Map04, outdoor area largely complete with the bridge at the back, lighting and details are yet missing. This is at the point where I can build the below-ground parts of the level and start doing props/static meshes.
Map01 slowly creeping toward layout completion. It’s got the detail brush treatment, lots of brushes converted to patch meshes, and today I began turning brushwork into static meshes for editing in Blender. This will allow for added detail and of course meshes are reusable. I had hoped to complete the layout already, but building all the cramped meandering “maintenance tunnels” took more time than I anticipated. Sometimes brushwork turns into a chore.
Static meshes. I exported the stairwell from Radiant to *.obj, loaded it into Blender for UVmapping and exported back to Radiant as an *.ase model. The q3map2 compiler can bake *.ase meshes directly into the BSP, including collision and lightmaps.
What this means is that I can now export a lot of brushwork to Blender for refinement, then bake the resulting models into the BSP. I can simply sketch out geometry using brushes, then finish it in Blender, much like you would do when mapping for UDK.