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Old 19-11-2008, 05:00 PM   #11 (permalink)
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There is no limit to genre or style, but you might want to think about how the judges are going to judge your submission, if you go with something that's a bit too literal

Although, I do like the idea personally, I'm not going to be judging the competition
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Old 19-11-2008, 05:34 PM   #12 (permalink)
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EDIT: Nevermind, my reply was incorrect. Comp sounds very cool.
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Last edited by AlexanderSmith; 19-11-2008 at 05:38 PM.
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Old 19-11-2008, 06:01 PM   #13 (permalink)
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Cool theme, I'll join in on the fun in this comp
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Old 19-11-2008, 06:03 PM   #14 (permalink)
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Sounds like an interesting comp.

So, one question though; Do I need to make a closed lair, I mean surrounded with mesh?
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Old 19-11-2008, 06:21 PM   #15 (permalink)
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hm the restrictions sounds like for handhelds or last-last-gen to me, was that an intention anyhow?

personally i prefer current-gen pc restrictions tho.. because of more eyecandy, but its gonna be interesting to watch anyway
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Old 19-11-2008, 07:23 PM   #16 (permalink)
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Certainly an interesting competition, I've actually never done anything under 512x512, I'm not sure if I'll enter due to college etc, but I'll enjoy watching if I don't
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Old 19-11-2008, 07:38 PM   #17 (permalink)
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Even though I can't model for crap, I'll participate
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Old 19-11-2008, 08:17 PM   #18 (permalink)
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I'm curious on your thoughts between modeling an already existing concept. Is this acceptable, or is it a "design-your-own-boss" as well?
And Im using Maya but have no experience with game-engines... I guess a screenshot of my maya screen is gonna be my final entry?

Cant wait!
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Old 20-11-2008, 03:43 AM   #19 (permalink)
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Quote:
Originally Posted by psychord View Post
So, one question though; Do I need to make a closed lair, I mean surrounded with mesh?
The lair should be thought of as a staging scene, really. Model the environment specific to your intended viewing angle - if you want a 3/4 isometric view, you can leave the backfacing walls out, but if you go for an "in the room" angle, you'd be best to include all the environment with it

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Originally Posted by kYo View Post
hm the restrictions sounds like for handhelds or last-last-gen to me, was that an intention anyhow?
It absolutely was intended. It's always good to go back to basics, once in a while. Most newer artists, nowadays, never got to use this kind of asset specification and I think they miss out because of it. Normal maps are great, but they aren't the be all and end all Have a go, though. Don't just watch. With the rules we've put in place, it should only take a weekend or two to finish

Quote:
Originally Posted by samgriffiths View Post
Certainly an interesting competition, I've actually never done anything under 512x512, I'm not sure if I'll enter due to college etc, but I'll enjoy watching if I don't
That's one of the reasons we kept it low - You should only need a handful of days to finish this comp. Give her a go! Go ooooon.

Quote:
Originally Posted by dbsmith View Post
I'm curious on your thoughts between modeling an already existing concept. Is this acceptable, or is it a "design-your-own-boss" as well?
And Im using Maya but have no experience with game-engines... I guess a screenshot of my maya screen is gonna be my final entry?
Concept - You can, but be warned that the judges will be marking each submission from concept to completion, so if you don't have a concept, you're going to lose points right off the bat.

Screengrab - I take pretty much all my screengrabs from Max's viewport. This is exactly what we want

Cheers guys!
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Old 20-11-2008, 06:14 AM   #20 (permalink)
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3000 tris, and 512*512 tex for boss AND lair?! :O

That sounds a bitty silly guys, I'm sorry.

The restrictions definitely looks like for handhelds.
Working on 2 nintendo DS titles so far, I must say that 3000 polys is a very large poly count!
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Last edited by [hP]; 20-11-2008 at 06:17 AM.
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