iRloading Posted May 20, 2011 Share Posted May 20, 2011 (edited) 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 June 6, 2011 by iRloading Link to comment Share on other sites More sharing options...
_Rob_ Posted May 20, 2011 Share Posted May 20, 2011 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? Link to comment Share on other sites More sharing options...
iRloading Posted May 20, 2011 Author Share Posted May 20, 2011 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 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. Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 20, 2011 Share Posted May 20, 2011 (edited) 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'. 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 ... Edited May 20, 2011 by Puma06111991 Link to comment Share on other sites More sharing options...
_Rob_ Posted May 20, 2011 Share Posted May 20, 2011 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. Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 20, 2011 Share Posted May 20, 2011 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': Part from that texture repeatingly mapped on my model: That isn't possible in SketchUp. It is possible in 3dsMax, that's why SA has single textures for peds. Link to comment Share on other sites More sharing options...
iRloading Posted May 20, 2011 Author Share Posted May 20, 2011 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'. 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 ... 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). Link to comment Share on other sites More sharing options...
_Rob_ Posted May 20, 2011 Share Posted May 20, 2011 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 . 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. Link to comment Share on other sites More sharing options...
BeeswaX Posted May 20, 2011 Share Posted May 20, 2011 im in Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 20, 2011 Share Posted May 20, 2011 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 Link to comment Share on other sites More sharing options...
coin-god Posted May 21, 2011 Share Posted May 21, 2011 We can't use normal maps? Ok... 5,000 triangles = 2,500 polys? I don't work with triangles, that's why I ask. Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 21, 2011 Share Posted May 21, 2011 (edited) 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 May 21, 2011 by Puma06111991 Link to comment Share on other sites More sharing options...
_Rob_ Posted May 21, 2011 Share Posted May 21, 2011 There's always the viewport statistics option, that way you can see how many tri's your using Link to comment Share on other sites More sharing options...
coin-god Posted May 21, 2011 Share Posted May 21, 2011 I take that when we talk about polygons we talk about quads. Link to comment Share on other sites More sharing options...
iRloading Posted May 22, 2011 Author Share Posted May 22, 2011 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 I was not aware that San Andreas could natively support bump/normal maps. Link to comment Share on other sites More sharing options...
_Rob_ Posted May 22, 2011 Share Posted May 22, 2011 no, it's an addon by the same guy who did the ragdoll addon, and requires plugins and stuff to work. Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 22, 2011 Share Posted May 22, 2011 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? Link to comment Share on other sites More sharing options...
coin-god Posted May 22, 2011 Share Posted May 22, 2011 5k polys sound much better. Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 22, 2011 Share Posted May 22, 2011 I'm getting nervous already . Link to comment Share on other sites More sharing options...
quechus13 Posted May 22, 2011 Share Posted May 22, 2011 I think I will pass on this one (Don't mod SA anymore) Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 22, 2011 Share Posted May 22, 2011 Link to comment Share on other sites More sharing options...
iRloading Posted May 26, 2011 Author Share Posted May 26, 2011 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 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* Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 26, 2011 Share Posted May 26, 2011 And what the heck is a 'vanilla-install' supposed to be 0.o? Link to comment Share on other sites More sharing options...
_Rob_ Posted May 26, 2011 Share Posted May 26, 2011 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 Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 26, 2011 Share Posted May 26, 2011 (edited) *image deleted* note: please keep on-topic, the humor is appreciated but not entirely appropriate. - iR Edited May 28, 2011 by iRloading Link to comment Share on other sites More sharing options...
coin-god Posted May 26, 2011 Share Posted May 26, 2011 Sorry, what? Link to comment Share on other sites More sharing options...
TripleAs Posted May 27, 2011 Share Posted May 27, 2011 I like vanilla ice-cream, therefore, I'd like to be in, but it depends.. what are the toppings? Link to comment Share on other sites More sharing options...
_Rob_ Posted May 27, 2011 Share Posted May 27, 2011 I like vanilla ice-cream, therefore, I'd like to be in, but it depends.. what are the toppings? polygons, quads and vertices. Link to comment Share on other sites More sharing options...
Puma06111991 Posted May 27, 2011 Share Posted May 27, 2011 Theme **Will be made available on May 27, as to avoid any competitors from jumping the gun and getting an early start.** Where is it? Link to comment Share on other sites More sharing options...
Mark Posted May 27, 2011 Share Posted May 27, 2011 Go on, I'll try something. Sign me up. Can you even rig using Zmod? Link to comment Share on other sites More sharing options...
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