Difference between revisions of "Community Contest 6: Equipment Contest"
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=== Suggestions === | === Suggestions === | ||
− | New Model Group: sword, blunt weapon, staff, bow, shield, | + | * New Model Group: sword, blunt weapon, staff, bow, shield, |
− | Retexture Group: clothing (full-body), chest armour, boots, gloves, shield | + | * Retexture Group: clothing (full-body), chest armour, boots, gloves, shield |
=== Allowable === | === Allowable === |
Revision as of 01:16, 9 December 2010
Brief
DRAFT This page is draft and stuff is likely to change.
Create a piece of equipment. There are two groups:
- Armour Retexture Group - This group is creating a new texture for an existing DAO armour or shield.
- Weapon New Model Group - This group is creating a new weapon or shield model.
The contest discussion thread can be found here.
DEADLINE: Monday 3 January - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.
Requirements
All entries must (all these steps should be covered in the video tutorial):
- reserve a variation slot on the Contest ID page
- create the variations GDA
- create the item in the toolset with suitable name, description, cost etc.
- include either a retexture OR a new model for the piece of equipment
- fit DA characters and character animations well
- have a name/description/style that fits DA-canon or generic-canon (do not make a lightsaber or reference the Dagobah system in the description, for example, but you do not need to reference Ferelden)
Guidelines
Strong entries will:
- have a strong visual design
- Retexture Group:
- if using an existing DA model, make the new texture distinctly different so as to do something "new"
- have a high quality of texture at a suitable resolution (see below)
- accommodate tinting the item
- new Model Group: - (in addition to texture standards above)
- have a high quality of model
- use a suitable polycount (see below) and use the budget effectively
- create levels of detail for the model
Suggestions
- New Model Group: sword, blunt weapon, staff, bow, shield,
- Retexture Group: clothing (full-body), chest armour, boots, gloves, shield
Allowable
While no "bonus points" will be given for the following, entries may:
- create armours for just one race/gender combination (HM, HF, EM, EF, DM, DF, QM). Obviously, creating for all seven combinations is great too :)
- use existing DA models provided a new texture is made which is distinctly different
- use existing DA textures provided a new model is made which is distinctly different
- modify existing DA models or textures provided the overall texture/model combination is dintinctly different from the original
- include several pieces in one submission (ex. boots, gloves, chest items as an item set)
- entering the contest several times, including entering both groups (provided a single entry only enters a single group)
Not Allowable
Please:
- do not use somebody elses model or texture unless you have permission to do so under the consent to share outlined below
- do not submit weapons for which there is no suitable animation (For example, there is no DA animation for thrusting with a pike, firing a sling, etc)
- a single entry may not enter both groups - your entry is EITHER a new (textured) model, OR it is a retextured existing model
Groups and Prizes
Groups
This contest has two groups. A single entry may only enter one group.
Retexture Group
- 1st place - 10 points, chooses first
- 2nd place - 5 points, chooses second
- 3rd place - 3 points, chooses third
- Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)
- All other entries meeting requirements - 1 point
New Model Group
- 1st place - 15 points, chooses first
- 2nd place - 10 points, chooses second
- 3rd place - 5 points, chooses third
- Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)
- All other entries meeting requirements - 1 point
Best Newcomer Award
If an entrant has not entered a Community Contest before, they qualify for the Best Newcomer Award. This award is given to the newcomer with the highest number of votes.
Prizes
Please see Community Contest Prizes
Helpful Links
- Eshme's Import/Export Script for 3ds max and GMax (new models only)
- Creating Props using Eshme's Exporter - not entirely relevant, new video being worked on to replace this
- Tutorial: Reskinning an Item - Builder Wiki
- [[Texture_Formats|Texture Formats] - Builder Wiki
- [[ItemVariations.xls|ItemVariation Documentation] - Builder Wiki
Guidelines (extended)
Models
The following are guidelines, not strict limits. These are a little higher than DA original content, but not much.
Weapons/shields
- high LOD: 1000 - 3000 triangles
- low LOD: 300 - 500 triangles
Full-body outfit (includes hands/gloves and feet/boots)
- high LOD: 5,000 - 10,000
- low LOD: 1,500 - 2,500
Chest
- high LOD: 5,000 - 8,000 triangles
- low LOD: 1,500 - 2,000 triangles
Boots
- high LOD: 1,000 - 1,500 triangles
- low LOD: 300 - 400 triangles
Gloves
- high LOD: 2,000 - 3,000 triangles
- low LOD: 500 - 700 triangles
Textures
The recommended is in line with DA spec. Its pretty safe to go over though, but you shouldnt need more than double the texture space. I would not recommend using two or more textures - its really not needed for equipment.
Weapons/shields
- recommended: 512x512
- reasonable maximum: 512x1024
Full-body outfit (includes hands/gloves and feet/boots)
- recommended: 1024x1024
- reasonable maximum: 1024x2048
Chest
- recommended: 1024x1024
- reasonable maximum: 1024x1024
Boots/gloves
- recommended: 256x256
- reasonable maximum: 256x512
GDA (variations)
Remember that you should be EXTENDING (and not replacing) the variations. This also applies to replacing textures - forcibly overwriting textures WILL BE JUDGED UNFAVORABLY, since it requires extra work to fix. As such your variations sheet should contain ONLY one extra line.
Mike will include a screenshot of his finished GDA once he's done.
Entries
Entry File(s)
File Contents:
- dadbdata of your item file
- variations GDA
- mmh, msh, phy, mao, dds as appropriate
File Format: one .7z file (preferred)
Checklist
- Create your file (see above)
- Create a Dragon Age Nexus page for your entry and upload the above file. Please include "Community Contest" in the title.
- Edit this page with a description and pictures of your content.
- Please include pictures which are both functional as well as attractive (so your work can be seen clearly)
- Link to your DA Nexus page. See the sample entry.
- Optionally, let us know in the Contest Discussion Thread that you've entered
For the general entry guidelines (as well as more detail on the above steps), please see the Entry FAQs
For information on Judging, please see the Judging page.
IMPORTANT - consent to share By entering this competition you consent to share your work for other community members to benefit from. Where appropriate, source files should be shared (prop models, VFXProj files). The work *MUST* be your own (obviously you may use DA assets). Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. As the entries are judged, local copies will be saved If your work is taken down. If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name.
Example Entry by mikemike37
COMING SOON - OLD EXAMPLE BELOW
This is just a sample entry for others to see the sort of thing judges might expect to see, and the format in which it has been submitted.
Judges' Comments
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.