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Re:Final Submission Guidelines 1 Year, 1 Month ago
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Hi, will we be able to add some sort of an effect in the post production process in photoshop like glowing eyes. Also does it have to be just one angle shot of the creature or can it be on big one and a few smaller ones showing the fine detail in other camera angles.
Regards,
Idan
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IdanI
Expert Boarder
Posts: 119
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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Another question: textures are not allowed, but what about multiple shaders (with different colours)?
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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will we be able to add some sort of an effect in the post production process in photoshop like glowing eyes. Also does it have to be just one angle shot of the creature or can it be on big one and a few smaller ones showing the fine detail in other camera angles.We would prefer you to limit the amount of post work, but feel free to add some subtle effects like glowing eyes if you feel it will help. In regards to multiple images, only ONE camera angle can be used for the "Model Render". Feel free to add any other render views into your "Concept and Process" image submission.
Textures are not allowed, but what about multiple shaders (with different colours)?Since the winning sculptures will be printed using a single colour, we want to make sure that all entries on use one shader colour too.
Good luck, can't wait to see your entries!
cheers
Andrew
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Andrew
cgCoach Crew
Posts: 285
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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Hi, just received the alert about the ten days to go. Well timed, thanks, I was just reading about the deadline now. The rules say that it's midnight of 24th July but I still have a question that I have that the rules could not answer.
There are 24 midnights across the globe. So, what is midnight in an internet contest? Is it midnight in whatever the country you're in? Midnight according to Greenwich mean time? Or is it Pacific time instead?
I'm quite short of time recently so it would really be helpful if I could have this clarified.
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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13. All dates are based on the US Pacific Time zone. Entry and voting deadlines are at 11:59 pm on the date in question.
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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Hehe.. Max we have a little more time. I`ll need it for sure! 
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moni
Platinum Boarder
Posts: 560
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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Could you hear my sigh of relief from Germany? Brilliant.
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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i just want to ask this "JPG image, Portrait Orientation ONLY, 1024 x 722 pixels." bigger than this will accept?
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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Thanks for pointing out the US Pacific Time Zone comment from the rules Gold_O.
i just want to ask this "JPG image, Portrait Orientation ONLY, 1024 x 722 pixels." bigger than this will accept? To make it easier for admin to create a special page for all the final entries, submitting a 1024 x 722 is required. However, please feel free to upload a larger version in addition to the competition requirements if you want.
Looking forward to seeing more entries!
cheers
Andrew
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Andrew
cgCoach Crew
Posts: 285
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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thanks for clarifying things out Andrew. In addition to the point made by Adrien I believe that having 2 separate shaders would help in distinguishing the different subtools from one another, for example, having the body in one shader while having the eyes, claws, teeth in another shader.
Regards,
Idan
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IdanI
Expert Boarder
Posts: 119
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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I completely agree that multiple shaders would help distinguish subtools and elements, but the winning prints will be one material so we feel this is the best way to proceed. You could always put a multiple shader in the "Concept and Process" supporting image...
cheers
Andrew
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Coach
cgCoach Crew
Posts: 23
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Re:Final Submission Guidelines 1 Year, 1 Month ago
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thanks andrew will do.
cheers,
Idan
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IdanI
Expert Boarder
Posts: 119
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Last Edit: 2009/07/16 20:46 By IdanI.
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