hm, when i read specifications written like this, i would assume that it means max. 9 maps, each 2048 square pixels, but this is very huge…:eek:
but also the polycount is very high, so it’s possible, next-gen, you know ![]()
hm, when i read specifications written like this, i would assume that it means max. 9 maps, each 2048 square pixels, but this is very huge…:eek:
but also the polycount is very high, so it’s possible, next-gen, you know ![]()
You can use a 2048 for each type of map and yes 2048 is pretty big, better schedule a week alone to texture:scream:
one week is not enough, iam a per pixel painter, so i have to set 4,2 million pixels per map, multiplied with 3 maps minimum, and 1 secound per pixel is in sum= 145,8 days…damn…iam too slow…
mashru --> Thumbnail positions are actually based on when a person hit the join button. Those who appear on top were simply quicker at the draw. If you look at mine for instance, it will never move because I was the first one testing it out:)
Yuzrass --> Yes, you can slap on 4 different sheets for each part of his body. Usually, people keep the head texture on a seperate sheet, so, a leg would be just as fine. Good luck
Azrail --> it means you have one 2048 sheet for each type of sheet listed:)
EDIT --> Issue fixed:thumbsup:
Note to CGSociety
For the first time, a team has broken the 50 cap page limit. Congratulations on making a page 2, but now we need to fix the programming for it to actually show up. For those of you who are on page II, I apologize for the delay. It will be fixed shortly.
okay. how come i can post here but when i create a new thread for the dominance war it doesnt show? im lost in the sauce.
ok… i promise i model/texture better than i know how to work this posting thing. Ive got 3 threads going accidentally. is there an option anywhere for me to remove threads that i have started???
Hello,I have a question about team work.
They don’t count concept designer as a team. so team means two modelers working together… right…?
Does that mean two people make one 6000 tris model together ? or make two 6000 models and combine one stand?
and One more question is, If there is no limitation for the stand. can we make million poly with hugh textures that presents much more than main character.?
hey taehoon. i think the team thing comes down to other things like one person modeling or one person texturing, or whatever. if a team did two 6000 models, they really necessarily wouldn’t be much of a team. and there really isn’t a limit to the stand & you can make it as detailed as you want, but you want it to definitely pull a lot of focus to a clear ‘unimpeded’ view of the character. hope that helps
-J
I was looking through the majority of the cgtalk entries, and it seems like the majority translated the brief saying, race of ancients as: other normal humans on some other planet.
rather odd imo. I felt rather sure that it meant crazy high tech high sci fi alien race, but most of you seem to think they have lots of human snipers…
I have a couple of questions:
Firstly are we supposed to create our character in a neutral bind pose and then pose them once completed or can we model them from scratch in their dynamic pose? I can understand why you’d want a bind pose but it does mean a lot more work to rig and skin. Also if we can model to a set pose do you have any problems with baking lighting based on that pose? For a real games character this would create issues when moving but for this it would be really nice to be able to do.
Secondly what are we allowed to do when crating the final beauty image? Does it all have to be viewport hardware shaders or are we supposed to render it?
edit: I’ve just remembered another point, I’m guessing that if we are doing viewport shading then we can’t use any mirrored UV space. At least in maya if you flip UVs then it flips the normal map direction as well, I’m not sure if it does this in other programs or not.
I can answer some of your questions.
No one has ever asked that question about modeling it in pose… I could see that causing significant problems with the unwrap if you wanted to have any shared UV space between things like arms and hands and legs or whatever. I certainly dont think doing it your way would be encouraged considering that you would never do that to create a character for a game. If you do model it in pose, you’d probably be the only person to do so. Anyways, it would probably take longer to model in pose… Adding a few bones and making the pose assymetrical is a cakewalk. You can make a dirty rig and bind in under an hour easy.
For the beauty render, you can render it out using whatever lighting you want although I expect some people will opt for all viewport shading because they like it that way. Its up to you.
The flipping UVs issue isnt a problem in max.
ok, well the reason I ask about the pose is that I’m planning on having multiple layers of loose clothing around the shoulders. Possibly tunic, armour, cloak and pelt - possibly something a bit like this:

I’d also like to have one arm fairly raised in his “winning” pose and I really don’t want to have to worry about the mess of shoulder deformations that would come from all that so I was hoping I could just model it in place from the start.
Interesting to hear we can render it, I’m guessing that excessive use of advanced lighting and shader techniques would be discouraged.
I guess I’ll just have to work around the flipped normal thing in maya, hopefully I can get it to render correctly regardless.
If a concept artist doesn’t count as team member does that mean we’re allowed to have concept slaves? LOL 
I was just wondering, who would be a good person to contact to clarify the modelling to a pose issue?
taehoon --> Like ill_logic said:)
aesir --> Yeah, it is a bit strange, but it’s alright. I guess everyone likes humans…
MattBirkett-Smith --> You can ask me. Yes, I think it would be best to model your work in a neutral pose. Then when you are done, you can pose him. People don’t usually spend alot of time on rigging. As long as all the fingers are in seperate envelope and as long as arms and legs don’t effect the body, you are good to go. Since you are not making an animation, feel free to tweek vertex’s after you position him (this will fix your bad rigging if you didn’t do a good job). But, if you would like to model him in an action pose to begin with, good luck. Like aesir said, this would hurt your texture uvs.
Yes, please don’t use too much effects and lighting in your winning pose shot. For your beauty render, anything goes.
coCoKNIght --> I hate to authorize this, but yes, slavery is permitted. Feel free to bind a concept artist now:p
“All weapons and detachable gear use the weapon’s allocation of polygons (1000 max)”
Does this include clothes/armor/adornments?
weapons is anything used in combat (knives, guns grenades) anything else, armor, clothes falls under the character polylimit