Yep. I've tested it with multiple GPUs connected to the PCI-express slots. I've not tested it with the SLI bridge connector. Btw, with two powerful GPUs probably you'll get better results disabling the CPU hybrid rendering, just enable the two GPUs or the CPU may slowdown the complete process.
I think you should try bridging the upper and lower halves because currently there's a giant divide between them , both in terms of value and levels of detail. Like add some pouches or tool belt or a cod piece or something so the middle doesnt stand out so much.
The water shader is looking really good now, suits the style. With the Mayan/Aztec theme you would have stuff like skulls on daggers on the beach and broken bridges over hills and broken down old/attacked boats on the shore etc. - I dunno, just thinking out loud
Cut Connect collapse chamfer extrude swiftloop Bridge Cap Boolean/sub/insert/union vertex cleaner Those are the only things I use, and I'm sure you can bind those or something similar to whatever major modeling program (weapons modeler @ ubi montreal, 3dsmax)
So I've gotten some work done. I could add the necessary entities right this second and have a working (albeit extremely ugly) control point map. One of the areas blocked off by breakable walls: The area right below the camera on the close side of the bridge is where the point will be.
This is beautiful character art, but I'd say I'm not seeing a lot of the likeness in the face. The features here seem very angular, especially around the bridge of the nose and the brow line. I'm not directly comparing, but I remember Ellie's features being much softer. Again, though, technically this is looking excellent.
http://sae.edu.au/courses/games/bachelor-of-games-development/ For those who are following sae is the school that I am currently enrolled in I'm thinking about bridging into this course next year but I'm not sure? Opinions. And uk is definitely a optician as a lot of my relatives live there so accommodation is sorted ;)
Wow, need more info but, wow. That lower lash doesn't look painted on... They nailed the watery track around the lower lid along with the sliding skin. There is something strangely pronounced about the bridge of the nose? Considering the attention to detail everywhere else I lean toward it being part of the character.
thanks! I think I'm going to be using a lot of Valve's props, but I will probably be modeling & texturing a few of my own (custom signs and a collapsed bridge come to mind) as well as creating a few custom textures. As for the links, I'd love to take a look if you're up for sharing 'em. :)
CS2 makes my machine crash when i leave it on for several hours when im modeling, i learned not to leave large files with many layers hanging around indefinitely. And im in love with Bridge, i can quickly get several textures of my choice loaded in a flash.