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Old 07-08-2011, 08:02 AM   #31
tongeert
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I like the idea of BiG ToE and SnappedStrings both.
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Old 07-08-2011, 10:39 AM   #32
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+1 for rts as well.

Surprised the usual ideas of 'fusion characters', 'gender bender', 'character styled from a different game' and 'samurai' haven't been thrown out.
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Old 07-08-2011, 11:52 AM   #33
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@silverflame, good suggestions :P
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Old 07-08-2011, 05:41 PM   #34
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+1 for RTS
Medieval, WW2, modern tanks, spaceships... there is plenty of themes.

RTS could work with team too => one'll make low poly vehicules, another one'll make air/spaceship, another one'll make buildings, another one can make human units... OR melee/range/support.

RTS'll also work with Big-Toe's idea (start of a story), we make the design from it, we invent the style/world from it.

(Like chibi idea from poopipe too.)
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Old 07-08-2011, 07:50 PM   #35
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good idea washka. a chibi style rts game "world of threedy craft" or just "threedy craft"
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Old 08-08-2011, 07:32 AM   #36
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With beavers?




Seems those've been admitted by hight standards now:
http://www.youtube.com/watch?v=ttv-gvOzaPw
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Old 08-08-2011, 10:18 AM   #37
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RTS would be cool if it's three low(er) poly models; light, medium and heavy classes or on foot, mounted/vehicle, in flight for example
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Old 08-08-2011, 03:41 PM   #38
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Not a fan of chibi style, but RTS sounds good
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Old 08-08-2011, 04:11 PM   #39
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Why do all suggestions seem to be either - A stylized character, or super low poly?

How many people here actually work in the games industry? I am genuinely interested. The reason I ask is because people seem to want to do things for the wrong reasons, and don't seem to understand the way the industry works.

Low poly, is a massive misunderstanding. The real killer, is texture space. I've tried to reiterate this across the forums in time, but nobody seems to listen. Take the last comp (chess) you were given 15000tris, which is normal, and then multiple 2048 maps, and any render engine. This is not the way it is done. The restrictions would be on texture space, more severely than poly count, and how things look in a game engine.

So if you want to do real low poly stuff, you have to reflect this with textures.

And something I've come to notice, is that the standard of texturing around here, is lower than other places.

This is why I keep suggesting an environment based challenge. Most people go into games companies, as environment/prop artists.

If 3DTotal wants to help, then competitions should be centred around building peoples portfolios for the industry. And right now, the most popular job specs you will find, are for next gen environment artists, or 2D GUI artists.

Also, I suggest people take a look at the standard of the characters in the last comp, it was again, not good. This is due to the fact that characters can be "cool with axes and skulls and laser guns" but if you want in to the industry, make sure you can do a barrel.

I await the flames with joy
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Old 08-08-2011, 05:16 PM   #40
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Agreed with Cuban. Maybe make chibi an option, but def not a requirement :-P

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Old 08-08-2011, 05:23 PM   #41
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Haven't you seen his avatar? He is the flame and spark both...

Either way I can actually agree on most things, however I think you should look into the textures of Rage, what you say is coming to an end . You should also listen to the key note speech the technical director gave, it is up on quakecon.com...
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Old 08-08-2011, 05:35 PM   #42
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Thanks for your input, The Prime.

What texture size (and types of) texture sheets do you feel would be more realistic for the last comp with the 15k tri model?
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Old 08-08-2011, 06:30 PM   #43
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The Prime: I started learning the process of game art here on this forum, and with its challenges, and I think they work pretty well, because what this kind of specs allows you is: learn to work with "high-res" textures (which also means that making a 512*512 texture wont give you a headache... Or atlest its easier to switch from 2048 to 512 then the other way around ) and also, when I read the specs back when I knew nothing about this stuff, I wondered whats a specular map? Everyone else uses it, and they make cool stuff, so I should too! So I read what it is, and started using it.

All in all, its totally irrelevant what are the specs, by doing 3d, and game art in specific you will get better, and when you get to the point when you need to make a portfolio, you will have to make everything from zero again, and you wont use your 1 year old work.. (thats just my opinion)

So I'm looking forward to the next comp, whatever it will be!
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Old 08-08-2011, 06:36 PM   #44
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The Prime - I do agree with a lot of your argument. For high-end games, textures are the major limiting factor, not geometry. And "all renderers" should not be allowed, it should be limited to actual realtime renders. For me, I like lower-res stuff for purely artistic reasons, not for any practical reasons. It offers a certain set of challenges and allows different styles than are possible with high-end game art.

lampshadehead - I've never worked on a game where the programmers allowed me to use anything bigger than 1024. And even that was often just for the diffuse while the normal map and spec map were 512. Memory is the major limiting factor. As a compressed dds image, a 2048 map with mipmaps and alpha is 5.3mb. If you have a diffuse, spec, and normal map, thats 16mb for textures on one model.
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Old 08-08-2011, 06:53 PM   #45
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They have 4k in Rage, 8k at times...
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