Sumea Modeller Challenge #8 - The Exploding Fist Challenge
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(1st prize sponsored by Micro Forte)
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(2nd and 3rd prizes sponsored by Pandemic Studios)
Competition Rules:
Open to Australians and New Zealanders only.
STARTING DATE: Thursday, 1st of June, 2006.
CLOSING DATE: Monday, 2nd of October, 2006 (Midnight). 4 months Total!
THEME:
Create and model one combat fighting character in the vein of Street Fighter, Mortal kombat, Soul Calibur etc
RULES AND GUIDELINES:
CONCEPT AND STYLE:
Your character has to be original and of your own creation, or based on the characters from Melbourne House's Exploding Fist / Fist II. Your character must be bi-pedal (two arms, two legs) and human (this can include zombies and vampires), and cannot be from any other games / films. Style can be of any genre you like (yes, we're leaving this pretty open), *except futuristic*.
Hand / combat weapons are optional, but strictly no guns!
MODELLING REQUIREMENTS:
1 Normal mapped character
Contains:
required (model) : 6000 polygon (tris) maximum (one single mesh).
Optional (model) : weaponry (swords, hand combat weapons), no guns! Weaponry will add to the model count.
required (texture) : one normal map, and one diffuse map (all textures are to be either 1 * 1024 x 1024 or 4 * 512 x 512)
optional (texture) : any other texture passes you want (specular, gloss, alpha, emmissive, translucence, reflection etc)
Note: No cannabalism of old models.
FOR SUBMISSION:
1. 1024x512 pixel picture of default software lit orthographics of character (front, back, side, 3/4 view). (*yourname*-1.jpg) ** Taken from basic scanline render
2. 1024x512 pixel picture of untextured wireframe of character (front, back, side, 3/4 view) (*yourname*-2.jpg) ** Taken from basic scanline render or viewport grab
3. 1024x1024 uvw wire layout of character (and weapon if you modelled one) (*yourname*-3.jpg)
4. 1024x1024 your normal map for your character (and weapon, if modelled) (*yourname*-4.jpg)
5. 1024x1024 your diffuse map (and weapon, if modelled) (*yourname*-5.jpg)
6. 1024x1024 money shot which can be lit and posed (or unposed) how ever you feel fit. You can include a background. Basic scanline render -- no light tracer, no skylight, no vray, no mental ray, no brazil etc; just vanilla scanline and your flare for presentation. Please include your name, the polycount of your model, what extra maps you used (specular, gloss, alpha, emmissive, translucence, reflection etc) and your model's name in the picture. (*yourname*-6.jpg)
JUDGING CRITERIA:
Character concept, modelling work, texturing skills, and general aesthetics of the model.Souri2006-09-29 02:53:37
'required (model) : 6000 polygon (tris) maximum (one single mesh).'
So what if I want to create some geometry that clearly isn't part of the characters anatomy, like a big chunky pauldron, loose dangling belt, or even hair on seperate planes? Does this mean every part of the model must be attached vertex for vertex, or does the model just have to be one complete element (right-click "attach" :D)?........ or have I missed the point on something? Anyway, Just thought I'd double check before I go to work since I love characters that gear themselves up like crazy.
EDIT: and does 'Your character must be bi-pedal (two arms, two legs), human' mean no dog, goat, or lizard legs?
quote:cannot be from any other games / films
Just to clarify, our concepts can't be based directly on or set in other games? Of course I can't steal characters directly from Street Fighter (etc), but can we base our original concepts in an existing game?
Also, I've had a quick hunt on Google and apart from the standard gi-wearing or shirtless dude I can't find anything on Exploding Fist/Fist II characters. Unless there's some interesting Fist II stuff I haven't seen this seems kinda pointless. Am I missing something here? I'm trying to get Fist II up on the Flashback page but my connection ain't happy today and it doesn't seem to be working.
