Game Art Competition #8


#81

maybe a stupid question, but do we need to rig it and make a composition or just model and texture?

edit : i’m still going to enter, but i’m on smallband now and i don’t feel like uploading pics on such a slow connection


#82

Yeah, that ties in with my question:


#83

Sorry about the delay - I just got back from the Massive Black thing in Austin - So badass. Anyway, as far as rigging and textures, you don’t absolutely have to rig your model, but it always looks better in dynamic pose, than in standard T pose. I suppose it goes the same for textures, but I really recommend a texture and rig. But if it gets down to the wire, submit what you have, because we definitely want to see your finished piece.

As for images, I took this from AndyH’s comp 7 rules. It’s edited down to what applies. You’ll be limited in your pic totals per post, so you might want to just link to your texture.

  1. 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.

  2. 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…)

  3. 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.

  4. 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.

  5. 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.


#84

Lekku:

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.

Wouldn´t it be better to show the texture in full 1024 resolution? Since that is the allowed texture size for this comp.


#85

Yeah, sorry, I chopped up the rules from the last comp, and forgot to change the numbers. I’ll fix that.

Thanks, Ivars.


#86

Just playing the freindly neighborhood alarm bell. :wink:


#87

Just playing the freindly neighborhood alarm bell. :wink:
same here :sad:
I was gonna enter, but I hope the deadline gets extended till tomorrow because of this (within 30 minutes or so I will no longer be able to post before tomorrow morning).


#88

Are we getting a thread to post the finished stuff in? Or am I just missing it?


#89

Supposed to, I wanted to post before i left for the party… looks like ill wait till later. happy 4th everyone


#90

Yeah, what’s the deal? When/where do we get to post our final submissions? :shrug:


#91

I need until 12 am, 6 hours to finish my work… I’m glad we are having this delay, because I’m almost done…

:buttrock:


#92

Me too. Althought posing is going to be a problem since I don’t have the software for it.


#93

OO wow?! what software did you use to model it?..

actualy the pose isn’t to bad the way it is on your character. :shrug:

the pose of jedah sucks right now… :curious:


#94

Okay, it’s up. Sorry about the delay. Never should have made the 4th the deadline, what with all the drinking, this weekend. (It’s an American thing - some sort of holiday… ) Anyway, Who else wanted to judge? Please contact me, if you want to. I’ll cap it off at ten or so…

Anyway, back to the beer.


#95

So, whaddya guys think, while we’re in the usual lull waiting for the judges to submit, and then waiting for the decision for what comp to do next, that we have another mini-comp?

I’m thinking it could be a usual thing to do, between all the comps, is have an easy-to-do, learn a bit for next time type of comp. We could cut it short when the real one starts, and do a vote for best entry. I’d keep the all in one thread idea from the last one, but perhaps a little more like the Sketch of the Day comp. If it takes off, we could do a game art of the week, or even daily game art.

Possible ideas I thought of would be:

*Model and texture a firearm with 500 triangles, and a single 256X256.
*“Skin” the model provided with a 512X512. (UVs done already)
*Model a head with 128 triangles and 128X128 texture.
*Model and texture a gate to a tomb.

Another way to take it would be topics like the Daily Sketch ones, like:

*Gatekeeper
*The last day of Pompeii

If we kept the poly counts and texture sizes really low, lower if it’s charcters, slightly higher for props and environment objects, then it would be possible to finish them in an evening or 2, which should be just about perfect… :slight_smile:

So… opinions?


#96

*Model and texture a gate to a tomb.

I think this sounds like alot of fun. My vote is for the gate.


#97

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