Many of you have probably seen the Battlefield 3 Screenshots floating around the net and they definitely look up to par with today’s technology. A lot more freedom is made available through increased use of indoor environments as well as destructible assets. With what seems to be the theme title, Battlefield: Bad Company or for us just BF3, the game will also once again open up the modding circuit for various willing teams. Although this is a great opportunity to work with a fresh engine within a successful franchise, there are a couple of items Mod Teams must be aware of before embarking on this long crusade.
Here’s another entry for the ongoing competition. This time I decided to step it up to 1024×1024 given the size of the model. Let’s get straight to the action:
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Once again, Game-Artist.Net is having a Speed Texturing competition, total of 90 minutes. Mesh & UV come prepared so it’s very easy to follow. Check it out here: Game-Artist.Net – Speed Texturing Competition #6
9% of the respondents to my Crysis SurveyGizmo were under the impression that the game will not work on a Windows XP system, another 41% thought it was released too early. But the worst has yet to come: it ranked 4th out of 5 for the best of 2007 question, barely beating Enemy Territory: Quake Wars. This was the same game that the media was hyping as the ultimate breakthrough and gaming blockbuster! What happened?
Amateur Texture Artist to be exact. Everybody has to let go of their best kept secrets at one point in their life, mine was literally learning how to texture in under a year. With few artists on Project Reality my break-through if you want to call it that came with Owen Demers “Digital Texturing and Painting” (links at the bottom of the page). A great primer on texturing, I recently looked over it again (which I do once a year or so) and instantly said to myself this is something that would really help out some of the people in the community, especially with regards to game art.