Unity Technologies is happy to announce it’s next “Unity Community Forum Challenge”! Everybody is welcome to join in and show other fellow artist what they can do and compete for the First Place!
This months Challenge is themed “Chest Of Wonders”. This could literally be a Wooden Chest filled with wondrous items. Maybe it’s a Chest that leads to another dimension? Perhaps it’s a Pirate’s Chest filled with Gold? There is a lot of room for interpretation here! Use your imagination! Impress us with your creativity and imagination. Let’s see something new and fresh!
As a result we want to see a beautiful small Diorama/Turntable of your version of a “Chest Of Wonders”
Post Work in Progress Screenshots or even use Sketchfab to present your work in progress. See rules below.
Participants will have till the end of the month (April, 30th) to submit their Final Entry
Final Entry must be a “Diorama/Turntable” showcasing the theme “Chest Of Wonders”. We ask that you use Sketchfab to post your final result here on the forum.
Polycount Limitation for this Challenge is 7.500 Vertices. Only ever use as many polygons as necessary to define a shape! This is a game art challenge after all! Make use of normal maps etc to give your textures/meshes more detail.
You can use normal maps, specular maps etc to enhance your work visually. Perhaps try to combine textures onto one texture sheet if possible for efficiency, however it’s not a requirement. There is no restriction on how many textures you can use but keep in mind that this is a game art challenge so don’t go too crazy.
Additionally the 1st Place will receive the UCAC Award (3D Printed)! This Trophy/Award is Sponsored by Sketchfab and will feature your name (1st Place).
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We hope to see many of you participate! Let’s get this started!
I will be sure to enter into this UCAC!! It’s been some time since I’ve taken part in the UCACs due to University Work/Job Applications but I’m hoping I can find some time to take part now that the work load is slowing decreasing… and that trophy would be great to get a hold of!!
The vertex limit for these art challenges is kind of absurd. I didn’t participate in the last one because 5 vertices for a shield is nuts. This one is a bit more reasonable, but still… 7.5 vertices? Really? That said, I’ve been able to stay under it by exactly half of a vertex so far.
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It’s too late for April fools, so just file this under pointless joking.
Puts on pedant hat Teeechnically speaking @IFL That isn’t 7 vertexes. When you have a hard normal edge like that, ON THE GPU, you actually have one vertex per side, as unique vertex normals are needed. By my count your object has at least 15 vertexes in it ACTUALLY.
I thought vertex splitting was done before being sent to the GPU, but I’m kind of rusty when it comes to the low-level data stream. At any rate, I used a normal map, so I don’t think there should be any splitting. I’m not the shader expert though.