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ChriZANdri RotH
Приєднався 12 лис 2018
My name is Chrizandri Helene Roth a.k.a ZanZan. I live in the central north of Namibia. I love and practice any sort of art, anything from playing guitar, piano, flute and singing to writing stories and music, drawing, photography, dancing, gaming, Blender, model railroading and railfanning. Welcome to my channel!
Blender to Render (Half-Life 2: Route Kanal)
Final product: ua-cam.com/video/XDpCVI_oEnw/v-deo.htmlsi=JPtpixJFLHljja1r
While working on my project I decided to compile this little video of my progression shots I took while making my Half-Life 2 Route Kanal series. Kind of like a little 'behind the scenes' look. There are also some comparison shots with the original scenes from Half-Life 2. Nothing technical in this video so don't expect a tutorial but I'll briefly explain how I make these scenes:
I convert the .bsp maps to .vmf format using bspsrc then import them with the Blender add-on Plumber. It will basically import everything from the map (textures, skybox, hdri, lighting, models, etc). Then I start replacing textures with the upscale versions by deeppurple1968 and since not all the original textures have specular or normal maps, I generate them myself using Crazybump or njob. Then I start adding extra geometry to the scene like the windows for buildings, beveling, 3D grass, etc. Then I start replacing the original models with those from HL2 Remade Assets, HLA Assets or other lore friendly community models. A lot of the time I also improve the original models if I can't find any replacement. I use Crowbar and VTFEdit for the conversion of the models and textures and the Blender Source Tools to import them into Blender. Then I start animating whatever I want animated (like the Citadel, Scanner, trains, etc.) A lot of tweaking goes into the lighting of the scene and adding extra lore friendly details. Then I render. After that I use the original sounds of the game and manipulate them where necessary with Audacity.
Programs used:
Blender (Plumber, Blender Source Tools), BSPSrc, VTFEdit, GCFScape, Crowbar, Audacity, Wondershare Filmora, Krita, Paint.NET, PhotoScape X Pro, Crazybump
Other Credits:
Half-Life 2: Remade Assets, Upscale Textures (deeppurple1968), Half-Life Alyx Assets, Red's HD Citadel (texture used for the lights on the Citadel), Combine Remastered APC, VALVe
While working on my project I decided to compile this little video of my progression shots I took while making my Half-Life 2 Route Kanal series. Kind of like a little 'behind the scenes' look. There are also some comparison shots with the original scenes from Half-Life 2. Nothing technical in this video so don't expect a tutorial but I'll briefly explain how I make these scenes:
I convert the .bsp maps to .vmf format using bspsrc then import them with the Blender add-on Plumber. It will basically import everything from the map (textures, skybox, hdri, lighting, models, etc). Then I start replacing textures with the upscale versions by deeppurple1968 and since not all the original textures have specular or normal maps, I generate them myself using Crazybump or njob. Then I start adding extra geometry to the scene like the windows for buildings, beveling, 3D grass, etc. Then I start replacing the original models with those from HL2 Remade Assets, HLA Assets or other lore friendly community models. A lot of the time I also improve the original models if I can't find any replacement. I use Crowbar and VTFEdit for the conversion of the models and textures and the Blender Source Tools to import them into Blender. Then I start animating whatever I want animated (like the Citadel, Scanner, trains, etc.) A lot of tweaking goes into the lighting of the scene and adding extra lore friendly details. Then I render. After that I use the original sounds of the game and manipulate them where necessary with Audacity.
Programs used:
Blender (Plumber, Blender Source Tools), BSPSrc, VTFEdit, GCFScape, Crowbar, Audacity, Wondershare Filmora, Krita, Paint.NET, PhotoScape X Pro, Crazybump
Other Credits:
Half-Life 2: Remade Assets, Upscale Textures (deeppurple1968), Half-Life Alyx Assets, Red's HD Citadel (texture used for the lights on the Citadel), Combine Remastered APC, VALVe
Переглядів: 562
Відео
Half-Life 2: Main Menu Concept (Route Kanal) - Blender
Переглядів 2,4 тис.21 день тому
This is the Main Menu version of my main compilation just for the fun of it: ua-cam.com/video/XDpCVI_oEnw/v-deo.htmlsi=OQtdJWMEjGrzq3hu If you're like me, you might have spent hours just staring at the main menu backgrounds of Half-Life 2. I recreated and added the Half-Life 2 main menu as an overlay over some of the scenes from my Route Kanal series that I recreated in Blender. Programs used: ...
