Well, I thought I did. Searching the rules page for BSP finds nothing.
It says all artwork must be created. So does that mean I can create cubes in UE3 and apply my self made texture to it? It says I can use a game engine for rendering... And from the threads here we're allowed to use a sky that doesn't have to be part of the texture limitations..And thats not in the rules.
So I'm going to assume yes then? I thought it was a legit question since there was nothing in the rules stating either way.
Well, I thought I did. Searching the rules page for BSP finds nothing.
It says all artwork must be created. So does that mean I can create cubes in UE3 and apply my self made texture to it? It says I can use a game engine for rendering... And from the threads here we're allowed to use a sky that doesn't have to be part of the texture limitations..And thats not in the rules.
So I'm going to assume yes then? I thought it was a legit question since there was nothing in the rules stating either way.
It's on the first page and just a few replies ahead of yours. I'll look in to why the Search never found it.
I was wondering about grime maps, say I was to use a tiling map with grime at the tops and bottoms and multiply that over a different tiling map in unreal while utilizing a 2nd UV channel. would this be considered just another diffuse map or a separate "layer" like spec, normals etc?
To clarify a little here, and this is how i think it should work;
Say you have a shader that will take 2 input textures/materials(could be s/d/n), and blend them together using a 2nd uv and a greyscale image to define blending. You could throw this texture into the alpha of one of those textures, or the alpha of *any* of your textures this would be acceptable.
I also think it should be acceptable to use a seperate greyscale image for this, that would count against your alpha and not your diffuse budget. This makes sense when you consider that not everyone will be using material system that will them them plug in an alpha channel however they want, some might require to load a seperate image. But it would be wasteful for that to be part of your diffuse limits, because wether you have a single 32 bit 512x512 for example, or a 24bit 512x512 and an 8bit 512x512 for your mask, you're dealing with the same amount of memory usage(compression notwithstanding).
Making it so that these sort of greyscale/height masks & maps be considered for the alpha is perfectly fine.
What I was meaning was if you're hiding it in the alpha of your diffuse, the diffuse + its alpha is only considered ONCE in your budget, and not twice because its colour channels + alpha.
So basically, you have 4096x4096 for your diffuse(24 bit), and 4096x4096(8 bit) for your alpha, you dont always need to have these in the same texture.
Case in point, you could have your 4096x4096 used up for your diffuse, but say you're only using alpha(32 bit images) with 1/4th of those diffuse textures. You would still have basically 3 2048x2048 textures left to use if you need extra 8 bit textures for things like blending.
Same thing can be said for the specular though. We use the red channel for spec in our engine, and alpha is alpha. Blend maps are done as a separate texture. Not all engines support colored spec.
It's really defendant on the tech specified. Telling us to use it one way or another is a bit harsh imo, unless we're told exactly what engine it would go in. For the purpose of this contest, I would think a separate blend-map budget be allowed.
Same thing can be said for the specular though. We use the red channel for spec in our engine, and alpha is alpha. Blend maps are done as a separate texture. Not all engines support colored spec.
It's really defendant on the tech specified. Telling us to use it one way or another is a bit harsh imo, unless we're told exactly what engine it would go in. For the purpose of this contest, I would think a separate blend-map budget be allowed.
As i clearly stated, you can either throw that into a alpha channel or use a separate 8 bit texture for that purpose. Both of which would count against your 4096 budget for alphas, which most people should have trouble filling up in the first place.
If you need a 24 or 32 bit blend map for whatever reason(i know there would be reasons for this, in our engine we use a 32 bit image, the RGB is used for color variation and the alpha is used for blending) this will count against your diffuse budget.
Let me know if that clears things up for you, Josh.
[edit] Also, i don't really get what you're saying about specular? The limits there are very straight forward, if your engine doesn't support colored spec.... Are you saying its not fair for others to use colored spec? Because that's just silly, and i don't think that's what you're getting at.
I have a question or two about the judging. Will you take into account how many members the team have? For example, if you only are two people, will it be counted as "better" than if you were three and made the same result.
i actually was wondering if anyone could help me my team and i(Team DemReQ) are having trouble loading our thumbnail for the entry. it says we need an entry title, a team name, and a forum url before we can load an image. we have all that logged in but it still won't let us load it, can someone help us
3. Choose your forum and click the Join Now button
4. Fill out personal information, click save and continue
5. Enter your Team Name
6. Enter your Entry Title
7. Paste in the URL of your entry forum post into the url line
8. Upload a Thumbnail that is 128x128 pixels and 20kb or less file size.(easiest way to do this is size it in Photoshop and file>Save For Web & Devices then save it as a jpg)
9. Click 'Envoyez' ( what it says for me.... not english I know, but i think it means submit)
9. Add any additional team members
10. Wait for your thumbnail to be accepted and your done.
Side note: I'm still wondering about whether corpses/corpse parts/specimens are legit to put in our entries. Anybody got a clue?
