I am fine with that idea sounds intresting 
UGAC - Megaman - Submissions
ok, so now we need some specs. iām guessing next gen, lotsāoāpolys and big texture sheets [since this will be a end level boss⦠that is a level].
also, what do you guys think about extending the deadline? and are we going to have them animate?
The only thing I would say is that the Juggernaut level didnt go over that great. If you guys want to do some environment stuff, I was thinking it could be fun to make our own islands.
Although I think the turnout from character challenges is much better. I was thinking it would be fun to have a āgirl next doorā challenge.
or maybe since the challenge would probably be ending some time in December we could do something for the holidays.
OR maybe something for a game has been announced but hasnt been released yet.
True in general level design contests in cgtalk.com tend to flop. Which is a damn shame, since level design is very important for games. But I guess everyone wants to be a character modeler when it comes to game art. Cries
ā¦
The cool thing about this though is that it is kind of both a character design with a level on the boss.
If you pitch it as a charecter design more than a level we might fool people to enter the contest 
I think a 360 loop render of the model is the only thing needed as a must for the contest plus pics and other stuff. But an animation is not, but would be good to have animations if people get time.
a level is about 50,000 polys in view. And since this guy will tend to be in view always I think that is a good goal to reach. Perhaps we can double it if we allow instancing.
texture wise. 16 2048x2048 that is 4 4096x4096 maybe that is too much. Just laying down some quick specs.
To kind of put things in a time prespective, right now I am guessing it takes me apporx avrage of 8 hours to assemble a respectable 1024x1024 worth of texture space. How long would you say it takes you?
somnambulance - I think you are about right on for the time it takes me to put together a 1024x1024, but that is when Iām strictly using photoshop and trying to optimize like crazy. If we beef up the specs a bit though then it will be a lot easier throw software like Zbrush at it and come up with a ton of detailed stuff. So padding the reqs might not be a bad idea (and I donāt know about anyone else, but since I donāt do full level design all that often i doubt Iād be very efficient at it).
With that in mind though, I would expect to see some more time for the contest. Maybe a 1.5 months, 2 months? Would that be too long to keep people interested?
It varies depending on the texture. But for me a simple realistic wall using photo source takes around 1hr and than I have like three different versions, those take like 15-30min each. If it is not photo source I am going for something more stylized it can take 5hrs or so.
Like I said it depends on the texture. Simple walls take less. More controlled textures take longer.
This would either need a longer time frame or we have to reduce the idea. If the time frame is too long people will lose interest.
Like stated before, level design stuff kind of flops around here. Very few people have any interest in that game art.
At the end you guys decide what will happen.
an idea
We can make it so two contest run at the same time but with the same theme just for both environment and character designers.
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just an example.
[/font][font=Verdana]Create a character from red riding hood or environment. Both could be judged separately that way you can have a choice of environment or character.
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That might be good. We could have people create there giant boss level if they want to and then create the heroe or just an environment if they want. But that would mean we would need twice as many judges though right lol. But this sounds good.
This would be the first contest i try for and i dont know exactly how long it would take me to texture everything for i am not that experienced at it. But we shall see right guysā¦cant wait for it to start.
I was contemplating doing a super huge boss (think end of Kingdom Hearts 2 proportions) for an RPG I am working on anyway. So this could give me a chance to kill two birds with one stone.
sorry guys, i had some unexpected house guests and entertaining them all weekend.
so, iām guessing high poly count for this one. not only does it have to be a hig detailed character, the character has to have additional props on him to make him look like a playable levelā¦
-megaman was 8,000 triangles
-Moving Juggernaut Vehicle Level was 80,000 triangles [link]
so an even 100,000 triangles? does anyone know the polycount of some of the colossusās from SotC? or should we cut the polys in half [50,000] and test our low poly skills? i donāt want to make it to high poly since this is a game art challenge, but i want to give everyone some room to work.
Take into acount that this contest works should fit in a portfolio something people should be proud to show. I think 50,000 is good for non instanced objects but you can go to 100,000 with objects that are instanced.
So are we doing a giant boss from any game it just has to be a level kinda like SOC and God of War Pandoraās temble right. Or am i missing the subject entirely. Also when is the due date.
The contest has not started yet. The guidelines are not even set atm.
But from the looks it will be a SOC idea but not theme unless you want to.
Edit: Also it looks like it will be going up soon. Like in a week the guidlines should be set or so.
Okay np i knew there was no start date yet people were still going about the subject of the guidlines. Cant wait to start this though.
[wip, not the final rules]
UGAC - Colossus Level - Create a level that is also a character. In fashion of Shadow of the Colossus, you must build a level that is completely integrated with a movable character. It can be done in any fashion and style. Be it a Futuristic Neo-Tokyo Robot, or a Mythical Giant Wolf; you decide. The level must be incorporated into the character. No modeling a horse then plopping you level on the horseās saddle. The character doesnāt carry the level, the character is the level. Like in Shadow of the Colossus, you must use the Colossusās fur to climb up on or use his weapon as a ramp to mount him. The aim of this challenge is to see who can merge the best level design using a character as their canvas.
Guidelines
-85,000 triangles limit*
50,000 triangles before instancing
85,000 triangles after instancing
-10x 1024 color maps
-10x 1024 other maps [bump, normal, specular, alphaā¦]
-2 month limit with milestone reviews [no judging, just helpful reviews]. iām also willing to do a 3 month limit since the holidays are coming up.
2 new sticky threads will be made for this contestā¦
-UGAC - Colossus Level - Galley - each participant will post 1 picture and a link to their thread. they should update this post often with their newest w.i.p. snapshot. this will help people view all the participantsā work.
-UGAC - Colossus Level - Milestone Review - this thread will contain some milestones that we setup before hand. example; Milestone01 can be concept drawing, Milestone02 can be modeling complete, and Milestone03 can be texture complete. We can do as many [or as few] as we want, even none. and the milestone reviews are completely optional, they will be there for you to take advantage of if you want.
comments, concerns, ideas, arguments, whatever⦠let me hear them!
[wip, not the final rules]
most game studios have milestones for their games. being code complete, or a playable alpha; they are mini goals setup to keep the production of the game on track, and on time. since most games take over 2+ years to make, sometimes teams can loose focus or slack off in the begining thinking they have all the time in the world.
for the UGAC, i just want to see if people are interested in setting up little milestone goals. these would be to help keep everyone on track, and keep them interested through the entire challenge. some people need little goals to reach to feel like theyāre accomplishing something and to keep them motivated. like i said before, you donāt have to contribute in with the milestone reviews. if you want to crank out your entire mesh and textures 5 days before the deadline, great.
One little suggestion⦠mainly to try and get more people involved.
Does it have to be a giant character or can it be some form of adjusting/morphing level? Main reason I ask⦠FFXII. If youāve seen the airships in that, they are, simply put, gorgeous and several have a shifting shape. I can almost imagine we could get more people involved if it doesnāt HAVE to be a giant of a style but rather some sort of huge, shape changing construct be it a giant, dragon, or even something along the lines of the original Macross battleship (Yggdrasil). Just a thought, though.
well, if you want to make a giant robotic dragon that looks like a ship, go for it. if you want it to animate and transform, great⦠but you donāt have to.
and i would make it look more like a dragon then a ship. the winner of the last challenge choose the Shadow of the Colossus idea and weāre sticking with it.