Individual Entry:
Team Entry (The Hunters World):

It all starts with an idea, and in this case Concept Design. In this category your goal is to conceptualize a hunter-like character. Create something that is visually amazing, something that could be incorporated into a feature film or next-gen game. This should be displayed as a model sheet or as a poster/vis-dev (visual-development) art piece. You want to be able to convey mood with lighting and at the same time make sure that your hunter is clearly defined. It would also be great to show your hunter in an action: attacking, stalking, or chasing down his prey or target. We want you to include certain aspects of your character that makes it effective at hunting, this could be in the form of weapons, technology, gadgets or just your characters overall physique.
For judging purposes, your work should be displayed as a model sheet, and a poster or visual development art piece. You want to be able to convey mood and lighting, while simultaneously making sure that your hunter is clearly defined.
We will be judging on:
All final file submissions should be:

Now, if you think you got what it takes to rock out an awesome character model, then this is the section for you! But before you start going crazy and showing off your sculpting skills and stuff, just know that it's not only about how well you model, but what you model. Meaning a poorly thought out design could really hurt your shot at claiming the win here. So the concept design you choose to model should be both challenging and look aesthetically amazing. This means we don't want to see just a bunch of random clutter or purely abstract models with no real shape or form. We want to see a combination of surface types. From fleshly skin with massive calluses, to thick leather hides laced with readable hard-surface features, to organic mechanical hybrid technology done in a believable way. Think: complex surface types that are challenging and interesting. We want to see your best work!
Now, the Character modeling portion will of course be heavily judged on how well you execute the final model; that's kind of a given. What's not so obvious- though -is that this means we will be paying extra close attention to how well you execute the translation of your 2D concept, to a final 3D model. Remember, a model is only as good as its design. So make sure you do the research and gather some amazing art work and reference. (Feel free to ask participants from the concept design thread permission to use their art as a reference.)
So to recap, we will be judging:
Again, we will be looking for technical merits in terms of both construction and aesthetics. F.Y.I many recruiters and supervisors from different studios will be reviewing this challenge, so think; production quality models.
All final file submissions should include the following:

There is a quote by Metadesign, which states: Beauty without depth is just decoration. Surfacing is the art of making things beautiful using color, and material appearances. It strives to find that balance between what a texture can do, and what a shader can do better; and vice-versa. For this competition, anyone brave enough to embark on this most worthy of paths, has to do so with the narrative of color. We want to see the details that modeling alone, just can't do. We want your hues, saturations and values to reveal details and subtleties on the modeled form that would go unnoticed otherwise. Your task is to accentuate the positive by telling a rich story about why the character and environment looks the way that it does. Through texture painting and shading, skin comes to life. That five o'clock shadow being sported by some wilderness explorer actually shows the passage of time. Better still, maybe the pursuer is some amphibious fish creature with massively displaced iridescent scales; covered in filth and grime from lurking in the mud all day. The point here is, be as creative with textures and shading in your work, as a writer would be with any story and verse. We want to see your true colors!
Now- just a quick reminder -for this challenge, you will need a model to begin doing well, texturing. So please feel free to network within the forums, and talk to modelers and see if they would be willing to help you out. So start asking around now.
The same way the modeler brings out the primary form of a character, your job is to layer this character with detail and history, through your use of texturing and shading. First and foremost, artist will be judged on overall execution- as well as attention to detail. We want to see the overall piece, but we want to make sure that you paid attention to all of the little details. As with the other challenges we want to see your work in progress (i.e. your workflow, texture maps, references, the various passes utilized to create your work, etc.).
So to recap, we will be judging:
All final file submissions should include the following:
Arguably, of all the people famous for surmising what life is or could be, it was the farther of bodybuilding- Mr. Eugen Sandow “who declared it most simply in his day. He stated that Life is movement. And if that phrase does not speak to those of you planning to enter this category of the competition, then you might want rethink your life. And we just don't mean the past few seconds no, the entire thing (or at least what you have been doing with it up til this point). But for those of you who get what the man was saying when he said Life is movement then we want to see your interpretation of that.
You see, this is the category where you show out. We want to see you breathe life into your character. The motion should convey meaning and substance beyond simple kinetics. We want to understand that his or her eye twitches because the nerve got damaged during the hunter's last brush with the creature they are now pursuing. We want to believe that, if an eighty-foot tall creature- with wings as feet -were real, it would really walk like the way you portrayed it. Your job is to ensure that form follows function, and that when your character moves, it makes sense in context of their surroundings, and physical design.
We require that you all create at least a 20-30 sec clip of animation this could be done in 3D or 2D. It should consist of a hunter stalking and or engaging his prey in a given situation or environment. This could be portrayed via a characters very savage show of strength, or by using a special gadget or weapon etc. We want you to bring this hunter to life and show us why they are so good at what he/she/it does. So be creative and go all out!
For 3D animators, we will provide a couple rigged models for download. Also, please feel free to add any additional props you might need to help sell the animation.
So to recap, we will be judging:
All final file submissions should include the following:

This challenge is the culmination of all the other categories combined. So by default, this will incorporate the best of design, amazing models, believable textures and gorgeous lighting & composting.
This challenge asks your team to take us on a journey- not down the street or around the corner, but across the galaxy of creativity, and through the universe of imagination. A hunter needs a home or a place to prove himself, and that's the task. From depicting the lush tropical forest of a far off alien planet, to hot underwater volcanic peaks, down to the rocky terrain of some smoldering dead sun. Again, this challenge will incorporate the best of all worlds from modeling, to texturing, to lighting, and compositing.
Since design is key, we recommend a few websites that you may visit for inspiration. This contest will be judged on creativity and how well you execute the look and feel of the story behind your environment. Remember, this is either the hunter's home or proving grounds, so how effectively this world relates to their character, is completely up to you. Again, your task will be to pair up your world with an existing hunter's design, and compliment it. Similar to the other categories your submission will be based on how well you execute the design- as well as the amount of complexity visible in your environment. We don't want to see a bunch of cubes and cylinders thrown about with no purpose in a world (that is not really modeling). Think: something challenging, that only a team could do. Something meaningful, something manageable, we actually want you all to finish this. Most importantly something unique, because you do want to win don't you?
Websites:
This challenge is all about composition. We will be judging not only how the virtual assets came together in the final piece, but also how the different disciplines (i.e. concept design, modeling, texturing, lighting, and shading) complement each other, and came together. Remember, the environment is a third of this challenge, so make sure to really think it through, and show it off. This means your final piece (and some of the preceding WIPs-work in progress) should be presented as a well composed camera fly-through or basic story driven character animation- for those of you so inclined.
Also, since this is the team portion of the contest, the WIPs for this section need to reflect both the individual roles of each team member's participation, as well as the overall group status/updates over the duration of the project. We recommend teams of no more than 3 artists. It is required for each team to select a team captain that will be responsible for the allocation of the prizes. If a dispute arises and cannot be resolved among the team members your team will be disqualified
So to recap, class, we will be judging:
All final file submissions should include the following: