basically the engine has references not the body. I created body from many references, but here are some engine references [IMG][/img] [IMG][/img][IMG][/img]
That's kind of the opposite of a solution... You're doing something weird to get these results in-engine, no matter what engine you're using, don't you want to figure out what that is?
pretty much any recent engine souts your needs but for preview issues, using c# with xna should work, even tough its a framework and not really an engine
its the art anyway not the engine.. you could do that in another engine. But it sure is good usage of source! Whats sweet about source is all the dynamic cubemap stuff.
That number is based on all the industries tied to the auto industry. You have the auto engineering and production, but then you have supplier engineering and manufacturing, chemical companies, steel companies, ...
Awesome detail on the reverse of the pod around the engine parts, I feel like the front could use some of that loving too! Is that top shot in engine? Looks great.
saw the ready at dawn engine at the GDC stream... maybe interesting cause the engine is built into maya... http://area.autodesk.com/gdc/ondemand8 http://engine.readyatdawn.com/home/Welcome/Welcome.html
Wide - it's easier to work on in PS (because it's closer to your screen's aspect ratio). Although ask the engineers which is better for the engine (in which typically it doesn't matter anymore).
In a game engine or in a 3d package for rendering? In an engine you can use a double spec (works well on hair too). One highlight is tight, and the other spread out.
There are Q2 engine mods that bring it up to a better level, from what I understand Q2E is an attempt to give those engines gamedata that reaches modern levels as well.