To what level would you encourage/discourage glowy bits? I notice on the reference weapons we see very little or none. To what extent to they play a part in the design language of the game and what specific styles are they primarily a part of?
Hi everybody and a huge all the very best to all in the fray...... i had registered thinking of participating but have been pretty caught up with work.... Dear Administrator, please let me know if it is still allowed to start posting or the entry time is over.....
Also, somebody please let me know if there is a certain contest page where only the threads for this contest are found in one place so that its possible to see all the great stuff happening......
Hi ...... i guess it should be the time i'd get an answer..... i just want to confirm if there is still time left to enter this wonderful contest..... would be grateful if you confirmed it...thanks
Gonna start working on this later today, it's such a brilliant contest, and lots of talent already.
I was just wondering if I can use the piece I come up with as part of my honours project? I am doing weapon design in games, and this is just perfect for it.
Sorry I started the multi trend, I think most undecided people used that as a title.
Hehe. So you're the one!!
Problem is that a make thread for each one might end up just getting abandoned. People want to be able to concept and decide in the thread. I think in the end you'd just end up with a bunch of clutter. It's bad enough as it is.
Hello im just wondering if the weapons have to be "computerized" meaning does it have to be done on some software or we can just upload a really good drawing of it which is done by hand in real life?
Not to be rude, but I don't think you can learn any software fast enough to make the deadline, not to speak of the knowledge needed to create assets that are usable in a game...but if you want to try...Blender and Gimp are freeware.
Weapon Specifications says: Poly Budget: 1500 triangles so I opend the DS2_Axe_Template example file and saw that the axe there has 3830 triangles or 1934 polys so I just wondered if you typed work when anoucing the Poly bugdet to 1500 triangles insted of polys wich would make more sense in comparison to this file.
Considering the style, it doesnt sound little. I highly doubt they would give us a smaller poly count if the winners goes in the game? seems pretty pointless
Focus on using your polies for silhouette. Cut everything out of the non-silhouette polies you can. I would agree that 1500 tris is a little light for a main, end-game, epic weapon, but part of your job as an artist is to hit those benchmarks!
It's already been said you can exceed 1500 provided it's "reasonable". Mine was skyrocketing to 5000 so I changed the design slightly to lower it and I'm at 2956. I'm sure I can cut a few more but since my design eats tri's for breakfast I should be fine.
Q: Can we get a wireframe for one of the Crow Temple weapons shown? Maybe just the headpiece? Their designs are very intricate w/all the wings and I'm wondering if we could see how its executed at Vigil.
Bobo, you've said we can't use alpha's and stuff but what about reflections? or Cubemaps? Do you use some generic one or none at all? What sort of maps can we use? Just Diff, Norm, Spec and Emissive?
I was wondering it the real-time mesh has to be one continuous mesh or if I can have floating geo. For example if the weapons has spikes or teeth can they be a separate from the mesh or must they be connected?
thank you so much AimBiz for sharing this but is it not like attaching images to an email in this contest? Just for clarity, do i need to upload my images to some site first and then name the url here? I'll need some more explaining.....please..
EVIL: we dont have a schedule for those yet but well try to get to them.
Allbrotnar: I dont see any issue using your weapon in your honors project
Blunder: anyone can enter
CommunistWorker: yes it has to be in 3d
Gechbal: that is my blank that I take into Zbrush. When authoring for a sculpt the polybudget of your base mesh doesnt matter. Its the final in-game mesh that has to be within the poly budget (or fairly close)
Habboi: 2956 it still way out of budget. True 1500 is a guide but I wouldnt exceed more than a few hundred polygons over if you can help it.
Haiasi: sorry the images posted are the only images approved for release at this time.
Habboi: Diff, Spec, Norm, and Emis only. We have a uniform shaders we use for all weapons. No reflection
Kralzar: The weapon animation are done with bones. The Mace , hammer, and Axe all use the same rig. Sorry but we cant release source materials including the rig.
Skyerzz: It doesnt have to be a continuous mesh. You can have intersection geo.
Thanks for clarifying. Another question, maybe a little cheeky one but would you be willing to share how the judges will decide? Like what criteria they'll be looking for?
Replies
ex.: emissive map fades in and out so you have a glow effect
probably not but asking can't hurt,
Edit: Found the quote:
Thank you very much for this
LuCh!: No animated textures
Hristo: You can use on/off alpha (we do not use gradient alphas) in the Diff Channel. However, we have not used any alpha on weapons to date.
Piflik: we dont have transparency (a value of grey in an alpha) but we do have punch out alpha (Black and White) or on/off
Ok I have an image I can now release for Runes. Please see attached.
Hope this helps.
- BoBo
Oh by the way, do you use cubemaps?
BoBo: That's great reference. Thanks a bunch!
I was just wondering if I can use the piece I come up with as part of my honours project? I am doing weapon design in games, and this is just perfect for it.
Hehe. So you're the one!!
Problem is that a make thread for each one might end up just getting abandoned. People want to be able to concept and decide in the thread. I think in the end you'd just end up with a bunch of clutter. It's bad enough as it is.
I don't think I read the rules enough, myself. :P
The contest is international, so I don't think that should pose much of a problem
[IMG][/img] Uploaded with ImageShack.us
But yeah only use the axe for scale.
Update* I got some feedback from Bobo on this; sharing it to anyone else that has the same question. Bobo's is on the right and my WIP is on the left.
Scale it in a bit, it's too wide.
Would we be able to have access to the rig? If we were willing to rig our own weapon.
You don't necessarily need to use it. Much like the particle example if we want to submit it?
Thought I'd ask... thanks in advance!
example:
[img][/img]http://www.imagesite.com/image.jpg
Allbrotnar: I dont see any issue using your weapon in your honors project
Blunder: anyone can enter
CommunistWorker: yes it has to be in 3d
Gechbal: that is my blank that I take into Zbrush. When authoring for a sculpt the polybudget of your base mesh doesnt matter. Its the final in-game mesh that has to be within the poly budget (or fairly close)
Habboi: 2956 it still way out of budget. True 1500 is a guide but I wouldnt exceed more than a few hundred polygons over if you can help it.
Haiasi: sorry the images posted are the only images approved for release at this time.
Habboi: Diff, Spec, Norm, and Emis only. We have a uniform shaders we use for all weapons. No reflection
Kralzar: The weapon animation are done with bones. The Mace , hammer, and Axe all use the same rig. Sorry but we cant release source materials including the rig.
Skyerzz: It doesnt have to be a continuous mesh. You can have intersection geo.
Everyone's doing great!
- BoBo
Thanks again.