View Full Version : Dominance War Post Mortem - The Chillout Zone (Post-War) for bruised & battered Three
Buzzy
18-05-2009, 06:40 PM
Now that the War is winding down to its final moments, I thought it might be cool to start a thread where we can all discuss our experiences, examine the various storylines, look back at all the drama, and help each other consolidate what we've learned over the last 40-some days.
Here are some of my thoughts.
1. Never under-estimate how long it takes to make the final submission images. I spent ALL DAY sunday, from when I woke til I went to bed, posing my character, rendering, taking screen grabs, compositing in PS, etc. It took a long time. When your character is finished, there is still alot of work to be done.
2. I need to start thinking out of my own little box. I've made like 4 or 5 characters in a row that are studies in male anatomy. I've learned alot but it got me in trouble because I had worked myself into a groove where my characters started looking alot alike. And in the end, I was forced to do yet another male anatomy character, because its the only thing where I was comfortable enough to actually finish it in my truncated timeline. So, for the next 11 months, I will be branching out in preparation for DomWar5. I need to practice females, creatures, clothing, hard-surface, etc. Look for some new innovation from me in the coming months!
3. xNormal rules the world. Up until now, I've always used zBrush's tools for extracting normals and stuff. I've had xNormal for a while, and I've used its Normals2Cavity PS filter alot, but this was the first time I used it to bake normals and AO for a whole character. And boy is it awesome. My workflow has officially changed.
4. Once again, I really need to start doing more concept. Even my first character, where I had almost 2 months to work, I did almost no concepting. I simply built a rough mesh and started roughing out forms in Max with no real direction. I did a couple small sketches, but nothing that helped a whole lot. I can draw fairly well when I put my mind to it, its just SO tempting to jump right into the 3d stuff.
5. This forum is filled with alot of good and decent people. And alot of talent too! Everyone's input and support is very appreciated.
Steamtrooper
18-05-2009, 06:50 PM
Ill post up a full version of my time in DW IV later but for now I have to say youve hit the nail on the head Buzzy, time in post - never can have enough, concept - man I think its about confidence in failing there - I get half decent concept and kind of stall as Im afraid to push it and fail I guess, but at end Im soooo aware of how much a hard worked out concept would have been to find the problem areas etc. Well back to post post PS again for those final touches, all the best people and respect to all who took part.
Joseph Pomeisl
18-05-2009, 06:54 PM
Great idea, Buzzy....
1 - This was a first for me (the war). Leading it up to it I was nervous about being able to hang, if you get me. But, what ended up happening was that I tried alot harder. To go back to Buzzy's point: try things new and different. Expand the comfort zone.
2 - I agree 100%, now, with the importance of concepting. Drawing skills are not important, the idea is what counts.
3 - Look around at the other entries from all forums - but NEVER get discouraged. Take a look at how they are doing it and not what they are doing. Use it as a learning practice/exercise. I probably saw more great 3d work in these two months than in the last year. And I learned alot from it.
4 - Xnormal is great - my machine is from '94. No upgrades. And xnormal is the only way I can make normals and AO - we all owe great thanks to the developer.
5 - There were some classic examples of this: super great model, bad/rushed/overdone texture. Save lots and lots of time for texturing! This is what people really end up seeing - not the perfect geometry.
6 - This forum is filled with alot of good and decent people. And alot of talent too! Everyone's input and support is very appreciated.
...and, yes, time for post production touches is a huge factor. The balance of everything was quite tedious, logos and names and backgrounds and borders.
1. I also learned a lot of things during this war! Thanks for the support I got here!
2. It was my first war, too... and I was afraid that I might make a fool out of myself. But it all worked better, than I expected and I as more motivated to finish, than I would normally have been.
3. I saw all the awesome 3d entries and want to do something like that myself. (What a pitty I'm still a noob in these things.)
