http://en.wikipedia.org/wiki/The_Typing_of_the_Dead I'll post an example of what I mean with corner quads as soon as I have some modeling software again =)
87roach: Yeah, they're all on one sheet - a 2048x2048, and I use the alpha to swap the colors around for team colors. Here's a live example. http://www.hedfiles.net/TankTest/TankTest.html
Texture filtering what blurs your textures or not. Bilinear filtering for example To turn off in max: Customize > Preferences > Viewport (tab) > Configure Driver... > set to Nearest and None at the bottom
The reflection texture is in screen space. This can be done with viewport shaders. Here's an example, for the Unity shader editor Shader Forge: http://acegikmo.com/shaderforge/wiki/index.php?title=Screen_Space_Mapping
i think it just looks a little funny as just a straight line without having any breakup from the hair. could definitely use some variation like the example illustration.
hey - gogo/justin, I concur w/ kirs and other comments made- you'll need atleast a lopp or two to help with correct deformation, i''ll post an example: nice mobster
Looks cool, very Wipeout/FZero-ish. Mock-up, or is there a playable version? Edit: I threw together a quick (and very rough) example using path constraints and a track made from a spline.
Random newb question - How do you go about lighting scenes for handheld? For example, can you light your scene using omni lights? I'm not sure how handhelds deal with lighting!
Deozaan: The hands and forearms are still lacking volume when looking at the side view. If you look at the example models, you can see that their hands and forearms have volume even when it's front or side view.