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June '11 Character competition


iRloading
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user posted image

 

 

 

Brief

 

The aim is to create a playable Character model for Grand Theft Auto San Andreas. By Playable it must be working within the game.

 

- You have a poly limit of 5,000 triangles and are limited to one 512x512 texture (or multiple textures totaling to one 512x512 UV/texture area) PC or NPC is to the discretion of the participant. I find this more than enough to provide competitors a certain level of freedom with details and textures for GTA: SA.

 

note: a normal SA character consists of 2,000 polygons with 1 256x256 8-bit texture. (for the curious, a GTA4 character model consists of 8k-10k polygons with multiple 256x256/512x512 diffuse, specular and normal maps)

 

 

Duration

 

- 1 week. (May 29 - June 6 extended to June 13)

 

 

Theme

 

**Witness report: Suspect has an identifying mark, probably some sort of tattoo or scar. Witness was in shock at the time of assault and unsure of placement on the suspect's body. Witness could not identify if suspect was male or female at the time, nor the suspect's ethnicity as our witness is color-blind. Witness could only affirm that the suspect at large is definitely Human.**

 

 

Rules

 

Standard GTANet rules still apply to the competition.

 

- must be your own model, no conversions, no downloads from free models, no using of other people's work.

- must be modeled from scratch specifically for the purpose of this competition.

 

 

Requirements for submission

 

- The submission must be submitted in a compressed file (zip or rar).

- It must include the model in dff format with textures ready to load into the game and play. If you cannot rig it yourself for in game, then you are allowed to get someone else to rig it for in game play only.

- A series of screenshots show casing development from start to finish must also be included.

- A readme file If you've had someone else rig it for you, then you must mention this.

 

 

Judging

 

Your submissions will be judged on creativity, GTA Style and Quality, and how closely the requirements and theme were followed.

 

The judging will be in two stages. The first stage is done in private by a panel of judges.

 

The test rig for the private judging will be done with no other mods installed.

 

The second judging round is public, and is an open voting round. Both sets of scores are added together and the final score is what counts. We feel this is the most fair way of judging the submission.

 

 

Sign up

 

Please use this topic to sign up. Signups will close on May 28 (Saturday). Each competitor will get a topic to be able to showcase their work during the competition.

 

 

Discussion

 

Please use this topic to discuss matters related to the upcoming competition.

 

 

Participants

 

Bammargera

Puma06111991

BeeswaX

goin-god

indra p

TripleAs

Mark

ManDog

missions*

 

 

*please confirm

Edited by iRloading
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Sign me up for sure, bring it on! Out of interest who's choosing the theme, the same people who are judging in the first round?

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Sign me up for sure, bring it on! Out of interest who's choosing the theme, the same people who are judging in the first round?

we're still bribing certain individuals to judge this round moto_whistle.gif

 

the theme is likely to be decided upon by the judges and the led-bys. No worries tho, since this will be the first run of competitions for characters it's safe to say for now that a certain degree of freedom will be allowed when it comes to theme/idea entry.

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Puma06111991

 

one 512x512 texture

3dsMax has the possibility to split up a texture and use just a part of that texture as a repeating texture. SketchUp doesn't. It's impossible. SketchUp users (like me) have a big disadvantage now. You should look at the programmes too, before setting up rules like that. This really isn't fair, you're making texturing in SketchUp impossible this way.

 

I'm in, but I hope you reconsider your 'one texture' rule.

 

 

It must include the model in dff format with textures ready to load into the game and play. If you cannot rig it yourself for in game, then you are allowed to get someone else to rig it for in game play only.

 

I thought it was a modding competition, not a modeling competition? Modding is also rigging it yourself, otherwise it shouldn't be called 'modding'. suicidal.gif

 

 

Your submissions will be judged on creativity, GTA Style and Quality

 

What is considered a "GTA style" character? How can I be creative if it must be GTA style whatsthat.gif ...

Edited by Puma06111991
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Puma, there's nothing stopping you using 3DS's superior texturing tools, and still doing the modelling in SU. Plus I'm sure you could use say four 128x128 maps if needed, as it equates to the same UV space ultimately.

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Puma06111991

I have absolutely no idea how texturemapping works in 3dsMax.

 

What I meant was that you use a part of a texture and map that specific part repeating.

 

For example, this is your 'one texture':

 

user posted image

 

Part from that texture repeatingly mapped on my model:

 

user posted image

 

That isn't possible in SketchUp. It is possible in 3dsMax, that's why SA has single textures for peds.

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one 512x512 texture

3dsMax has the possibility to split up a texture and use just a part of that texture as a repeating texture. SketchUp doesn't. SketchUp users (like me) have a big disadvantage now. You should look at the programmes too, before setting up rules like that. This really isn't fair, you're making texturing in SketchUp 1000 times harder than it already was.

 

I'm in, but I hope you reconsider your 'one texture' rule.