I read that the judges were supposed to be announced during the halfway point of the competition. Its toward the end of the competition now and I haven't heard any news on the judges yet. Are they going to be announced soon?
One thing I was wondering about was the size of images. In the rules it says 1100x1100 is the maximum size but on the upload screen it says 1000x1000, not that that's too huge a difference in the longrun
I wanna ask if my friend and I wanna quit from the team because we have so many problems with the one left. Is it possible if my friend and I make the new team to create new concept? Please let me know????
One question. I am just starting to learn the Unreal Engine but unfortunately we won't be able to use it for the competition. Therefore we are using our pipeline that involves Max and VRay. My question is regarding the polycount. Does instances in anyway help towards the polycount for the contest?
I mean in Max the total polycount includes the instances.
I have an object with 1,000 triangles. 10 instances of it. What do I have towards the polycount limit for the challenge. 1,000 or 10,000 triangles?
Thanks and sorry if this may sound like a noob question. I am just not sure on how game engines and software in general take into account instances.
In the rules it says 1100x1100 is the maximum size but on the submission screen (where you upload your final renders) it says 1000x1000 is the maximum. I'm a little confused.
One question. I am just starting to learn the Unreal Engine but unfortunately we won't be able to use it for the competition. Therefore we are using our pipeline that involves Max and VRay. My question is regarding the polycount. Does instances in anyway help towards the polycount for the contest?
I mean in Max the total polycount includes the instances.
I have an object with 1,000 triangles. 10 instances of it. What do I have towards the polycount limit for the challenge. 1,000 or 10,000 triangles?
Thanks and sorry if this may sound like a noob question. I am just not sure on how game engines and software in general take into account instances.
everything in you scene counts towards the triangle count AFAIK. I don't know why it shouldn't.
In the rules it says 1100x1100 is the maximum size but on the submission screen (where you upload your final renders) it says 1000x1000 is the maximum. I'm a little confused.
yeah, I pmed fred a while ago, but I should have just posted in gameartisans' rules thread from the beginning because the response is probably faster
Fred said it's 1100x1100 and you should be able to upload that size now.
Can anyone tell me how I can update the title of my thread? I updated it within the thread but it's not showing in the list in the contest forum. Tired of it saying "TBD" :P Thanks in advance.
Hi, Can anybody tell me how we should submit our finals? I realized that when we joined there was a link to a page to submit our final images but i cant seem to find it anymore.
Hi, Can anybody tell me how we should submit our finals? I realized that when we joined there was a link to a page to submit our final images but i cant seem to find it anymore.
Go to unearthlychallenge.com and click on the join now button (they are all over the site!
Can anyone tell me how I can update the title of my thread? I updated it within the thread but it's not showing in the list in the contest forum. Tired of it saying "TBD" :P Thanks in advance.
You should be able to double click the name of your thread in the main thread list page.
oh I guess we shoulda done more searching in ue before asking :poly136:. In the primitive stats tab of the generic browser, there's actually a listing for triangle counts along with the other details
oh I guess we shoulda done more searching in ue before asking :poly136:. In the primitive stats tab of the generic browser, there's actually a listing for triangle counts along with the other details
jesus you just saved my life, remote control in the in game view was giving me 280000 static triangles, which i really had a hard time believing, something had to be off. primitive stats gave me the more realistic 90k count . Thanks!!
no problem, Peris! Doesn't seem that obvious where it would be haha. Your entry turned out amazing. I sure don't know how to get a nice wireframe image out of unreal where it culls the backfacing wires and all, though. Ours looked like a terrible mess.
I'm not sure when the judges will be announced and all that. Either way it'll be a while before we see the results, though. It may be worth your time to ask at the game artisans rules thread since FredH has been checking it consistently, David
Replies
"Statues made of stone and metal are allowed, but they must possess extremely minimal details."
such an odd rule, no?
Well, I thought I did. Searching the rules page for BSP finds nothing.
It says all artwork must be created. So does that mean I can create cubes in UE3 and apply my self made texture to it? It says I can use a game engine for rendering... And from the threads here we're allowed to use a sky that doesn't have to be part of the texture limitations..And thats not in the rules.
So I'm going to assume yes then? I thought it was a legit question since there was nothing in the rules stating either way.
It's on the first page and just a few replies ahead of yours. I'll look in to why the Search never found it.
