The main goal of this mod - make new textures as much as possible close to original but with new shaders and 2K resolution. (from scratch using Substance texture software)
The mod has PBR materials (it used in all games u see today) for Quake 2. It has Albedo, Roughness, Metallic and Emissive.

All textures, materials made from scratch.


If you love the original style and color pallet of Quake 2 and want to play the game with TRUE HD Textures - that mod is for you. I will try to make new textures as soon as i have free time and passion. At this moment i have already remade about 200 textures.

This mod works properly ONLY with Quake 2 RTX.



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Today i want to discuss some difficulties during texturing process over the Quake 2 retexture. I spent already so much time and tried different approaches for making new textures for Quake 2...

The first one was - high poly modeling sheets inside 3dsmax. Then baking it to quad plane and then texturing in Substance Painter. It actually worked but after some time i realized that this pipeline is too time consuming and not professional at all.

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The second one - making heightmaps (it generates all main maps like normals, curvature and ao) inside Substance Designer which i should use from right from the start. It has flexibility and keeps stable results, easy to change, much faster for making tileable textures. When you learn how to work in the Designer (may be hard at the start) - you will gain so much after. I already have library with all possible shapes and forms which could be seen on original Quake 2 textures. By playing with it i can make new textures much faster.

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After Quake 2 RTX release i realized that i should work with it primarily cause it has full PBR and ray traced lighting method.

Though even RTX build has PBR, differencies between Substance rendering and game engine still present. Even when you are happy with what you see in Painter - it not guarantee same visuals in the game.

That`s why i am trying to develop master materials - something like BASE material that will suit Quake 2 art style and make all other textures from this. It will help me a lot to make retexture much faster and whats more important - keep consistency overall.

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The material is a smart material inside Substance. It has basic metal, grunge, rust, dust. It is still in development, but when i will be happy with end result - all progress will gain a lot of speed and all struggle will gone.

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At this moment almost every single one texture throughout 3 first levels of Quake 2 is done. It means that first beta release is not too far. Of course, people who have not RTX cards will sadge... but i will convert all textures also for Quake 2 XP engine. (but this release will be not so soon).

Quake 2 RTX - PBR Textures

Quake 2 RTX - PBR Textures

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Quake 2 RTX - PBR Materials. New reworked textures with original design for Quake 2.

Comments  (0 - 10 of 48)
Hicks233
Hicks233

It's a shame to see the original game project ending as the relighting of locations was looking great, but good luck with shifting over onto the rtx release.

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diolator Creator
diolator

no worries bro. all these textures will go to Quake 2 XP engine too, but after RTX release. its not big of a difference to make materials for both engine versions.

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ShadowArm
ShadowArm

if the textures are in TGA or PNG format with the original texture name, they work at any source ports that supports it.

Imgur.com

this is on YamagiQ2

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Hicks233
Hicks233

It was the relighting that really grabbed me that you were working on. The textures are looking great, the changes to the lights though and the atmosphere were particularly nice. If I can work out the process it'd be good to have a try at furthering that.

It's been years since I tried working with Quake 2's map files, back when it was Worldcraft editor. I'm guessing it would require decompiling the original maps, fixing up any errors in the decompile, then adjusting/adding/replacing the light entities to then recompiling the map?

Again though, really beautiful work you're doing with the game. It's great to see Quake 2 getting some love.

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diolator Creator
diolator

for Q2 XP you dont need to decompile anything. You can place light actors ingame using special editor. After placing light actors you bake them into lightmaps (though they still would have dynamic shadows also).
for Q2 RTX you dont need to do anything. there is no any kind of light actors. you cant change light placements but you can change color and intensity of lights by editing emissive masks and material parameters. crazy ****.

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Hicks233
Hicks233

I'll have to have a try with that and see what I can do. It's been at least 15 years since I did anything with Quake 2 maps. The changes to the Warehouse maps that you were working on were what really stood out to me, having a try at something like that could be fun to do.

I tried out the RTX release of the game and while technically superb, it somehow just felt ...lacking? Compared to the atmosphere of the original release.

Don't work too hard on this! Make sure to have some fun.

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diolator Creator
diolator

Lighting in RTX build will be reworked too! I have controls of intensity and light colors. I changed it already. Atmosphere is fixed. I know you may have seen that stupid Nvidia presets with overbright and stupid colors. After some tweaks i must say it already looks as good as it was in Quake 2 XP build.
Though you can always play Q2XP if you prefer lighting i did before.

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Hicks233
Hicks233

Don't work too hard! You'll burn yourself out.

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diolator Creator
diolator

how do you know that i can burn myself? O_0

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Hicks233
Hicks233

It means to not work too hard that you get tired from all the effort it takes. There's a lot of work to do with retextures.

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diolator Creator
diolator

Yeah it happens to me sometimes. But mostly i stop hobby projects when i am too busy with work.

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