Post E3 news.

hool10

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The Left 4 Dead website has been updated: http://l4d.com/

The information page has been updated and now Valve is calling the calling the campaigns, "movies". Developer commentary will also be in Left 4 Dead as the recent trend since HL2: Lost Coast.
Developer's Commentary mode allows gamers to go "behind the scenes" of the game.
There is 3 news screenshots as well:
official-boomer.jpg

official-louis-face.jpg

official-infected-worker.jpg

He looks familiar....

Left 4 Dead was also critically acclaimed by multiple sites from E3.
  1. Best multiplayer from IGN. http://games.ign.com/articles/893/893833p4.html
  2. Best PC game 1UP. http://www.1up.com/do/feature?cId=3168984
  3. Best PC game and multiplayer game from UGO. http://www.ugo.com/games/best-of-e3/?cur=Best-PC-Game-Left-4-Dead
  4. "Best of show" from TQ cast: http://www.platformnation.com/2008/07/28/tqcast-e3-awards/
  5. The best award though is from Game Critics Awards. This is a group that covers the entire gaming community so this is quite the honor for best multiplayer game: http://www.gamecriticsawards.com/winners.html
  6. Gametrailers also included Left 4 Dead in almost all of the awards, but didn't win any from GT.
 
Magnusson didn't take kindly to the death of Eli.
 
He's just always wanted to use varicose veins in a sentence.
 
What do you mean 'how'? It's just part of the texture of the character.
Ya but how do they get it so detailed? I know jack shit about making games, but I know all the tech and what-not.
 
Ya but how do they get it so detailed? I know jack shit about making games, but I know all the tech and what-not.

They just paint on a texture map.

This is what a diffuse texture map looks like:

Gladiator_Diffuse.jpg


And then this is what it looks like when applied onto a model (the texture abovie is for his face and I don't show the normal map which is how you get the wrinkles and bumpiness since the underlying mesh for this character is very smooth actually):

screen.jpg


You just have to be a good artist to make it look good! :thumbs:

Then you have all other sorts of texture maps that you can apply such as specular mapping, normal mapping, etc...

The process on how that 2D texture goes onto a 3D model is a whole other story (UV mapping).

Hopefully you enjoy that little bit of insight.
 
Did that bring back memories of facemapping Perfect Dark for anyone else?
 
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