
After the outstanding response we received for our first challenge, Eat3d are proud to announce our second and third challenges. That's right, we are having 2 contests at the same time!
Challenge #2 - Create a character head like the one created in the ZBrush 3.5 - A Comprehensive Introduction DVD
Challenge #3 - Create a small contained scene with different material types like in the Next-Gen Texturing Techniques DVD.
An amazing thing about this competition compared to our last one is the prizes. You can win a copy of ZBrush 4, a wacom intuos 4, and tons of Eat 3D Training videos. We are even offering EVERYONE who qualifies a free 1-month streaming Eat 3D DVD of choice!! All you have to do is participate in the competition and submit a qualifying entry to win a prize!
The Contests end on Janurary 2nd 2011. Read the full details, rules, and prize list here:
http://eat3d.com/challenges
Special Thanks to
Pixologic and
Wacom for providing awesome prizes.

Replies
http://www.dominancewar.com/2010/en_delay.html
Couple of questions though. For the ground plane dose it have to pretty much just be a plane? Or if I were to do say stones could the stones have some slight depth to the sides of them so its not just a flat plane? Or is that considers a pedestal? Or if you could just describe what a pedestal would be as I dont really have a clue :P
Also what about shaders? Any limitations on them? Say I wanted to have some painted metal and wanted to have a few colors using the same texture can I use UDK to give myself multiple metal paint colors or would it have to be if I wanted multiple colors I would have to have multiple textures?
Finally what about things like Alphas and such? Can we stick those into the difuse or would that count as a seperate map on our texture sheet? ie one texture is just a black and white alpha? If we can have 32bit textures can we also do things like sticking hightmaps into the alpha of a normal and have RGB textures?
Thanks
Big thanks Riki / MetalliAndy for putting this together, and for being very generous on the prizes!
No limits on shaders, just make sure to stick with the texture budget.
Each texture "set" can have a diffuse/spec/normal/alpha/emissive/reflection/height/etc.
I realize this is a bit confusing, sorry. Just try and keep everything in a logical "texture set". So 1 4096 set of diffuse/spec/normal/alpha/etc, or 4 2048, etc. I hope that helps!
I have to say tho...giving away a copy of Zbrush and a wacom for a digital sculpting challenge is a bit funny. They are obviously valuable and fabulous prizes, its just strange considering those are 2 things you probably need to have in order to compete to begin with.
The free eat3D training has me interested tho!
I have one question about the head challenge.
"Create a character head like the one created in the ZBrush 3.5 "
What do you mean by like? Does it have to be a human head or can it be something different like a demon head, just as long as we start from a cube?
Thanks
same question here
What about heightmap based hardware tesselation? The Bitsquid Engine that I work with supports DX11 features like Hardware tesselation, so is that allowed?
although I would love to see some sweet ass DX11 features like your last demo I would think it would be a tad unfair to everyone else who dosnt have acess to things like DX11. Sure not every engine supports all the same features, that is a given but something like hardware tesselation is such a big jump, seems it would be like if only 1 or 2 people getting to use normal maps while everyone else dosnt have access to them.
just my 2cents
I'm telling everyone.
I totally see your point
Thirding this.
It looks like Riki gave the thumbs up on the 8th comment down in this thread over @ E3D forums.
So, I don't get that. You have to use in-app painting, but you can use Photoshop as well? Why can't it just all be done in Photoshop?
@Joshua I think it just means a majority of it has to be done with polypaint, but you can also use Zaplink.
Sorry the late reply...i didnt get a notification email until 15 mins ago.
By "like" we meant similar too, in the fact thats its a head but It can be anything you want really...it doesn't have to be human for example.
So, as long as its a head you can go nuts.
Tessellation still renders geo in the engine so there would be little point as you wouldn't be allowed to go over 10k tris
The 10k budget is for the final asset in the engine and includes stuff like particles and any rendered geo.
The texturing must be done using your sculpting tool as the main application but you can use an image editor to help you along (Zapplink)
Hope that helps