http://forums.steampowered.com/forums/showthread.php?t=1335621 http://www.shacknews.com/onearticle.x/64594 i dunno, but if you are a fan of both you might wanna preorder...
heya!! thanks for looking at this post! it's been a while since i posted anything on polycount, but i wanted to get to posting again to just share my process and possibly get some feedback while i'm at it (: this project is gonna be from an idea that i sketched out in my sketchbook earlier this year, and i'll be sharing…
"If you want to dive back into the spirit of that era you'll get a kick out of the Vertex ebooks, still available to download." Cheers for sharing these are indeed gems, was oscillating between vfx and gamedev at the time so only had issue # 1 (cos of that mech on it's cover : ) also in my mind, not unreasonable too…
[ QUOTE ] "This movie contains some of the nicest frags from Quake 3 Arena." JoKa, GQ1 Featuring 68 players. 13 months of work, over 1500 demos, more then 1 TB of HD space used. Hundreds of hours of editing. Enjoy. [/ QUOTE ] http://www.own-age.com/vids/video.aspx?id=6212
So the game I'm working on now at Neversoft is wrapping up soon. I wish I was able to have been here earlier to have contributed more, but there is always the next round! IGN's first impressions: http://ps2.ign.com/articles/642/642020p1.html In game footage of gameplay: http://media.ps2.ign.com/media/747/747966/vids_1.html…
@Sergey Romanenko Not sure if you have corrected the shading issues next to the gas tank, but I would try and get rid of those tris and re-route your topology from your gas tank flap to the bottom of the bumper. Because the spacing of your polys on the bumper are waaayy larger in comparison to other areas.