4. So alltogether I guess I'll try to do a better entry next year! Maybe in 3d? Who knows...
Darbruce
18-05-2009, 07:44 PM
Definitely never underestimate the post production, I'm glad I worked a little harder and faster on the rig and skin, or I'd not have finished in time. posing is easy, but when you end up using cel-shaders, normals, alphas, cavity maps and all that at the same time with MAXs default scanline, the render time is atrocious. Always leave enough time, preferably at least a week.
As for what I have learned, I learned how to use ZBrush finally, (forcibly) and my workflow changed yet again, I am a sub-par texture artist for the lack of traditional training and practice, so when I discovered polypainting in ZBrush I jizzed in my pants a little, helped soooo much. XNormal didnt want to work for me in this, I dont know if it was my sculpt or what, but it was giving me failed rays everywhere, I had to end up using ZMapper in the end, idk if XNormal will ever get me back...
I also learned that doing a pair of characters means twice the skinning time (common sense) so I needed to leave extra time for that. also in the end this yields a less spectacular result as each character is at most 5K.
Most Importantly though, I learned that most(not all obviously) but most all of the artists competing in D War are great characters that love to help and improve each others work and ideas.
Thanks to all of you, and a War well fought!
newhere
18-05-2009, 11:53 PM
Well honestly for me i never created a bad guy before.
DeadlyFreeze
19-05-2009, 02:02 AM
Having a scheduled and a set workflow pretty much meant my only concern was the artistic part so I can't say I really learned a ton. I did seem to find about every bug possible over a myriad of programs...
1. I found out bodypaint is a pain in the ass because it wont freaking export hue/sat layer selection masks... and apparently maxon didn't know either.
2. I never knew about max's character assembly which is 1000x simpler then dicking around with character studios and accidentally setting vertex keys every 2 mins.
3. 3dsmax 2009 is a huge pile of bug ridden crap I will never touch again.
FrZnChAoS
19-05-2009, 03:03 AM
The two things ill take away from this contest is #1 the importance of concept thats going to keep yourself stimulated to see it to the end.
The second and probably the most important for myself was the workflow. With tools like xnormal, zbrush and going back and forth between your native apps its easy to be redundant and some ways really make a lot of work for yourself. Almost pays to write out a rough outline of how your going to run through everything just to make sure it jives.
Lynette-3dt
19-05-2009, 01:37 PM
At ease, soldiers!
Congratulations to all Threedy Warriors who battled to meet the deadline and submitted their final entries for this year's Dominance War: we salute you!
This thread is for everyone to chill out, relax and chat about what went great, what went wrong, what could be improved next time around, and any little gems of inspiration that hit home throughout the War.
Have you discovered anything from your work on your entry that you'd like to share with other war veterans? Discuss here with friends and foes, or forever hold your peace ...
Fall out! ;P
Sebiomegas
19-05-2009, 01:54 PM
In retrospect,I think I need to get better at texturing and presentation.However, hanging around the 3D Total and Game Artisans forums during the last year was probably the best thing in that it helped me to connect with the gaming industry. Because of that I was able to see the workflow and level of quality it requires. It always feels great to complete an entry, and in this case 2 month competition is really huge.Somehow I feel that every new entry I submit is always better that the last one.:) Well, see ya next year for the DOMINANCE WAR V .;)
Do you still have juice for the post MiniComp ?
Joseph Pomeisl
19-05-2009, 02:07 PM
First off, I think Buzzy already created this thread:D
And , yes, presentation is a huge part: if done well it can give alot of insight into your character.
Also, get the Yeah Yeah Yeahs new 'It's Blitz' album...it's killer.
discmage
19-05-2009, 02:09 PM
Yeah, I am the same. there's a lot of the 'final touch' stuff I need to work out. What this comp allowed me to do was actually finish something as there was a clear deadline and goal. wiothout these it is more difficult to finish projects and find that what they say is true : that last 10% is perhaps the hardest. Or is it 5%.
