do the numbers sound right to everyone? should i proceed and start this thing up?
UGAC - Megaman - Submissions
sounds great! Nothing to say besides lets get it going. If you need a banner graphic of some kind for the contest Heavyness just send me a pm I did the last banner stuff.
Lets get this contest started 
i will be probably start the challenge Sunday night. i will use the weekend to get everything ready, clear out the old threads, get the new threads sticky’ed, and setup/schedule the milestone reviews.
get your polygons warmed up!
This certainly sounds interesting. If I find some time Ill try to join. I’ve wanted to make a colossus ever since I played this wonderfull game.
I would like to insert some suggestions to the specs.
[ul]
[li]I think the specs are a bit high. Maybe to keep it more workable and attractive for people to join in I would slightly lower it. I read the colossus models were around 18.000 -20.000 polies. And that was including the 5 to 6 layers of fur.[/li]You hardly noticed any polygons in this game. compare to colossus 85.000 polygons seems like overkill if you look at those specs. So does 10 x 1024 maps, thats a lof texture space to fill effectively. It’s so much you wont ever have to think about smart tiling and what parts of the texture to make unique. You could probably map everything with a unique textuire space using that much, and keep space to spare. Considering you’ll need a spec, normal, diffuse, shadow and alpha map, you’ll use about 150 mb texture memory for just the textures of the character-level (not considering mipmapped version), and the memory would also need to be able to handle the AI, the sound, texture space of the main character and npc’s, texture’s of the background (colossi walked around in levels) and a whole bunch of other stuff as well. To keep it short, that’s a lot of textures. It would probably take a small team to really put that much texture space to good use.
I would say lets use 20.000 polies for the character-level and 3 x 1024 textures, with diffuse, bump, spec, glow, normal, parallax maps, whatever you want.
[li]Also, the participant should not have to be forced to use fur in their designs, If you build a robot-character-level for example, you could use metal stairs or other stuff to climb the level-character. I you design a tree like creature, you could use vines or whatever you come up with. Let the designers work this out, and let see some creativity here.[/li][/ul]Maybe these points can make the challenge more attractive to more people, I dont know. I think I would like these rule changes, if only to focus the challenge a bit more. The way the specs are now seems more like a ticket for “do whatever you want and take all the polies and textures you need” which is never really the case in real life. But I guess, if you all don’t agree, the rules could also be kept as they are and I would still be able to participate using only 20.000 polies and 3 1024 textures.
thanks for the input!
you don’t have to use fur, that was just bad wording and being used as an example.
i thought the numbers were a bit high myself, but everyone seemed to like them. BUT, we want to make this for a next gen system and we want it pretty enough to be in your portfolio. so how about…
35,000 triangles before instancing
50,000 triangles after instancing
-4x 1024x1024 color maps
-2x 1024x1024 other maps [bump, normal, specular, alpha…]
???
Sounds good to me. So you would be allowed two additional (normal, spec, whatever) maps for per individual 1024 texture, or just 2 extra maps total?
just 2 other none color maps. must be used for bump, specular, normal… whatever.
and of course this means you can break up any of the 1024x1024 maps up into smaller maps.
not yet… soon… remember, i don’t have permissions to the front page plug/sticky posts/and move the old posts into archive, so bear with me.
No worries…just wanted to make sure i didnt miss it. Cant wait for this thing to get started it is going to be a blast…is it alright to post my ideas on this thread or just hold tight and wait.
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