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.
Replies
Wires
Final Tri Count: 16324, I could have added another section or two. . . but I didn't really see the point.
edit: Oops, almost forgot the textures. I worked with them all as separate files, but here they are all crammed together so you can see they fit on one map. (I shrunk it to 1024 to fit the formatting standards so Adam doesn't give me an infraction!)
This was fun, thanks for all the support guys.
i'd like to thank everybody who helped me out, and provided support and motivation. this is my first submission into the polycount competitions, and it feels good!
cheers