Another thing I have found, especially with something like this, is that it might not necessarily have to be a good concept for it to be a fantastic entry. Characters that I didn't think would work out that good in concept turned out fantastic with a good texture and development process, and in some cases the money shot, I mean, beauty shot :) really made what I thought a good piece turn into a masterpiece.
In my case I was all about the concept, I really liked my idea but unfortunately the result didn't turn out as good as I would have liked as my skills were lacking in some of the latter areas such as texturing, lighting and 'finishing' especially. So basically I have to finish more projects!
The last point I guess is that its all about the little details, and the fact that EVERY step has to be fantastic for a piece to really shine. If you can't do good lighting then no matter how good your character is then your character will not look its best as the lighting will not show your character to its best advantage. Same with every other step. If you are strong in some areas then maybe you need to branch into new areas to improve those areas. Maybe even start on smaller, simpler projects to nail the basics before getting onto the big things. Its like learning the things you are good at all over again, and its wise to always start small and work your way up.
Personally this experience was fantastic, I wasn't worried about winning...only learning. Once those files were uploaded I had pretty much forgot I did the thing and already moved onto the next project. I had learned so much I just want to put it into practice straight away! I'd also like to thank all those who put in a good word or crit on my work. It was all much appreciated and makes the somewhat difficult task of continuiong when you lose focus that little bit easier.
Looking forward to the next mini comp!!!
Steamtrooper
19-05-2009, 02:17 PM
Well its all done n dusted, good work all. Yeah presentation goes a long way to selling your creation, shame I dont enjoy it in the slightest, but I think thats a lack of doing it, so gonna be addressing that.
Mainly I found concept to HP hardest, I use a base to lp then hp scultp over it in ZB, capture and correct the normals etc. What I think the greatest modellors are doing and what I want to start doing more is working directly on high poly sculpt without worries or limitations of it matching my lp later on. The whole worrying process is limiting my hp sculpt drastically so just concentrating on the HP then afterwards capturing the norms using a cage or some method im unaware of would mean i could just build my lp over the hp at the end and creatively go crazy in ZB.
And yeah Joseph Ill have to go buy that album soon. You into ATR or Meltbanna? maybe a little Cornelius? Think Im gonna go get snack, drink and some sunshine while I listen to Cornelius that always chills me out in just the right way.
Anyone have any good tuts or suggestions for me re: HP to LP flow then post away or send me a PM etc.
Lynette-3dt
19-05-2009, 02:53 PM
First off, I think Buzzy already created this thread
Sorry for stepping on toes, was just acting on a request ;)
BiG ToE-3DT
19-05-2009, 02:56 PM
I went ahead and merged the two threads, now everybody is happy.
Buzzy
19-05-2009, 03:08 PM
Sorry for stepping on toes, was just acting on a request
Haha...no biggie. Just so people have a place to discuss the aftermath. Thanks for putting my thread up here! Makes me feel all warm and special inside.
Toe, you reverted your avatar already? Too soon man, too soon.
Joseph Pomeisl
19-05-2009, 03:27 PM
Ha ha...Sorry, Lynette. Didn't mean it that way.
Warbringerd
19-05-2009, 04:05 PM
Well I'm happy that its over and those who finished.....Good job. I can't think of something that I didn't learn. I will say though that it was a great way to have me finally jump into Zbrush and learn it, with a deadline looming there was no messing around and I was forcd to just get down and dirty. Which is great, after doing things my way and then reading how other do it I have a better understanding of a ecent workflow for Zbrush.
I'm not an increible texturer by any stretch of the imagination, but I can get some decent stuff out, yet I have never had to deal with normal maps or spec maps or any of thier ilk, so I was able to work through alot of issues(there is still much room for improvement though) and I was just totally stoked that I could even get my glows o turn out since I really had no idea what i was really doing.
So where to next.....Well I have a few projects on the go and with this new found wealt of information I think I can put it to use on those particular projects and keep on posting.
