warxsnake32
warxnsake23
warxsnake32

A lot of devs employ generic texture mapping to environments. If you want to truly see a leap in quality, every single asset would have to originate from a high res model and baked into a unique texture (not just characters and weapons), meaning high poly, zbrush, baking, texturing training for a lot of artists that

Lucky modders dont have to deal with multiplatform releases, very strict budgets on either console. But hey cant ignore the incredible skill it takes modders to replace 256 leaf textures with 4096x4096 textures, and to "work" in an engine that was catered for them.

battlefield 3 is awesome but please get rid of the overbearing post processing and terrible color toning. Thats what turned me off the game.

Exhausts are too small.

I hope they dropped their mics as they walked off

Job offer from Randy in 3,2,1

Yeah pretty much. Also.. MAG? lol.

Of course it has to be a 'yellow" lab and not a pale cream. You're racist.

The Halo sniper rifle is based on the Mechem NTW-20 South African sniper rifle.

Enjoy the yearly video of scam engines the industry will never adopt; I'm sure its a great use of your time.

Kotaku please stop writing about Voxel engines.

Homeworld Cataclysm was the best

Palette swaps are done in the post process layer where adding effects like dof and other full screen effects are added.

All those but no Tilt Shift?

Awful texture and material work

What have you contributed to this, other than act out what you are complaining about; serious question.

Nice timing there, next time try to reply within the same year.

really getting tired of "Gamer Hyperbole".