heavyness
12-04-2007, 08:56 PM
http://www.heavyness.com/images/ugac/ugacIV/UGAC_IV_poster.jpg
UGAC II THEME: TEAM FORTRESS 2 ENGINEER BUILDINGS
Who can ignore the awesome art design/style Valve has created for Team Fortress 2 and the many little jems inside the game [hillarious dialog, awesome character design, top knotch level/background design]. One of those hidden jems is the Engineer's Sentry Gun transformation. [Example 1 (http://www.youtube.com/watch?v=wC5hx-YafOk)] [Example 2 (http://www.youtube.com/watch?v=3FHA5XxXT6A)] [Example 3 (http://www.youtube.com/watch?v=307fR1pgxX4&feature=related)] [Example 4 (http://features.cgsociety.org/stories/2007_11/team_fortress/engineer02.jpg)]
UGAC GUIDELINES:
Create something that starts from a simple box and animated into something else. In Team Fortress 2, they all transform into guns, ammo/health stations, or teleporters... your's doesn't have to. The theme is to make an animation of something coming out of a box. Sure, you can make a jack-in-the-box, but come on people! Valve created very fun, zany, Looney Tunes (http://en.wikipedia.org/wiki/Wile_E._Coyote_and_Road_Runner)like animations that are fun to watch. Your's should be fun to watch to.
Now wait, I thaught the UGAC themes were open to character, enviroments, and concept art. It is. No reason a character-like thing can't come out of a box, or a vechile, or a level! Concept artists would have to show each stage of the animation.
Keep your submissions true to current/upcoming generation possibilities. Figure out what type of game your making and use those numbers to guide you. Judges will look at final polycount and texture sizes when evaluating submissions. This is part of the challenge. Use the following threads for help/reference -->
Video Game Polycount/Texture Limit/Laws [current/next gen] (http://forums.cgsociety.org/showthread.php?f=39&t=481174)
Valuable Game Art Threads/How To/Guidelines (http://forums.cgsociety.org/showthread.php?f=39&t=459427)
ENTRY/SUBMISSION THREAD:
Create a thread in the WIP/Critique: Game Art Design (http://forums.cgsociety.org/forumdisplay.php?f=39) forum titled...
UGAC – IV – TitleGoesHere
…no need for your name in the thread because it shows up under in anyways. If you don't have a title for your thread, you can use your name. And keep it up-to-date and use it as your w.i.p. thread. State in the thread what type of game your submission is for. And for final submission, post the following…
* full animation
* 1 real time shot of your mesh in each animation stage [viewport screenshot]
* 1 wireframe picture [showing front and back of model]
* all texture sheets
* turntable and anything else are welcomed but not needed
JUDGING:
TBA
*DEADLINE EXTENDED:
23:59 GMT 01.31.08 [Wednesday night, 1 minute before midnight]
UGAC II THEME: TEAM FORTRESS 2 ENGINEER BUILDINGS
Who can ignore the awesome art design/style Valve has created for Team Fortress 2 and the many little jems inside the game [hillarious dialog, awesome character design, top knotch level/background design]. One of those hidden jems is the Engineer's Sentry Gun transformation. [Example 1 (http://www.youtube.com/watch?v=wC5hx-YafOk)] [Example 2 (http://www.youtube.com/watch?v=3FHA5XxXT6A)] [Example 3 (http://www.youtube.com/watch?v=307fR1pgxX4&feature=related)] [Example 4 (http://features.cgsociety.org/stories/2007_11/team_fortress/engineer02.jpg)]
UGAC GUIDELINES:
Create something that starts from a simple box and animated into something else. In Team Fortress 2, they all transform into guns, ammo/health stations, or teleporters... your's doesn't have to. The theme is to make an animation of something coming out of a box. Sure, you can make a jack-in-the-box, but come on people! Valve created very fun, zany, Looney Tunes (http://en.wikipedia.org/wiki/Wile_E._Coyote_and_Road_Runner)like animations that are fun to watch. Your's should be fun to watch to.
Now wait, I thaught the UGAC themes were open to character, enviroments, and concept art. It is. No reason a character-like thing can't come out of a box, or a vechile, or a level! Concept artists would have to show each stage of the animation.
Keep your submissions true to current/upcoming generation possibilities. Figure out what type of game your making and use those numbers to guide you. Judges will look at final polycount and texture sizes when evaluating submissions. This is part of the challenge. Use the following threads for help/reference -->
Video Game Polycount/Texture Limit/Laws [current/next gen] (http://forums.cgsociety.org/showthread.php?f=39&t=481174)
Valuable Game Art Threads/How To/Guidelines (http://forums.cgsociety.org/showthread.php?f=39&t=459427)
ENTRY/SUBMISSION THREAD:
Create a thread in the WIP/Critique: Game Art Design (http://forums.cgsociety.org/forumdisplay.php?f=39) forum titled...
UGAC – IV – TitleGoesHere
…no need for your name in the thread because it shows up under in anyways. If you don't have a title for your thread, you can use your name. And keep it up-to-date and use it as your w.i.p. thread. State in the thread what type of game your submission is for. And for final submission, post the following…
* full animation
* 1 real time shot of your mesh in each animation stage [viewport screenshot]
* 1 wireframe picture [showing front and back of model]
* all texture sheets
* turntable and anything else are welcomed but not needed
JUDGING:
TBA
*DEADLINE EXTENDED:
23:59 GMT 01.31.08 [Wednesday night, 1 minute before midnight]
