AndyH laid out the rules so well last time, I just ganked parts of his thread from last comp. So props to him.
Topic: Supervillains from movies or comic books. It can be an original character, but you have to provide concept art or reference images. Try to go for someone who LOOKS really menacing. If someone can look at this character for the first time, and see right away that it’s evil and menacing, then you’re on the right track.
The models made must be 3000 TRIANGLES or less - including their props and accessories.
Maximum texture size is 1024x1024. You can use 3 maps - Diffuse, Alpha Transparency, and Specular/Normal Map. I don’t really see a reason to have a specular AND normal map, but you can use either. There’s a new thread on normal maps, and nVidia has a tool for photoshop to convert from height maps, if you prefer.
Same as before, a thread must be started in the appropriate forum so feedback and progress reports can be posted. As in the previous contest, multiple entries will not be allowed, so post your choice in this thread.
Your WIP thread should be named as follows:
Game Art Comp 8: (Characters name) - (Movie/Comic Title)
Game Art Comp 8: Boba Fett - Star Wars
If it is an origianl character, you should use:
Game Art Comp 8: (Character Name) - Original Work
Make sure you post in your WIP thread, so you can get feedback as you progress. Half the fun of the contest is seeing the progression!
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.
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.
Show us the texture for the character.
One 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 should be deformed into a pose. Make the image no bigger than 800x600.
The contest begins as right now, and ends July 4th. That’s 3 solid weeks to do your collective thing.
On July 4th, I will create a thread titled “Game Art Competition #8 Submissions” Your final images (all in the same post) should be posted in there for the judging. No one can make comments in that forum, leave that for the individual participant’s threads.
I need Judges to volunteer - As always, the system is…
3 points for 1st place
2 points for 2nd place
1 point for 3rd place
Judges are asked to make their decision based on mesh construction, flexibility, poly density/topology, UVW mapping, and texture painting, with a strong emphasis on the credibility and likeness of the character.
Current judges are:
The winner of this competition will get to choose the subject and terms of the next competition.
Thanks to Kman and AndyH for letting me run this one.