Yes as long as the pedestal doesn't draw the attention away from the character, I guess some elements could be higher than the beast itself, if it is climbing something for example.
1. Can the pedestal texture sets be broken down similar to the beast itself? For example, could 7 texture sets, of 3 x 1024 and 4 x 512 be used instead of one 2048?
2. For the submission renders, does the beast have to be in the same pose for each one or can that change depending on the shot?
3. How complicated can the shaders we use be? Is anything permitted as long as it follows the texture requirements? For example, could vertex painting be used?
Sandy The beast should be the only character in the scene. A mount would be considered as a second character. ChaosWWW 1. Yes, the textures for the pedestal can be split. 2. Yes, the scene should be set once and for all. 3. Vertex painting is ok. Tessellation is forbidden to keep the integrity of the mesh.
I am creating a character and to show it's scale and to add a specific mood to the scene I'd like to model a few skulls and bones that would be part of my pedestal. Jeremie- is it ok to do it that way?
I am probably a bit late, but I have a few questions: 1.Are we reliable to make an asymmetrical abomination which will represent the Beast ? 2.I would like to use UE4 to present my Beast instead of Marmoset Toolbag or similar, is it possible ?
Hello, I'm new to this forum, but I've seen that other people have the same problem. How can I upload my images? Nothing seems to work. Please help!! Thank you
bejibo you can have 4 separate 4k materials so yes, you could have the body one one 4k and the cloth on another for example. theForp A lot of contestants are working on characters based on existing concepts, so I'd say yes.
theForp A lot of contestants are working on characters based on existing concepts, so I'd say yes.
I recommend those artists to try and get official permission to use such concept if they copy it 1 to 1. Its all fine when people do this for personal work, however when price/revenue/money come into play it can bring trouble later on.
theForp A lot of contestants are working on characters based on existing concepts, so I'd say yes.
I recommend those artists to try and get official permission to use such concept if they copy it 1 to 1. Its all fine when people do this for personal work, however when price/revenue/money come into play it can bring trouble later on.
Someone might find this question a bit laughable but I am a newbie and isn't quite on the up and up with all the lingo. Can someone explain what the 100,000 and 5000 triangles equivalency is for the Total Points/Polygons in ZBrush respectively?
Someone might find this question a bit laughable but I am a newbie and isn't quite on the up and up with all the lingo. Can someone explain what the 100,000 and 5000 triangles equivalency is for the Total Points/Polygons in ZBrush respectively?
5000 tris is roughly 2500 quads. Basically, divide the number of polys by 2. Points 2 polys it is roughly 4 times greater (points to tris would be about the same seeing as you are not making another point but simply dividing the poly). so if you have 5000 quads (or 10,000 tris) you have approximately 20,000 points.
PokerOne Of course, the beast doesn't necessarily have to look like the typical monster. Wayfray Nope, the limit is pretty high to allow for a lot of freedom, but the complexity of the entry is not a judging factor. A very well made low poly entry has as much chance of winning as a very high end one.
Someone might find this question a bit laughable but I am a newbie and isn't quite on the up and up with all the lingo. Can someone explain what the 100,000 and 5000 triangles equivalency is for the Total Points/Polygons in ZBrush respectively?
5000 tris is roughly 2500 quads. Basically, divide the number of polys by 2. Points 2 polys it is roughly 4 times greater (points to tris would be about the same seeing as you are not making another point but simply dividing the poly). so if you have 5000 quads (or 10,000 tris) you have approximately 20,000 points.
Not exact, but in the ballpark.
Soooooo 200,000 points could be approximately 100,000 tris and 5000 tris could be approximately 10,000 points? Please let me know if I'm wrong; I think i understand you correctly....maybe. LOL
The geometry and texture limitations for the pedestal are quite tight compared to the ones for the beast. Is it possible to use unnecesary budgets from the character for the pedestal?
For example: The beast - 3x 4k maps and 80 000 polys. The pedestal - 1x 2k, 1x 4k maps and 25 000 polys.
