The Blend4web team is gladly announcing its second competition! This time we'd like to focus on creating interactive presentations. The competition will be based on the presenting of a smartphone: come up with a concept, bring it to life, embellish every interesting aspect, add some engaging interactivity as if you are creating an online AD for your smartphone. We recommend visiting presentation webpages of popular devices for references.
You can come up with an interesting design, but don't wander too far off. For example, tablets won't be eligible for this contest. Also, copying designs of existing devices won't count as a good thing. And, of course, it won't be good to use a logo of any brand either.
The basic criteria of scoring will be:
•Realism of visualisation (how realistic it looks);
•Aesthetics of the overall presentation (how well and wisely the model is presented);
•Technical side (optimization, compatibility with mobile devices, bugs);
•Level of interactivity (depth of interactivity and logic of the scene).
First place:500 cash
Second place:300 cash
Third place:200 cash
- 1)Submit your entry by March 9, 2016;
- 2)All entries will be processed and the winner determined by March 11, 2016;
- 3)The winning entries will be published on the official contest page by March 12, 2016.
- 1)The scene must correspond with the theme of the contest;
- 2)Each step of the work process must be done by the contestant him/herself. The contestant can also record the project's progress on the Forum;
- 3)Models used in a presentation must be unique, made specifically for this contest (no BlendSwap, etc.);
- 4)The work must be completed and submitted before the deadline;
- 5)Source files (.blend files, textures, etc.) and application code (if any) must be published under the CC BY 4.0 license.
IMPORTANT INFO! Please make sure your projects are working before uploading them! Entries without working source files will be disqualified.
- 1)The work must be done using Blend4Web;
- 2)The result must be presented as a screenshot, a zip archive with source files and the link to the working application as well;
- 3)The scene polygon limit is 40000 triangles;
- 4)Texture resolution must be a power of two, maximum 1024 px (for example 1024x1024, 128x512, 512x64). Exceptions are environment cubemaps: they must have an aspect ratio of 3:2 and be a power of two vertically (for example, 1536x1024, 768x512);
- 5)The scene must be optimized - keep the balance between detailization and polygon count, quality and texture resolution, use the possibility to pack BW textures into RGBA channels, combine several node materials into one using masks, and use heavy effects wisely (such as SSAO).