I Dream of City 17 (Half-Life 2: Blender) - Compilation of My 'Route Kanal' Series
Переглядів 2 тис.21 день тому
This is a compilation of my Half-Life 2: Route Kanal (Blender) series that I also uploaded as several separate videos over the past few weeks. This is for the fans, like me, that loves the sights and sounds of Half-Life 2 (and Alyx). I started with this project to improve my skills in Blender and to scratch an itch I've been having to see what my vision of a 'remastered' version of Half-Life 2 ...
Half-Life 2: Route Kanal (Scene 03) - Blender
Переглядів 1,3 тис.21 день тому
This is my final scene of the Route Kanal series. I want to move on to other Blender projects but still have a lot of ideas for Half-Life 2 that I want to get back to. Ever since playing Half-Life 2 for the first time back in 2004 the atmosphere of City 17 and some scenes took my breath away and just stuck with me. This scene in particular is very dear to me. When playing Half-Life 2 I would al...
Half-Life 2: Red Letter Day (d1_trainstation_06) - Blender
Переглядів 841Місяць тому
Ever since playing Half-Life 2 for the first time back in 2004 the atmosphere of City 17 and some scenes took my breath away and just stuck with me. Now as a little homage for the 20th Anniversary I am attempting to recreate these scenes in Blender. I am adding more detail and higher quality models, but I still want the render to have the charm of the Source Engine rather than going too 'cinema...
Half-Life 2: Citadel on Alert - Blender
Переглядів 3,2 тис.Місяць тому
While busy finalizing my third Half-Life 2 Blender scene I wanted to test my Citadel animation up close and decided to turn it into a short scene. The animations aren't really meant to be viewed this close as the Citadel will be in the distance in my third scene, but I felt it came out alright for this scene. Did a bit of quick sound editing and decided to upload it. I can't even imagine seeing...
Half-Life 2: Route Kanal (Scene 02) - Blender
Переглядів 1,1 тис.Місяць тому
Ever since playing Half-Life 2 for the first time back in 2004 the atmosphere of City 17 and some scenes took my breath away and just stuck with me. Now as a little homage for the 20th Anniversary I am attempting to recreate these scenes in Blender. I am adding more detail and higher quality models, but I still want the render to have the charm of the Source Engine rather than going too 'cinema...
Half-Life 2: Route Kanal (Scene 01) - Blender
Переглядів 1,8 тис.Місяць тому
Ever since playing Half-Life 2 for the first time back in 2004 the atmosphere of City 17 and some scenes took my breath away and just stuck with me. Now as a little homage for the 20th Anniversary I am attempting to recreate these scenes in Blender. I am adding more detail and higher quality models, but I still want the render to have the charm of the Source Engine rather than going too 'cinema...
Look more haunting and gargantuan than original
Amazing! You actually did what I wanted to do a long time ago in 2018, but I dropped 3D for Lighting art and Level Design 😅
you should make one inside the citadel
goated fr
"this will be half-life 2 in 2016!" -some half-life 2 fan
Oh man i love this game so damn much ! . Every now and again i still play it . . So much effort used to go into games, before pay to win, pay to play became the norm for the new generation of gamers who prefer cheating, over actually getting good at a game . . and you obviously like spending £70 on half complete games nowadays with the rest of the game locked behind expensive micro transactions making the average game cost 4x as much as it did back then . . Thanks for destroying the gaming industry you idiots 🤦♂️ . Thanks for being the reason they never made halflife 3 or C&C generals 2 ! 😡
Very cool! :D
wawie, half life scene in blender
This is how I remember Half life 2 looking when it first came out. Nice job!
