Unity Community Art Challenge - April 2015 - Chest Of Wonders

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.

  1. Participants will have till the end of the month (April, 30th) to submit their Final Entry

  2. 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.

  3. 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.

  4. 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.

  5. Entrants must post at least 1 WIP (Work in Progress) Screenshot before submitting their Final Entry. We suggest you post more and get feedback! Please visit https://help.sketchfab.com/hc/en-us/sections/200485707-Uploading-3D-Models for further information on how to use and upload to Sketchfab.

  6. Your final entries must be submitted through Sketchfab. Please tag your final submission with: “UCAC8”.

  7. No previous work can be used. This essentially means that you should create everything from scratch!

  8. No nudity or gross violence please! Keep it clean and fun for everyone!

This month, Rust LTD. and the fine folks from Sketchfab are sponsoring our contest! The winners will receive the following:

1st Place : Alloy PBS Shader Framework, Alloy Detail Texture Pack, Modular Sword Asset Kit, Alloy FX Mask Texture Mega Pack ($185 Value) Voucher and 1 Year of Sketchfab Pro and Cardboard VR

2nd Place: 1 Alloy PBS Shader Framework Voucher & 1 Year of Sketchfab Pro

3rd Place: 1 Alloy Detail Texture Pack & Modular Sword Asset Kit Voucher and 6 Months of Sketchfab Pro

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!

Thomas Pasieka

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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!!

Good luck to everyone taking part =)

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count me in cant wait te start on this one :smile:

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Hopefully will have time to enter this one

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I think I can find time to do something for this one. Have to see if I can come up with a good concept at the weekend :slight_smile:

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Can’t wait to see what you guys come up with :slight_smile:

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And my axe!

Er, I mean yeah I think I’ll enter this month’s one too.

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Can’t wait to start this one!

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Ho Man… we got a Commander Mustache in the comp. Shit be gettin’ real.

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Ain’t no party like an artsy mustache party. I’m in!

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Best prizes yet.

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I like how these competition threads always start like the opening scene of 13th Warrior (skip to 1:10)…

I’m in! Me too! And I!

Quest for polygons!

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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. :wink:

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You’ve still got an extra half vertex to use there.

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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.

DISQUALIFIED!!!1!

:slight_smile:

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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.

[EDIT::] Removed inappropriate reference.

@IFL claps

DOUBLE DISQUALIFIED!!!1!

jk. But seriously, you gonna make something else for the compo? :slight_smile:

@xenius Of course. I’ll get out a design for a chest in a week or so.

[EDIT::] Removed inappropriate pun.

@IFL While your punning skills are appreciated, just remember, no boob/boob-joke stuff. Dead serious. Give the theme a serious shot.

What @xenius said.

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