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#94 (permalink) |
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New Member
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I'm considering having a flamethrower in my model, and for the final image I'd like to have it spewing some flames, can I put those in without them being part of the 1000 tri as they'll probably be done in photoshop and aren't really part of the ingame insect.
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#96 (permalink) |
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New Member
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Oh and another question aswell as my last one, just a bit of clarification on the judging criteria.
Is it a combination of concept, technique, and overall wow factor? How much does its game-readyness apply? For example, you could make the render image stronger by increasing texture size and polys in areas that are going to be visible in that one shot, which would make the image better, but the mesh less appropriate for a game. Similarly you could bake a complex lighting solution into the texture, which would make the image better, and be within the rules, but wouldn't be appropriate in a game where the insect was going to move. Thanks a lot |
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#97 (permalink) |
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Industry Artist
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@ primativ: you can only use 1 texture...
@lord McGoat: The flames need to be in the model if you want them on your render. You can do a small bit of post processing, but flames and other attachments are definitely over the top. The judges will have 4 criteria. Concept, model, textures, and final render. All quite self-explaining I think. So basicly everything is important. Say you have a solid camera position, and you remove all the unseen faces and use those at the front of you model to get more details in sight, then that'll cost you points on your model. You don't need to render your insect ingame, so there is no need to bake lighting in your diffuse. You can use any render engine you like |
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#99 (permalink) |
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Industry Artist
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I hope that we can get the results out this Sunday, or somewhere next week (to get it synchronized with the cgs newsletter). There's one more judge that I need the results from at this moment...
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