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#11 (permalink) | |
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Amateur Artist
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- 10
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Quote:
.Enjoy the prize LOOM .
__________________
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#12 (permalink) |
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Freelance Artist
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Congrats loom and convict. Thanks to everyone that posted their comments i appreciate it.
Till the next comp!
__________________
David Shearer - Concept Artist - 3D Modeler - Designer davidtheartist@gmail.com www.bestofthebeast.com
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#13 (permalink) |
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Industry Artist
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congrats to all winners (the 3 guys i thought would win are in the top 3) just not in the order I'd expected
![]() A comment on dennispls's comments on my entry, the flat texture doesn't matter, you need to look at the end result on how it looks in game, the image I posted was a screencap from the unreal3 editor, so yes, flat textures look a lot less detailed and doesn't need to look like a manhole cover, but in the end in game it does look like one, and thats what counts ![]() |
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#14 (permalink) | |
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Grumpy Captain Awsome
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thats why i said (though the end result looks better than you expected from the texture) I agree with you 100% that the end result is important. |
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#18 (permalink) |
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Senior Artist
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im not really complaining about the results but one thing that bothers me is that people are really drawn to a specific "game art" style. The really grungy texture with overdone normal maps and specular maps. Thats fine if that were the industry standard but i dont think it is, for me it seems like something people on the internet are really fond of.
I classify it as the "game art" style because it seems like thats what everyone is expecting. The gas pump is a prime example of that. |
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| The Following User Says Thank You to laughing_bun For This Useful Post: |
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#19 (permalink) | |
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Senior Artist
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I kind of see what you mean, although I think you might be confusing cause and effect. It's possible people (and more accurately the judges) are drawn to normal/spec heavy, grungy, bumpy stuff like the ones that scored pretty high, but it's also possible that those just happen to be the kind of models that the best artists made this time around. If you look at the top three in some of the other contests, it's not always the grungiest/specular mappiest/normal mappiest prop that wins, or places pretty high. Generally the pattern seems to be that very detailed/well done textures are the ones that score the highest, whether or not they're grungy or have lots of spec and normal mapping. I agree, though. There's a very defenite "look" that emerged for this contest which isn't necessarily the only way to make things look good. Still, there's no arguing with the quality of the pieces that were entered IMHO. |
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#20 (permalink) |
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Senior Artist
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Well... I think that when people think of the street prop theme. They wouldn't want to present a shiny unblemished gas pump or what have you. So the tendency is to go into the other direction and put more detail into the texture to make it a little more interesting visually.
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