CGPortfolio Prehistoric Shark Texturing Mini-Challenge - 12th Feb - 19th Mar 2014

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Old 02 February 2014   #16
Hi all - we asked our judges to double-check the models, and their view is they are more than high-res enough to create your own maps if you'd like to do that. If you want to, please feel free.
 
Old 02 February 2014   #17
Hi all - here 's a higher-res model of the shark if this makes things easier for some of you to create your own maps if you'd like.

* Please note - this is not a Mari specific challenge, and the files have not been set up in or for Mari.
 
Old 02 February 2014   #18
Hello how are you? well I have a problems about showing the final image I don't known if we have to do a render or which software do you prefer to showing the final image? because I am not very good with render and better with texturing thanks for your time
__________________
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Old 02 February 2014   #19
I believe you can use any render engine you choose, and a final rendered images is for showcase purposes only. The judges primary concern would be the quality of the texture maps, or at least that is what I gleaned from the instructions!!
 
Old 02 February 2014   #20
Quote:
Originally Posted by PaburoVIII
Hello how are you? well I have a problems about showing the final image I don't known if we have to do a render or which software do you prefer to showing the final image? because I am not very good with render and better with texturing thanks for your time


Hi Pablo, you can use whichever software you like. The requirements for entry are in the first post. You do need to provide a beauty render for display purposes but this is not ultimately what you will be judged on - you'll be judged on your texture maps. Some people have posted saying the UV maps we've provided don't open well in Mari, but my understanding is they open fine in other programs. I hope this helps answer your question.
 
Old 02 February 2014   #21
I have a question about the UV's. It was stated in the first post that judging would be based off of the quality of the textures (which in turn relies to an extent to the uvs). With that said are the judges looking for uv tiles/uv sets (like a hero piece), or are they fine with the uv layout that is presented in the model (ie one uv layout).
 
Old 02 February 2014   #22
Quote:
Originally Posted by JbImagine
I have a question about the UV's. It was stated in the first post that judging would be based off of the quality of the textures (which in turn relies to an extent to the uvs). With that said are the judges looking for uv tiles/uv sets (like a hero piece), or are they fine with the uv layout that is presented in the model (ie one uv layout).


In my opinion the judges aren't really concerned about how you lay your UV's out..
Like you mentioned they are judging your texture maps.
It depends on you in a way, if you can get a good quality texturing with the UV provided with the model then go for it.
Besides if someone's polyPainting and rendering in Zbrush, you don't even have to worry about your UVs.
 
Old 02 February 2014   #23
Awesome!! Thxs!! In that case I might just go ahead and use ptex (mudbox) and save myself the trouble of bothering with uv's!!
 
Old 02 February 2014   #24
Quote:
Originally Posted by JbImagine
I have a question about the UV's. It was stated in the first post that judging would be based off of the quality of the textures (which in turn relies to an extent to the uvs). With that said are the judges looking for uv tiles/uv sets (like a hero piece), or are they fine with the uv layout that is presented in the model (ie one uv layout).


for this competition no we are not assessing UVs. ultimately we are looking for the best textures. so with that guideline as the foundation, anyway you want to paint is fair game.
__________________
Justin Holt
lead texture painter
Image Engine Design Inc.
Vancouver, BC



 
Old 02 February 2014   #25
Mr Holt Sir, you just made my day!! Thank You!!
 
Old 02 February 2014   #26
hello again thanks for the answers of the other day well what do you mean with flat shaded and shaded views (no need for full shading) how can I do that? in maya? I don't known very well about that :( thanks for your time
__________________
My Power Is The True Sword.

https://www.facebook.com/akapaburo
 
Old 03 March 2014   #27
can't get this displacement map to work on this nautiloid...really annoying
 
Old 03 March 2014   #28
Quote:
Originally Posted by Kysg
can't get this displacement map to work on this nautiloid...really annoying


It is working. Try it again.
I just tried on ZBRUSH, and it loads fine.
 
Old 03 March 2014   #29
question

hello

i ve checked the uvs and they are not correct is there any problem if i arrange the uvs

the second question

3. 3-5 close up selected screengrabs out of Mari what does it means


and

last question is about :
Please upload your completed model to your CGPortfolio , and tag it "textureminichallenge". This will slowly build a gallery of entries - we'll link it later as it builds. Add the other required elements (the screen grabs) to the same project within your CGPortfolio.

is that mean i upload the texture and final render and just i write textureminichallenge for the name
 
Old 03 March 2014   #30
I don't use zbrush, I'm using mudbox/maya. Loads fine as a bump, but can't get displacement going.
 
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