted, I switched to detailing and diving into some of the new features Hammer 2 had to offer.
I walked away being blown away at how powerful these tools are for Level Designers, and even more so if you are a Level Designer with some environment art background. These are easily my favorite tools I have worked with to date."
Replying to @AntonioInMotion
Thank you! Took me a couple of weeks, mostly working on it over weekends and late evenings. Not sure about the exact hour count though.
Replying to @k_azovsky
Thank you! Source is fantastic, give it a try for sure!
Replying to @k_azovsky
Unfortunately, the Half-Life: Alyx branch is currently the only one with a fully functional and stable version of S2FM
Replying to @k_azovsky
Thank you! I’m using the Half-Life: Alyx branch of the Source 2 tools
A quick breakdown of how I created "Night Shift".
Built in Source 2 using Hammer and S2FM.
#EnvironmentArt #Source2
"Night Shift"
February 12th, 2:03 AM.
A quiet winter night somewhere on the edge of a decaying residential block, in a not so distant future.
Created in Source 2.
#EnvironmentArt #3DArt
"Night Shift" 🌙
A quiet night shift somewhere on the edge of a decaying residential block, in a not so distant future.
Built in Source 2 using Hammer & S2FM.
#EnvironmentArt #GameArt #LevelArt #LightingArt #Source2











