Shadow:
- 6000 tris max. All weapons and detachable gear use the weapon's allocation of polygons (1000 max)
- 1 x 2048 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 2048 sheet into smaller sheets that add up to 2048 total. (example: 4x1024 = 2048)
I read that, but 7 textures is a lot. I wanted to make sure. Also, why is the alpha map not part of the color one? 32 bit formats like TGA make that quite possible. Does our alpha map have to be a separate texture onto itself, or can we include it in our diffuse/color map?
Just to clarify - for all detachable gear we're allowed to have total of 1024 pixels total for all types of maps? Meaning, I can have 512x512 for color, another for normal, another for transparency and the last one for whatever else I may need, correct?
Weapons and Gear:
- 1000 tris max.
- 1 x 1024 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 1024 sheet into smaller sheets that add up to 1024 total. (example: 4x512 = 1024)
From what I understand, this means that all of your detachable pieces that aren't a part of the character must be under 1000 tris and have texture(s) that are equal or less than 1024. So say your guy has 2 guns and a knife. Their combined polycount must be less than 1000 polies. Also, their textures must be equal or less than (1) 1024 (Such as one gun using a 1024x512, one gun using a 512x512, and the knife using a 512x512). This means you can have a 1024 diffuse, a 1024 normal, a 1024 reflection, and so on.
Now for my question, are there any style guidelines to the competition? My team is making a character with a slightly lighter feel, somewhat like the Incredibles or Team Fortress 2. I just want to make sure that there isnt any set rule that would disqualify our entry. Thanks.
I'm becoming a regular here.. Here's a question! Is it generally scoffed at if someone saves polygons by creating intersecting objects rather than sculpting a unified seamless mesh? Or is it even allowed for this type of a contest? Thanks!
If I may suggest, better go to game artisan forums for all dilemmas you might have related to this contest. There is a handful of threads with answered questions already up, and Fred is very quick with responses. http://www.gameartisans.org/forums/forumdisplay.php?f=3
Replies
- 6000 tris max. All weapons and detachable gear use the weapon's allocation of polygons (1000 max)
- 1 x 2048 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 2048 sheet into smaller sheets that add up to 2048 total. (example: 4x1024 = 2048)
- 1000 tris max.
- 1 x 1024 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 1024 sheet into smaller sheets that add up to 1024 total. (example: 4x512 = 1024)
From what I understand, this means that all of your detachable pieces that aren't a part of the character must be under 1000 tris and have texture(s) that are equal or less than 1024. So say your guy has 2 guns and a knife. Their combined polycount must be less than 1000 polies. Also, their textures must be equal or less than (1) 1024 (Such as one gun using a 1024x512, one gun using a 512x512, and the knife using a 512x512). This means you can have a 1024 diffuse, a 1024 normal, a 1024 reflection, and so on.
Now for my question, are there any style guidelines to the competition? My team is making a character with a slightly lighter feel, somewhat like the Incredibles or Team Fortress 2. I just want to make sure that there isnt any set rule that would disqualify our entry. Thanks.
http://boards.polycount.net/showflat.php?Cat=0&Number=180608&an=0&page=0#Post180608
Thanks in advance!
you have 1 1024 for EACH map type, so that's 4x1024 for the detachable parts, and 4x2048 for the model if you use 4 types of maps.
Fred actually answered me via e-mail,
you have 1 1024 for EACH map type, so that's 4x1024 for the detachable parts, and 4x2048 for the model if you use 4 types of maps.
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That's good news! Thanks for clarifying!
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Moderator: BoBo_the_seal, Daz, Rick_Stirling, hawken
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http://www.gameartisans.org/forums/forumdisplay.php?f=3