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Old 06-10-2008, 12:01 PM   #81 (permalink)
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I'll just quote Heavyness from his thread at CGS. I'm really curious what you guys think as well

Quote:
Originally Posted by Heavyness
so with the submissions in, how did everyone do? did you enjoy the theme? to much/little time? what about having to use a game engine and or not being able to hit the render button?

i kinda have the feeling some people didn't finish because they had problems with game engines. but, was this a good learning experience?

feel free to rant and rave all you want. these challenges are you guys, so any feedback will just make these challenges better.
Especially the part about game engines and competitions is what interests me most. After all, this community is all about game art. What would you think about a competition where you have to use a game engine?
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Old 06-10-2008, 12:12 PM   #82 (permalink)
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It was more challenging not to be able to render it, because you faced different problems. I actually had create some planes with shadows, because I couldn't bake any shadows into my diffuse. But I really liked that, and I think I learned a lot as well.

So.. thanks for that competition.
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Old 06-10-2008, 01:49 PM   #83 (permalink)
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I liked this challenge and it'll make a nice addition to my portfolio
The game engines thing was useful, although it made me 3 hours late to enter (oops, must underestimated the time it takes to import and build lighting).

In the future I'd be quite happy if the challenges continued to involve game engines.
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Old 06-10-2008, 03:32 PM   #84 (permalink)
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I had fun learning how to get content into Unreal engine 3. Too bad I couldn't make the deadline at all.
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Old 07-10-2008, 02:22 AM   #85 (permalink)
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I liked this chalenges . Nice theme - it allow to move in different directions. All rules and specifications are more tnen not harsh.

But i think maybe it was more rightly to make rule - use only game engines. I dont want to hurt anybody, but i think it makes chanses of all participants more equal. I think the main idea of competition was designer work, not coding. For example if somebody can write uber shaders for max it is great plus to him, but it is gives him advantage over another. Maybe it is not bad, it is only my opinion.
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Old 07-10-2008, 08:17 AM   #86 (permalink)
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I have to say I really enjoyed this challenge. Went pretty smooth from start to finish if you look away from the problems I experienced with the unreal engine, and I am sure it a lot to do with me being inexperienced with the engine, not going to hide that fact. Luckily Doylle’s viewpoint shader came to the rescue.
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Old 07-10-2008, 08:44 AM   #87 (permalink)
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Fleistad, when you imported your normal-map into UED did you set the compressing to the normal-map setting? if you didn't, it can cause the faces to light wrong. You have to set it while importing it, too; after won't work.
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Old 07-10-2008, 08:49 AM   #88 (permalink)
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Nope. Like I said, I'm not exactly what you would call experienced with the unreal engine. :P
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Old 07-10-2008, 10:58 AM   #89 (permalink)
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Good to know Docm. My normals always looked weird. It would have been nice if importing custom stuff was included with the bonus vids
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Old 07-10-2008, 01:26 PM   #90 (permalink)
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Quote:
Originally Posted by Addi View Post
The game engines thing was useful, although it made me 3 hours late to enter (oops, must underestimated the time it takes to import and build lighting).
I think you should have baked your lights at the beginning of the texture creation process. It would also have helped you alot in creating your texture.

Using game engines is a nice idea (more practical), however for amatuer artists it's hard to find a game engine to work with. Thanks for Doylle's shader, without it I wouldn't been able to complete my submission.
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