Had the weird idea of baking out a façade of a level in Blender Cycles and importing into CS:GO as emission props. I have working prototypes of small levels that ended up looking hella good, usually made of one giant model with a 4k texture and color data is nicely preserved for HDR use. I want to move on to make an entire level but didnt know how multiple 4k textures everywhere (i'm talking having at most 20 on screen at a time) would impact players PCs so I decided to make a small wingman map to test out this new method. I just need to know if my maps gameplay is at least ''alright'' so that I can begin the detail process. I have some sceenshots as proof of concept and my workshop wingman map https://steamcommunity.com/sharedfiles/fi…/?id=2281876856
There are some drawbacks however like no dynamic lighting, very long render times, making changes means carefully deciding what to re-render, deciding how to chop up a level into small props, consistent texture scaling between models, collision meshes being too simple, decals not showing up on some models, and no phong shading.
However i believe this method could bring archviz level of detail or at least make the game look like one of those cool frag movie videos where everything is rendered out photorealistic. The screenshots were just to demonstrate the soft diffuse lighting and brightness range but the actual level will have proper textures and high poly meshes.