Episode 9 of the CoD Blast brings together to original Duo with 2Loud & Dexerto Mike. Coming off the amazing CWL Vegas 2019 Open, the cast has a chance to talk to a member of the winning team, OpTic Crimsix. Crimsix shares about his new video series 'The Pursuit', where he is chasing the famous Ogar2 in tournament wins, 41 is the goal. The cast also discuss the Vegas victory and what it means for Crimsix and OpTic to be back at the top.
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CharlieIntel on Twitter - 'So. This just arrived from Activision. 'Do not open this crate until August 10 at 12PM ET.' 'đ¤đ§ Possibly Black Ops Cold War related. 3.9k votes, 918 comments. 952k members in the modernwarfare community. Call of Duty: Modern Warfare is a first-person shooter video game developed. Follow @MarkyB on twitter! CoDBlast is a dedicated Call Of Duty Podcast presented by Dexerto.com & CharlieIntel.com Follow Us On Twitter @Dexerto & @CharlieIntel. Troy - @2LoudTX. Mike - @DexertoMike Email us at CoDBlastPodcast@gmail.com. Modern Warfareâs major Season 4 content drop is right around the corner but a handful of upcoming weapons have already slipped through the cracks in brand new gameplay leaks. 74,256 likes 38,801 talking about this. Official Facebook Page for GGRecon. An esports and gaming publisher bringing you industry-leading original stories, all the latest news, guides.
Twitter - @OpTic_Crimsix
Stream - Twitch.TV/Crimsix
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CoDBlast is a dedicated Call Of Duty Podcast presented by Dexerto.com & CharlieIntel.com
Follow Us On Twitter @Dexerto & @CharlieIntel
Troy - @2LoudTX
Mike - @DexertoMike
Play NowFlexible Reflections
For any game launching today, youâd expect HDR and 4K visuals, which the game engine handles with aplomb. But there are additional engine capabilities, constructed to help support the game design itself, as Drobot describes; âweâre making sure your experience is as realistic as possible. To make everything look cool isnât easy.â First and foremost, this is down to compression techniques. Your console has a couple of gigs of RAM, while the Infinity Ward art teamâs field trips of âtaking photogrammetry images in the Arizona desert, totals more than two TB of data. Itâs not easy to transfer that into the game. We spend a lot of time figuring out how to compress that data, to push that through, and to make sure that it actually represents what the data is in the game.â
(What is photogrammetry? All is explained in this previous blog post.)
With the photogrammetry data processed, Drobotâs team began to turn environmental elements and scenery into realistic assets: âWe had all of the details coming in from photogrammetry, from real objects. Itâs not as simple as taking a picture of a shrub, or mud in a swamp, and transferring them into the game. You have to understand how the mud reacts to different types of effects and different types of lighting.â This is when Drobot and his team brought out the lasers: âYeah, we took laser scans. Some elements are semi-transparent, and transparent items are relatively easy to make look convincing but making semi-transparent items that serve a gameplay effect or purpose look good is pretty damn hard.â
Turning photographs into sets continued for months, and Drobotâs team discovered that for an object that requires reflective mapping, raw data only goes so far: âThe art department has hundreds of cameras that capture everything. We throw our lasers at the object and figure out from those lasers the actual reflection of the surfaces; how they reflect. Itâs not only about capturing the pixels that youâre seeing, but how they reflect and react to light. We put a lot of effort into this.â
Naturally, this attention to detail, and then reflective detail, extended to all the weaponry.
Cold War Twitter
âDuring this project Iâve had to look at and touch a lot of different guns. There is a huge community of people who like to modify their weapons with really intricate details and materials that they use. There are powder coatings, ceramic coatings, and to make it always operate in the field, you need to clean it, oil it upâŚâ All the different textures on every weapon had to look perfect: âWe had to simulate a rainbow-like effect on the oil of the gun after youâve cleaned it up. Translucent effects on the gun, ceramic effects, powder coating effects, elements of the magazines. We researched all of that.â
Cod Charlieintel Twitter
âWe made everything in the game look as good as they possibly can. The reflections, shadows, the ambient occlusion; all the bells and whistles.â