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#64 (permalink) |
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New Member
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I thought this competition was excellent and although I'd arrived too late to take part I think some rules should be considered as permanent:
Using game engines only to display final images (This something I intend to do in my personal work/portfolio from now on). - in fact, I'd almost go as far as advising people to use only unreal3, cryengine or source as they are freely available in games (so very cheap), employ widely used industry (and standard) tech and will enable people to compete on an even playing field. (and hone genuinely useful skills). I thought the scene from a movie worked well as everyone could relate/reference the source material. It's highly unlikely that the asset artists would have to concept as well. I think it also means that you get more final entires at the end. Getting a good concept can take time. Game artists almost always work from references. It also mean't that there was a lot of variety in the entries, which helps maintain outside interest. My thoughts for future: - Create an even bigger compo linked to another site, like mapcore or CGtalk (run a game environment concept art competition there and then have the winning entries as a basis for the actual ingame art here.) Mix up the game-art disciplines even more! (but not too much - perhaps seperate them into stages) - limit the number of textures too (some people are able to seemingly churn out hundreds of quality textures over the timelimit - because they've no other commitments? - it does make those unable to or reluctant to work in a team unable to compete at all - at least for the prizes) - I imagine you could quite easily do a sequel to this competition - SFAM2- with all scenes entered in this one banned from the next. - What you could do is break up each competition into sub-catergories so that within the main task (creating an environment) some individuals could get their individual artworks showcased - best texture mapped asset, best this, best lighting. Ensures people completely knocked out of the running by the scale of other entries could still win prizes. |
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#65 (permalink) | |
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Frequenter
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I've only recently joined the forum but i've been ghosting for a few weeks since HP posted his assets on Crymod. This competition in particular has attracted alot of interest over at Crymod and you may expect a few more CE2 modders joining in. Certainly a very good advert for your website and the sheer quality of the final enteries really help promote the site. I would like to say however that their should deffiantly be a texture limit. Being a developer you're always conscious of performance and textures play a huge part. Therefore being a gaming site, it makes sense to cap the texture like any company would. It takes real skill and talent to minimise texture use and although it can be a pain I think it actually makes your final piece even more impressive. Eagerly awaiting Comp 18! |
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#66 (permalink) |
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Industry Artist
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Hello Guybrush,
Very glad to hear that more Crymod members are interested in our competitions. ![]() I can't go into details, but i can tell you that the two items you mentioned are being looked into (amongst many other things), and will most likely change for our next competition. We are currently still closing down this current competition, and when that is done we will start the whole process again for #18. Don't expect anything to soon though. ![]() cheers! J |
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