UGAC – Moving Juggernaut Vehicle Level - Rules


#61

So, if I have 4 wheels, all the same, I only count 1 of them? Sounds good to me.


#62

No, there is no need for in-game shots.


#63

15,000 is for the individual objects. So if you have one tire it will count as one in the 15,000 but once you have all your individual objects done you can go over the poly count to 80,000 if needed since all the individual objects are being used to construct the scene which are instanced objects (duplicated).

Some objects will have to be unique objects which are one shot objects in the level but most of the interior can be done with around 5-10 duplicated objects or so. These are decisions you will have to make individually.

Easy objects to instance/duplicate are…

-Doorways

-Stairs

-Plants

-Lights

-Railing

-Windows

-Pipes

-Trims

Anything that can be used over and over again. The real challenge will be in the texture usage and instancing to get the best results. Making objects that fit together nicely and can be repeated scaled to diff sizes and even changing skins on some objects can end up making a scene really complicated when it is really the same objects just used wisly.


#64

I am confident in those specs now, stick with them.


#65

Ok, I updated the specs.
Tomorrow I will go back and add more info about instancing.

I sincerely apologize for any/all inconvenience for the contestants already entered.


#66

So, 15K tris “unique” geometry, and up to an additional 65K as a result of instancing/duplication.

Very good.

Lets rock!

.


#67

That means 15,000 tris before instance for example one door, one stair case, one handle ect…
and 80,000 tris after these objects are instanced. Am I correct please help me. I’m little confused.:shrug:


#68

That means the final poly count has to be 80,000 tris I guess:shrug:


#69

so if you use less geometry and your level still functions well and has style would that be considered a better level? I am new here and not sure how you do the judging.


#70

oooh ooh im in i have been looking for something to add to my demo reel :smiley: cant get started for a few days though my copy of maya 7 is still in the post :frowning: not sure what im going to do. i really want to do something really origional. i think the giant walking thing and the spaceship are over done.


#71

Excelent this makes me immensely happy, my giant elephant temple can be alot more organic looking now, I have one question when it comes to the bump, spec and normal maps do we use 1 of the four 1024^2 maps or is it like this

(4) 1024^2 - colour/ alpha
(4) 1024^2 - bump
(4) 1024*2 - Spec
(4) 1024^2 - normal

I having a dense moment, is it a case of pick one the shiney extras or do all three or as many as you want… am I actually making sense lol?


#72

This is such an awesome theme! I wish I could join, but I have exams coming up, so I’ll have to pass :frowning:

Good luck everyone :]


#73

Wow these specs went up a lot overnight. I’d have to agree 80k seems like overkill. I had a great thing going and wasnt even halfway done. Now I’ll have to populate my level with street lights, trolly cars, etc.

Just wondering about this instancing business. Whats the difference how we spend our triangles. I mean instancing doesnt cut back on render time, does it? Is this common in the industry?


#74

In a game engine instancing an object mainly saves memory as you can place it X number of times in a level, but it only needs to store the object in memory once- no matter how many are placed in a level. Comes in very handy when working with fixed memory budgets on consoles! :slight_smile:


#75

I think what is being said is that you have up to 15k triangles to spend on the unique objects that will make up your level, and then after you place multiple instances of these objects (say 4 copies of a door frame, 6 copies of a light fixture, etc.) the total/finished scene can not exceed 80k triangles.


#76

I’d gladly take part something like this, but I just dont’ get what you mean by:

  • 80,000 tris LIMIT
    • 15,000 before instancing
    • 80,000 after instancing

What do you mean by instancing? Why would I do any instances of my model?-)

And

  • 4] 1024x1024 color
  • 4] 1024x1024 greyscale

Is that like that I can use altogether 8 maps that all are 1024x1024 or is that “4]” there just for getting me confused?

Answer this and I’ll participate. :slight_smile:


#77

I’d gladly take part something like this, but I just dont’ get what you mean by:

  • 80,000 tris LIMIT
  • 15,000 before instancing
  • 80,000 after instancing
    What do you mean by instancing? Why would I do any instances of my model?-)

Lets say you make a big house on wheels. It has eight wheels, but you only model one. The remaining wheels are instances (duplicates) of the one you modeled. The polycount of the modeled wheel comes from the 15000 budget. The duplicates however are accounted for from the total 80000 budget. So, your unique geometry can use a maximum of 15000 tris, but then you may use instances of certain components from the unique set - however the final total amount of tris may not exceed 80000.

And

  • 4] 1024x1024 color
  • 4] 1024x1024 greyscale

Is that like that I can use altogether 8 maps that all are 1024x1024 or is that “4]” there just for getting me confused?

That means you have a total of 4 x 1024 x 1024 pixels budget for colour maps, or if you like, a lot of 512 x 512 maps, or heaps of 256x256 maps… or any combination. But the total sum of colourmap textures should not exceed 4 x 1024 x 1024 pixels. And the same goes for greyscale maps (i.e. bump, specular or anything else that only needs greyscale info).

Unless I misunderstood something, in which case a representative of the organising party will correct me :smiley:

.


#78

this is overall including the instance right


#79

Thanks, JamesMK. That makes a lot of sense now.
I’ll start participating now then. :slight_smile:


#80

Wow This looks very technical