Ok guys, the contest deadline ended a week ago, and we have since gone over the entries, and judged each of them seperately. we know you are all eager to hear the results of the judging, and of course, to know who won the awesome prizes we have in stock for the winner!
so, without any further ado, here is the result of the contest:
Rilke, with his impressive sci fi scene
"nice execution, a lot of lens flares diminish the look a bit, which is a shame, but this can be easily overlooked. Overall lighting is very nicely done, as is the execution of the assets. Clean, well-made textures really add to the look of the scene, and you managed to set up the scene and it's lighting to guide the viewer's eye to the appropriate point of interest. color usage and overall art direction very nicely done, which is impressive considering the scale of the scene.
the "story" behind the scene is well executed, and has a lingering impression,
which is, again, impressive considering the scale.
overall this scene is the best entry while still taking into consideration the theme of the contest, and the timeframe within which it was produced."
"Very nice scene! The splashes of red really made the scene pop and the lighting is very fitting. It feels a bit empty due to lack of props though. From a design perspective it would be very easy to get lost there. This is something you could have fixed with some unique lighting in certain areas. Overall, very well executed scene!"
IxenonI (Simon Fuchs) says:
"For me this entry is the most convincing one. Rilke nailed the contest topic with his Hangar and created a very impressive futuristic scene. The meshes all have strong silhouettes and the additional details in the textures give the entire scene a clean and futuristic feel. The color scheme is working great with his composition and the contrast with the cooler blue tones and the warmer red tones helps to focus your attention on the crane framework. The verticality and depth in the geometry is great.
In general, most of the textures could have been laid out more efficiently and the modularity could have been pushed more. There are a few normal issues on certain meshes which should have been fixed. I would have liked to see more contrast and detail in the lighting, especially a light setup that focuses your attention on a specific area of the scene. The lens flares are a bit overdone and should be toned down. In addition, the metal materials could be more reflective and display different material attributes for the different kinds of metal.
This is a great entry with a few technical problems that deserves the first place."
Smi7h1sH3r3808, with his very nicely lit dome hall
"overall very good execution, and a lot of athmosphere in the scene. clean materials, and logical layout of the scene
some empty areas here and there, and i'm not sure about the dome structure, but all in all this looks really good.
subtle details really make this scene pop, and a good lighting setup brings out the details, which is really good. large scale scene, and yet very good execution.
good use of materials and textures; subtle details really bring out the cleanliness of the scene.
video presentation lacked a bit, but overall very good execution"
"Nice art direction and well executed. Impressive scale for such a short time. Good lighting. Nice contrast with the foliage. Well made and clear normal maps. Video presentation lacked."
"This scene is technically very well constructed and Smi7h1sH3r3808 makes the most out of his assets by making them as modular as possible. I like how he created a really large, spherical space with very few different assets that all line up perfectly. There are some nice forms in the scene and the vegetation objects add some nice contrast to the manmade metal elements.
Design wise I think the assets could be even more futuristic then they are right now, some of the details could be pushed a bit further to match the contest theme more. The lighting is fairly flat and the scene would benefit from different colors and material types to give it some contrast. I would have loved to see some sunrays from the glass ceiling or other interesting lighting effects with the glass floors. The textures could be laid out more efficiently and lack depth and material definition in their diffuse maps. This is a very promising entry that could improve a lot with some additional changes."
McClish, with his underground room!
"it's good to see you followed my advice on the lighting of the scene, yet the overall scene comes out too dark, making the very saturated blue pop out more than you would want it to.
assets and materials are nicely done overall, but the very dark lighting does some visual damage to that, unfortunately."
"Interesting style. Semi-cartoony. Consistant art direction and nice design with an obvious point of interest, so it was well-made design-wise. A bit monochrome. It wouldn't hurt to have a few more splashes of color besides the blue energy and foliage. The lighting could be improved."
"McClish created an interesting contrast between mechanical, hard surface elements and organic forms. The different pieces work well together and some of the designs - especially the door and the glowing cylinders - show potential that could really shine with further iteration. Unfortunately the lighting is too dark which makes it really hard to distinguish the individual elements. As with most of the other entries, the entry would benefit from more detail in material variation, lighting, texture- and geometric detail."
we have also judged the other entries, because we felt they all deserved some feedback:
"nice attempt, not a lot of content to judge though. overall nice execution for the content you managed to create on the very limited amount of time you spent on it."
"Interesting shapes, especially on the walls. I understand that you lost your original scene and lost a lot of time. Unfortunately, the scene lacks details, an obvious point of interest and feels generally unfinished."
"good material execution here and there, very good concept, but scale was a bit too ambitious to pull off in the time available. outside shots are nice, but the color usage does some damage here and there. the colors on the lights are too saturated, which draws too much attention away from the parts where you want the viewer's eye to go."
"Much content, lots of loose ties, good attempt at material definitions and well executed at times."
that's it for the feedback, congratulations to the winners, you will be contacted shortly on how to obtain your prizes!