That number is based on all the industries tied to the auto industry. You have the auto engineering and production, but then you have supplier engineering and manufacturing, chemical companies, steel companies, ...
In a game engine or in a 3d package for rendering? In an engine you can use a double spec (works well on hair too). One highlight is tight, and the other spread out.
There's tons of engines and usually, the good ones cost money, and only supply the engines (you gotta do the integration). Then you gotta buy voices. With that said... http://www.nextup.com/
Wide - it's easier to work on in PS (because it's closer to your screen's aspect ratio). Although ask the engineers which is better for the engine (in which typically it doesn't matter anymore).
bizarre, but rather entertaining. and it's true we could use more diesel engines in this country--once they make our emission requirements, of course, they can be comparatively efficient engines.
basically the engine has references not the body. I created body from many references, but here are some engine references [IMG][/img] [IMG][/img][IMG][/img]
That's kind of the opposite of a solution... You're doing something weird to get these results in-engine, no matter what engine you're using, don't you want to figure out what that is?
First of all, in engine everything is triangulated. But also because it's safe. If you use that quad, chances are the triangulation will flipped on export to the engine. You really do not want that one flipped there.