These battles exists to provide you with an entertaining way to hone your skills in the field of modeling. In these challenges you will face an obstacle that will become an everyday concern for you: polygon counts.
Every engine has it's limits, and you as a designer must adhere to those limits while creating a model. That means optimization and careful planning or gameplay will suffer.
The rules are as follows (most of them stolen from the speed challenges):
-Your entry must adhere to the set polygon limit. Limits are set on a case by case basis and may not always be the same. They will always be counted in triangles, however.
-No texturing whatsoever. This includes various materials in your modeling package, rock, metal, etc. All entries should be greyscale images.
-Only one material is allowed. Meaning you can't have one object be opaque while another is transparent.
-Post render, wireframe, triangle count, and time spent (optional) in the thread created for the challenge.
-Models should be judged based on amount of polygons and how well they are used, how well the model fits within the theme, how visually appealing they are, and the amount of technical skill it took to make them.