After xmas I will be running a contest to build a PPM SDK (model ONLY) for a game, and another one after that to create textures for the winner of the PPM contest - this way we will get a nice pack like Polycount had in the old days.
But what game? UT2004 seems like it could be the best bet, but I'm throwing this open to suggestions - perhaps even Quake3. No normal maps will be used, the PPM would need those also, and it may cut down on the creativty of the texture artists.
As a community effort, I'll be looking for someone to rig/animate, although out of the box animations may well do.
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On the downside, the support for HL2 content is still a bit fuzzy at the moment. I've yet to find an import/export utility for taking HL2 content into 3DS Max, and HLMV doesn't seem to work with all of the HL2 .mdl files
Anyone out there imported into all three and can say which is more streamlined?
Maybe you could make it a three part. Another contest for the normal mapped version (in engines that support it).
I haven't tried getting anything into Doom3 so I can't comment on that, but after reading up on it, it seems UT2k4 is the easiest process (nice 3dsmax plugins, easy to use catch-all editor, huge amounts of possible customisation through custom skeletons etc.).
Quake3 is still a possibility but (although I hate to say it) it's definitely getting more on the backburner these days. I'm sure you'd get a huge amount of artists working on textures for a Q3 model, since the texture sizes are likely to be smaller, IMHO easier and faster to work with.
But then again, you'd have to have a kickass character that was both innovative enough to be interesting, while still generic enough to have loads of different textures done for it without them all looking similar when applied to the model.
MoP
Normal Maps tend to make everything look like shiny plastic/metal, or at the very least, OVERLY specular. It's just not very realistic looking.
IMO, normal maps only belong on enviornment stuff.
Actually, if you just released a low-poly model for HL2 with an interesting enough design, I'm sure there are some modellers out there (me, for one) who would try making a high-detail version for normal-mapping. That way you'd only have to make the low-poly, and it could either be textured in the "traditional" manner, or bump/normal-mapped (greyscale painted, or modelled) depending on what the texture artist wants to do!
Vassago: You've got to realise that it is not the normal-map that makes "everything look like shiny plastic/metal" - any example of that (Far Cry, and IMHO Doom3 in places) is just using bad, overdone specular maps. If the specular is done subtle enough, and with the right variation for materials, the normal-maps will look great (like the Antlions in HL2!).
As kleinluka says, it's all about subtlety with normal-maps - too many games have been using them "to the max!" in order to show off their new tech. It's being used like a crutch when it should (and can easily) be used as an asset.
Also, being on a older version of max, normal maps aren't available without additional plugins (from what I have been told by discreet guys - still don't work correctly?? [ya, they could have been pushing for the upgrade]).
oXYnary - While it's a great tool, Zbrush isn't quite available to non-pro mod teams. The photoshop plugin is great at making normal maps for enviornments, but it cannot be used for characters - it simply looks like crap. This only leaves one alternative - creating a high poly mesh. Most mod modelers do not have the skill needed to make those hi-def meshes, either.
Most of the characters in HL2 are around 2-4000 tris. With good texturing, normal maps won't be needed (imo). For those teams out there with uber-modeler talent, they will be the lucky ones to have proper normal maps for their mod.
Scott
Edit: As far as actually making high-res models for normal mapping for the texturing phase i think that would be a bit off for a texturing contest and would make it a bit unfair to the people who are just texture artists and dont know how to model, dont have the time or are not good enough with high poly to do so. I would say diffuse/painted bump/specular/alpha/illuminosity and or glow is what you would want to go with. Would be nice to see something like a 6,000 poly limit too, alyx is 7500
I also want the texturing part to be open to anyone without the need for bump/spec/opacity maps.
And normal mapping isn't used a lot in HL2... only on the environment, which can be done with a simple plugin for photoshop....