Game Art Competition #2 Rules


#1

SETTING

The theme this time is set in an extra-terrestrial, unknown, advanced civilization with mysterious power source, inhabited by symbiotic beings. This civilization should have evolved under other circumstances than Earth. Although this is a sci-fi setting, the design should not be industrial or hyper-modern, but rather ancient and organic.

You are to design, model and texture a vehicle which fits in this world. The concept has to include a description of how this vehicle works, and this should be visible in the final submission. You may include (a) simple character(s), environments or something else to illustrate the functionality and/or the size of the vehicle, as long as you don’t break the technical constraints (see below). But keep in mind, the comparison-models are only to support the main motif, the vehicle. So be careful using them, as they shouldn’t be taken into account in rating the vehicle but could potentially break the image.

The visual style has to be stylized semi-realism. This should give some artistic freedom without making the artworks uncomparable.

All work must be your own, and started from scratch for this contest. You are not permitted to use models that you created or began work on before this contest.

CONSTRAINTS

The polygon limit is 3500 triangles.

Now here come some mean, real-world (PS2-)constraints for the textures: texture pages.

I guess some of you never heard of this, so let me explain a bit (pros please bear with me):

Before a triangle can be drawed on the screen, its corresponding texture has to be loaded from the texture RAM into the much faster texture cache, which is 8KB small on the PS2. The following table shows which dimensions you can have in this 8KB:

4Bit: 128128
8Bit: 128
64 (NOT 64128)
16Bit: 64
64
32Bit: 6432 (NOT 6432)

Any textures bigger than these would practically have invisible borders in them - technically seen - sliced up by the dimensions above.

The constraint is to use a maximum of 64 texture pages (= 512KB). They correspond to 1 texture at 102410244bit (16 colors) or 2 textures at 25625632bit (true color + alpha).

In other words: you have to trade off between resolution and color-depth.

These are only two extreme examples (resolution vs. color depth), feel free to make your own mixture, just make sure you don’t go beyond the 512kb. The textures don’t have to be square (see texture pages), but the dimensions have to be power of 2 numbers, as usual.

Also, it’s true that ‘bad’ UV placements across page borders can potentially cost a lot performance, but for this challenge you don’t have to get every single triangle within the pages. Would be nice if you pay attention to it though :slight_smile:

You may use alpha channels for transparency, but no bump-maps, please.

SUBMISSIONS

As this is a Work In Progress competition, you should post your progress as you go along. All posts should be entered in a thread titled:

Game Art Comp 2: (Your Name) : (Name of the vehicle, optionally)

Use that thread for all of your updates, and comments about your work. Others should feel free to post in said threads with comments, crits, questions, and advice. Any questions regarding the contest in general should be posted in THIS thread.

As the contest deadline approaches, I will create a thread titled “Game Art Comp 2 Submissions.” It is here that you should submit all of your final work for judging, IN 1 POST. This will give everyone a chance to see all participant’s work side-by-side. No comments or crits should be made in that thread, save that for people’s individual threads.

At the contest deadline, you should submit the following:

  1. Concept drawings and not too brief descriptions of the ideas behind it. This thing should WORK.
  2. Three orthogonal views of the flat-shaded model without textures but wireframe.

The orthogonal views should be any three of: front, back, top, bottom, right, left. These images should use default lighting on a one-color background. The OpenGL views from within your modeling program should do fine.

  1. Three perspective views of the grouraud-shaded model with textures applied.
  2. The individual texture sheets used layed out seperately, including UV views. If alpha channels are used, lay them out seperately as well.
  3. One beauty render. This may include fancy lighting, simple atmospheric like explosions etc.
    The functionality of the vehicle should be visible.

Please make all images no larger than 800x600.

DEADLINE

The contest begins as soon as you read this post. The deadline is January 31st 2003, 12 midnight CET. That means 11 PM, GMT or February 1st 2003 at 4 AM, CET (I hope this “calculation” is right… better check out your time yourself :rolleyes: Feel free to correct me)

JUDGING

We need a few volunteers (5-8) who would not enter the contest, but would like to participate as judges. Once the deadline is reached, each judge will have 48 hours to cast a vote for the 2 entries they like the most based on visual appeal, technical execution, and adherence to the competition guidelines. They will also give brief comments as to what they liked about the entries they chose and why they voted as they did. The entry with the most votes will be declared the winner. Those interested in being judges should post here in this thread.

PRIZE

The winner of this competition will get to choose the subject and terms of the next competition.

Future competitions may include stricter or looser restrictions on polycount and textures. The competitions may not have to focus on character modeling either. Later comps may involve animation, creating vehicles or buildings, designing interfaces, creating logos or box art, or any other game-related art task.

