Difference between revisions of "Community Contest 2: Prop Model"

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* make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.
 
* make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.
 
* contain a placeable and static prop version (affects collision and material only).
 
* contain a placeable and static prop version (affects collision and material only).
* where appropriate, have multiple levels of detail for the model and texture.
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* where appropriate, have multiple levels of detail for the model and texture. These are particularly valuable for high-poly outdoor models and high-res textures.
 
* support lightmapping correctly.
 
* support lightmapping correctly.
 
* have a suitable poly count - around 250-500 for small props, up to 2000 for large props
 
* have a suitable poly count - around 250-500 for small props, up to 2000 for large props

Revision as of 23:11, 27 July 2010

If you are looking for more general information on the Community Contest, please see the Community Contest Main Page

Brief

Create one or more custom prop models for use in a level. The contest discussion thread can be found here (REPLACE WITH THREAD ONCE STARTED).

DEADLINE: Monday 27 September - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.

Requirements

All entries must:

  • have been tested by the user in a level
  • be to a suitable scale
  • be textured
  • where appropriate, have collision
  • be submitted before monday 27 september midday (GMT+0)

Guidelines

Strong entries will:

  • fit the art style and canon of Dragon Age Origins.
  • make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.
  • contain a placeable and static prop version (affects collision and material only).
  • where appropriate, have multiple levels of detail for the model and texture. These are particularly valuable for high-poly outdoor models and high-res textures.
  • support lightmapping correctly.
  • have a suitable poly count - around 250-500 for small props, up to 2000 for large props
  • make good use of texture space to maximise pixel density

Groups and Prizes

Groups

This contest has two groups. You may only enter one group.

Main Group - experienced modellers here

  • 1st place - 10 points, chooses first
  • 2nd place - 6 points, chooses third
  • 3rd place - 4 points, chooses fifth


Newcomer Group - those very new to modelling here

  • 1st place - 6 points, chooses second
  • 2nd place - 4 points, chooses fourth


Prize Options

Option Point cost Maximum per person Maximum across all winners
Yet to be announced

Helpful tutorials

coming soon

Entries

For information on how to enter, please see the Community Contest Main Page

Example Entry

Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level.

Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level.

Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level. Here is a description of the level.


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