This would help to integrate the character more and to tell a better story
One of the judging criteria is 'efficient UVs'. Now, since the requirement is for one Beauty shot and a close up, an 'efficient' UV would be a planar projection from the one viewing angle, with a completely overlapped UV.... efficient, but maybe not a really great UV unwrap. And maybe one that would get you fired I suppose. So, my question is: does efficient in this case mean expedient for me and one beauty shot, or a properly unwrapped and laid out set of maps? thanks...
overcastcloudy Efficient UVs in this case means well laid out. Denuvyer I can be mechanical, organic, or a mix of both. fantasymaster Tough question, I'd say we want to keep the emphasis on the character instead of the pedestal, so the 5k limit still stand, but maybe some parts can be considered part of the beast, if it's holding a object in his hands for example.
Hey there, I'm new, and this is my first time trying to enter a contest here. I'm wondering, how can I upload wip stuff from my computer? When trying to upload files it says "image URL" Thanks very much for the help
The case of the Beast have to be unique to itself or it can be a global issue, like mad scientists all over the world producing thousands of intelligent but frightening creatures who escape and try to merge into society?
For the rendering aspect I wanted to use Blender Cycles with some node work for the materials. I can see how this has the potential to defunct the texture size limit rule. There are a lot of tricks with the nodes to heighten the final render which may/may not be acceptable. One thing I'd like to do is some refraction (my beast standing in a muddy puddle). Is any of this not allowed? Should I not be using Cycles for this contest?
I'd say refraction effects are fine, a lot of real time renderers support refraction too. As long as you don't artificially add detail to the texture by using noises in overlay or something like that, it's fine.
If I've have an idea for a "beast" for a game I'm working on, could I use that? Or does the idea need to be a new one. Trying to kill two birds with one stone here. (Also I realize I'm late to the party).
I'm curious about the submission process. Do we simply link our model/renders in our forum post, or is there a specific place to send the assets for the final judging? (the rules don't say.. ?)
Not to beat the dead horse but for the texture sets, a set would be diffuse,normal, specular right? and we cane have 4 of these?
Yes TooManyDemons You can submit your final renders in your own wip thread, I'll take care of gathering everything and putting all the final entries in the same FInal Submissions thread.
Hmm, can't seem to find the deadline in the info post even though I believe it was there before. It was something like end of March, right? Just pondering if there would be the slightest chance of me finding time to enter the contest...
Replies
i would like to make a orc beast and he is riding on his pet animal
Is it ok according to contestant?
1. Can the pedestal texture sets be broken down similar to the beast itself? For example, could 7 texture sets, of 3 x 1024 and 4 x 512 be used instead of one 2048?
2. For the submission renders, does the beast have to be in the same pose for each one or can that change depending on the shot?
3. How complicated can the shaders we use be? Is anything permitted as long as it follows the texture requirements? For example, could vertex painting be used?
ChaosWWW 1. Yes, the textures for the pedestal can be split.
2. Yes, the scene should be set once and for all.
3. Vertex painting is ok. Tessellation is forbidden to keep the integrity of the mesh.
1.Are we reliable to make an asymmetrical abomination which will represent the Beast ?
2.I would like to use UE4 to present my Beast instead of Marmoset Toolbag or similar, is it possible ?
Thanks in advance.
eXecutex Yes to both questions
Is it possible to compete if one guy makes the concept and another one all the 3D stuff?
Thanks, Alessandro.
theForp A lot of contestants are working on characters based on existing concepts, so I'd say yes.
Not exact, but in the ballpark.
Wayfray Nope, the limit is pretty high to allow for a lot of freedom, but the complexity of the entry is not a judging factor. A very well made low poly entry has as much chance of winning as a very high end one.
Can I do the chimera or the fusion beast ?
Thank you
PS. sorry for my english
The geometry and texture limitations for the pedestal are quite tight compared to the ones for the beast. Is it possible to use unnecesary budgets from the character for the pedestal?
For example:
The beast - 3x 4k maps and 80 000 polys.
The pedestal - 1x 2k, 1x 4k maps and 25 000 polys.
This would help to integrate the character more and to tell a better story
Cheers
thanks...
Denuvyer I can be mechanical, organic, or a mix of both.
fantasymaster Tough question, I'd say we want to keep the emphasis on the character instead of the pedestal, so the 5k limit still stand, but maybe some parts can be considered part of the beast, if it's holding a object in his hands for example.
Thanks very much for the help
Oh, and are vehicles considered ok?
Yes, vehicles are welcome if the story telling makes sense with the theme.
Should I not be using Cycles for this contest?
TooManyDemons You can submit your final renders in your own wip thread, I'll take care of gathering everything and putting all the final entries in the same FInal Submissions thread.