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| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
| View Poll Results: which was the best hand? | |||
| Baida |
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7 | 8.86% |
| Jedah |
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0 | 0% |
| laughing_bun |
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2 | 2.53% |
| NB-DanTE - 1st Entry |
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3 | 3.80% |
| SteveN_25 |
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0 | 0% |
| druggon |
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5 | 6.33% |
| NB-DanTE - 2nd Entry |
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3 | 3.80% |
| bigtommyb |
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0 | 0% |
| AlexG |
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1 | 1.27% |
| Withalboy |
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0 | 0% |
| SPY |
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1 | 1.27% |
| Asmuel |
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57 | 72.15% |
| Voters: 79. You may not vote on this poll | |||
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#11 (permalink) | |
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Game-Artist.Net Founder
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Quote:
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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#12 (permalink) |
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Game-Artist.net Admin
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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...
__________________
![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#13 (permalink) |
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Artist
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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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| The Following User Says Thank You to Gekko For This Useful Post: |
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#15 (permalink) | |
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Artist
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Quote:
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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#17 (permalink) |
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Freelancer
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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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#19 (permalink) | |
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New Artist
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Thanks for the kind comments dudes
.Quote:
![]() 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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