With Memorial weekend here and a break from other contests I figured it's time to launch the new challenge.
This time a focus on the non-character side of things.
The topic: First Person Weapon
Polycount: Max of 7k tris.
Texture Budget: 1024x1024 Diffuse, Spec, Normal, Glow, Gloss, Etc
Due Date: June 22nd 9:00pm Central Standard Time Extended 1 Week from Original Date
For the final presentation
Beauty Shot: This should be the fully textured game mesh in all it's glory.
First Person View Shot: This is a must have. This is what it all comes down to so make that model look great and show us how it would look from the players POV.
High Poly Shot: Nice render of your final high poly model.
Construction Sheet: Show us your wireframe and textures.
Style is left open for you to decide. Fantasy, sci fi, steam punk, etc. Have fun with this and see what we can come up with for kick ass weapons.
Questions just ask here.
Admin note: This contest was OK'd by myself (Adam). Not everyone can just up and make a contest. If you have contest ideas, its suggested that you gauge public interest first then ask either Hawken (Contest forum moderator), myself, rogue or bearkub before posting new challenges/contests. Have fun with this one! :P
Replies
- Does this have to be shown in its first-person perspective?
- Does this have to be shown from an actual game/engine?
- Can we work with someone on this? (I model, they texture? Or vice-versa?)
- Do I need to show concepts or can I just post my final shot(s)?
Hope that helps clear things up a bit.YES
While it would be ideal to get this into a game and running in it's fps glory I don't want things to get too technical or that to hang people up. You can render it in max, maya, or in your game engine of choice.
For the high poly model it would be nice to get some nice renders of that as well so we can see how well it transitioned to the game mesh.
Sure why not? A lot of studios have guys that just do the modeling these days and others that will handle the textures. If you feel like working as a team on this would be better for your final results then go ahead with it.
It might be interesting to see concepts for the weapons but I know that everyone here isn't a great concept artist and if you do show it will not be counted against you since most of the time we all have dedicated concept guys pumping out cool art for us to work from.
Outsourcing work... Hmm, well since I can't rightfully pay someone to take my wife out to a crappy movie she wants to see, so I can do something more enjoyable, no. Sorry Lee.
edit: thanks ^^
i hope EQ doesnt enter or else hep'll win. ^^;
8) Can it be a Melee weapon
9) Should we model hands and if we do are these part of the specs.
nah no way EQ enters, if he enters I'll have to enter to take his crown
cool comp Jesse Moody, too bad I've done shitload of those on same spec this year - need to work on my other skills
The rest, (7&9) are good points that I'd like to know as well.
Does this have to be rendered in an engine for the final, or are all manner of fancy renderers allowed? Sorry if I missed that part.
http://www.2kgames.com/cultofrapture/shotgunart.html
http://www.2kgames.com/cultofrapture/artbook.html
http://bonez18b.deviantart.com/gallery/
http://world.guns.ru/
7) Do people still actually do this in games? Like saving 500 tris and limiting what you can do with animations for a game that hass 500,000 tris onscreen, i dont think anyone really does this sort of thing anymore...
8) Melee, i guess thats fine. I personally wouldnt just model a sword or something, but i guess thats up to you.
9) Making hands is not required, and i would just say no to this all together, lets focus on the weapon itself.
I understand where you're coming from, it seems kinda silly however I have been asked by clients to remove backfaces not just because of poly budget but because it removes certain details from the texture leaving more space to focus on the more visible side of the gun.
Alex
I'd say that 90% of the parts you'd remove would have duplicate uv coordinates, like EQ said you only save about 500tris, nothing more.
If those 500tris help you to push a better looking gun, by all means go for it - I personally never used 7000tris on one gun, I get the results I require with less then 4000 tris.
Ya, I've seen that happen even in commercial games, I'd say that if a studio really wants to save those 500tris, they should model and texture a finished gun with no deleted faces - then write an algo to check which faces don't show on screen during animation and delete those from the final gun.
Yes definately, i do this the same as giving extra uv space to closer objects, more polies where you'll notice. But unless its some insanely detailed and complicated model, you're not going to notice the performance gain you get by saving the few hundred, or even a thousand tris from deleting. I've yet to create a weapon model that exceeds 7000 tris. Hell UT3 has weapon models up to 14k, its really just not a factor at all, because its one single mesh thats taking up a large portion of the screen, and only being rendered once. If you think the weapon takes up even... 1/6th or 1/8th of the screen, and its on average about 5k tris, and the rest of your scene may be 250-500k, thats nothing at all, really nothing, you would likely see more of a hit say if your weapon had 4 material calls instead of one, than you would from the difference between 5,000 or 10,000 polys for an inview weapon.
Added an update to the reqs. for this contest. The FPS shot is a must have since that is what this whole thing depends on.
Alex
Alex
http://world.guns.ru/smg/smg96-e.htm
big guns, small guns, shotguns.. its all there, and its all explained.
We'll see if i can muster up some time to do this, i'm a little busy on my freetime with some people visiting etc. But i hope to at least start something.
http://www.pixagogo.com/DeicideNBF
People are using other designs now anyways with using real world weapons so feel free.
http://www.aceteam.cl/zenoclash/wep_dual_fishgun.jpg
http://www.aceteam.cl/zenoclash/wep_crossbow.jpg
http://www.aceteam.cl/zenoclash/wep_grenade_gun.jpg
http://www.aceteam.cl/zenoclash/wep_musket.jpg
http://www.aceteam.cl/zenoclash/wep_skull_bombs.jpg
http://www.aceteam.cl/zenoclash/wep_hammer.jpg
http://www.aceteam.cl/zenoclash/wep_boneclub.jpg
All from "Zeno Clash" http://www.aceteam.cl/zenoclash/
I wouldn't mind a deadline extension, but to me it makes no difference I guess
Done.
Deadline extended to June 22nd
Alex
Some examples would be:
Adding a crosshair in post
Adding muzzle flash/smoke/etc effects
Having a special reflective material for a scope/sight, etc
Things of that nature, i don't think we really need to put any hard limits on these, as long as nobody is doing anything real crazy.
nice. James Hawkins is the man. I absolutely love his concept work...if i already hadn't started my weapon, Id love to model that stinger...such a beaut'