I added you bro, but I cant MSG you on account of your profile bein private. Bonebrew22 Stoked for the steam group, LET PLAY SUM GAMES ONES AND A WHILE
If using deferred rendering, all lighting is summed before transparency is calculated. Transparency is done separately, at the end. If you want Emissive parts to not be dulled by transparency, then simply make them opaque.
I think this pretty much sums it up. But I must say that I didn`t expect the picks to happen. (not sure everything was picked from the art dump or only parts of it.)
Good hunting, I'll check out that area of the code tomorrow. But yeah, the tangent should be summed (and orthonormalised) for each vertex that shares the same properties (position, normal, UV). Looks like it's not.
I was just listening to the Comedy Death Ray podcast last night and Patton Oswalt summed this one up pretty well. [ame] http://www.youtube.com/watch?v=ib5lVD8GBr8[/ame]
In terms of technique, you should try to clean up your sketches. Try working more with carefully placed blocks of color/value. These two images from Prom's art tutorial sum up what I'm getting at:
Ah sweet, Teesside is great... has awesome facilities anyway, here are wires. We had to make it all as one mesh and all in quads or tris (and shit! I've just noticed sum Ngons on the chimney ¬___¬): And thx, tanka!
I say chin slightly wider/larger, move the ears higher up and it's pretty spot on. My wife knew who it was instantly from across the room. Kinda sums up Nicolas Cage's look 90% of the time. :)
Funny you should say that, if I had to sum up the difference between MW1 and 2, it would be that the script feels like it was written by Bay. i.e. there is no regard for how the world actually works, shit just gets real.
I love that mass effect gun and your modeling and presentation is well done. I do think that sum areas u could have left to the normal map like those ridges and cylindrical pieces on the side of the gun.