LET THE PARTY BEGIN! :beer:

P.S. I borrowed some of your text, Sanhueza. Thanks :slight_smile:


#2

Great IDEA!
I really like how indepth the genre is.
I’m excited to start drawing and researching.
This’ll be my first vehicle ever.
Best of luck to everyone.
Now…lets get going!
-B


#3

Quick question… you gave some specific info about texture space.

4Bit: 128128
8Bit: 128
64 (NOT 64128)
16Bit: 64
64
32Bit: 6432 (NOT 6432)

The constraint is to use a maximum of 64 texture pages. They correspond to 4 textures at 5125124bit (16 colors) or 2 textures at 25625632bit (true color + alpha).

Are we to take this as maximum size of a single triangle?


#4

Yes I am still unclear what you mean about these texture restrictions… please enlighten us a little more. :eek:


#5

Ideed, using this Method for a single Mesh wouldn’t improve much the performance in a real game (from what I understood), but for the contest, it shure is very interesting since it requires much attention to the uv map (people won’t get away as easy as they did in the last challange :stuck_out_tongue: )

You have to divide your Textures visually into Pages. The best Idea is just to draw yourself the boarders of the texture pages on the texture. No Polygon is allowed to be textured across a border.

Example: You have a 256x256 texture and your texture pages are 128x128. Before you set you UV’s, you would make a placeholder bitmap where the 256x256 bitmap is divided into 4 128x128 squares. Let’s say you mark the boarders of the 128x128 sqares red. In that case, after you are done with setting UV’s, no red lines may appear on the Model.

Now to the trade-off
You have 512kb of total texture space. This space has to be divided into 8kb texture pages. You have 64 texture pages. You have to decide how much colour depth you want: 4, 8 , 16 or 32bit

If theese Pages are 4 bit colour depth (16 colors), each texture page is 128 x 128 pixels in size. You can therefore use, for example, 4 textures, each 512x512, each divided into 16 128x128 textures pages. Big textures, little colour.

Other Example: You NEED Alpha. You have to use 32bit. That makes each of your pages only 6432. Because you’ve got 64 of them, you can have like two textures. Each 256256 in size, each divided into 32 of your tiny pages (would be 4 pages in witdth and 8 pages in height)

Still, Questions remain:

  • Can I decide freely how many Textures I want to choose? Lets say I took 4 bit. Rather then having 4 512x512 textures, I take 16 256x256 textures (just example). Can I do this or are there any restrictions?
  • Can I mix colour depth? For Example two 512x512 4bit textures and one 256x256 32 bit texture. Can I do that?

#6

OK… I think I get it…

We have 512k to work with…

that is…

two 256x256 maps at 32 bit with alpha
one 512x512 maps at 16 bit
two 512x512 maps at 8 bit
four 512x512 maps at 4 bit

If I am correct, you should also be able to set up these maps in various configurations… (i.e. one 512x512 and 4 256x256 in 8 bit maps.) It also make sense, that since we are solely dealing with memory placement, we should, theoretically be able to use a 256x256 32 bit map for transparencies, and two 256x256 16 bit map for bulk coloring. Though that is up to Wanzai to permit.

Take into account, whatever size your maps are, that each of those maps has to be divided into sectors.

4Bit: 128128
8Bit: 128
64 (NOT 64128)
16Bit: 64
64
32Bit: 6432 (NOT 3264)

No polygon can go from one sector to another.

Now that that is figured out… happy polygoning… :smiley: And good luck.


#7

great I’m so confused…I’m just gonna wait til someone posts there work and then I’ll just follow suit.
word
-B


#8

I knew this was going to be a bit confusing :stuck_out_tongue: But you already got it right (that sample image is nice) :slight_smile:

To your questions:
Yes, the intention was for you to decide and make up your own configurations. Mix resolutions and color depths at will, just make sure you don’t go beyond the 512k.

On the other hand, I don’t think it’s neccessary to forbid the polygons to go across texture page borders. Bad UV placement can potentially cost a lot of performance by causing 3-4 texture uploads (memory swap) in every line they are renderd.

But you don’t really have to get every single triangle within the pages, since it would be hard to test it here anyway - I just wanted to bring up this concept along with the texture specifications so some of you could get to know some real-world constraints. Knowing and being able to work with this kind of stuff would certainly impress some potential employer :eek:

I’ll edit the rules to make this clear.


#9

Interesting!

The paging thing is a bit hard…you usually don’t have to fight with that as an artist on Ps2… you just have a UV tiling limit (that on Ps2 is 4 if I’m not wrong, to avoid wobbling) and the size of a single texture shouldn’t be more than 256x256 pixels, talking in absolute terms. (otherwise you fill the bandwidth while transferring such a monster).