Good Job all!!!!!!
poopipe
19-05-2009, 04:29 PM
I learnt that there's little point forcing yourself to enter cos you won't want to finish ;)
moan time...
I'm pretty sure where it went wrong for me this year. The relaxation on shader/rendering rules (even if it was only for the beauty shot cos we all know thats what actually gets voted on) and what seemed like a total lack of creativity put into the brief robbed me of a lot of enthusiasm early on. After that it basically just turned into an unreal-em-off again and kicked the last of it out of me.
I'm not knocking anyone's entries - you do what's needed to win and there's some really good stuff again this year, I just didn't really feel like being a part of it.
I'll be around in the low-poly comps on threedy but I doubt I'll do another war unless something significant changes.
wow, I'm a miserable sod sometimes
Joseph Pomeisl
19-05-2009, 05:43 PM
Turn that frown upside down man! Like this....:D
washka
19-05-2009, 06:45 PM
First war too, but not last...
Negatives points:
- I started too late, bad time management.
- I've lost too much time in concept part but I still want to make more... It's a real trap for me. Can't cure this?
-I've spent too much time on little obsolete details, bad workvalue estimation.
-So much to learn about zbrush, I couldn't even get some real result with normal map (next try), maybe I need to install Xnormal...
-In a general way, I've got a really bad workflow.
Positives points:
-I knew I couldn't finish my project in time so I made some consolation work because I really wanted to submit "something".
I didn't believe it, but I could finish this "something" in two days, the work is just an horror but I could finish it, and I did it, It was submitted. (I'm ashamed)
And even if it doesn't count a lot of poly, it counts a lot for me because this "something" was finished. You can blame me, and throw me stones. I actually need moving rock sounds for my precolombian animation track, so...
-I've learnt a lot, with fantastic people, with awesome entries. And even if I couldn't see and post some comments on all the entries, congratulations everybody!!!
Definitely a great war around the world.
Maybe see you next year to fight again!
Warbringerd
19-05-2009, 06:52 PM
Xnormal was a god send, I watched the tut on it that is on thier web site and I was good to go, I found it gave great results (sometimes a bit of editing was necessary but pretty decent without) and it helped out alot, a definite must have for these comps and future work.
poopipe
19-05-2009, 07:27 PM
Turn that frown upside down man! Like this....:D
im alright - I got drunk, played computer games, drove fast and spent time with my family instead of forcing myself to work on something I wasn't really into :D
ryvick
20-05-2009, 12:44 AM
This one was a huge knocker.
- Conceptualizing really helps no matter how much you want to avoid it.
- Having a good color scheme helps in moving around faster
- knowing your programs limits helps. (3dmax 2009 is not friendly to deep uv or xnormal) would have saved a lot of time
- presentation is crucial. this goes for all the post production on your beauty shot and your pose.
Good things
- tried a highpoly in max only no help from zbrush. could have done a lot a better.
- had great concepts and ideas but could not follow through with it.
- textures came out better than expected.
hicomehere
20-05-2009, 01:35 AM
I found I really hard to show good details in 1200*1000 pixal with 350k,try a lot to fit it
Puckducker
20-05-2009, 03:33 AM
Positives:
- Give yourself plenty of concept time. Others have already said it, but I'll just add my voice to the choir. I spent a full week just doing concepts before opening a 3D program.
- Stick to a schedule. It can be really easy to want to go off track, especially when you see awesome work other people are posting up. You see their work, and want to rush through your stuff just to post the next update. But if you stick to your schedule, give yourself the time needed to finish things, and don't rush thing simply to get more done, you'll do well.
- Never be afraid to hit the delete button and start again. I think in total I probably made my character 2 or 3 times over. Almost every piece I would make, I would wake up the next morning and not like it. Rather than shoehorning it into the design, I just deleted it and started over again with the knowledge that the last path of design choices I made ended up getting me a result I didn't want. I was thankful for the extra week at the end as it allowed me to re-do my texture, from near scratch, about 3 times.
