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Old 14-05-2009, 02:10 AM   #31 (permalink)
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it does sound like a nice idea indeed.

We are atm looking into some of the stuff at GA that we might change, the speed comps being one of those things. I don't want to say to much about this just yet since nothing has been decided yet, or even thoroughly discussed. But we are aware that there is some room for improvement and i think you can expect some changes in a couple weeks...

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Old 17-05-2009, 07:15 AM   #32 (permalink)
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Quote:
Originally Posted by Dregs View Post
The current rules state "The clock starts ticking from the moment you open your 3D application, and stops when your texture is finished."

I would interpret it to mean that the "3D application" is the preferred 3D Modeling app and not necessarily the preferred Paint Program.

Proposal
What if the rules could be changed on select future competitions so that the clock starts ticking the moment the preferred Paint Program is opened and stops when the texture is finished? My thoughts are that it could help Artists develop their skills with their preferred 3D Modeling app to alter UV's, produce High Poly Modeling for Normal Map creation and bake Ambient Occlusion Maps without being penalized by time. This may not be suitable for all future competition, but possibly a consideration for some?
I like this idea, as it takes a large step away from penalising people for having less powerful systems. While the main aim of these comps, texture painting, is not much affected by different tiers of computer, the time it takes to bake a normal or AO map varies hugely between them, potentially giving a large advantage to those who can afford to link up a Star Trek holosuit to their Wacoms.

I know I sit there for at least half an hour every challenge, staring at my laptop screen, cheering on the progress bar with a flag in one hand and an airhorn in the other in the vain hope that it makes a difference, still knowing that there are plenty here who'll have it worse
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Old 19-05-2009, 01:46 PM   #33 (permalink)
kYo
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was wondering why you always create those competiton images with details and rules

wouldnt it make more sense just to have a nice photo, GA logo, competition nr. and title as the banner, and writing the rest as nicely formated editable text in the post?

advantages: saves some kb, faster to create, faster to edit, searchable, ...


also, i think it would be really cool to include a preview of the actual model (preferably rendered with AO and black Wireframes)!

and maybe an UV preview... but i wish too much :P
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Old 19-05-2009, 02:09 PM   #34 (permalink)
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Hmm, well, I think it'd be even less work to keep it as it is tbh. All I need to do currently is just opening the Banner .psd, change subject/number, paste an image and that's it.

As Doylle recently said here though. We're looking into some stuff that may change, though it's not certain just yet. So, as for now, I'll just have everything running as it's been until we get further on that subject
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Old 21-05-2009, 06:05 AM   #35 (permalink)
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Hi, can Mudbox 2009 use as a real time render?
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Old 21-05-2009, 08:12 AM   #36 (permalink)
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Why on earth would you want to use mudbox? Can it even display textures?

Besides, you can't post a sculpt as your submission, in fact, you're not allowed to change the lowpoly model at all other than it's uv's. You're allowed to do a highpoly one, yes. But you can't use the highpoly in your submission, it's only to bake textures from.

I'd suggest you get a realtime shader or a game-engine
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Old 24-05-2009, 06:26 PM   #37 (permalink)
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Another thought would be the requirement for all final submissions of maps to be full size; I believe that doing so will help the game student community to see in better detail what was done in others work to help them improve and/or understand better how the combination of maps help to generate the final screen pic submissions. This can serve as one more means of GA to help share the knowledge.
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Old 29-05-2009, 01:54 AM   #38 (permalink)
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I was wondering if someone could send me some links to any tutorials on setting up a good real time render through max. I just got it, and was wondering if there were any settings I should specifically look for or anything. thanks
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Old 02-07-2009, 10:28 AM   #39 (permalink)
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Hey, im looking for an (free) app or anything to render my stuffs in real time via SM1 shaders. I know the max plugin here and some other thing like marmoset tools, but i have a decently old card (radeon 9250). ideas?

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