UGAC – Super Shiny and Sexy vehicle – Rules


#21

Hmmmm
. Looks like a fun competition. I would participate (because all I do is vehicle design work), but this is video-game oriented with limited poly counts & my techniques aren’t very compatible. I understand the rules, so there’s no need to defend them. I wish everyone the best.

  • Jon :slight_smile:

#22

hey guys, sorry for the newbieness, but how would this spherical reflection material be added in max?

You stated you can use 2 different materials, while in max, its a map channel. I would just put my reflection image into the reflection slot. is this what youmean? or do u mean making a whole differenet shader/material purely for reflection? cos that sounds odd…


#23

innermindseye- have one material for your non reflective bits(like tyres etc)

and one for your reflective bits, they look-up the same textures for colour, spec etc but the reflective one would have a reflection map in the reflection slot of the material.

a cube map can be generated in maxes mateial editor, so you could make a nice little scene (ground plane, horizon, maybe some clouds and something to fake the vehicles shadow) then render it out. load it up in the vehicles material and hey presto.

havnt done it for a while so might be missin a few bits, but it isnt hard

a spherical map, is just a normal map square that is projected on to the object using a spherical environment mapping


#24

just a thought,

YOU ARE ALLOWED an alpha channel on the colour map, for lights winscreens etc (just saying cos it wasnt stated in the rules.

also I think it would be a cool idea to get a small-ish isometric render of the vehicle for the submissions, so that someone can make a cool line up piccy


#25

we are using HDR in our game. i think its very rare now that modern engines dont support HRD and other stuff


#26

do you need any specialist software to create a hdri image, or can you do it in Photoshop, if you can do it in PS then you can use it, if not then it puts alot of people to a distinct disadvantage and you wont be able to use it


#27

You need a commercial external tool I think. But there is a way to fake HDR maps. And it should be possible to fake that with a shader as well :smiley: . So it should be ok, if everbody can use HDR maps. No disadvantages for anybody and it should be game capable :wink: . Especially for engines which don’t support HDR Maps :wink: .

Found this manual



#28

HDRI ago-go then

thanks for the tip Orik


#29

Hey Daren, just a quick question.
Even though the rules specify no feedback or wips till the end of the contest, do we get penalized if we do either or both?

I posted my first attempt just to see if it was on an acceptable path or not… but I also gave some feedback exchange.

Just curious

Cheers,

NRG


#30

What is it you’re referring too?
Contestants are allowed to comment to other contestants WIP’s. They are however not allowed to comment to other contestants finished entries in the Submissions thread (which will be up in an week or so) until the judging is over

You are also not allowed to post uncompleted WIP’s in the Submissions thread, only completed entries ready for judging.

Is that what you are referring to?
:curious:

Hope I was able to help.
-Daren Loney


#31

Sorry about that…tired and not thinking straight. No, I didn’t mean the final submittion thread… I meant our own… but it all good. :slight_smile: Just tired. Don’t mind me.


#32

One question regarding the reflections.
Does a reflection mask offend against the rules? I have two many different reflection types which cannot be handled with only two materials. Main reflections are for chrome metal and glass. I also want to create details via normalmap which must not reflect. Not possible without a mask.
Would be important but if not, hmm, I have to excogitate something new.


#33

Rules say 20481024, assuming 2x 10241024 is acceptable too then?


#34

yep.


#35

OriKid say that you could use the alpha channel on the diffuse map for a reflection mask, but no more maps are allowed, so you may have to divide the model into seethrough/reflective, and non-seethrough/reflection mask materials.

think of a way to get by with the maps and 2 materials allowed, how you set the material up is up to you


#36

Submissions thread will be up tomorrow morning
(about 11am, or so…)

:thumbsup:


#37

I’ve never submitted before and I’m quite the newbie so… I’m thinking about submitting an entry but I have a question… I’m using Hexagon2 and I wanted to know if I can use subdivisions? Like the smoothing thing or since this is a game submission thing… does it have to all be flat polys? If I can use subdivision, can I use creasing/break/edge weights or should it be pure polygons.

Like I said, I’m new to all this so I don’t know how game engines work and the such so when these models get imported into the game, does it allow subdivisions?

Thanks!
Azeiku


#38

Azeiku- no sub-d, 6000tri limit!

devil hacker -remind me when does this thing finish


#39

Competition ends June 9th

:wink:

(here is some random text to get me over the short post limit thingy)


#40

Cool… thanks!

-Azeiku