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#11 (permalink) |
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Senior Artist
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That is true, but isn't it a speed MODELING fourm. Mabye a speed Texturing fourm? where you guys supply the model and we texture... so that we can learn both. OR who ever has the best model after the speed modeling topic, we use he or shes model and then we texture that.
Sincerly, Andy |
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#12 (permalink) |
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Freelancer
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Yeah a lot of forums have 1 hour for modeling and unlimited for the rest. But we're not a lot of forums
The problem is that detailing normal maps (either in photoshop or Zbrush/Mudbox) could be seen as texturing as well, which can lead to confusion and stuff like that.I say 1 hour of modeling and 1 hour (different per subject?) for textures and renders. |
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#13 (permalink) |
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Industry Artist
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Yeah i agree with you, but what if we had for example 1 hour to model and texture when its game related, 1 hour to model and unlimited to texture and render if its for high poly work but since its high poly work we cant use normal maps and such? The most important thing would still be how the model itself is constructed and thast what would decide the competition.
Could also do like 1hour to model 1 hour to texture and render (just to open up some doors to more complex objects).. just some ideas. Im cool with what ever though, just throwing some out there Hopefully i will have time to take part in loads of theese. |
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#16 (permalink) | |
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Artist
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Quote:
It's called speed modeling, it should stick to modeling. If we're going to do texturing challenges it should be done on models that are already made and UV'd (ie: Ben Mathis' SDK models) and provided. I support this statement. Last edited by Bibendum; 03-26-2007 at 03:35 PM. Reason: added Wesley's quote |
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#18 (permalink) |
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Industry Artist
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Well what ^ he said. If it was supposed to be a pure modeling contest then forget what i said Yes i know its titled "Speed Modeling" challenge but since a lot of forums and community's tend to include texturing and rendering in speed challenges thats why i mentioned it
Bring on the first challenge! ![]() |
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