The Ultimative WIP Thread
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- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
A very WIP Axe, made in Silo
http://images.ca3de-community.de/main.p ... ewsIndex=1
Only needs skin. Ive found a very nice tutorial (in German Language) where's described how to make a texture for a Axe.
http://www.3d-diggers.de/home.php?navi= ... xturieren1
Wfr, Sindwiller
http://images.ca3de-community.de/main.p ... ewsIndex=1
Only needs skin. Ive found a very nice tutorial (in German Language) where's described how to make a texture for a Axe.
http://www.3d-diggers.de/home.php?navi= ... xturieren1
Wfr, Sindwiller
Im Working on:
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
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- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
I know that. But you must remember that, good Specmaps/NMaps dont replace well made textures. There are only additions to increase the Reality-Factor.
Wfr, Sindwiller
Wfr, Sindwiller
Im Working on:
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
Thats true
My point was not to tell whats better, but clarify that there are different ways to achive nice surfaces.
A well made texture, including baked speculars should not be combined with the Nmap/Specular method.
The tutorial works well on static light enviroments, not with dynamic lights.
Its just one of many ways to make good looking materials.
My point was not to tell whats better, but clarify that there are different ways to achive nice surfaces.
A well made texture, including baked speculars should not be combined with the Nmap/Specular method.
The tutorial works well on static light enviroments, not with dynamic lights.
Its just one of many ways to make good looking materials.
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- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
Not really WIP but also not important
http://www.mapping-tutorials.de/forum/s ... tcount=587
Wfr, Sindwiller
http://www.mapping-tutorials.de/forum/s ... tcount=587
Wfr, Sindwiller
Im Working on:
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
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- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
And another test! This time, i test *really* big maps in space style
http://images.ca3de-community.de/main.p ... ewsIndex=1
The skybox is only one texture (more are coming!) and are made by Thrawn! Thank you Thrawn!
Wfr, Sindwiller
http://images.ca3de-community.de/main.p ... ewsIndex=1
The skybox is only one texture (more are coming!) and are made by Thrawn! Thank you Thrawn!
Wfr, Sindwiller
Im Working on:
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
-
- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
A WIP-Tree. It should be so detailed as possible (for a Normal-Map).
http://images.ca3de-community.de/main.p ... ewsIndex=1
Wfr, Sindwiller
http://images.ca3de-community.de/main.p ... ewsIndex=1
Wfr, Sindwiller
Im Working on:
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
- Some Linux Bash-Scripts for installing stuff. Dont ask further questions, because i can't explain that more simple ^^
Hi,
looks great. There's only one thing I would like to point out. There is (at least for Ca3DE) no need to create trees. THe reasons for that is soon asystem similar to Speedtree will be integratedt that generates trees with the help of scripts and that is far mor effective and powerful than any set of tree models
Anyway, good work, maybe some tree stumps ("Baumstümpfe") are needed so if you don't mind ;D
looks great. There's only one thing I would like to point out. There is (at least for Ca3DE) no need to create trees. THe reasons for that is soon asystem similar to Speedtree will be integratedt that generates trees with the help of scripts and that is far mor effective and powerful than any set of tree models
Anyway, good work, maybe some tree stumps ("Baumstümpfe") are needed so if you don't mind ;D
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- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
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- Posts:108
- Joined:2006-04-14, 21:11
- Location:Zürich, Switzerland
If there is no relationship to Ca3DE at all, then please don't.
If your stuff can be used both for Ca3DE and other projects, that would be okay.
Anyways, if you don't overexaggerate, there is a pretty reasonable tolerance level.
However, I don't want you to e.g. use the Ca3DE image gallery to publish e.g. "nexuiz" stuff to foreign engine forums. Other people are paying the bandwidth for you, after all.
If your stuff can be used both for Ca3DE and other projects, that would be okay.
Anyways, if you don't overexaggerate, there is a pretty reasonable tolerance level.
However, I don't want you to e.g. use the Ca3DE image gallery to publish e.g. "nexuiz" stuff to foreign engine forums. Other people are paying the bandwidth for you, after all.
Best regards,
Carsten
Carsten
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