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#22 (permalink) |
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Senior Member
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Think closer to the iPhone. Max tris onscreen = 7000, or thereabouts (depending on game engine, apparently).
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Glynn Smith (Portfolio) |
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#25 (permalink) |
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New Member
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This sounds like a great way to fill in the gaps of what I understand and don't about game art asset creation. Thanks for putting up such a beginner-esque friendly challenge! Though I'm sure it will have it's difficulties. Hmm beginner-esque...that's not a word, but you know what I mean ^.^
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#26 (permalink) |
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Senior Member
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This is, by no means, a beginner or amatuer-targetted competition, but it should scale nicely depending where on the curve you are
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Glynn Smith (Portfolio) |
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#27 (permalink) |
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New Member
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Ah true indeed! Didn't mean to downplay anything. I only meant that with the rules you guys have set up, it takes you back to the fundamentals y'know? Like how using normal maps wasn't the end all be all as mentioned before. We'll have to think of other ways to get cool little details to stand out if we want them in there.
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#28 (permalink) |
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Senior Member
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No offence taken dude
And yeah! That's the exact point of it, really - figuring out the best way to get detail and detail variation ![]()
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Glynn Smith (Portfolio) |
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#29 (permalink) |
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New Member
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Cool man
![]() I've always been hesitant to participate in comps because I feel like I won't be able to figure everything out in time with all of the normal and specular and all kinds of other maps. But I'm really gonna try to finish this one! That holiday gap might be a bit of a problem though >.< |
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#30 (permalink) |
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New Member
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finally, something I may be able to do well at. pretty swamped with studies, but I got a chance to work on some stuff for a DS game over the summer. We were using vertex colors only on that, so this is a good chance to move into UV and texture work. now to think of a theme....
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