Author Topic: Model competition?  (Read 5163 times)

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Offline Beowulf

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Offline phreak

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how about a n00b category for those losers like me who can't model if their life depended on it.
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Offline Black Wolf

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Quote
Originally posted by Anaz
Well, BW, why don't you do it on your own?

Unless you were planning on entering...


I'm more than willing, and I'm not planning on entering myself, I just thought it'd probably get more contestants if it had a stain of leitimacy to it (ie. Run by the administration) is all. Plus I'm not sure if I could be entirely impartial, so we'd need at least one or two more judges.

Quote
Originally posted by Maeglamor
[color=66ff00]Just enter the design a destroyer competition in the art forum. ;)
[/color]


I had actually thought about the Destroyer contest, but that does have a fairly limited potential contestant base (ie only those that do capships). Also, that competition really should have an attitude whereby everyone's helping each other out, trying to achieve the best result for FSUp. This is about individual achievement, and can thus be as bloodthirsty as anyone wants to make it :D

On the subject of using internal mods, while  don't know the exact internal rules and regs of the TVWP internal, having "Winner of the HLP 2004 model contest" on the staff page or tech room can't be a bad thing :D
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Offline Setekh

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Offline Black Wolf

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w00t :) First Admin Judge all sorted :)

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Quote
Originally posted by PhReAk
how about a n00b category for those losers like me who can't model if their life depended on it.


That might be an idea that, though perhaps as a sort of subcategory. New modders enter into standard categories, but with a Newbie flag attatched somewhere. Then the best overall new model gets a sort of wildcard category - could be a fighter or cap, textured or untextured, whatever.

Also been thinking about the polycount Issue - Karma's brought up a good point when he mentioned triangles - TS users are going to have an advantage over Maxers and other autotriagnulizers as TS can use half the faces to produce a smiliar effect - perhaps if we increased the count a little (say to 1500) and required triangulization? Would this be an acceptable compromise?
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Offline aldo_14

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Diump the polycount restriction altogether, and just base it on whether it'll run in FS when converted.  The judges can use the polygon count vs appearance as a judge, rewarding good modelling rather than spammy use of polygons.

 

Offline KARMA

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actually 1500 triangles is less than 1000 polys....

 

Offline StratComm

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1500 triangles can be less than 1000 polys, but it doesn't have to be.  In order to be "Freespace Stable" (at least by the old standards) you had to virtually triangulate most models anyway, and so the ultimate polycount would be quite similar to the triangulated count.  If someone comes up with a 1000 poly fighter that has significantly more than 1500 triangles, he either has the highest-poly flying brick of all time or has done something wrong.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline KARMA

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I remember I got an awing of 1400 triangles working with 850 polys;)

 

Offline J3Vr6

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Aldo has the best idea in the bunch.  Cuz you'll have people out there start throwing up polies and have ships that look like poo.  This way everyone is happy.
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Offline Bobboau

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well with the lighting model the way it is haveing a high density of polygons will look better, it's more important that no section of the model has a greater density of polgons than any other now
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Offline J3Vr6

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Now I wish I had a computer to try to model something :(
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Offline Killfrenzy

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Offline karajorma

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Offline aldo_14

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Bear in mind mapping is more important than polygons when it comes to visual quality, though.... unless you're talking models which are too high poly for a game engine.

 

Offline aldo_14

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So is this a go, then?

 

Offline KARMA

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I'll submit a bulk freighter for the SW conversion, deeply modifyed from the original design, as soon as she's ready. And I'm at about 40% of the texturing

 

Offline aldo_14

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i probably wouldn;t start till after the 16th next month (my big, big, big project handin date), to be honest.  Just curious.

 

Offline Flipside

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Also, doesn't Freespace traingulate everything when it loads it anyway, so the actual number of polygons in the Main model is somewhat irrelevant? I'm pretty certain DirectX doesn't like anything other than 3-sided polys.

 

Offline Bobboau

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FSO triangulates everything when it loads it for HTL mode
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