Ugac - Prop 101 - Jungle - Mini Challenge


#32

I’m not quite sure why this is so difficult for people to understand…

Take a prop that has been thrown on the ground or whatever, and has had plants grow around it. IE, an old, rusted barrel with weeds in it, etc.


#33

The problem people are having I think is that when you have like a car that has not been used a very long time, the foliage starts to creep over it. Fine but then the foliage is connected to something, and a free floating car with foliage sprouting from nothing is rather odd to look at.

Would perhaps then be ok to model some parts of the ground, and exclude it from the total poly and texture count?

The best explanation would be an example;)


#34

As far as I get it, it could just be a tree, or a rock, or an old entrance to a temple, or a machette, or a map, or a water bottle, or a ruck-sack, or an NPC animal, or a torch (flame or electric), or a crashed plane, or a hat, or lost artifact, or a mud hut, or a campfire, or some beefy off-road tires, or or, how many examples do you people need?!? (I’ll update this list as I think of more, I’ll either edit this post or make a new one)

EDIT: Now look, I’ve sacrificed my 100th post to help you lot! :stuck_out_tongue:


#35

just what I needed, this’ll be fun.

-KDX-


#36

Hmm… tempting… I’ll have to see if I can free up some time for this.

Already got some ideas floating thourgh my head… :smiley:


#37

Hexodam: I believe the point is to not get carried away. You have 1k tris (not much) and the idea is to focus on the prop. So of course, if it makes sense to show where the weed is coming from, then do it. But keep it simple.
The point is that if you’re modeling a gun on a car, don’t waste your time spending weeks modeling this killer car with shocks and headlites…etc. That’s not the point of the comp. So unless the prop relys on another prop for reference, then just ditch it.


#38

makes perfect sense :thumbsup:


#39

can we get some specs on what this “game engine” we are designing for can do?

i.e.

normal mapping
alpha channels
basic environment reflection map - based off alpha channel map

etc.

Thanks!

Mark


#40

Any advices about how to light the scene? ambient light or something? I have no idea what kind of lighting would be ‘normal’ for a such a task. But I think that’s important for texturing…


#41

Well be it that you’re not animating it and it’s only a pile of polygons with texture sheets, then it can fit into pretty much any engine. (edit. Rules have been updated)

Basically…
stop worrying about all the minor details. JUST HAVE FUN!!


#42

I may be wrong but I’m pretty sure it says you can use a normal map or a bump map in the first post:

TECHNICAL SPECS:
[ul]
[li]1000 triangles LIMIT[/li][li]ONE 512x512 colour map[/li][li]ONE 512x512 spec map[/li][li]ONE 512x512 normal/bump map[/li][/ul]


#43

yup, thats what i thought…


#44

some of you might have been ocnfused as to where an alpha map comes into play. I took it for granted that you would be using a TIF or similar extension for your colour map…my bad.

…the rules have now been updated to reflect that your colour map can have an alpha attached, for whatever use you see fit…


#45

I Must ask this, can you have more than one entry?


#46

If you were going to put vegetation and stuff around your prop, does everything have to fit in one 512x512 texture. If not is there a limit to the number of textures.


#47

If the vegetation is just part of the scene, for the render or something, then I don’t think so, I think everything to do with the actual prop does though.


#48

all we want to see in the final render is your prop…your prop must incorporate aspects of the jungle in it…so yes, what you show in your final render must fit on to a single 512x512 sheet…


#49

does it have to be rendered with max (or whatever 3dapp anyone is using) or are we allowed to show an ingameshot of this object, in my case this would be the bridge over a canyon, i won’t show any objects around that prop but the landscape is what this object was made for, i guess it works better with the right environment…


#50

A dur… I’m new to the unofficial game challenges. Will there be a thread to post finished entries when it’s all done?


#51

Yep, that’s how it works. Bentllama will make the thread nearer the deadline.