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Mod Facade Final Entries

polycounter lvl 17
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Jesse Moody polycounter lvl 17
Modular Facade Challenge Final Entries


Final Presentation

Ok let's see those final entries.

Get them formatted and posted in here and voting will begin on Friday.

Thanks to everyone that pushed through and was able to finish.

I hope you guys learned something with this even for those that didn't finish.

Challenge Specifications & Notes:
:icon_arrow: 20,000 triangles maximum. Static meshes only. No BSP

:icon_arrow: 2048x2048 Diffuse/Normals/Spec/Emissive/Parrallax You can cut these textures up any way you like, as long as they do not exceed 2048x2048 of overall texture space.

:icon_arrow: 512xm512 Texture for lightmap
Note: Most engines these days use some form of lightmapping. Generally what that means is you create a 2nd uv set for your mesh that has every piece unwrapped uniquely(you actually can do some mirroring/tiling here if you know the objects will receive the same shadows). Then you bake out an ambient occlusion/radiosity map and multiply that onto your materials.
:icon_arrow: Render it in whatever application or engine you're comfortable with.

:icon_arrow: YOU MUST SHOW YOUR PLANNING & DEVELOPMENT PROCESS FROM BEGINNING TO END. Lots of thought goes in to modular design and we're here to help you guys along with this. If you do not show your development process your entry will not be considered.
  • References and/or concepts
  • thought process
  • WIP shots
  • wireframe/mesh shots
  • textures
  • final renders
:icon_arrow: Beauty renders can be no wider than 1024px. They can be as tall as you need.

:icon_arrow: A simple post processing pass is allowed on your beauty render, but isn't a requirement.
  • This is limited, however, to simple effects:
    • contrast/hue/saturation
    • bloom/sharpen
    • Ambient occlusion must be baked to your lightmap if you choose to use it.
    • You may include a sky as well. This will not count as part of your tri count and will not be included into the final texture sheet.

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