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BRAWL - Stage Submissions - Voting begins Friday, May 13th 2011

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VOTING

Voting for Stage for the Brawl Tournament will begin on Friday, May 13th 2011.

Voting for Stage for the Brawl Tournament will end on Tuesday, May 17th at 9AM PST.

Voting for this contest is only open to Polycount Community members.

Voting results are hidden from public view.

The votes you cast will determine the Polycount Communities favourite Top 5 stages. These stageswill then be sent to our judges who will determine the Top 3 winners of the Brawl Tournament.

The judges will be announced on Monday, May 16th with the winners being announced shortly thereafter.

You may vote for whichever fighter you wish. Whether its your favourite entry, favourite fighter (of all time!), or just someone you think deserves to win best on personal growth and execution they showed in their WIP thread it is entirely up to you.[/color]


This thread is where all environment artists will submit there Stages. The stages posted in here will be what Polycount members reference when casting their vote. For the full list of rules and information please visit the Contest Page.
Here are the images you will need to post in this thread to be considered for the judging:

STAGES (environment artists):

  • Create a reply in the STAGES SUBMISSION thread. State your STAGES name/description, the game they appeared in, and include an image of that original STAGE from that chosen game. From there, you will include your submission images:
  • Added: Please include the URL to your WIP thread on Polycount.
  • You will submit 2 beauty shots, 1 ‘construction image’ and 1 texture image for your texture passes.
    • Beauty Shot #1
      • Your stage must be made as visible as possible. Try and not block the view with too many foreground elements, if any.
      • For this shot, try and have a body-level perspective on the environment. (4-5 feet off the ground, perpendicular to your environment).
      • Choose from one of three 16:9 resolutions (the higher the better!):
        • 1920×1080
        • 1600×900
        • 1280×720
    • Beauty Shot #2
      • Your STAGE must be made as visible as possible. Try and not block the view with too many foreground elements, if any.
      • For this shot, try and have a ground-level perspective on the environment. (0.25-1.5 feet off the ground, perpendicular to your environment).
      • Choose from one of three 16:9 resolutions (the higher the better!):
        • 1920×1080
        • 1600×900
        • 1280×720
    • Construction Image
      • This construction image will be a pull-away/angled shot of your environment, or a birds-eye view, so people can see how you layed out your art work to be a fighting game STAGE.
      • Your total triangle count for your STAGE must be legible on this image.
      • Your name, your Polycount Member name, your STAGE’s name/description and the fighting game it is originally from must be legible on this image.
    • Texture Image
      • This will be a single 512×512 image that shows all your texture passes. So if your STAGE was created with DIFs, SPECs, NORMALs and EMISSIVEs, your 512×512 image could be split in to 128×512 vertical columns; one for each pass. We don’t need to see all of the textures you made, just proof/samples of each.



Environment Technical & Guideline Specs

  • Teams are allowed. Up to TWO artists maximum.
  • You are creating an environment for a fighting game. Perspective and an open lane for character movement is crucial to successful fighting game environments (See the image below for an example of this). Your final shots must show the environment as you would normally see a fighting game environment. (Read: No three-quarter angles, birds-eye views, and so on).
  • This is a reimagination of a fighting game STAGE. You are not to recreate it exactly.
  • ~250,000 triangles. Over or a couple thousand triangles is acceptable. 250,000 is the guideline we’re offering but you do not need to use all 250,000 triangles if your scene does not require it.
  • 4096×4096 of total texture space for each material pass.
    • For instance, that could mean 16 1024×1024 maps. Or 64 512×512 maps. Or a combination of many different resolutions just so long that when they are combined they do not exceed 4096×4096 pixels.
  • Lighting/rendering must be done to as close as a real-time solution as possible. Absolutely no enhanced lighting techniques (VRay, Mental ray, and so on).
    • Unreal, idTech, Crysis, Source and so on are acceptable. Max, Maya, XSI are also acceptable so long as you are using Standard lighting solutions.
  • Lightmaps may be used but are optional.
    • They do not count towards your texture budget.
  • Skyboxes and or painting for your background are allowed and do not count towards your limitations.
  • Post-processing is allowed so long as it is done in your presentation package (UDK, Max, etc.) and NOT in Photoshop.
    • hue/saturation
    • brightness/contrast
    • DoF, blur, motion blur
    • screen effects (vignette, etc) are acceptable but MUST be done within your package
  • DX 11 features for existing engines are allowed.
  • Consider this: If it can be done in todays videogame engines, you can do it yourself.

Judging

Judging for the BRAWL Tournament will not begin until after the initial public vote. The public vote will not happen until the contests deadline is met. Judging for this contest will be a points system for 3 areas of videogame art creation:
  • Technical Achievement – Poly flow, deformation, face modeling, optimizations, usage of your triangle limitation, resourceful use of your limitations, and so on.
  • Brief Critia – Did you simply recreate your FIGHTER or STAGE or did you take the time to re-imagine them while still keeping true to who or where they are. (Ken with Mech Boots isn’t really a stretch of the imagination. However, Ken as a Space Cowboy ala Firefly or Han Solo is quite the reinterpretation.)
  • Approach & Execution- How creative were you as an artist? How is the overall look and feel? How successfully does it compliment or contrast your selected FIGHTER or STAGE?

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