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Old 09-06-2009, 07:12 PM   #106
dustinbrown
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The challenges last a month, and time limit is 8hrs. I assume this is to give folks plenty of time to jump on board, which I think is great. But when it comes to getting a job, I think employers might see speed sculpting as a parlor trick. They want to see finished work.

Not to discount the validity or importance of being able to knock something out quickly, but I'd love to see the sculpting challenges be less speed-based and more quality-based. Challenges, for me anyway, are a great vehicle to create solid personal portfolio work: A deadline is imposed by someone else, there are constraints, etc, it's great. Something that took few weeks to make is going to be much more portfolio worthy than an 8hr speed sculpt.

That said, I know these challenges are for fun. I'm not trying to take away from that, I'm simply saying that if they were more quality over speed based, they could be fun and also have the added benefit of giving people some nice work for their portfolios. I suppose one could always continue to work on a sculpt after the speed-sculpt challenge is over, to bring it to a finish, but I like the idea of being able to potentially tack an award graphic to a finished piece.

I can think of a few ways to implement it:

1) Two separate categories (speed sculpt and long sculpt) for every sculpting challenge. For example the Dragon challenge would have had a speed sculpt and a long sculpt thread, with different constraints.

2) Two separate categories (speed sculpt and long sculpt) with their own challenges. For example the speed sculptors could be working on dragons while the long sculptors are working on something different.

3) Alternate challenges between speed and long sculpting.

4) Require speed sculpts to be part of the beginning conceptualization part of longer sculpting challenges, to teach people how to use ZBrush and Mudbox as conceptual tools as well as finishing tools. For example you make a long Dragon sculpting challenge, but require 5 minimum different conceptual speed sculpts with a 1hr cap on each.

I like #4 best. I think it's most useful from a career standpoint. Personal opinion

Last edited by dustinbrown; 09-06-2009 at 07:22 PM..
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Old 09-06-2009, 07:22 PM   #107
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ur right aby but i dont want to think of my kids with wolf girl lol
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Old 09-06-2009, 09:10 PM   #108
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Quote:
Originally Posted by dustinbrown View Post
The challenges last a month, and time limit is 8hrs. I assume this is to give folks plenty of time to jump on board, which I think is great. But when it comes to getting a job, I think employers might see speed sculpting as a parlor trick. They want to see finished work.

Not to discount the validity or importance of being able to knock something out quickly, but I'd love to see the sculpting challenges be less speed-based and more quality-based. Challenges, for me anyway, are a great vehicle to create solid personal portfolio work: A deadline is imposed by someone else, there are constraints, etc, it's great. Something that took few weeks to make is going to be much more portfolio worthy than an 8hr speed sculpt.

That said, I know these challenges are for fun. I'm not trying to take away from that, I'm simply saying that if they were more quality over speed based, they could be fun and also have the added benefit of giving people some nice work for their portfolios. I suppose one could always continue to work on a sculpt after the speed-sculpt challenge is over, to bring it to a finish, but I like the idea of being able to potentially tack an award graphic to a finished piece.

I can think of a few ways to implement it:

1) Two separate categories (speed sculpt and long sculpt) for every sculpting challenge. For example the Dragon challenge would have had a speed sculpt and a long sculpt thread, with different constraints.

2) Two separate categories (speed sculpt and long sculpt) with their own challenges. For example the speed sculptors could be working on dragons while the long sculptors are working on something different.

3) Alternate challenges between speed and long sculpting.

4) Require speed sculpts to be part of the beginning conceptualization part of longer sculpting challenges, to teach people how to use ZBrush and Mudbox as conceptual tools as well as finishing tools. For example you make a long Dragon sculpting challenge, but require 5 minimum different conceptual speed sculpts with a 1hr cap on each.

