Damn, whats with the FoV? For a second i though the texture was ridiculously streched. edit: looking at the picture in a new window makes me confused now.. whats up with the texture towards the entrance? Is it angled or am i tripping balls?
It's not angled at all. That's the simple effect 90° FOV has, especially on widescreen. Well I am not planning to stop with that one texture.
So after quite some back and forth, wading through the shitty dev wiki and starting Empires over and over to check (because for some reason HLMV doesn't get the lighting right), I think I finally finished a satisfying VMT file. I also tweaked the maps a bit. I also reduced the texture size to 1024². That means it's 1/4 as big as before. The only thing where you notice the reduced resolution is the normal map for some reason. I was also able to remove one map from the whole thing, because it didn't seem to have any effect. Normal View angle: Low view angle: Top down angle: Same angle with flashlight on: Prone on surface to show resolution:
i feel like a dick for liking the old texture. maybe its because of the surroundings are not in high resolution. or it might be that its lighter than the old texture
Lighting's borked at the part that covers the entrance, but the wall you're pointing at looks slick and fits the floor.
The lighting is not borked there, that's rim lighting. That's the same light pass that causes the yellow reflection on the floor. It's mostly influenced by the level's cubemap and ambient light. I only shows at grazing angles. The base color for the floor texture was directly picked from the original texture. Sure I can make it more dark. It's also supposed to be some kind of fiberglass/plastic. It's not like you can really tell with Phong shading anyway, since basically everything is a dielectric. Oh also Smithy I wanted to ask you: I made some utilities for Source for Substance Designer. I could give those to you, if you want them.
One is a template for new graphs with basecolor, normal and phongexponent output. The other is a node to convert base color, normal, roughness and ambient occlusion to those three maps automatically. It basically saves you some channel juggling.
I still say that the lighting is pretty bad and unrealistic, jarringly so. But I like the wall materials a lot, after a second pass they actually look fitting everywhere.
Since you don't seem to like it, this is without the rimlighting. You just have to set $rimlight in the vmt to 0.
You mean that it basically reflects the global lighting despite being inside? Yeah that is one thing I also don't like, but can't do anything about right now. I would need an Ambient Occlusion map for the whole building to mask that out. Also I noticed, that the light source in mvalley is actually not aligned with the sun flare.