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Old 16-12-2009, 09:21 PM   #46
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Are pets allowed or they are against one man army title? mods please answer
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Old 17-12-2009, 01:36 AM   #47
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yeah, pets are fine. But understand that they count towards the characters tri count.
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Old 17-12-2009, 03:57 PM   #48
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this challenge is awesome - must to say 3d total is my biggest inspiration for creating 3d art ... -* U GUYS ARE FUEL FOR MY 3D MACHINE INSIDE ME * so i`m in this ... little late start but i hope i`ll catch the date line ...

question ...for this

" Textures:

-1 x 2048 Color Map
-1 x 2048 Reflection Map
-1 x 2048 Specular Map
-1 x 2048 Specular Color Map
-1 x 2048 Normal Map
-1 x 2048 Bump Map
-1 x 2048 Opacity (transparency) Map
-1 x 2048 Glow map
-1 x 2048 Glossiness map. "

must to have all of this type of textures for the model or will be ok if i have only color ,specular ,normal texture maps ...

and ... i hope to to win for one of the 3d Totals T-Shirts ... if i win can be typed 2 extra words on the t-shirt below the logo of 3d total ?


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Old 17-12-2009, 05:31 PM   #49
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you don't have to use all the maps, those are just examples. as far the t-shirts, they are pre-made, you can't change them.
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Old 18-12-2009, 12:00 PM   #50
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Question about hair... are we able to use hair mods.. or do we have to build the hair as a solid mesh..
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Old 18-12-2009, 02:40 PM   #51
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you can use whatever method you want to create your model. But, understand that using a hair mod will kill your tri count, quick, fast and in a hurry.
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Old 18-12-2009, 03:26 PM   #52
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Originally Posted by BiG ToE-3DT View Post
you can use whatever method you want to create your model. But, understand that using a hair mod will kill your tri count, quick, fast and in a hurry.
ok cool.. i will probably just model hair then or something.. perhaps make her bald.. lol.. cheers
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Old 19-12-2009, 08:29 AM   #53
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So I have a question about :

Textures:

-1 x 2048 Color Map
-1 x 2048 Reflection Map
-1 x 2048 Specular Map
-1 x 2048 Specular Color Map
-1 x 2048 Normal Map
-1 x 2048 Bump Map
-1 x 2048 Opacity (transparency) Map
-1 x 2048 Glow map
-1 x 2048 Glossiness map.

What I don't understand is,are we to attach all of our models parts together and UV/texture them ALL as one.Or can we texture them separately on there own maps and just at the end fit all of the lets say diffuse maps for each piece into 1 X 2048 square in photoshop and submit it in to the final texture sheet(of course with the other maps such as spec done this way too)

Im very sorry for this question.I feel like such a N00b,I just don't want to do something wrong.
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Old 19-12-2009, 04:02 PM   #54
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attach all of our models parts together and UV/texture them ALL as one.

it doesn't need to be a single mesh, but when you select a part of the mesh, the whole mesh, all parts included, should be hilighted.
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Old 19-12-2009, 04:47 PM   #55
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Ah..ok ok.
THANK YOU SO MUCH I would of screwed this up so bad.
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Old 19-12-2009, 11:33 PM   #56
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Armatage Shanks

I have done this.. am i right in saying this is how i should put my texture page together..
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Old 19-12-2009, 11:49 PM   #57
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nope, more like this, in this image you will see all parts of the model unwrapped to the same texture sheet.

the way you have your example, it looks as if each part was unwrapped to its own uv layout then later placed together with photoshop. Doing it that way would be against the rules.

The reason for this rule is for 2 reasons, (1.) it makes it easier to look at for voting (2.) harder to cheat.
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Old 19-12-2009, 11:52 PM   #58
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the key word here is SAME. Everything needs to be on the same texture sheet.

if I ask to see a uv-unwrap of your model, everything should show up in it.

Neil_F01: your example would be (4) 2048x2048 texture sheets. You need (1) 2048x2048 texture sheet.
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Old 20-12-2009, 01:28 AM   #59
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Hey, Im I right in assuming that the final images must be rendered in a game engine? I was wondering if anyone could recommend a free and easy to use game engine? I usually render all my stuff in lightwave, I tried having a little look a marmoset toolbag but Im bit lost with it.

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Old 20-12-2009, 01:56 AM   #60
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If this is anything like previous 3DTotal comps, SpaceTornado, you don't have to worry about game engines. As long as your character is up to the game-engine specs laid out at the beginning of the comp, just render it out, and photoshop it up a bit for finishing if you want. Throwing it into Hammer or Unreal to get renders hasn't been done in the past. At least, i've never seen it, and I must've entered at least 9 comps in the past 2-3 years (though I only finished a handful ).

Might I suggest looking at the Winner's Gallery thread to get a good idea of what 3DTotal demands from final renders in these comps? Also, to just look at some cool models.

http://forums.3dtotal.com/showthread...er%27s+Gallery

(though unfortunately, some of the pics are gone. Tis a shame - how is anyone supposed to see Texas Chainsaw Man anymore!?! Big Toe - what up wit dat?)

Though if you REALLY wanna do it, for sh*ts and giggles, than I believe Unity just went free/open source. I also think there's a free version of the Unreal SDK available, but I don't really know because that toolset is dead to me. Unreal 2.5 was a bitch to use - it's like they went out of their way to make landscapes difficult to create (especially compared to Hammer/Source, where it's cake). But I'm getting distracted now...
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