Game Art Challenge #11


#81

ok fine fine fine… shoot, I don’t want this to turn into a change at request frenzy…

the tri count stands now at 15 k :twisted:


#82

I would suggest establishing a firm set of rules…and stating them for everyone who has entered…because so far this contest has entered the realm of the ambiguous…


#83

yeah! :buttrock: 15k…Awesome, I was hoping for that. :slight_smile:


#84

the past history of the challenges have always seen the finer details worked out by the community, whom the challenge is run by and built for, for a couple days after the challenge is initially announced…dust will settle and concepts will fly…

things look pretty locked down now, and I would not change them…

so c’mon guys, get out there and model! let’s see some great entries and some possible Expose 3 inclusions!

oh, and I found an old cgtalk thread dealing with poly discussion: http://www.cgtalk.com/archive/index.php/t-2155.html


#85

15,000…wow.

I wanna change my character now…since with that extra 7k, I could the tag team duo I really wanted to do…mmm.

hey Bent are you able to change thread names? I’d like to just change mine, instead of starting a new thread.

-K.


#86

OMG 15k… Awesome… This will be character with highest polycount I’ve ever did. Awesome. I’ll do about 4k head lol…
Next challenge should be RTS unit character with 256x256 & 0,5k limit :twisted:


#87

PM me with any thread name changes


#88

15k, omg. Thats great!


#89

Really?? blimey - maybe thats why they look so good when you zoom in… ahem! So there are 4 characters and an evironment at that polycount? Jeez - talk about shifting polys!
How did you know this? id like to hear more techy specs for console games.

I wish games had a debug mode so you you could view them as wireframes or something - some of these fighting games must have amazing topology in order for them to deform to such extremes, and id love to learn from them.
Good to hear of the new 15k budget, though im gonna have to go mad on my concept to accommodate them!


#90

damn… 15000… that 3 month deadline sure sounds really good now… :smiley:

I still can’t decide which charater to do… I’m thinking about Rasputin or Jack the Ripper…


#91

http://www.cgtalk.com/archive/index.php/t-2155.html

check the last post…while it is not common knowledge all the time, you get some interesting facts out of articles, previews and reviews from time to time…


#92

There is Dreamcast emulator called Chankast and Soul Calibur runs quite good. ;). You can turn on wireframe mode, but it is hard to see anything as background is in wireframe too.


#93

To quickly change the subject, alot of people use the word topology in these forums and to be honest i have no idea what their talking about?! Could someone clue me in?
Cheers


#94

Check these threads:

http://www.cgtalk.com/showthread.php?t=38469&page=1

http://www.cgtalk.com/showthread.php?t=108412&page=1


#95

Topology usually refers to the layout of the mesh or also the flow of the mesh. A mesh with good topology usually means that it will have good deformations and that every polygon used in the mesh is not wasted.


#96

I think its a combination of good topology, great rigging, and ofcourse animating the right bones.

I saw an art book for soul calibur. Its in japanese. I dont know how it is on wireframes, but its bound to be good anyhow. I didnt get round to order it yet. Here’s the link to art works of Soul Calibur


#97

:slight_smile: well well, I’m glad to see, that changing the rules didn’t have as negative effect as I thought it would…

I mean I’m actually native high definition, but on a lot of threads game artists are scared of higher tri counts. Guess I’ll no better next time around…

speaking of next time, although that’s kinda soon :smiley:

Next challenge should be RTS unit character with 256x256 & 0,5k limit
I think eMPeck is right, I mean just for everyone to loosen up before the next storm, and no I’m actually seriously! :twisted:


#98

Just in case you weren’t aware, Rasputin made an appearance in World Heroes.

[upper left]

I’m sure you could still make him better, or simply use this even as a reference. I wanna say he made an appearance in some Marvel vs. Capcom (or maybe it was Neo-Geo) version also. Maybe he was an unlockable character or maybe it was just someone who looked like him. Man there are way too many fighting game characters to memorize!


#99

There was a group that ripped the DOAX models and posted the info. Unfortunately I don’t have a link for you sorry.

More verts = much nicer realtime lighting. Gotta love the 20K range :thumbsup:

Just FYI - Most game characters these days are probably somewhere in the realm of 3-4K tris polycount goes up when engines get more efficient etc. Fighting games are an exception since it’s usually just 1 on 1 and they can go nuts with the polys; on top of that the Xbox is a powerful machine! :smiley: I’m actually kinda sad that more people don’t do Xbox exclusive titles because a lot of the exclusives are very pretty! DOA and Rallisport 2 come to mind.


#100

Cool, 15k limit, cheers! (damnit, just spent ages optimising my gun!)

I wish games had a debug mode so you you could view them as wireframes or something - some of these fighting games must have amazing topology in order for them to deform to such extremes, and id love to learn from them.

Do you have UT2004? Enter the console and type ‘rmode1’ (might have a space) use rmode 1-(about)7 for different views. There is also a debug view but I can’t remember the code.