- Have faith in your own skills. A lot of times I was worried I was modeling myself into a difficult position, knowing the shapes I was choosing was going to give me a difficult bake, or that I had so many pieces I wouldn't get the required texture resolution in my UV's. My girlfriend can attest to this, she probably heard me yell out "Why do I keep adding more and more cylinders!!?? I don't have the poly's for those!!" More than once. But I didn't want to compromise on my high poly, so I simply accepted what I was doing and tried to assure myself that come time to bake and unwrap I would figure out the problems and overcome them and arrive at a design that I was happy with.
Things to improve:
- Though I was able to carry through my design without sacrificing a lot of the individual pieces I made, I do feel I was ultimately making my design complex for the sake of being complex. Rather than build large surfaces with a lot of surface detail for normal maps, I made a lot of small individual pieces that had little surface detail. My design is very busy. Next year I really want to keep things simple, or at least simpler. Keep some of the complex details but balance them out with larger area's that make up a more cohesive design.
- Break away from my design mold. Beyond just the above, my DW3 character is very similar in design to my DW4 guy. Now, DW is about creating badass war lord characters, so that's going to automatically skew most designs to be similar. But seeing how amazingly creative some people have been, I really want to push a good creative design next year. This year I fell into the same design trap I did last year, creating a design that substituted "creativity" for "coolness".
Final thoughts:
Had another great time again this year, and again it's so wonderful to see so many designs go through the full design process. It's great to see a fantastic concept move into an amazing high poly and then get translated flawlessly into a perfect low poly with a great texture. Then you look back over the whole thing and see that the final product is much stronger than the initial concept led on.
Congratulations to everyone who participated, and I thoroughly enjoyed working with all of you. See you all next year!
DJdude
20-05-2009, 04:12 AM
First war too, but not last...
Negatives points:
- I started too late, bad time management.
- I've lost too much time in concept part but I still want to make more... It's a real trap for me. Can't cure this?
-I've spent too much time on little obsolete details, bad workvalue estimation.
-So much to learn about zbrush, I couldn't even get some real result with normal map (next try), maybe I need to install Xnormal...
-In a general way, I've got a really bad workflow.
Positives points:
-I knew I couldn't finish my project in time so I made some consolation work because I really wanted to submit "something".
I didn't believe it, but I could finish this "something" in two days, the work is just an horror but I could finish it, and I did it, It was submitted. (I'm ashamed)
And even if it doesn't count a lot of poly, it counts a lot for me because this "something" was finished. You can blame me, and throw me stones. I actually need moving rock sounds for my precolombian animation track, so...
-I've learnt a lot, with fantastic people, with awesome entries. And even if I couldn't see and post some comments on all the entries, congratulations everybody!!!
Definitely a great war around the world.
Maybe see you next year to fight again!
I thought your "something" was awesome.
Loafie
20-05-2009, 07:46 AM
Poor time management was my largest problem. There was a period for about 3 weeks where I never even opened my project, and then once I did I became swamped in schoolwork. My biggest disappointment was that I had left myself so little time to complete anything, I gave myself maybe just a day to work on the highpoly mesh, and that was only in half of the model
This was a great learning experience for me, mostly in how to use Maya and being exposed to Alchemy. I really need to learn all the facets of the different texture maps and how they are implemented. I also learned that xNormal is a godsend.
Overall I was just satisfied with the fact that I had something to turn in, perfect or not. This was my first War, and I feel so proud to have been able to carry a character from concept to completion. The whole experience allowed me to streamline my pipeline and point out what areas I need to improve upon.
Congratulations everybody, and good war!
chris_solo
20-05-2009, 08:31 AM
I'm very pleased to have participated on 3dtotal as in the previous year to DW because here the help we can find is really warm and friendly. I have learned things here technically. Mind here is really creative and relaxed, I really appreciate that. There is a great respect in relation to each and sometimes a dose of humor has a relaxed atmosphere.
