Brawl Challenge (2011):
I worked with constant Le Gall, on this polycount's contest.
The rules were :
- You are creating an environment for a fighting game. Perspective and an open lane for character movement is crucial to
successful fighting game environments (See the image below for an example of this). Your final shots must show the
environment as you would normally see a fighting game environment. (Read: No three-quarter angles, birds-eye views, and
so on).
- This is a reimagination of a fighting game STAGE. You are not to recreate it exactly.
- Budget : 250k triangles, 4096*4096 for each pass texture.
So, we chose the alex's stage from Street Fighter 2 alpha. Constant worked on picture's composition, and art search/ref,
and i worked on 3D creation.
(Our texture's screen is a exemple of all. We use the 4096*4096 budget, for 120k triangles.)
The rules were :
- You are creating an environment for a fighting game. Perspective and an open lane for character movement is crucial to
successful fighting game environments (See the image below for an example of this). Your final shots must show the
environment as you would normally see a fighting game environment. (Read: No three-quarter angles, birds-eye views, and
so on).
- This is a reimagination of a fighting game STAGE. You are not to recreate it exactly.
- Budget : 250k triangles, 4096*4096 for each pass texture.
So, we chose the alex's stage from Street Fighter 2 alpha. Constant worked on picture's composition, and art search/ref,
and i worked on 3D creation.
(Our texture's screen is a exemple of all. We use the 4096*4096 budget, for 120k triangles.)