The Razor Train at 4:00 must be real important to have 4 razor engines on one train.
peak!
Are those birds following the strider at the end? It's a nice detail.
@@melc311 Thanx. And yes... They follow the strider. Kind of got the idea from War of the Worlds.
files?
cycles renders pls
@@hman2875 think of my poor PC before mentioning Cycles :P It will take a very long time to render these in Cycles unfortunately. I tired it after optimization and it takes ages.
Very cool 👍
Very cool!
I once imported the strider model in Blender and I found the animation set really confusing as it was all very short motions. How did you figure out the sequence of movements?
@@simongravel7407 This is actually just one animation set tied to the armature of each of the striders with some offset so they don't walk in sync. I think it's the WalkN animation. You'll notice that it's the only animation playing and the video cuts before they stop or go into an idle animation. I too still have to figure out how to properly blend the animations from one set to another, because in the project I'm currently working on I want Striders climbing down into the canals of Water Hazard.
@chrizandriroth101 Thank you for the tip! Yeah, I definitely understand the challenge of doing something with the other animations. I don't know if they're bugged out or if Valve wrote some script which calls on the right anims depending on context.
@simongravel7407 Source kind of handles the blend between animations automatically. Source 2 has an amazing system as well to blend animations. Still way above my knowledge and skills at the moment.
Wow, wonderful! I thought of remastering scenes from Half-Life 2 in this fashion. You beat me to it!
If not a tutorial in the video (not that we need it if there's a description), then maybe you should consider opening up your own blog about this and other projects!
Great work again! Thank you for showing us your progress! 🥰
Thanx
Watched all the videos and only in this one did I notice that there is no motion blur in the animations. Is this to match the game visuals? I thought it was Cycles, very surprised it's Eevee!
You are correct... there's no motion blur in any of the animations. Reason is I wanted a nice crisp image to match the game, but also because I still don't fully understand implementing it correctly, so I just left it. I played around with the settings to test it but wasn't satisfied. I still have to watch some tutorials on it. I'm still literally learning as I work on these projects :)
@@chrizandriroth101 It's great! Good luck with it
Awesome ! Do you render objects and layers by passes and then assemble them later via compositing ? Scenes look so complex I wonder if Blender is able to render it all in one go ? Thanks in advance for ur answer, a fellow modeller :)
Thank you... Each scene was rendered in one go actually. I still have to learn to render in objects and layers by passes the more complicated I am now starting to create scenes. On average, it took between 6-14sec to render each frame and average 3-6 hours depending on the complexity of the scene on my 3070ti. I do a lot of optimization to ensure faster render times. That's why I'm also a big fan of Eevee because you're still able to render complicated scenes on moderate hardware and it still maintains that 'gaming' look.
@@chrizandriroth101 Yes, with the latest updates Eevee wants to use more and more often!
incredible
Looks cool, and good work with sound
Very well done!
On the last scene, the way you used the train sound where the sound of the train engine passing is paired with the doubling up of the Razor Trains consist was absolutely perfect. It never made sense to me why the engine sound was in the train moving audio. It’s not like the train cars themselves make the sound of an engine. Only the engine does. Because well, it’s the engine. This is absolutely a perfect video.
Thank you for noticing that and the compliment. Creating the sounds for these scenes, especially the trains, is a lot of fun, and from the beginning I wanted two sets of Razor Train consists together and I knew the sound would work perfectly. Even little details in the previous scene with the Razor Train up close I synced the sound of the wheels as they moved over the joint of the rails and made sure the train sounded and felt powerful.
Hello. I really liked what you did, keep it up)
@@SOLOG-m4y Thank you!
wow, are those white and red Beta striders?
@@bloomingpain-flower7074 Actually no. It's the striders from HLA. I think the way the sunlight falls doesn't clearly show their HLA colors.
valve need to implement this.
Very very good
y’know this is exactly what half life 2 remake should look like if it was remade on source 2
@@davibaggicorreia Thank you! To me that's the best compliment
I'm curious: has anyone spotted the two sightings of our mutual fiend... the Gman?
