| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#21 (permalink) |
|
New Member
![]() 56
- 3
|
Yeah but that's a bit boring isn't it...if you want to show that skillset just do the Bungie or Splash Damage art test...or one of the other ones out there. Having to wrack your brains for what could possibly be in that box or how to present that chair so it's not the same as everyone elses is a waste of creativity in my opinion...I definitely see your point but maybe that mindset is a bit dry for game art challenges... I think it would be a lot more fun to see what people would come up with with only a little bit of direction, like a given theme.
Maybe they could assign a theme, and also provide a concept that fits it. That way people could choose. |
|
|
|
|
|
#23 (permalink) |
|
Senior Member
|
I presume the mini comps were designed with limited creativity but with the focus on the technical side of getting the right work flow/pipelines in place and with important emphasis on real time captures; with the competition completed in a fairly short time. (You're also exposed to working on something with tight restrictions which is always good to get used to)
This is so that when the time come to the main big comp people entering would be sufficiently skilled enough to complete it and can happily afford to shift the focus on the creativity/concept stage that didn't exist in the mini comps. Anyway that's how I see things and yeah I agree with everyone that it's a bit quiet now. Hopefully with more time/new staff, what would be great to see here is something like 6 mini comps and 2 main comps per year ![]() Last edited by Ex-Ray; 23-02-2010 at 07:02 AM. |
|
|
|
|
|
#24 (permalink) |
|
New Member
![]() 56
- 3
|
Yup, that's why also providing a concept for those who choose would be a good idea. Now that CGSociety runs the place, it would be great if the comps followed the format of the GAMC's, anyone remember them?
I think setting a theme, and providing a concept for those who want it would be the best way to go, and would keep everyone happy. |
|
|
|
|
|
#25 (permalink) | |
|
Elderly Artist
|
Quote:
My $.02 |
|
|
|
|
|
|
#26 (permalink) |
|
New Member
![]() 56
- 3
|
You contradicted yourself there. In one sentence you say that it's better to 'follow real world practices' ( i.e. a modeller following a concept) and then you say you can still get away with putting your own spin on a concept.
No other forum uses this system anyway, and I daresay they have more people partaking/ finishing entries, also, getting rid of the provided concept is not what I am suggesting (anymore). I think a set theme, and a concept that fits that theme for those who wish to choose it, would be best, and keep more people happy. Also I'd like to suggest adding weapons (flame thrower, rocket launcher, crossbow) to the vehicle/enviro ideas...hard-surface mini's really need some love :P |
|
|
|
|
|
#27 (permalink) |
|
Senior Member
![]() 319
- 61
|
I am not sure how that is contradictory. If you look at most game concepts and then look at what was created by the modeling and texturing artist you can see that creative liberty was taken in way of interpreting the aspects of the concept. As long as you keep the function and stay within the set art style of the game you are working on then you can tweak things to your liking. That is of course unless it's a very iconic piece like a real life structure and needs to be replicated exactly.
|
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |