It's from SabiCube, a fork of the Cube2 engine. The crosshair is one of the few things I havent changed... yet ;-)
I'm not trying to take credit for Cube2 and/or Sauerbraten, and besides giving credit in my project readme-file, I also mention it on both Github and moddb.
Oh... I haven't heard it mentioned as geometry before, but there are many things that are new to me :-)
I haven't had much luck with norm/spec maps in Blender, I use them in my game-engine, but GLSL is a can of worms for me, I cant even get cullface to work, so it's something I'm used to do as a last step after I have exported to a format I can use in the game.
But still, it would be nice to see the end-result when I'm working in Blender, so I'll have a second look at it, and see if I can figure it out.
EDIT: I have uploaded the normal-map I use in my game, if anyone would like to play with it.
Thanks for the input, it looks great, but I'm not sure what you mean by geometry, are you talking about something like subdivision surface, and if so, doesn't that raise the poly-count?
I havent been able to find a fitting wood texture that was better. I was going for a mahogany-like look, but it doesnt fit the used look of the leather.
@Calinou
It's from SabiCube, a fork of the Cube2 engine. The crosshair is one of the few things I havent changed... yet ;-)
I'm not trying to take credit for Cube2 and/or Sauerbraten, and besides giving credit in my project readme-file, I also mention it on both Github and moddb.
https://github.com/sandsound/sabicube
http://www.moddb.com/mods/sabicube
This is realy beuatiful artwork, but I wouldnt call 30.000 tris for low-poly ;-)
Oh... I haven't heard it mentioned as geometry before, but there are many things that are new to me :-)
I haven't had much luck with norm/spec maps in Blender, I use them in my game-engine, but GLSL is a can of worms for me, I cant even get cullface to work, so it's something I'm used to do as a last step after I have exported to a format I can use in the game.
But still, it would be nice to see the end-result when I'm working in Blender, so I'll have a second look at it, and see if I can figure it out.
EDIT: I have uploaded the normal-map I use in my game, if anyone would like to play with it.
Thanks for the input, it looks great, but I'm not sure what you mean by geometry, are you talking about something like subdivision surface, and if so, doesn't that raise the poly-count?
@Duion
Thanks.
I havent been able to find a fitting wood texture that was better. I was going for a mahogany-like look, but it doesnt fit the used look of the leather.
@gnudist
I have made three different versions, but have some problems keeping the polys low (about 600).
Can you use any of them?
@gnudist
Any special items you'd like to see?
I'm making an interior-pack, and these are beautiful, thanks for sharing.
Thanks :-)
@mcc00055 Thanks, and yes, there should be ridge caps (yay... I learned a new word today :-) ) I'll try adding them tomorrow.
I also have some normals for the textures if anyone's interrested.
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