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Kris Orpilla is one of the lead character modeler and texture artists at Electronic Arts (EA). He will be giving a one-hour presentation at the Game Developer Conference in San Francisco (23-27 March) that will provide a basic overview of how EA integrates BodyPaint 3D into its production pipeline. The session is called “Real World Texture Painting Tips for Game Developers,” and in the program, he’ll show workflow examples and efficiencies from texture work created for SimAnimals, the latest EA intellectual property released last month for the Wii.
The session will be part of the Visual Arts Track, in Room #2000 on Friday, March 27th 10:30 to 11:30am at the Moscone Center in SF.
MAXON BodyPaint 3D easily integrates into current Photoshop, Maya, 3ds Max and Softimage workflows.
Orpilla reckons that using BodyPaint 3D for texturing shaves off about third of the rendering time as compared to other 3D packages. Its user interface allows him to customize his workflow ability to physically paint onto digital assets and allows him to explore variations in visual styles very quickly. (The brushes in BodyPaint 3D, in particular, allow him to set up dynamics, as you can in Photoshop, to create an unlimited number of effects.)
According to MAXON, Electronic Arts, Blizzard, Activision, Neversoft, ArenaNet, Sony Online Entertainment and Naughty Dog are among the game companies that use BodyPaint 3D to create hit titles such as SimAnimals, Uncharted: Drake's Fortune, Tony Hawk Project 8, GUN, Hellgate London, The Elder Scrolls IV: Oblivion, and others.