C'mon, we all know these contests don't favor people who follow the rules. You bust your ass all night to meet the deadline only to have it delayed so a few favorites have time to finish their entries.
It also helps that there's a lot of asymmetrical props and features, and the colors are pretty flat, and the contrast is low. There's not many medium/large details that have contrast, otherwise it would show up more obviously. The folds and skull decals show the mirroring the most.
Thanks for the input Obscura I am actually worried about decals having more detail on one modular segment than the other. I'll just get the parts built and see what happens once I start texturing.
can't get over how smoothly this competition went; really refreshing. NO DELAY. also, this was the first time hanging out for an extended period of time on the polycount forums, and i have to say this is a pretty great community. thanks to everyone and congrats.
Yeah that bottle needs fixing. The caustics were made using an emissive decal. It's funny you asked about billboards because I was thinkibng of using one but they are infact 3D. I would be interested to see an experiment with bilboards though.
These two have been getting some much deserved press with this book. They've been defining the Ratchet & Clank games for a decade. They need to do more work with Marvel. I loved the Spider-cat comic they did a bit ago.
Seriously who the fuck are these people with 10 grand and nothing better to spend it on than some squeal to a decade plus video game? Because I want to become there friend and have them support my Kickstarter, Anthony wants a Jetski!
Oh wow, this is really one of the most inefficient uv maps i've seen in a long time. Most everything here can be done with tiling textures, a good AO bake on a 2nd uv channel, and some decals for unique damage.
You pretty much have to tile extremely large surfaces. A non-tiling UV set can be added for grime, AO, etc. Decals can also be added for variation. Using masks to introduce texture variations is another option.
ut2004 is making heavy use of modularity, especially levels like CTF-MoonDragon (retail level) or ctf-CBP2-Decadence (from the community bonus pack 2 are great examples of what can be achieved when you master that technique.