The finals ran from Monday 15th to Wednesday 17th November. The overall theme of the brief was based on an unreleased game called “Are You Squidding Me? The Game”. We were told the visual style of the game was Mario-esque and was to be released for the Nintendo Switch. Our designs had to be light-hearted and suitable for younger audiences. No internet access so the judges prepared some references for us to use when creating our designs and textures. I competed against 6 other top game art/design students in the country.
On Monday we were tasked with modelling a submarine in 6 hours and 30 minutes. At the end of the day we had to have our Substance Painter and Maya Viewports visible with the final textures applied in both programs.
The submarine requirements were:
Required visual features:
- Periscope
- At least one window on either side
- Hatch
- Rear propeller
- A minimum of 3 fins
Required material representations:
- Painted Metal
- Glass
Technical/optimisation requirements:
- 1024×1024 textures (Maps limitations: Normal, Roughness, Base Colour and Metalness)
- Textures exported as .tga
- 5K Triangle Limit
My notes and sketches for the task
*Update with screenshots of the model*
On day 2 (Tuesday) we were tasked with modelling a giant squid with the advice of “think about what a squid would look like if it was in a Mario game”. We had 6 hours and 30 minutes for the squid as well. Once again, at the end of the day we had to have our Substance Painter and Maya Viewports visible with the final textures applied in both programs.
The squid requirements were:
Required visual features:
- 8 tentacles
- 6 normal tentacles and 2 larger “club” tentacles”
- At least one giant eye
- Arrowhead fins
Required material representations:
- Squid skin
- Eyeball
Technical/optimisation requirements:
- 1024×1024 textures (Map limitations: Base colour, Normal, Metallic, Roughness)
- Textures exported as .tga
- 10K Triangle limit
*Update with screenshots of the model*
On day 3, the last day, we had to render out a posed scene of the squid interacting with the submarine. To make this easier and save time, I posed and modelled my squid around my submarine model during day 2 so all I had to do was to add some environment details using textured alphas, export and re import textures into Substance then render using Iray. We had 2 hours and 30 minutes for the render task.
The requirements for the render were:
- 1920×1080 resolution
- Exported as a .jpeg
We could render in any software and were also allowed to use Photoshop to edit our images.
Only have a photo taken of the screen showing the final render until Worldskills send us our files.
Iray Render before editing
Iray Render edited in Photoshop
During the Worldskills UK Award Ceremony on Friday 26th November, I earned a silver medal for my work.
https://www.worldskillsuk.org/wp-content/uploads/2021/11/Medallists-2021.pdf
Still waiting on my medal to arrive in the post ;-;