On other forum you can not find it and sometimes we do not appreciate when you do partly by a certain former club ...
On 3dtotal, everyone is the same and that's why the strength of its exchange between people :) This can only make progress in all his art.
A big hurray to all, and thank you for help and support I have received as well as new friends.
Psycho Mantis
20-05-2009, 12:37 PM
note to myself: dont move to another state when its wartime. thats what i learned - it takes much time, and when you cant work on it at least 6 hours a day, chances are bad you can make it to the end...
had no time due to the move, i could have entered 3 weeks before deadline - it would have been to little time.
so next year, i stay where i am - and then will hopefully trash enemies lights. (and kneecaps)
aUGIS
20-05-2009, 01:14 PM
Well honestly I remade my basemesh 3 times, then did unwraping 3 times, then desided to use mudbox for details, so learned to use mudbox, before that remade unwraping for 4th time, then found xnormal, learned to use xnormal, then made some textures, and riged chracter and then decided to get rid of turtle, so I made all unwraped textured bigger and repositioned them, then used xnormal again to remake all normals and AO maps, then repainted textures again, then added some extra polys and then riged for second time.
That was fun :)
Thanks to all who helped me find out that workflow is:
0. Concept drawing (learn to draw man)
1. Base mesh.
2. Unwrap
3. Sculpting
5.Making final lowpoly
4. baking maps
6. Drawing textures
7. Riging
8. Posing
9. Postproduction
Did I miss anything?
Crispy4004
21-05-2009, 06:43 AM
I learned a ton this competition. Here are a few general points I've taken away from it that haven't been mentioned yet:
- Color balance is huge. Color hue also effects value. If a color is too saturated, it can destroy the shading.
- Color correction nodes are awesome. Using them instead of constantly adjusting the texture map levels in photoshop can save a ton of time.
- Glow effects can get really blown out with strong lights in the scene. Very difficult to control. Never again will I tackle it entirely in Maya. Better to handle the glow in post with a compositing package.
- Transparency can look confusing when parts overlap. Needs context behind it to look visually appealing.
- Lights can be an incredible tool to add local color and really polish a final image. It also takes a long time to get them looking right. Sounds like common knowledge, but people don't make use of it enough, myself included.
- Transfer maps make it possible to redo UVs without starting texturing from scratch.
- 3d Coat is a great 3d texturing solution.
Novian
21-05-2009, 11:42 AM
I want to extend a personal thank you to all those who closely assisted me in the journey that was my first Dominance War. And a thank you goes out to the Threedy community as well for accepting me as one of their own since way back in the Undead Rocker Low Poly Comp. :)
I have learned so much and grown even more throughout this intense competition. I know that there are wonderful cash and hardware prizes but even more importantly than that, this is my best character yet, Iv'e made some great friends, and as an artist I am forever improved. You can't buy any of that.
Cheers~
LaMonk
21-05-2009, 05:15 PM
Heh. When I decided to participete in DW I knew one thing - DW is not for female characters. This war is for cool guys, big monsters with ton of muscles ... cyborgs, of course (because "cyborgs are cool and handsome. they jump and kill and stuff"). And what I did? Now I see ... Last time there was no beautiful female characters because nobody try to do one. In this war I saw at least two awesome girls =) However they are cyborgs ^^
About my DW ... I'm glad that it was hard, that I did it in time, that I did almost what I wanted to do. Now I have to study because exams are so close^^ And then I'll try to break beyond the static and to go in the world of animation. =)
Buzzy
21-05-2009, 05:57 PM
Yeah thats always been my major gripe with DomWar...it seems to be very "trendy"...only the "cool" stuff does well... as if the cool frat guys from my university were the judges. If you're character doesn't look like he belongs in Gears of War, he won't win...if he's not convered head-to-toe with super dense detail to the point you can't even make out major shapes anymore, he probably won't do well either (and I say "he" because, as LaMonk pointed out, its seems to be a very "macho" competition...all muscles and guns)
Crispy4004
22-05-2009, 12:40 AM
Between Lukavi's woman and these (1 (http://forums.cgsociety.org/showthread.php?f=282&t=743219),2 (http://forums.cgsociety.org/showthread.php?f=282&t=747013), + many more) there have been some really exceptional women that should make it into finals. I don't think the judges are going to pass on them just because they're naturally a bit more frail looking.
