You take a look at Photoshop blend mode math? Link From the hlsl code: define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
lumpy like the the kind of lumps you get in sub-d for bad topolgy, for exmaple: i define the loop like this: sub-d looks wavy in that area cause the topology is bad:
Definately deserved a penalty, but it certainly wasn't deliberate or red card worthy. And I don't know how much more Kewell could have hugged those arms in lol. :P
i don't get it, isn't that already in? you can define a ratio, balance out all pieces at once and can pick the ratio from onw object and transfer it to another :O
There is an overall lumpyness to it, that I imagine stems from you going too high in subdivision too early, when you should be defining shapes in the lower resolutions. The face is perticularly guilty of this.
i would keep the fog, actually. It's what Daz said, it gives it a negative feel, which works wonderfull here. I'm not saying it looks fantastic at this point, but there's definately a good base.
It has a cockpit. http://www.vimeo.com/636166/ The pilot enters a pod which gets inserted into the ship. Good ideas Sage! Will definately see to them when I get back to the interceptor!
I'd be interested in seeing the averages localized per region, or at least put these averages in a set region so we can use a cost of living calculator to define our own region.