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- NyraCharacter
- Offline vs. Real-Time Rendering
- Ogre3D
- OldSiteCredits
- OldSiteResources
- OldSiteResourcesFaqGeneral
- OldSiteResourcesGeneral
- OldSiteResourcesGeneralLightwave
- OldSiteResourcesGeneralMax
- OldSiteResourcesGeneralMaya
- OldSiteResourcesGeneralMilkshape
- OldSiteResourcesGeneralToolsInfografica
- OldSiteResourcesGeneralToolsPolyChop
- OldSiteResourcesQuake2
- OldSiteResourcesQuake2FramesList
- OldSiteResourcesQuake2Md2ReadmeTemplate
- OldSiteResourcesQuake2PpmTroubleshooting
- OldSiteResourcesQuake2TutorialsCustomVwep
- OldSiteResourcesQuake2TutorialsNglv
- OldSiteResourcesQuake2TutorialsNstTut1
- OldSiteResourcesQuake2WeaponSkinLinking
- OldSiteResourcesQuake3ModelManual
- OpacityMap
- Opacity Map
- PBR
- PVR
- Parallax Map
- Photogrammetry
- PixelArt
- Polycounter Job Census
- Polycounter portfolios
- Procedural
- Prop Modeling
- Prop Reference
- Ptex
- PureRef
- Quake 3
- Rasterize
- RayCast
- Reflection
- Refraction
- Removing Vertex Colors
- Rorshach
- SVG
- SkankerzeroModularCharacterSystem
- Smooth Shading
- Sound
- Stecki
- Storyboard
- Substance Designer
- Sumaleth
- TIF
- TeamFortress2
- TelekineticFrog
- Terrain in The Last Of Us
- UDIM
- Unity
- Unwrap3D
- User Interface
- User Interface Reference
- Value correction
- Vehicle Reference
- VideoGameDesignTerms
- Virtual reality
- Wavelet
- WikiSandBox
- Wiki Formatting
- Wrath
- XSI
- Z-Fighting
- ZBrush
- ZBuffer