err… hello? Is everyone just busy or did my above post not flag any mods down?
DaveMcD
Hey guys,
Just a quick query, I’m currently doing a model for another comp which I think would work for this one too.
I was just wondering if anyone would have issues with me using that model here also?
I did the concept sketch a while ago but I only started the model after this comp was already going. 2 Days ago to be precise. 
Anyway thanks.
caustic - personally I wouldn’t have a problem with it but you would have to split everything you win with me. (Though my personal feeling on any and all issues of this nature don’t really count for much since I’m a nobody.) 
Originally posted by Wintermute
[B]I was wondering about vehicle (or character) elements that are temporary in nature relating to gameplay…such as weapon or engine effects like muzzleflashes, spent casings, rockets in flight with or without contrails, and engine thrust/afterburners…assuming we pose our final shots, should any or all of these elements be included in the 4000 poly limit?
I still have room to work on my model, just thought it was worth asking. :wip: [/B]
those elements would not be part of the 4k limit…
Originally posted by davemcd
[B]ok… sorry to submit another daft question where i’m reasonably sure of the answer but here goes…firstly heres my concept my Game Art Challenge
Now I was working under the idea that the vehicle would be up to 4K tris, and the character would be up to 4K tris, although i would submit the vehicle for judging
However if i want to make them fit under 4K combined i could submit them as the one design (as the character and their Ride ala Panzer Dragoon)
Is this correct? I only ask because of comments that arose in my thread.
[/B]
correct.
Next question: for the final render for the submission, do you only submit the elements of the render to be judged, or can the final render contain all the other elements (in this case the added character and scene etc?)
more details on the final render to come.
Originally posted by davemcd
[B]err… hello? Is everyone just busy or did my above post not flag any mods down?DaveMcD [/B]
sorry. i have been busy building my new system.
2x 2.4GHz Xeon | 2x 1GB 2100DDR ECC | Quadro 750 XGL | SuperMICRO X5DAE | 52x24x52 CD-RW | Pioneer A104 DVD-R | Maxtor 120GB EIDE HDD | 2x 80 GB 8MB cache EIDE HDD @ RAID 0
alot to deal with, and I am excited as heck…can’t you tell? 
gotta burn this system in…maybe even christen it with a challenge 
Originally posted by caustic
[B]Hey guys,Just a quick query, I’m currently doing a model for another comp which I think would work for this one too.
I was just wondering if anyone would have issues with me using that model here also?
I did the concept sketch a while ago but I only started the model after this comp was already going. 2 Days ago to be precise.
Anyway thanks. [/B]
sure. if you started the model at the same time as this challenge or after this challenge’s announcement, then it is fair to everyone else…
Originally posted by bentllama
[B]sorry. i have been busy building my new system.2x 2.4GHz Xeon | 2x 1GB 2100DDR ECC | Quadro 750 XGL | SuperMICRO X5DAE | 52x24x52 CD-RW | Pioneer A104 DVD-R | Maxtor 120GB EIDE HDD | 2x 80 GB 8MB cache EIDE HDD @ RAID 0
alot to deal with, and I am excited as heck…can’t you tell?
gotta burn this system in…maybe even christen it with a challenge[/B]
cheers, bentllama. Sounds like a mint new system, i’m jealous (still working on my old dual PIII 833Mhz here
)
DaveMcD
2x 512’s for diffuse, right?
and 1x 512 for bump, right?
That´ll mean I have to use double UV sets am I right?
Or can I use 2x 512’s for bump, or maybe 2x256’s?
Or does anyone have an idea on how to use the same UV´s and still use 1x 512 bump.
Maybe I´m missing something:rolleyes:
They’re targa files, right? Instead of creating a full-colour bump map, you can use just one of the four channels (RGBA) as your bump, another as your spec map, another as ambient, and so on…
…at least you can do this in Maya, not sure about other programs…
:shrug:
Thanks! I didn´t think of that, I´ll have a look, if it´s possible to do so in Max. I hope it is.
Models can not use anymore than two 512x512 32-bit TARGA/TIFF texture sheet (or 4 256x256).
something is wrong here, coz each 512x512 sheet equals to four 256x256 so ‘two 512x512’ means ‘eight 256x256’ in total pixel sum.
Originally posted by ila_solomon
something is wrong here, coz each 512x512 sheet equals to four 256x256 so ‘two 512x512’ means ‘eight 256x256’ in total pixel sum.
read through this entire thread. this issue was brought up before.
oh yeah, sorry, now I see … also your logical answer.
two 512x512
or
four 256x256
never mind.
& thanx
I have a quick question.
Do the bones count as polygons when it comes to the poly limit?
Because Im using 3ds max and the built in poly counter seems to be inclining the bones in the total number of polygons.
Originally posted by ionanism
[B]I have a quick question.Do the bones count as polygons when it comes to the poly limit?
Because Im using 3ds max and the built in poly counter seems to be inclining the bones in the total number of polygons. [/B]
no. bones do not count against the poly limit.
My character with weapons and armor is about 1500 tris. I do not think I can reach 2500 polys without being intentionally wasteful about it. The character is a penguin with no fingers, no toes(wears haz-mat boots), and no teeth in its beak. Will not having the minimum of 2500 polys be a serious problem? My character is not intended to be much larger on onscreen as Lara Croft is. The game my character is intended for is action/adventure like gaunlet.
OK, so we’re getting close to the end of this one, and it has me wondering, what all should we be submitting?
Is it just a render of our model?
Or do we include our texture maps as well?
What about our wireframes?
Polycount?
Originally posted by Dargon
[B]OK, so we’re getting close to the end of this one, and it has me wondering, what all should we be submitting?Is it just a render of our model?
Or do we include our texture maps as well?
What about our wireframes?
Polycount? [/B]
STAY TUNED FOR AN ANNOUNCEMENT!