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Null1

1 wishes · 2 comments

Wishes by Null1
Comments by Null1

a lot of the stuff he says in the video was used more back in the 2000's, which, i guess that's retro now. But really i say this with a lot of things like, if you want to learn an artstyle for games you should find a moddable game that has that style and make stuff for it. I think half-life 2 is not a bad start for this. Especially when it comes to things like terrain. Watch some hammer tutorials and try to understand how these things work, ideally before trying to bring that experience over. I understand it's not something you'll hear from a lot of devs but it's really for the best to dedicate some time in gamedev towards actually understanding how older games worked, not just watching videos but like, actually being curious about the process and inner workings of games.

in the meantime i suppose i have a couple of sites i can send your way

http://www.poopinmymouth.com/tutorials/dirty-textures-tip.html

http://www.poopinmymouth.com/tutorials/texture-theory-tutorial2.html

https://polycount.com/discussion/183285/texturing-in-the-early-2000s-how-did-you-do-it

https://environmentart.wordpress.com/

http://wiki.polycount.com/wiki/Polycount
(big old treasure trove of stuff, lot of outdated links)

on Source style tileable texture pack · Feb 23, 2026 at 12:45 PM

Had to create two accounts on accident since my password went through wrong and the "forgot your password" option wasn't working.

Wanted to take note that most of source's level assets are more photosourced textures, whereas the quake community uses a lot of procedural materials. I think if the goal is finding more tiling materials it's going to be harder since it seems most devs are forced to learning substance nowadays, so everyone's expected to build everything from scratch. For what it's worth i think Half Life Alyx and CS2 also uses phototextures extensively as well, and there's a lot of good websites for those.

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