Am I insane? I could swear it said "No BSP" when I read through the rules before. . .
Say you have a shader that will take 2 input textures/materials(could be s/d/n), and blend them together using a 2nd uv and a greyscale image to define blending. You could throw this texture into the alpha of one of those textures, or the alpha of *any* of your textures this would be acceptable.
I also think it should be acceptable to use a seperate greyscale image for this, that would count against your alpha and not your diffuse budget. This makes sense when you consider that not everyone will be using material system that will them them plug in an alpha channel however they want, some might require to load a seperate image. But it would be wasteful for that to be part of your diffuse limits, because wether you have a single 32 bit 512x512 for example, or a 24bit 512x512 and an 8bit 512x512 for your mask, you're dealing with the same amount of memory usage(compression notwithstanding).
Case in point, you could have your 4096x4096 used up for your diffuse, but say you're only using alpha(32 bit images) with 1/4th of those diffuse textures. You would still have basically 3 2048x2048 textures left to use if you need extra 8 bit textures for things like blending.
It's really defendant on the tech specified. Telling us to use it one way or another is a bit harsh imo, unless we're told exactly what engine it would go in. For the purpose of this contest, I would think a separate blend-map budget be allowed.
As i clearly stated, you can either throw that into a alpha channel or use a separate 8 bit texture for that purpose. Both of which would count against your 4096 budget for alphas, which most people should have trouble filling up in the first place.
If you need a 24 or 32 bit blend map for whatever reason(i know there would be reasons for this, in our engine we use a 32 bit image, the RGB is used for color variation and the alpha is used for blending) this will count against your diffuse budget.
Let me know if that clears things up for you, Josh.
[edit] Also, i don't really get what you're saying about specular? The limits there are very straight forward, if your engine doesn't support colored spec.... Are you saying its not fair for others to use colored spec? Because that's just silly, and i don't think that's what you're getting at.
I see that skeletons and statues are ok. What about corpse parts? And what about Jarred Specimens? We were thinking about something pretty amorphic.
1. Go to Gameartisans and log in with remember me checked.
1. Go to the unearthly challenge website at http://www.gameartisans.org/contests/events/4/homepage/index.php
2. Click the Join Now button.
3. Choose your forum and click the Join Now button
4. Fill out personal information, click save and continue
5. Enter your Team Name
6. Enter your Entry Title
7. Paste in the URL of your entry forum post into the url line
8. Upload a Thumbnail that is 128x128 pixels and 20kb or less file size.(easiest way to do this is size it in Photoshop and file>Save For Web & Devices then save it as a jpg)
9. Click 'Envoyez' ( what it says for me.... not english I know, but i think it means submit)
9. Add any additional team members
10. Wait for your thumbnail to be accepted and your done.
Side note: I'm still wondering about whether corpses/corpse parts/specimens are legit to put in our entries. Anybody got a clue?
[edit: BTW, for anyone who hasn't seen yet I just noticed the deadline's been pushed back to November 10th]
I'll bump and reiterate for anyone who hasn't seen yet:
The deadline for Unearthly's been pushed back 2 weeks.
http://www.gameartisans.org/newsletter/011/index.html
Many thanks,
I mean in Max the total polycount includes the instances.
I have an object with 1,000 triangles. 10 instances of it. What do I have towards the polycount limit for the challenge. 1,000 or 10,000 triangles?
Thanks and sorry if this may sound like a noob question. I am just not sure on how game engines and software in general take into account instances.
everything in you scene counts towards the triangle count AFAIK. I don't know why it shouldn't.
yeah, I pmed fred a while ago, but I should have just posted in gameartisans' rules thread from the beginning because the response is probably faster
Fred said it's 1100x1100 and you should be able to upload that size now.
Go to unearthlychallenge.com and click on the join now button (they are all over the site!
You should be able to double click the name of your thread in the main thread list page.
http://boards.polycount.net/forumdisplay.php?f=47
I can't see any other way to edit the topic title other than by editing the first post.. I'm missing something right?
yeah just double click in the same bar as the title and you should be able to edit it.
Thanks in advance for the answer and thanks Jesse for fixing the title of our thread, much appreciated.
jesus you just saved my life, remote control in the in game view was giving me 280000 static triangles, which i really had a hard time believing, something had to be off. primitive stats gave me the more realistic 90k count . Thanks!!
Does anyone know when are they going to announce the judges and all?
Cheers!
I'm not sure when the judges will be announced and all that. Either way it'll be a while before we see the results, though. It may be worth your time to ask at the game artisans rules thread since FredH has been checking it consistently, David
http://www.gameartisans.org/newsletter/012/index.html
Amazing work everyone.