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...
[ 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.
Is there a way to disable that god awful bubble dialogue for poly operations for example? A way to make it go back to the old chamfer/extrude/inset boxes? I cannot stand this bubbly crap which does not update correctly and costs me an extra 4 clicks just to see changes I made every time I use the tools.
I'm confused. Fresnel reflection makes things more glossy at glancing angles? So on a sphere that's not perfectly smooth, would the reflections be blurrier near the center and sharper at the edges? :dizzy:
[ame] http://www.youtube.com/watch?v=4No43o7zkDQ[/ame] I wouldn't mind in game cinematics that look like that. mental ray/vray almost seem slow and dated now.