Unity Technologies is happy to announce it’s second “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 Challenge is sponsored once again by Sketchfab.
This months Challenge is themed “The Island”. In essence, you are to re-create an Island or more precisely a Diorama of an Island or a section/part of an Island! It could be your typical Palm Tree Island or perhaps a rocky Island with hot Lava flowing into the ocean? Maybe your Diorama tells a little story using well placed objects and characters? Use your imagination and be creative… surprise us!
As a result we want to see a beautiful creative Diorama!
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 (October, 31st) to submit their Final Entry
Final Entry must be a “Diorama” showcasing the theme “The Island” (can include characters/vehicles/etc). To showcase your work use the Sketchfab website or any of the various Sketchfab plugins available for the various 3D software packages. Post your final Sketchfab link in this thread.
Polycount Limitation for this Challenge is 50.000 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.
I’ll try to participate in this one as well, I had fun with the last challenge
I would make an interpretation of the “classic” comic island thats just large enough to have a palm tree on it and someone who is stranded there. Might be a bit cliché, but I could always have the Island be a turtle instead @aelbers
That’s totally right to point out LS195. I don’t hide anything, actually provided the links you followed.
I posted my entry this morning after a Sketchfab user told me about it, knowingly. You can follow the time line from my sketches, the first WIP (aobake) in sketchfab after a night modelling it and 3 updtates in texture since then.
Overall time used to create the actual model/texture :4 full days of work , 8 hours for day.
It is way to much coincidence to me to leave it pass, just when I am creating this precise piece the contest just came up.
Honestly I am leaving the decision to keep or revoke the entry in the hands of the Thomas Pasieka, as Moderator and happily accept the resolution.
Aside of it I’ll keep on updating because I am having a blast with it
Well first and foremost we are here for the fun of a Challenge and to interact with others who do participate and enjoy a game art challenge. I will let @Constructidecepticon entry pass. I would also let somebody pass if he ended up using 55k verts instead of 50k as noted in the rules. However, that’s shouldn’t be seen as a free ticket to be late, or go overboard in general
I would see it as a problem if it was work from a half year or so ago.
So, let’s move on! Really curious to see what everybody else is up to…
@Constructidecepticon - Do you mind posting some wire shots and maybe uv/texture sheet(s)? I am sure others are interested in your workflow/methods. Not everybody here is on the same level
Not at all. I’ll post some wires/uv as soon I got home. I will post the texture sheet at the end of the project, along with the normal/spec. ATM it is just a sketchy difuse.
Realtime wire and polycount are displayed in the sketchfab model page . ATM is around 11k but problably will be beefup a bit.
BTW thanks to give it a pass. The more the merrier.
Hi there,I am joining to this contest.I share with you my first concept art for my entry. It is an island located among lava ruled by a King who wants to expand his little empire across the sea of lava. Adios amigos.
Have been at it on and off in a few sessions of spare time, but just noticed that I have not shown anything yet.
I have learned from the last challenge and started with a mockup of the actual scene to give me a general direction:
I just love the simple tools of Sculptris! But seriously, people are complaining about “drawing hands” all the time - they should try to sculpt feet! Once again I promise myself that, for the next time, I will include fingers and toes in my base mesh.
I then retopologised him, added an armature for posing and cobbled together a texture from a few bakes.
Far from perfect! Texture needs a lot of work, and automatic bone weighting failed me on this character because he is a little bit more sturdy. And I hate weight painting! Oh well, I’m putting this off, will fix him some other time…
And that’s where I am now. I’ll add some more details, improve the birds, add the obligatory shark fin… And I think I will bake the entire lighting into the textures for this one!
@Matthi : Nice work you have there!
for your issues with auto weight painting, try re-modeling the topology. (yes, I know, it’s a pain, done it before myself… )