@@chrizandriroth101 nope
I'm curious: has anyone spotted the two sightings of our mutual fiend... the Gman?
I saw him on his way into the station, but i've yet to find the second.
found the second but I won't tell
I can't wait to see other main menus or really anything you are working on
Thank you... I am already well into the next project and it's more ambitious than these ones. You kind of play the character of a scanner floating around the first map of Water Hazard seeing the aftermath of Gordon that passed through there moments earlier.
@@chrizandriroth101 That's a great idea! Looking forward to seeing it, good luck!!
Will we get soldiers patrolling the scenery one day?
I am still learning and improving my skills with animations. Even after importing the default animations, you still have some work to do to 'connect' the different sets of animations. The next scene I'm working on I'm adding Civil Protection, so I hope I nail it.
Damn, missed a perfect opportunity to make the scanner blind us.
The Scanner in the first scene actually blinds you. I didn't want to overdo it with the scanner blinding you again the second time. 🙂
@chrizandriroth101 omg, im literally blind. So sorry about that 😭
0:57 I love how you got the scanners moving across the city, that's dope
In the original game you see them flocking out of the Citdael so I thought that after a while you should see them moving over you to the rest of the city. Glad you liked it.
I love this citadel model, though they really messed up the cables, they look weird
I actually wanted to improve the cables, especially where they connect with the Citadel but found it unnecessary when you only see the Citadel in the distance for most of the renders. I wasn't planning on rendering up close like this and kind of forgot about it.
I just now realized those black dots that come out of the citadel are scanners....
This is very nice. Has that playful 2000s game feel. Especially the moment at 1:03 where the drone kind of breaks the 4th wall and interacts with the "main menu camera". Would be also really fun if it requested you to click "load game" but that might be too playful for Half Life.
The 2000's era of gaming was my favorite and I'm glad it feels like a 2000's era. That idea of the scanner kind of requesting you to click 'load game' is kind of cute and nice. Or if it hovered next to the main menu and kind of followed your cursor as you explored the main menu and clicked on things.
Add a video to the steam workshop as a replacement for the maps in the original
That would be nice... but I have no idea if it is at all possible to mod this in as a video playing in the background of the main menu in the game.
cool
This is good
I always seen them cute, like hopper mines
Looks like could have HL: Alyx/Source 2 atmosphere and graphics
i wonder how it would look like in cycles
I actually played around with rendering it in Cycles, but it was going to take much too long to render. Plus, I wanted to keep the render close to the look of the Source Engine and Eevee was a good choice for that.
Oddly peaceful.
City 17's atmosphere has always been 'oddly peaceful' to be. Maybe that's why I love it so much.
I would never say how that video make me love this annoying creatures like that scanner at 3:50. The way scanner at 3:53 get scared by cameraman so silly, like this bots actually have something we can called feelings. And after this he even bumped next to gate. This well done animation!
Thank you very much. I've always seen the scanner as somewhat sentient.
what is everything used?
What do you mean exactly?
@@chrizandriroth101 the mods
@@Turtle_guy1131bro it's Blender
@@Turtle_guy1131 For this 3D render I mainly used converted Half-Life Alyx assets and remade assets from the community found on Gamebanana.
@ ok ty
I wonder how you imported all of the assets into blender. It's quite obvious for the maps, but the objects... did you import them one by one? Or was there a way to convert the textures and the models into needed format automatically? Also I really like that you put effort in adding geometry where it was replaced with normal in the hl2 textures. The windows, the roof tiles and even the metal sheets look amazing with actual depth on them
Thank you very much! Importing the decompiled maps through an addon for Blender called Plumber basically imports everything (light sources, models, overlays, hdri, etc) and even the correct textures and their coordinates. So, I know exactly where what is when starting the scene. Then I start decompiling models with Crowbar and importing them through Source Tools for Blender one by one to replace the original ones. Mostly models from HL2 Remade Assets and Alyx. Then the textures I convert to tga or png and import them. That can take some time. Most of the time goes into optimizing the map and imported models, adding geometry, improving original models that I can find no replacement for, turning basic brushes into detailed custom models (like the rooftiles, etc).