if you boot the game you can see the budgets in the importer. I know the weapon is 430 and 350. Should be submitting something in a couple hours ;) but yeah you can find the rest in there.
Indeed, such a phenomenon has to do with the conservation of energy. The GPU Gems3 chapter on Skin Rendering has a bit about how they apply it (pp 332-336), not sure if it is in the web version as well.
The character's eyeballs may be a little too large. Here's a nice illustration which shows the actual size of eyeballs related to the skull: http://promotion.medicalillustration.com/generateexhibit.php?ID=2432 Good luck!
Coolness, we're still using good olde 402 at work. The addition to character animation might make it a good reason to upgrade. For those that have played with it, is it possible to export and re-use rigs?
I'll be there too sef ;P however my flight is friday at 430 so I'll probably want to get to the airport by 3, which means I'm gonna have to leave the expo by 2.
http://www.team-blur-games.com/overdose/media_new/concept/ Theres also some not uploaded there on the ModDB site and in this area of the forums: http://www.team-blur-games.com/forums/viewtopic.php?f=18&t=232
Here's a head model I'm working on. This is the first head model I made which I'm happy with The head is 1146 tri's and the glasses weigh 132 tri's. The eyeballs are separate spheres(which are pretty dense). The body is to be modeled also. CnC welcome!!!
hey xsi users, having a bit of a problem with xsi (4.2). if i try to tweak the noIcon.pic or import a texture that is non-square, the uv mapping goes bonkers and distorts the uv's for the model. any idea how to fix this?
https://www.artstation.com/artwork/gta-5-concept-art I also just checked , that after 132 days , I've neglected to post on my improvement thread on 16 days but still worked on stuff. :poly122:
Started with the lowpoly model.. i have done some tweaking on all of the parts. And it's now reduced from 1 437 264 polygons to 1616 polygons. Still need to work more on some of the parts though.