What I adore is the texturing of the rocks. I though imagine it pretty easy, apply the white wear where the edges are. Do you export wireframe for that?
it is indeed very easy,
there are (7)seven different rock formations, all have their origin from tf2 hammer, they are cylindrical brushed modified with the clip tool (as you can see in the alpha versions of this map), then exported as dmx, then imported into maya (or whatever 3d app you like), merged and uv mapped, each rock has its ao baked with a displacement reference to simulate the shadow from the ground in the map - with the purpose of making it look more embedded in the scene (...totally premium, nobody else care for this...)
regarding the wear, a few years ago I would have painted it by hand, or map it to a premade texture,
in this case I used a awesome photoshop addon called ddo from my mates at Quixel* (they are somewhat branch standard, together with other similar software);
to get a edge wear mask:
1. load the mesh in ddo (starts from photoshop), I did fbx2014/2015
2a. for the pro: create a new material and make your dynamask (...then tweak it, if you have to)
2b. for the lazy; choose a existing smart material, find the alpha channel from your edge mask, then copy it
x. paste it into your baked ao, diffuse or other texture
x. use filter setting in photoshop to combine them into something you like
x. save as tga (32 bit for alpha)
x. import in VTFEdit*, this is the current vmf setting I have for my rocks:
"VertexLitGeneric"
{
"$baseTexture" "dewm/dewm_rock_d"
}
// Created With MESA 2.1 by www.puppet-master.net in Maya 2018 - 1337 edition
props to faceless for mesa, visit puppet-master.net fo mo info (this is not advertising) and nem for the rest!!!!! NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEM!
*link to quixel
**link to VTFEdit