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#1 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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Low Poly Contest #16 Subject – Environmental Pedestal ALL WIPS AND CONCEPTS ARE TO BE KEPT IN THIS THREAD. OK, lets have some real fun. This time around you will be creating an environment/pedestal. What’s that you may be asking. Well think of it this way; instead of creating an entire level for a game, create a section. But here is the twist; you need to create props that fit in your environment. But not just any props. Think game props, like ammunition clips, health pick-ups, guns, swords, and weapons of any kind. These props will be based on the type of environment you create. This means you will have to kick it up a few notches and be more than just creative; lighting/setting of mood will play a large role for this challenge. The good news is you can create your environment in any style you want, its up to you. Compared to the last comp we just had, these specs will be extremely high. I want everyone who voted to start this comp and finish, so start now. Above all, Have Fun! Judging: 3 categories of judging will apply. 10 points possible for each: Concept - How well your idea fits the topic Model – How well the geometry is structured, how well it looks like the subject. Texture – How well the texture space has been used, and how well the texture is painted/applied. DUE DATE: September 23rd: a Sunday, 6 weeks and a few days from today! 12 (midnight) GMT - SUNDAY Idea: Create a section of a game level including any and all props you feel should be included. This means, guns, heath packs, ammunition, power-ups. All props count towards your tri count, so keep an eye on it. Also, you need to create a mood to make the feel of your environment, with your lighting setup. Poly limit: 20,000 tris Total. That’s for everything you model. You can do whatever you want with these, just don’t get carried away and don’t exceed the 20,000 Tri Limit. Textures: (5) 2048 x 2048 diffuse texture and corresponding texture channels. So in other words, you get (5) 2048 diffuse, (5) 2048 bump, (5) 2048 normal, (5) 2048 spec, (5) 2048 opacity, (5) 2048 etc. Textures can be hand-painted or you can use photographic sources. Do what you do. Final Pictures: Required In The Final Post (1 post per entry): - 1 x Winning shot. This image should consist of your environment from its best angle. - 1 x Beauty shot of your environment. Feel free to put multiple angles of your environment or just one big image of your environment on this page. Even better, try to composite a nice art piece similar to the ones in the Winners' Gallery. Be careful how you do this though, simple is often better. It’s up to you. - 1 x wire frame shot of your environment. Feel free to put multiple wire frame shots or just one big wire frame shot on this page. It is up to you. Must have polycount included. - 1 x texture sheet that includes all your used sheets squeezed into "one" sheet. - Concept Sheet (Only if you have a concept) You must provide a screen grab of your wire frame with your poly count, with the actual model and all its parts selected. Please don’t Photoshop your Poly counter with a bogus count. Make sure you post all work in progress, including final poly counts and wire frames in the work in progress thread. If you don’t show your w.i.p’s, your final entry will not count. A Final Entry Thread will be up and waiting around the end of the fifth week/beginning of sixth week. Don’t forget to submit your work by posting it in the final thread. Good luck everyone! BiG ToE.
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Thighten Up The Graphics On Level 3 "something wrongI think" Threedy 4 Life I hate Justin Bieber every day
Last edited by BiG ToE-3DT; 12-09-2007 at 09:09 PM.. |
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#2 |
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Registered User
Join Date: Aug 2006
Location: palm coast, Florida U.S.A
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i think ill go for a post appocolyptic war scene possibly including tanks or military robots or somthing and maybe in some industrial environment. for now ill start small with bullets,then ammo crates,then old-school health packs, oil barrells, pallets, maybe a forklift if i have time, some chain, random industrial machinery, garage door, giant elevator that moves diagnolly(maybe not, its a little bit cliche by now, lol), handrails, scalfolding, catwalks, stairs, pipe, compactor, particle accelorator, genorator, conveyor belt, assembly line, chain link fence, cinderblock wall, pillar, roof supports, corregated warehouse roof, bullet hole normal mapped alpha plane. wow i just realized when i started typing i said i would start small. i guess not, so if i wanna finish i better get started. peace!
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#3 |
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New goal: Platinum spam
Join Date: Dec 2004
Location: Your happyplace. I stole it...
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man, i am psyched. not sure what i want to do. maybe something industrial, (post)apocalyptic or something shiny futuristic. hmm, gonna have to start drawing and see what i come up with.
anyway, im glad the enviroments won, and im realy looking forward to getting started and seeing what everyone cooks up ![]() cheers all.
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NEW SIGNATURE! aint it pretty? |
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#4 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
Location: Reading(ish), Engerlandshire
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Wow, that's more texture space than I have ever used on a level. Criminy! Should start fleshing out some designs over the next couple of evenings with any luck.
Good luck everyone ![]() One question/suggestion: Will the 20,000 include instanced geometry? Could you make your scene and one of each of your props in the 20,000 limit, but then show more copies of the props in your final render, or will the final render be 20,000 tris for all objects including multiples of one prop? Last edited by Perversonality; 06-08-2007 at 12:05 PM.. |
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#6 | |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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I don't see why not. You need to make sure you tell who did the concept, and it would be nice if you got their permission first too. |
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#7 |
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Artificial Soundwave
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Sounds good. If i have the time i will deffinitly participate. Im struggling with the concept tho'.... When i think about it the only thing that sounds realistic is some FPS enviroment... I think i'll do a mansion of some sort that is kind of "post apocalaptic" like bullet hole all over the place.. walls being damaged by explosives etc...
Hope i can (start)finish it. I'll try to work on it at least 1-2 hours a day. |
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#8 |
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Freelacer berseker >_>
Join Date: Nov 2005
Location: Fortaleza- Brazil!
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can i split the textures into 16x512*512 or something?
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Nah |
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#9 |
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3d Addict
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I think I know exactly what my scene will be. Im going for a Unreal Tournament style, but with a twist. Im going to try to make this futuristic looking world of death very dark moody. Sort of add a Silent Hill touch in there. I think this might come out nicely. In this land of darkness, anything will go, swords, polearms, rifles and rocket launchers, but everything with a futuristic look to it.
I've got a lot of work to do, and this time, im going to try to be much more prepared using sketches of the environment im aiming for. |
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#10 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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for you Kalango, you can split the textures any way you want.
Everyone else, nope. I'm kidding. The texture space can be adjusted to whatever you need it to be. Just keep them at multiples of 2 and you shouldn't go any lower than 64 x 64, unless you want a blurry texture. |
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#11 |
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Registered User
Join Date: Aug 2006
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16 512 maps would probably be helpfull for tileable textures. i might do the same for cinder block walls, wood, rusty metals, rough concrete, and a perferated metal texture.
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#13 |
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Registered User
Join Date: Jan 2007
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Can i model a airship landing area inside the environment. I will join this one i suck at organic stuff.
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#14 | |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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