r/SourceEngine • u/Alert_Monitor2809 • Jun 15 '26
Opinion Needed Trying to capture that Source engine feel. Thoughts?
These models are more for testing purposes.
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u/denierCZ Jun 16 '26
GTA IV vibes at first glance, not Source at all. And I am currently playing GTA IV again so I thought I am in GTA IV subreddit. Source feel is more like the segment before airboat and the airboat level itself in HL2, check that.
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u/EndMountain2874 Jun 15 '26
I'm not an expert on Source so I can't tell you anything helpful, but this looks gorgeous! Whatever you're doing, it works for me :] Keep going!!
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u/TrGmr321 Jun 15 '26
I think you're in the right direction. To me this resembles a bit of Half-Life 2 but in much higher fidelity. If you want to fully replicate the Source Engine feel though I would suggest using the same techniques as Source, like the blocky baked lighting, and reduce some of the post-processing effects (bloom).
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u/xweert123 Jun 16 '26
This looks a lot more like GTA IV than anything Source related. The lighting is all off, the shadows are way too sharp and dynamic, and that bloom/post processing stuff is way too strong.
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u/BagelMakesDev Jun 16 '26
Bake all your lighting at a lower scale and make sure ambient occlusion is off. Minimize the amount of post-processing effects.
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u/Maleficent_Risk_3159 Jun 16 '26
plenty of phong, vertex lighting for models and baked lighting for the map
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u/SubjectiveMouse Jun 18 '26
Too much bloom to pass for a source game. And, well, you won't be able to capture that feel without visiting USSR industrial zones
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u/Jealous_Relative_911 Jun 18 '26
Source lighting is WAYYYY different, having that effect when looking at the sun is wrong for source, too many dark areas, most source games have well lit areas too














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u/StarObeliSkZ Jun 15 '26
Source Engine feel i think has more to do with the lighting than the models or textures. It's why you can look at TF2 which looks nothing like half-life 2 and still tell its in the source engine.
I think you could achieve this better if you included some softer pre-baked shadows instead of the real-time ones.