Gameart Competition #7 Submissions
Submissions only.
Deadline is May 20th so make sure you enter in time!
Only Judges will post their comments along with their scores, Non-Judges can comment on work in the respective artists WIP thread. Any enquiries or comments on the competition in general can be made in the Game comp #7 thread.
No more than 5 pictures per post. I recommend you to compile what you can into collages, or have the least intresting image as a link. In the few cases where 2 characters are submitted, they MUST be entered as seperate submissions.
Please make single pose images no larger than 800x600, and collages no larger than 1024x768.
Post the following info along with your entry:
Cartoon Character
Series / Film in which it is from
Polycount (triangles, not quads)
3D Software used
Images:
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Reference image/s of your selected character. As clear as you can get them, showing as much of the character as possible - especially if it is a little known character. This makes life easier for the judges.
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1 perspective view, 1 orthographic front view, and 1 orthographic side view screencaps of the model. They should be viewport captures of the solid wireframe view mode (or equivalent), with no texturing visible. Compile the 3 views into one image.
Make sure you use default viewport lighting and hide any items that may obscure these screencaps (bones, lights, cameras etc…) -
Selection of perspective images showing off your character at different angles, or in different poses (if rigged). Images should be compiled into one picture, and it must be no bigger than 1024x768.
Cel shading / inking can be used if desired, as long as looks like it would be possible in a game engine.
If cel shading cannot be acheived, then the model should be shown with a high luminosity value (or equivalent). In other words, most or all of the light and colour coming off your model should be coming from the texture. Lights and shadows should barely affect it. All views / poses must be against a plain white background. -
Show us the texture for the character.
One 256 image showing the texture used. If you want, you can overlay the UVs on top to show them unwrapped. -
A single posed image - Pose your model and render it with a background. Render it as you see fit, and use whatever methods you feel will portray it well. There are no limitations other than the model must be posed. If your model is not rigged, then it must be deformed into a pose. Make the image no bigger than 800x600.
Judges:
Each judge will award points to the top 3 entries they like the most.
3 points for 1st
2 points for 2nd
1 point for 3rd
Judging will be based on the following:
Likeness - Does the model look like the character as he appears in the cartoon.
Mesh construction / flexibility - How well is the mesh created, how efficient is the poly placement, and would the mesh be able to perform well in an animation using the extreme poses that can be required for cartoon animation.
UVW Mapping - Good use of texture space? Is the object unwrapped well?
Texturing - Does the painted texture emulate the look of the cartoon?
Appeal - How does the end result look? Was it executed well? Both technically and aesthetically.
If theres anything else that the judges would like to add, they can do so.
Judges are:
Andy H
Poopinmymouth
bentllama
Neil
Poopinmymouth
Supervlieg
Judging will take place between Thursday May 20th and Tuesday May 25th. The winner will be announced when all available judges have cast their votes.
Good luck!
Thanks to Happosai311 for some of the text from the previous comp.

































