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View Poll Results: which was the best hand?
Baida 7 8.86%
Jedah 0 0%
laughing_bun 2 2.53%
NB-DanTE - 1st Entry 3 3.80%
SteveN_25 0 0%
druggon 5 6.33%
NB-DanTE - 2nd Entry 3 3.80%
bigtommyb 0 0%
AlexG 1 1.27%
Withalboy 0 0%
SPY 1 1.27%
Asmuel 57 72.15%
Voters: 79. You may not vote on this poll

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Old 06-22-2008, 12:07 PM   #11 (permalink)
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Quote:
Originally Posted by swag View Post
I'm afraid that I have somewhat of a complaint about this competition. It's not a really big deal, and I know that people are not really competing against anyone else, but I feel that the use of Zbrush/Mudbox gives a huge disadvantage over people that don't use it. I mean, people who don't use it pretty much can't win.
You know my thoughts on this:

http://www.game-artist.net/forums/ge...-thoughts.html

If anything you should enjoy that people are showing you what can be done in a x minutes with various tools. And let's face the facts, when it comes down to trying to get a job, they're going to look for the most qualified and well-rounded candidate. Limiting ourselves to certain restrictions would only be counter-productive to the whole speed modeling experience. Cheers
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Old 06-22-2008, 12:12 PM   #12 (permalink)
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It has been brought to our attention that one of the entries (well two actually) were almost perfect copies of an existing sdk hand. There were subtle differences, nevertheless we couldn't ignore the equality. Therefor it has been removed from the poll. The main goal for this competition is that you learn. We can only encourage that you use refences and good examples from other people, but copying is really unacceptable as you must understand...
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Old 06-24-2008, 10:13 AM   #13 (permalink)
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I would have voted for Asmuel but the image didn't load straight away and I didnt see it untill after I cast my vote. So sorry for that, not that it matters anyway as I think it clear who the winner is going to be.

Nice work!
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Old 06-24-2008, 12:14 PM   #14 (permalink)
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lol Asmuel has won big time or some thing od must happen
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Old 06-24-2008, 06:41 PM   #15 (permalink)
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Quote:
Originally Posted by requiem2d View Post
You know my thoughts on this:

http://www.game-artist.net/forums/ge...-thoughts.html

If anything you should enjoy that people are showing you what can be done in a x minutes with various tools. And let's face the facts, when it comes down to trying to get a job, they're going to look for the most qualified and well-rounded candidate. Limiting ourselves to certain restrictions would only be counter-productive to the whole speed modeling experience. Cheers
I agree with Swag on this, i think that in this competetion as a whole, everyone should find on equal grounds to produce work. This is a modeling competetion, i think a sculpted piece should remain in a sculpture competetion. We all can see a major difference between the two software packages...take e.g. maya and 3ds not much difference there, but when it comes to zbrush, we're talking about some different level of work here.

So as to my opinion i think that in order to sustain this competetion from going to the beyond, we should make things clear onto what software packages. My solution would be to have open a 'Sculpting Competetion'.

Thanks.
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Old 06-24-2008, 08:33 PM   #16 (permalink)
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Guess we'll have to agree to disagree
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Old 06-24-2008, 09:17 PM   #17 (permalink)
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Requiem has a very good point.

Although I wouldn't be against a sculpting "competition", it's not entirely necessary.
Taking advantage of a normal map on a model isn't unheard of, and should actually be encouraged in most situations.. Both Requiem and Asmuel have pointed out that 90% of the time, whoever you're working for is going to push you to use a sculpting package, or to take advantage of normal maps in any way possible.

Using industry required packages in this competition is only going to help the community.

This technically isn't even a competition, I've taken notice that Requiem is only trying to do what's best for those who want to advance their skills, and learn from their surroundings.

Although I've only been here for a short period of time, I will personally admit that this is one of the best environments for an aspiring game artist.
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Old 06-24-2008, 09:41 PM   #18 (permalink)
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Dam, thats an obscene number of votes :P (I was one of them good work Asmuel)

Good to see so many of you taking part in an 'organic' theme
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Old 06-25-2008, 01:38 AM   #19 (permalink)
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Thanks for the kind comments dudes .

Quote:
Originally Posted by Gekko View Post
I would have voted for Asmuel but the image didn't load straight away and I didnt see it untill after I cast my vote.
Damn you imageshack! haha, no worries, its my fault. Thanks bro

Personally, I disagree about sculpting and modeling being very different. I've never heard of a studio having separate modeling and sculpting departments. Really sculpting is just moving points with better tools, nothing mystical about it. This is common work flow for modelers. I think denying such packages would be selling ourselves and the community short.

I suppose we could go back and forth on this, though anyone could have sculpted in this comp like Saffronia and I. I guess its up to the mods to decided what to do for following comps. Thank you very much to everyone who to the time to voted, participated and set up this comp it was fun.

Last edited by Asmuel; 06-25-2008 at 03:49 AM.
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Old 06-25-2008, 09:55 AM   #20 (permalink)
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Fyi, This same subject of sculpting was also being discussed in the speed texturing comp (but has now been moved to "suggestions & ideas" thread in this forum.

This is a subject that will go on and on me tinks!

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