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#41 (permalink) | |
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Forum Leader
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Quote:
![]() You can use multiple images, but the total combined texture resolution should be 2048x2048 (or less) to be qualified for submission.
__________________
My Portfolio - Looking for Work Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
Last edited by Polygoblin; 06-09-2010 at 11:45 AM. Reason: clarification |
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#46 (permalink) |
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Forum Leader
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Good News, Guys!
The competition deadline has been extended to September the 12th (23:59 GMT) If you like, you can polish up your entries, or perhaps finish some things you didn't have time for. Anybody that didn't have time to make the deadline, no need to fret, use these extra days to finish up. Also, let me clarify that your normal map AND your ambient occlusion map are allowed to be 2048x2048. Now go ahead, feel free to make it sizzle! ![]()
__________________
My Portfolio - Looking for Work Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#47 (permalink) | |
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Frequenter
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I agree with this decision. I'd like to see more finished artwork people!
![]() Also I hope this gives other people a chance to join in. ![]() Quote:
![]() I wanted to keep my pixel aspect ratio on the two textures more-or-less the same, and I didn't make a normalmap for my bike model. ![]() |
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#48 (permalink) | |
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Senior Member
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Quote:
you have 6 extra days, take your chance!
__________________
portfolio: svenweiss.daportfolio.com |
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#50 (permalink) |
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New Member
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Hey, guys, i just learned about the extended deadline today, while at work. I was gonna go back to working on the beach vendor much sooner but there's a tube strike in London and it took me absolutely ages to get home by bus!!
Anyway, heres how far i got just before the last deadline, ![]() ![]() His dreadlocks aren't finalised yet btw, so ignore them for now. I'm having some trouble figuring out this whole low poly business, especially when it comes to small details like cloth folds. How much of the low poly detail do you guys model into the low poly, and also, because the folds go in all kinds of crazy directions, how do you guys model that stuff in as well as maintain good topology??? Also i made most of the low poly mesh in Zbrush using the topology tools, but after i exported it out i noticed that a lot of the silhoutte and form is lost because the vertices are what snap to the high res subtool, so now im having to go back into maya to pull out the forms on the low poly! Am I just being lazy or is this the 'natural process' in creating low res meshes based off of higher res models? |
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