Ugac - Prop 101 - Jungle - Mini Challenge


#21

Sounds nice. :slight_smile:


#22

Eclipse3D and percydaman (and others): When map sizes are mentioned and uses of them, that is only the LIMIT. That doesn’t mean you HAVE to do anything. If you think your prop rocks so hard that it doesn’t even need color, then go for it. It’s a competition to test yourself and compare yourself to others.
The rules are setup to make the competition have an even playing ground. Based off of every other comp, I’m 99.9% sure that alphas are fine. The only one I couldn’t see being allowed would be normal maps.

It’s like elementary school. You get a big box of 1000 crayons handed to you. Do you feel it necessary to use every single color in the box? Not necessarily. Just use whatever color you’re feelin. You could use only blue, and still have your piece hanging in the front of the classroom with a big star on it :wink:


#23

everyone: What point exactly is trippin everyone up? It’s pretty run of the mill… ā€œmodel a propā€, but the twist is that we don’t just want another AK or sniper rifle like the other 1000 on here, we want it to be theme based. The theme is jungle and overgrown.
It’s like if you were working on a space game, you would be required to make your props futuristic looking and practical with the environment they’re in.

I think it would help if you guys checked out the reference pics that were posted, a picture is worth a 1000 words.


#24

exactly. Take any object, say a car that has been stripped to it’s frame, then put it in a jungle and imagine what would happen to it. Maybe you could make an ancient sacred alter that is covered by ivy and has a tree enveloping half of it. Hell, you could take any object from any other theme, (futuristic, retro, etc) throw it in a jungle and let nature take over.


#25

i don’t quite understand this challange? we can’t model the envoirnment, but you want it to be in the jungle ? and by ā€œpropā€ i think you mean a ā€œlevel static_propā€ am i correct ? and what does the ā€œpropā€ need to be? could anyone post a preview or something. I’m really sorry but i’m a bit in the dark here :slight_smile:
And i wanna enter this challenge ! :confused:

thanks!


#26

seems clear to me… and I think you can throw your alpha in with your color map any way. Just put it in the alpha channel of your tif file and assign it as both in whichever proggy your using, am I right? I will try this one out, good luck everyone!


#27

eh, simon… I think an example might be a chainsaw with a vine as the starter cord and handle. or a throne made out of stumps and vines held together with monkey shit. Or a rudimentary elevator with vine pulleys and wooden platform, That kind of thing I’m pretty sure.


#28

sigh :sad:

Unfortunately I don’e quite have the time at the moment… hopefully on a later challenge:shrug:


#29

I think that u can’t describe it better!


#30

That’s too bad. I have been following your progress on your “hotel and props” project and I must say your work on the whole thing is excellent. I love the props that you did such as the dumpster. I hope to see some of your entries in future GAC’s.


#31

Wow, this challange looks interesting, we have 2weeks to complete and a 1000ris limit, its not even 1000faces, scary huh, what if the tris exceed 1000tris? will the entry fail or something

also the prop, hmmm that need a little thinking, I think I’ll go for Environtment

goodluck guys


#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 ā€œgame engineā€ 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 ā€˜normal’ for a such a task. But I think that’s important for texturing…