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WMC Entry Guide


elpatricio

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For following WMC rounds, we would like contestants to submit their images in a similar way to help us judges.

I have put together an example entry for a hypothetical round.

Note:

- Textured Renders from all angles - (done in the PERSPECTIVE viewport, isometric renders distort your model)

- A Wireframe Render (this is very important so we can tell how efficient you have been with your modelling and displays more useful information than an untextured render)

- Texture(s) displayed at full size, with resolution

- Poly and Vertex Count

- Your Name

- One complete image, not smaller seperate ones

example_entry.jpg

If you have any questions about these things, just post in this thread and one of us will answer them.

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Ah, right. So some untextured renders in a flat neutral color would be great too. I think we should look into the standard light scene as well, I'll send the one that I've always used for myself to elpatricio and pyro and see if they like it.

In addition, lets use simple naming system for the images (great idea to put everything into one image as well).

Like this "WMC[#]_[Name]"

So the first contest could have been like:

"WMC1_Prozac.jpg"

"WMC1_Snowfella.jpg"

I preferred to copy the images to a folder so I can look at them in the windows views and cycle through quickly, but some images were named identically, and others had no name identifier in the filename or on the image.

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  • 6 months later...

Hi guys, IS this Comp still open for entries?

If So how do you get the Viewport renders?

Are you required to make the texture yourself from scratch, or can you make the texture using picture/photos?

Take it that it is a 600 poly limit on the weapon.

Anything else i should know?

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Round 2B is unfortunately closed and has been so for quite along time now but hopefull we'll get a result from that soon and can move on to the next round.

Exactly what Viewport render are you wondering about? The perspective viewport renders (just hit P and you should jump into prespective view) or the wireframe renders?

Wireframe renders are easiest to make by simply ticking the little box in the material editor called "wireframe", looks best if you use a bright while texture colour on black background or vise versa.

Textures can be made any way you see fit, either totally custom made by painting, using pictures of the real weapon or a combination of the 2.

And we usually get different polygon counts for each round, so far round 1 and 2b were 600 polys and round 2 were 800 polys.

Snow

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Nah what i meant was how do you get the model rendered in the viewport window?

If I choose colours for my model they take on that colour in the Viewport.But when they have a texture applied they turn white, and the texture only appears when i use the Render menu, this gives me a render in a seperate window and on a black background.

Figured out how to change the background colour of the render window but this is not what your rules state as this form of rendering can distort the model.

Just wanted to know how you get the texture to appear on the model when it's in the viewport.

Cheers

BornToKill

PS look forward to the next one then. Do you all have to make the same weapon as well?

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  • 2 years later...

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