3D Art Competition

TurboSquid’s First-Ever 3D Art Competition!

Nik Stephney Artists, Contests, Site 15 Comments

When your site is home to many of the world’s finest 3D artists, you get to see amazing work published on a regular basis. Seeing the work that you do every day has inspired us to run our first ever 3D art competition! We want to see you all flex your creative muscles, and we’ll reward the winners with cash and some impressive prizes.

We’ve had an amazing group of prize partners from the 3D industry agree to participate in the competition. The final group includes Allegorithmic, Artstation, Greyscalegorilla, Chaos Group, Sketchfab, Sansar and Marmoset. Together with our partners, we’ve put together a package worth over $10,000 in prizes and subscriptions.

It probably won’t come as a surprise that we went with a nautical theme for the challenge – ‘Lost at Sea.’ Contestants can submit entries under two categories: 3D Scenes and Real-Time Modeling and Materials. Artists will have until October 6, 2017 to create and submit either a single real-time 3D model or a 3D rendered scene.

Please visit our official contest page for a full outline of the contest, rules, prize details, and submission requirements. We can’t wait to see what you create!

Comments 15

  1. for the composition, we can touch up and some color correct in photoshop,
    but what if i want to add some depth of field, motion blur, glow or volume light effect,dust,bubble,caustic( in case i do undewater scene) on my comp, can i render all those passes separated and comp them in photoshop?
    it`s hard to put those effect in direct 3d render since some of them need some layering and blending mode effect.

    awesome contest theme, ready for it 🙂

    thank you

    1. Hi Stoffel,
      It’s totally fine to render those effects and comp them in Photoshop. We’ve refined our FAQ a bit to make this a little more clear:

      Q: Can I use Photoshop for my finished render?
      A: You can, but only for touch-ups, and slight effects enhancements (glows / depth of field / motion blur, etc.), levels adjustments, and simple color grading/ hue/ saturation tweaks. No extensive paintovers, 2D backplates, or effects (like bubbles or dust) should be created in Photoshop— these kinds of elements should be generated in 3D. Aside from the aforementioned tweaks, the scene must render as submitted.

      Thanks for your question– hope that helps! Happy rendering. 🙂

    1. Hi Steve,
      Please, feel free to share those with us on Twitter or Facebook, using the hashtag #LostAtSea3D! You can also share them via URL here if you’d like. (Please note that we’ll have to manually approve any comments containing more than 2 URLs, so if you share more than two, it may take a little while to appear.)

      Can’t wait to see what you’re working on!

  2. Hey,
    what are the cryteria of real-time models. Is there any limit of tris count/draw calls/num of textures/materials etc ? Can we use particles, custom shaders, custom plugins that enhance lighting or rendering quality in our scene or we have to use only engine core utilities ?


    1. For the real-time model category, there are no draw call/polycount limits, but it needs to be intelligently optimized and have efficient geo/UVs/shaders. For rough bench-marking purposes, the model should be easily loadable into either SketchFab or Marmoset Toolbag and exportable to Marmoset Viewer. That rules out using 3rd party tools or effects that are built into a particular game engine for the model itself.

      If you’re planning on using a game engine for the scene category, the same rules apply to real-time as they do to DCC. There are no restrictions on 3rd party plugins, just be prepared to list them as part of the description. For example, the Unity Post Processing Stack is almost a requirement if you’re using that engine for full quality renders. If it becomes important in the judging, we’ll ask for clarification on specifics for things like custom shaders or rendering pipelines as needed.

    1. For scenes, we just need a link to the finished render and sufficient work in progress/non-processed images to prove that the scene was rendered in 3D. Take a look at the FAQ, official rules, and submission guidelines for specifics.

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