Most shader systems can support this, using Mirror. Usually shaders use Wrap, but there's also Clamp and Mirror too, and sometimes some others. For example ... http://msdn.microsoft.com/en-us/library/aa915185.aspx
Added some more stuff to the polycount wiki while I was waiting for some renders. http://wiki.polycount.net/Diffusely_Convolved_Cube_Map EarthQuake also added some things, good AO example, how to map metal, etc.
Hmm.. when I look at the new trees, it seems as of the lighting is painted on a little too strongly.. I'll try to show an example later of the method I use if you want, even if you decide not to use it. :)
If for example buildings, cars, characters etc are all shared by several games, it would lower production-time and cost tremendously. And it would make non-generic art styles more expensive than generic ones.
I like the scratches - but they have no depth. Need to paint on some high and low lights near the edges to bring them out a little more. I painted up an example for you. It's subtle, but it'll help.
qute! may i guess that there will be sweet love between the young rider and the princess? If we are doing recommendations i would like to name Robin Hobb and her books, for example the farseer trilogy. Kicks ass!
Hmmm it wasnt meant to be offensive, at least not to you so I have no idea why you seem offended. Anyway heres a better example of making a diy cintiq; http://www.bongofish.co.uk/wacom/wacom_pt1.html
There's no info about what games the levels are for, what polycount target, what texture res is being used etc... etc.... The one 'published' example says nothing about where it was published. Info would be nice.
This is a good example of a brute-force method to model those indents in, you just need a good deal of geometry to support them. Check the wires that he posted. http://boards.polycount.net/showthread.php?p=896985#post896985
I've had pretty good luck with transparency mapped polys for the hair. Here's a couple viewport grabs of an example, one with transparency turned on and the other with it off so you can see the mesh. Rendered image: