The open-source game engine and graphics engine for multiplayer, cross-platform, real-time 3D action

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PostPosted: 2006-05-12, 19:21 
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Joined: 2006-04-14, 21:11
Posts: 108
Location: Zürich, Switzerland
A very WIP Axe, made in Silo :roll:

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

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PostPosted: 2006-05-12, 22:35 
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Joined: 2004-08-19, 15:56
Posts: 177
Location: Germany
Much better than the first one !

Be carful with that texture tutorial, this is the classic method. Its good for models without normalmaps or specularmaps, because its all drawn into the texture itself. But its always a good idea to learn this anyway.

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PostPosted: 2006-05-13, 12:16 
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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

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PostPosted: 2006-05-13, 13:14 
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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.

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PostPosted: 2006-05-13, 18:52 
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Not really WIP but also not important ;)

http://www.mapping-tutorials.de/forum/s ... tcount=587

Wfr, Sindwiller

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PostPosted: 2006-06-10, 19:47 
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Joined: 2006-04-14, 21:11
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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! :D

Wfr, Sindwiller

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PostPosted: 2006-07-15, 11:22 
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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

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PostPosted: 2006-07-15, 11:30 
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Joined: 2004-08-30, 10:38
Posts: 302
Location: NRW, Germany
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

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PostPosted: 2006-07-15, 22:59 
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Quote:
Anyway, good work, maybe some tree stumps ("Baumstümpfe") are needed so if you don't mind


Its still WIP ;)

Wfr, Sindwiller

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PostPosted: 2006-07-28, 10:44 
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Joined: 2006-04-14, 21:11
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Location: Zürich, Switzerland
Can i post also non-CA3DE related stuff? :roll:

Wfr, Sindwiller

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 Post subject:
PostPosted: 2006-07-28, 11:11 
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Joined: 2004-08-19, 13:46
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Location: Germany
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.

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 Post subject:
PostPosted: 2006-12-11, 16:29 
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Well people said that these forums are quite unused right now.

Let's change this :P Here is some content I did for the upcoming techdemo!

Image

Image

Image

Image

Image

Image

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