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Old 22-01-2008, 08:14 AM   #31 (permalink)
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Quote:
Originally Posted by Talon View Post
Btw, Zer0.BE, nice first attempt. I like the touch with the falling off strip :P What's on the back of the billboard, though? I don't see any texture space for it...
do to the timeconstraint, there are only some random scratches on the back (bottom right corner on the texture). Would have done more with it with more time

Last edited by Zer0.BE; 22-01-2008 at 08:18 AM.
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Old 22-01-2008, 08:40 AM   #32 (permalink)
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lol alchemist.. i second that
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Old 22-01-2008, 08:55 AM   #33 (permalink)
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Quote:
Originally Posted by Lord Ash View Post
question, is it 90 mins from opening the zip ? or can we look over the meshes before we start ?

also, can I make the "poster" part first, before we apply it to the UV map, or does the art for it need to be made during the 90 mins ?

like can I set up a scene in Poser/Carrara/Bryce/whatever, render it to an image, and then during the 90 mins cut out the part we want and put it in the UV map ? or should all pieces be done in alloted time ?

what about renders I had made before ?

thx, just want to make sure I follow the rules, i dont have the same tools you guys have, I'm several years behind current gen stuff, but thats ok for an indy like me... so normal maps and AO and half the other cool stuff is a now way its happening kinda thing....

for now, in these compos, I want to getused to unwrapping obj, and setting up the UV space...things like that, will mostly only use diffuse map anyway... but Im learning. what about rendering, takes several minutes just to render images for me... cuz I have such an old compy I think...

I missed this in my previous post...

You can look to the meshes and search for reference material before you start your texture, that is allowed.

The time you spend on your poster is included. You can however use images that you have of old meshes and so forth, but you can't do any modifications to them. (Take this for example. It's still a poster, but it has way to much decay and "details" to be excluded from the 90 minutes).

Render time is included. This is game art, if you take 5 minutes for 1 frame, then you might think about a new render engine/setting...

I'm not sure what software you're using, but there are a couple of tutorials on GA.net that explain how you can make AO (like this one for 3dsMax and this one for Maya8 ). Nothing can stop you from learning...

Good luck
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Old 22-01-2008, 09:27 AM   #34 (permalink)
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well, in 3D I have gameSpace Lite, Bryce 5.5, Carrara 3D express, Poser7, daz|studio and a slew of freeware like wings3D and anim8or, I am looking to pick up better tools with this springs disbursement, but that is a good month away.

It wont be max, but I may see about XSI, I heard they have a good platform for about $500, I need to stay away from heavy educational licenses, ones that restrict making money...trying to get a studio off the ground.... any suggestions ? I'm looking at Silo2 and gameSpace...really, for the price, gS is a great tool, and 2.0 will be better, and yes I know some of the company from some phone calls, good people, but right now, the current version is pretty crippled. Hexagon is a possibility, but Carrara Pro, I have the light version...Express...beautiful photoreal render, but get kinda cpu-sluggish at times...

would love to use tools from the big boys, but I have an aversion to warez...I wanna make money legitimately...

so, I usually render in Carrara or gameSpace..which is pretty quik...someday I will have better tools, but for now, what I can afford, I will get comfortable with...


thank you for answering the questions, i want to stay in line with you guys, though I know I'm far behind. So I will look the mesh over, and get ready, but will stick to under 90 Mins for actually doing anything to them.

I think I will use the "poster" I made awhile back... it is at TacticsRebirth.net a game i am working on...a TBS like FFtactics...will have graphics like baldurs gate diablo2 or fallout series... now to learn the code I need to make it run...pretty simple stuff in the long run really, just iso movent code and db calls, but I digress...
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Old 22-01-2008, 01:11 PM   #35 (permalink)
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Old 22-01-2008, 06:45 PM   #36 (permalink)
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This is my very first entry
Created the bill board with pictures from Chuck Norris and Bruce lee, based off the "Enter the Dragon" movie poster using photoshop.
Took me 60 min to complete the full texture
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Old 23-01-2008, 01:41 PM   #37 (permalink)
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This would be the first thing I've textured since the Post-Apocalyptic vehicle contest, so I'm a little bit rusty. A large part of the 90 minutes was spent looking for my brushes, textures and references....

No bump, displacement maps or anything else like that.

//Edit: Fixed the perspective on the render!
Attached Images
File Type: jpg billboard-render.jpg (105.8 KB, 404 views)

Last edited by deejee; 23-01-2008 at 02:41 PM.
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Old 23-01-2008, 02:21 PM   #38 (permalink)
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Did you render in userview? The perspective looks a bit weird!
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Old 23-01-2008, 02:42 PM   #39 (permalink)
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Quote:
Originally Posted by Snipergen View Post
Did you render in userview? The perspective looks a bit weird!
Woops! Yes I did. Thanks for noticing. It has been fixed now!
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Old 23-01-2008, 04:01 PM   #40 (permalink)
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here is my entry (I think I learned alot from the previous comp.) started by backing an AO, added the poster I 've got from google (actually I don't know what it is about, I just liked it ). I was planning to do normal and specular maps but i ran out of time..


Don't ask why "why?"....

Render


Texture
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LinkBack to this Thread: http://www.game-artist.net/forums/speed-texturing-competition-archives/4346-stc-07-january-20-january-27-advertisement-billboards.html
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Game Texturing - Level Prop - Billboard This thread Refback 22-03-2008 08:29 AM
Game Texturing - Level Prop - Billboard This thread Refback 15-02-2008 08:16 PM
Game Texturing - Level Prop - Billboard This thread Refback 06-02-2008 04:51 AM
Speed Texturing #6 - Entry This thread Pingback 20-01-2008 10:10 PM


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