 

 

It must include the model in dff format with textures ready to load into the game and play. If you cannot rig it yourself for in game, then you are allowed to get someone else to rig it for in game play only.

 

I thought it was a modding competition, not a modeling competition? Modding is also rigging it yourself, otherwise it shouldn't be called 'modding'. suicidal.gif

 

 

Your submissions will be judged on creativity, GTA Style and Quality

 

What is considered a "GTA style" character? How can I be creative if it must be GTA style whatsthat.gif ...

Puma, this competition calls for a GTA:SA mod that consists of a 3D character model created by the competitor. So yes, this is in essence a modeling competition. Character, Vehicle, Map mod competition = modeling competition.

 

A GTA MOD is something you add into a game, be it something modified, a script, code, texture, or model. It so happens that this current GTA MOD competition calls for user-made MODELS made specifically for this competition to be placed in-game.

 

Some users may find difficulty getting their stuff in-game, they can should they choose to, ask for assistance in getting their mod/model in-game but they must clearly state that someone else got their model in-game. This factors into the judging as well.

 

Obviously this is all based on trust as we can't have any clear indication if the user themselves asked for assistance or not.

 

I will admit that sketch-up is unfamiliar to me. But the base idea lies in that texture constraints are limited to one 512x512 texture map, should you need to split this into four 256x256 texture maps and so forth, then do so as long as the total texture size = 512x512.

 

In regards to GTA STYLE, this simply calls for the entry to be believable or at the very least plausible to be within a GTA environment unless stated otherwise within the rules/theme of the current competition (Anthropomorphous/heavily stylized characters may be plausible to a degree as in a GTA setting it could simply be a person in a suit/costume).

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I have absolutely no idea how texturemapping works in 3dsMax.

 

What I meant was that you use a part of a texture and map that specific part repeating.

 

For example, this is your 'one texture':

*snip*

 

That isn't possible in SketchUp. It is possible in 3dsMax, that's why SA has single textures for peds.

That looks like a massive waste of space, I feel your pain, is there no UVW map plugin for SU? If not may I suggest a program called "roadkill", it's free and will allow you to export your model from SU, unwrap it into a well spaced UVW map relatively easily and then export for rigging in max wink.gif.

 

As far as I can tell this is being treated in quite a professional manner, and therefore a professional diffuse map layout is part of the competition.

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Puma06111991
I will admit that sketch-up is unfamiliar to me. But the base idea lies in that texture constraints are limited to one 512x512 texture map, should you need to split this into four 256x256 texture maps and so forth, then do so as long as the total texture size = 512x512.

Aha okay. I thought the texture should be one image, but if I get it right, I can use multiple images, as long as the combined size isn't over 512x512? That's okay for me, I thought that I could only do it with one 512x512 image.

 

All right smile.gif

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We can't use normal maps? Ok...

 

5,000 triangles = 2,500 polys?

 

I don't work with triangles, that's why I ask.

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Puma06111991

Well how many corners does a polygon have? Polygon, in ancient Greek: "poly" comes from "polus", which means "a lot" and "gon" comes from "gonos", which means corner. A lot of corners, but it doesn't say how much xD. A triangle is also a polygon, so...

 

 

And by the way, could you make a list in your first post of all participants?

Edited by Puma06111991
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There's always the viewport statistics option, that way you can see how many tri's your using wink.gif

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I take that when we talk about polygons we talk about quads.

sorry for the confusion, yes it's supposed to be polygons instead of triangles.

 

thanks for the heads up icon14.gif

 

I was not aware that San Andreas could natively support bump/normal maps.

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no, it's an addon by the same guy who did the ragdoll addon, and requires plugins and stuff to work.

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Puma06111991

Well, it should be a GTA-style character, so imo wouldn't it be logical to accept normalmaps.

 

iRloading: So it's 5000 polygons, in your idea, means 10.000 triangles?

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no, it's an addon by the same guy who did the ragdoll addon, and requires plugins and stuff to work.

Thanks for clearing that up icon14.gif

 

As much as possible this is aimed towards a vanilla-install. Maybe later on we'll provide exceptions for when mods are running.

 

*updated first post*

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Puma06111991

And what the heck is a 'vanilla-install' supposed to be 0.o?

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And what the heck is a 'vanilla-install' supposed to be 0.o?

Standard with no mods, Vanilla comes from the fact plain ice cream is vanilla wink.gif

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Puma06111991

*image deleted*

 

note:

 

please keep on-topic, the humor is appreciated but not entirely appropriate. - iR

Edited by iRloading
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I like vanilla ice-cream, therefore, I'd like to be in, but it depends.. what are the toppings?

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I like vanilla ice-cream, therefore, I'd like to be in, but it depends.. what are the toppings?

polygons, quads and vertices.

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Puma06111991

 

Theme

 

    **Will be made available on May 27, as to avoid any competitors from jumping the gun and getting an early start.**

monocle.gif Where is it? sly.gif

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