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9. December 2015

 

Blend4Web have launched a Christmas/New Year themed contest with a $1000 prize pool.  Full details follow:

Description

We are happy to announce the first Blend4Web contest - a competition in creating interactive scenes for the Web! The theme is: X-Mas and New Year! The days when static images, video and Flash were enough to fully visualize your ideas in Internet are long gone!

The new technology of three-dimensional graphics called WebGL adds a third dimension to the browser, allowing you to implement all your creative ideas. And with Blend4Web, creating this content becomes quick and easy.

Become a pioneer in a new genre! Create a stunning scene that will be experienced by millions of people!

The Prizes

 

First place:
500cash
+
30% off
SDK Pro

Second place:

300cash
+
20% off
SDK Pro

Third place:

200cash
+
10% off
SDK Pro


 

Contest Dates

  • Submit your entry by January 10, 2016;

  • All entries will be processed and the winner determined by January 12, 2016;

  • The winning entries will be published on the official contest page by January 13, 2016.

Contest Rules

  • The scene must correspond to the contest's theme;

  • Each step of the work process must be done by the contestant him/herself. You also can record project's history on the Forum;

  • Models used in a presentation must be unique, made specifically for this contest (no BlendSwap, etc.);

  • The work must be completed and submitted before the deadline;

  • Source files (.blend files, textures etc.) and application code (if any) must be published under CC BY 4.0 license.

Specifications

  • The work must be done using Blend4Web;

  • The result must be presented as HTML or zip archive;

  • The scene polygon limit is 50000 triangles;

  • Textures 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 3:2 and be a power of two vertically (for example, 1536x1024, 768x512);

  • The scene must be optimized - keep the balance between detailization and polygon count, quality and resolution of textures, use the possibility to pack BW textures into RGBA channels, combine several node materials into one using masks, use heavy effects wisely (such as SSAO).

 

Full contest details are available here.

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