For a character, as a guideline, usually 3 textures 256x256 8bit is max detail. (1 for the head, 1 torso, 1 legs/waist)

I’d like to participate as a judge, if you think I’m suitable.
Here’s something about me:

http://www.newtek-europe.com/uk/community/salvucci/salvucci_1.html

Anyway, have a good competition!
:arteest:

Emanuele.


#10

Nice to have you here, Emanuele!
I read that Lightwave artist portrait before and have recognized you directly :slight_smile:

Of course you are a suitable and welcome judge. :buttrock:

Btw, I’d play one of the judges this time, too, as I won’t manage to participate. Not this month… :hmm:

The paging thing is a bit hard…you usually don’t have to fight with that as an artist on Ps2… you just have a UV tiling limit

Well, we have to fight with that. We had some texture upload issues and all the artists are told to pay attention to this. Maybe your engine is better :wink: And I’d like to have 3x 256² textures for my characters too :cool:

I didn’t mention UV tiling limit because the texture page issue is confusing enough, plus you tile mostly on background objects.


#11

is there a particular environment you like to see this vehichle for?? like land? or water? or air…and or can it be land based but wind driven?? just wondering as I sketch out some ideas.


#12

OK, just to make sure I am straight before I go wasting a whole bunch of time setting this thing up and skinning the whole thing…

What I am going to do is make one 16 bit map at 512x512, breaking the model up into 64x64 pages on that map.

So… I made my primay mesh to get started, and mapped it so that no polygon fell off of any of the 64x64 page maps… Can someone tell me if this is correct so I wont have wasted all my time?


#13

@Projectkmo
It’s totally up to you. Let your creativity flow! :bounce:

@Beroc-LOD
I don’t see any problems with that…

For the record:
You don’t have to worry to much about the page borders. I brought up the concept of texture page only for the idea of the trade off. It’s at least something different from the usual fixed (too high) resolution + (too much) color depth.


#14

I’ve alvays considered the graphics synthetizer a great piece of hardware, but after reading this thread I have to reconsider my opinion… :hmm:
I do not own a ps2 dev kit, so I cannot express any technical advice, but I have to say that this way of working must be sometimes frustrating and sounds anachronistic for a 47M transistors graphics chip… Especially considering that an (old :D) nv15 does not suffer paging or dimension issues; on the nv25 you even get THE SAME performance (after a little initial hesitation) switching the character texture from 64x64 to 4096x4096 24bit! (a 48Mb map!).

Anyway I think that the rules you set maybe will discourage someone, but certainly will make the competition more interesting and challenging :cool:

ciao :slight_smile:


#15

Thanks wanzai!:slight_smile:
I’m really curious to see how game art is seen, and expressed, through this contest.

@Beroc-LOD:

The only comment is: if you have something that can be mirrored (UVs), do it. Consoles generally, apart from Xbox, have huge texture memory issues. If you mirror your character (and its UVs) you maximize your texture resolution by doubling it. It’s true that usually a face or a body isn’t perfectly symmetrical, but that’s worth just when rendering…for the moment!:wink:
…for a vehicle, mirroring is perfect!

@la_piaga:

PS2 is a bit of a pain to handle, that’s true…it needs a lot of good quality coding from the programmers. But usually results are wonderful. We’ll se what’ll happen with next gen consoles/graphic-cards. (GeForceFX/Radeon9700 with a full 128bit-color depth rendering pipeline…that means…HDRI in real time! :eek: )


#16

Just wanted to keep this thread alive since we still need some more judges… like… 5 or so.

Don’t be shy! :wip:


#17

Cool idea for this second contest, Wanzai! I hope that I’ll have time to make a go of it. If work keeps me from making an entry I will at least like to judge. Good luck to all,

  • Me

www.sanhueza.com


#18

“GeForceFX/Radeon9700 with a full 128bit-color depth rendering pipeline…that means…HDRI in real time!”

Well, AND!? There is no difference if U see a 32bit or 128bit Image. Sure the 128bit has more information/depth. BUT U never see it! So where’s the point?

And also think about the file size…hehe.

Cya.


#19

OK guys, maybe we can keep the discussion about rendering technology out of this rules thread unless it’s affecting the contest.

Sanhueza, if you decide to judge, just drop a line and you’re on. Btw, what’s with your last contest model you wanted to finish? I think I’m not the only one curious about it :slight_smile:

On the judging front, we have now Bonsai supporting :slight_smile:


#20

It’s me again keeping this thread alive.

  1. It would be nice if we had more judges! Up to now, we have:
  • Erpy
  • Bonsai
  • Sanhueza (maybe)
  • Myself

But on the other hand… some of the WIP submissions haven’t been updated lately. If it stays this way and there’re only few final submissions, we wouldn’t need more judges than submissions…

  1. Due to my lack of time I haven’t been and will not be able to check out technical details to have the submissions in 3D. Let’s cancel that.