Muzz wrote: »
I personally think this is really shitty.
it turns a competition from being about a community to make art, and instead is crow-barring in an advertising agenda.
Yeah i get it. It's great to have sponsors and i don't have a problem with that, it's simply forcing me to use a specific piece of software that i have a problem with.
"Please use this PSD file for use of the PETROL/BLOOD and contest sponsor logos. You may also use any custom logos you or your team may have."
Yeah I'm out. I'm not interested in doing spec work to advertise tool sets.
ANSWER: Not a question, so not really an 'answer'. The PSD file is there for easement, its not a requirement. Sorry to hear you won't be participating.
Neox wrote: »
the dota contest stuff forced you to work within their boundaries as well, same for TF2. Lets face it, in production you will always get some boundaries by your higher ups, if you like them or not. There is still a lot more freedom in this contest than you would get in most studio situations. On top of that, you get it for free and the chance to learn it, but you don't have to use it for 100% of the workshop. This is also a great thing for Quixel as your feedback will improve their software.
sunny fernando wrote: »
Can we use someone else's concept art as long as we credit the artist?In other words the concept is original but never has been translate into 3D.
Kurt Russell Fan Club wrote: »
Could we get a sticky for everyone to post their latest in, similar to the WAYWO threads?
I know it often makes for easier browsing if there's one thread and everyone links from it to their own thread (or adds a link to their signature).
allknighter wrote: »
is it possible to make a wild chase kinda scene.
was thinking of an old man chasing after an alien in an oldpersonmobile, with a stick; where the alien in turn is terrifiedly running away, shooting behind himself with a gun.
would that be possible, or would it have to be a face to face kinda scene..?
fearian wrote: »
Honestly I don't have a problem with Quixel being mandatory.
Mike8917 wrote: »
I've read through all of the questions (thanks for answering those btw ), but there's still something that I'm struggling to understand about the texture size limit. Apologies as I know this has been mentioned quite a lot, but I'd like to make sure as I'm planning my UVs at the moment.
where you say for example, 4096 texture res for the vehicle, does this mean that all of the maps i.e. normal map, gloss, albedo, specular, when laid out flat, have to equal 4096? So really 4x2k maps to equal 4096 for the vehicle?
Or is it 4k for each texture. So 4k albedo, 4k normal map, 4k gloss and so on.
Sorry if it seems like a dumb question, but I just needed it clearing up cheers!