I like #4 best. I think it's most useful from a career standpoint. Personal opinion
Those are some great points, Dustin. We have discussed them among the staff since the challenges begun over a year ago. I'm going to take note of these for our future meetings, though we still don't want to overcomplicate it with the challenges ( too many sub-categories tends to alienate people; and most people who participate in these can only spare so many hours of their free time )

The quality over speed notion can still be implemented by anyone. After you finish up your speed sculpt within the time limit and submit the images of it in the final thread, you can merrily keep detailing and finishing your sculpt for portfolio purposes. So if someone did a dragon in 8 hours ( for example ), and they feel the sculpt can still be worked on, nobody is stopping them from doing so for their portfolio.
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Old 09-06-2009, 09:59 PM   #109
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too many sub-categories tends to alienate people
I agree but maybe one more section for longer sculpts and speed sculpts to give more people a chance to show of there skills .

Some people might be really good at making models really fast and other may be more inclined to take more time and care into sculpts making them more personal and detailed
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Old 09-06-2009, 10:37 PM   #110
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Old 10-06-2009, 12:29 PM   #111
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long story short freespace was right wth the 8 hours duration for the dragons weteher ya like it or not, but the second thing wch i also felt awkward was why wasnt the base mesh a cube?

i think a basemesh wth more scope is more suitable for a long duration sculpt, and besides every one cant get hang of transpose if they entering for frst time.and also no one tried legless dragons cause taking out the legs wasnt wvery ones cup of tea. u see?

maybe after few months we can do dragon v2.0 wth a cube


and ideas i ave a killer one :
the fed up library assistant( hes done wth books i tell u)
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Old 17-06-2009, 09:07 PM   #112
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Doesn't matter if it is a quick sculpt or a longer time period I am ready for the next challenge. Any idea what this next one might be
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Old 18-06-2009, 11:52 AM   #113
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The next challenge is definetely one to look out for, and should launch tomorrow.
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Old 18-06-2009, 10:30 PM   #114
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So you guys consider that starting from a cube would be better then being limited by base meshes?
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Old 19-06-2009, 11:01 AM   #115
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I preffer the way of a base mesh and a really short time to sculpt....finitions are for me painfull!!

so, what's up with the new chalenge??
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Old 19-06-2009, 11:58 AM   #116
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my thoughts

I also preffer having a simple base mesh to sculpt from, my computer does not handle many subdivisions so anything that helps the flow of polygons to all the different areas of the sculpt is always good for me.
i dont think we would have seen as many fantastic sculps in the dragon contest if the basemesh had been a cube and it also makes things even more difficult for begginers to get started sculpting.

I also like having a short time limit as it forces me to work outside of my comfort zone and i have to try/learn new techniques to improve how i sculpt different forms and details.

Would also like to comment on something dustinbrown mentioned in a post.
"I think employers might see speed sculpting as a parlor trick"

Being able to sculpt a very detailed model in a short period of time shows that the person has a very good grasp of the program he is using and also of the forms he is trying to create, if 2 different people can create equally good models but 1 person takes a day and the other takes an hour who do you think will be hired ? -this is just my opinion by the way

Cant wait for the next challenge, hope to see as many entries as there were in the dragon comp
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Old 19-06-2009, 12:08 PM   #117
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yes freespace sir i prefer cube for lengthy challenges , cause cube has more scpe for smthng to be done on it.

about it being hard , well if we have the freedom to give our own form its easier.
as u saw every body started and ditched asian dragons, why could only mr peculiar pull it off?

thats all i meant , cubes are good for cartoony stuff too , easy to define our own proportions .

i hope u see my point.
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Old 19-06-2009, 12:13 PM   #118
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I prefer a base mesh for the exact same reasons than Darkmonk !

I can't wait for the new challenge theme, come on please
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Old 19-06-2009, 12:59 PM   #119
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New challenge? I have no idea what you're talking about.
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Old 19-06-2009, 01:37 PM   #120
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Gush! "toomorow" has been fixed from space time systeme....something like 3 earth's years???
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