http://www.wsbtv.com/news/13567642/detail.html http://www.wrestlezone.com/article.php?articleid=184820278 (Read this one) Atlanta news: http://www.11alive.com/news/article_news.aspx?storyid=99172 Hell even PerezHilton: www.perezhilton.com
My main issue with the game is that it seems to give massive grip to front tires and lack of grip to rears. Maybe its just me but a ~180hp car shouldnt do burnouts at 100mph even if it just weighs like 1200 lbs.
[ QUOTE ] I hope this clarifies a bit. [/ QUOTE ] hhhmm, honestly? I don't think so. You seem to be overcomplicating things for yourself. Your 'advisor' seems to simply be suggesting that you either make or hire someone to make a 'maquette' of your character for visualization purposes. Here's an excellent supersculpey tut:…
[ QUOTE ] i think its wrong on the that toy cause those legs just bend backwareds O_O [/ QUOTE ] They're not actually. Have you ever handled a 20th anniversary Prime? His transformation is a bit more complex than the original G1 Prime's. His crotch area rotates 180 degrees backwards and then his legs fold back. They then…
Some books ! http://www.scribd.com/Mirthyn http://www.scribd.com/group/18176-seeking-art So I love 1 book in particular "Anatomy Drawing School" [ame]http://www.amazon.co.uk/Anatomy-Drawing-School-Geza-Feher/dp/3833125284[/ame] Buy it and keep it on your side for the rest of your life :) :thumbup: And 1 HUGE DVD…
There is now a new version of nDo. Get it here: http://cgted.com/nDo.zip nDo now creates normals much faster, and output file size and Photoshop memory usage is now drastically reduced. Naturally, the optimization is especially noticable in high resolution documents. For instance, a 2048^2 doc with 8 normal layers required…
By the historical aspect you mean the slavery thing? Well my ancestors were slaves too from 13th century to 1816 but i havnt met any estonians demanding some special priviledges because of that.
RE - Mop i think it is a max import/export issue. when using maya the only offset issue i've encountered is positioning offset when you import a mesh to be the new retopolized mesh. to fix that you have to append it to target high poly mesh, so it aligns to it, then clone it and use that instead. maybe this might help…