One thing I will say though is that choosing a woman or a less defined character initially makes it far more difficult to gather attention around your entry. People get excited when they see muscles, nuts, and bolts. Subtlety can be just as impressive, if not more-so, but it's takes a lot of effort and time to get your work recognized on the same level.
Joseph Pomeisl
22-05-2009, 03:24 AM
When I first saw fastbit's entry I was so happy. A diffuse only, little girl. I still love that one the most of all.
Not sure if we get to vote on the entries, but that could be a big factor in the whole thing - there's like around 500 or so? entries. A good thumbnail makes a huge impact in itself. There's so much to go through that the subtle stuff, which lacks the initial puch in the face effect, gets lost.
By the way, the dude who has the blinking gif as his thumbnail is a genius...
Steamtrooper
22-05-2009, 08:15 AM
We dont vote mate, its a 'board' of judges, then another then another.
There were some superb female entries last year, but anyone seriously interested in winning is always going to go the GOW route. SlipgateCentral this year has a fantastic female entry which should be well in the top ten if not top three, but we will see, people have suprisingly undifferent tastes I find so expect the top 3 to be beefcake greeble hogs.
Slipgatecentral (http://www.cgtalk.ru/forum/showthread.php?t=23293)
Id like to congratulate Slipgate ona fantastic entry, Id dit it over there but my Russian is a bit poor.
Slipgatecentral
23-05-2009, 11:15 AM
Steamtrooper thanks mate :)
Few words regarding female characters and visual wow-effect. Before DW4 started I had exactly same doubts spoken above. Would female entry have same impact as bulky GoW-style char with huge weapons and attitude? After making few drafts of warmachines stuff I just figured I don't really dig that direction and started working on what I've always liked the most. At the end, I dont see real point in spending month of your life over something you don't like. We'll see very soon how that worked out.
Joseph Pomeisl totally agree with you about thumbnails, I'd definitely wouldnt want someones entry to be paid less attention because of boring thumb, like it happened with first DW4 minicontest.
With such massive amount of entries , sorting it out gonna be a major pain for judges. Hopefully 3-stage judging system will prove itself.
BiG ToE-3DT
23-05-2009, 01:50 PM
its true, if Slipgate doesn't make the top 3, I woud say, number one, but I do want threedy to win, but still, if he isn't up there, I think we may need to boycott next year.
For being the enemy, Slipgate, Threedy has your back.
Loafie
23-05-2009, 04:15 PM
wow. that's just....wow. how? why so good? wow. I'm speechless. I have no speech.
chris_solo
24-05-2009, 09:51 PM
just one last thing to say, the level this year is even higher than in previous years! What will be next year ...:wall::xx::crazy:
Joseph Pomeisl
25-05-2009, 04:17 PM
Dominance War V
stroggtank
26-05-2009, 04:20 PM
Hey guys, i didŽn enter in the comp, but to be honest I suck at lowpoly (well, IŽve never had the need to make something serious in lowpoly really, but I know I suck) so following most of the threads closely, was like been in some on-line school... I learned a lot of all of you guys, excellent works, hope next year I can join you in the battle and not behind it :D
Slipgatecentral (http://www.cgtalk.ru/forum/showthread.php?t=23293)
Id like to congratulate Slipgate ona fantastic entry, Id dit it over there but my Russian is a bit poor.
I Thought the same, but i did it in his deviantart page, you know.. my russian skills sucks too.
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