/edit Oops, almost mised that bit - as the previous poster mentioned, does human mean humanoid or specifically human? No mutants or undead or anthropomorphic wierdness? No fantasy stuff? No 16th century steam-powered robots or ancient ninja golems?
'required (texture) : one normal map, and one diffuse map (all textures are to be either 2 * 1024 x 1024 or 4 * 512 x 512)
optional (texture) : any other texture passes you want (specular, gloss, alpha, emmissive, translucence, reflection etc)'
so can i have 2 * 1024 x 1024 of diffuse, and 2 * 1024 x 1024 of normal, and so on? or is it 1 * 1024 x 1024 of diffuse and 1 * 1024 x 1024 of normal?
quote:
Your character must be ? human
Would it be more accurate to say ?humanoid??
For example, genetic mutation/engineering on animals seems to be a recurring theme in combat fighting games, and the same with robots/cyborgs They are usually just variations on humans (they are humanoid), but they are based on animals or robots.
Virtually every fighting game has it?s share of non human characters, so I think we should consider allowing them in the challenge ? provided they are humanoid.
Or are we worried that people might just create variations of Ninja Turtles?
-Great challenge brief BTW :)
Maybe people should be able to do a futuristic/semi-futuristic humanoid if they can justify it in the context of an existing franchise. Eg - Tekken has some futuristic characters (the cyborgs Jack-5 and Bryan Fury) as does Mortal Kombat (Cyrax, Sektor, Jax with cybernetic arms, even Kano had some cyber stuff going on with his eye).
Thats what I thought too Troy :)
As for the whole humaniod thing, I would assume as long as it has two legs, two arms and one head it wouldnt really matter if it was a lizard, zombie looking thing so long as it FITS the THEME of the challange.
Ive already got my idea and am going to start concepting it soon. Wooo! :)
edit: I think its only fair that its your own concept as well. So no concept art by any other artist except yourself. Though you dont have to actually doing some concept art you could go straight into the modelling aspect.
bi-pedal human I take to mean, literally, a human being.
If it were bi-pedal humanoid, I would take it to mean a humanoid creature (two arms, two legs) that walks predominantly on it's legs.
I'm fine with the comp being humans only, complain all you want about it limiting creativity, but I think that's rubbish. There's plenty of creativity to be had with just humans. And I've seen too many comps where the criteria has been so open that few of the entries resembled the theme they were supposed to be based upon in the first place (the polycout/cg chat "Generals" comp for instance - just how many of them could you actually identify as a war general?).
Whoops, the 2 * 1024 x 1024 texture sheet was a mistake, it's really 1 * 1024 x 1024.
No futuristic style - we had a futuristic theme last challenge, and so I'd rather we not repeat any of it for this challenge. No space age metal armour, robots, and all that. I haven't really followed Mortal Kombat since #2, so I didn't know about the characters after that (and frankly, when you think of Mortal Kombat, you don't generally think of futuristic characters).
Bi-pedal - ok, I should have just left it as human. So no monsters, no lizards, no creatures with one eye and two mouths etc. No double jointed limbs either. I know it sounds a bit restrictive, but the reason why I wanted this is so that we have at least some level of common ground for all the entries. There's still a tonne you can still do with these rules.
Concept idea must be your own, so you can't get someone else do come up with the idea for you. Your concept drawing is't required for the final submission, so the judges won't be judging on your concept drawing. You don't have to create something that is really "far out" and a totally original design - I mean, it could be a modern day character with a few design adjustments to make them looking a bit unique and aesthetic. A few of the characters in, say, Street Fighter 2 are pretty general looking characters (Zangief (wrestler), Guile (marine)). Although if you do take that path, I do suggest that you add something a bit more to sex up the design a bit (insignia's etc).
hmm to add to the whole human only debate - there's lots of room for creativity with your basic human beat-em-up character. Most fighter characters have one "hero" element -- Something special about them that enables them to fight at the level they do... a special ability which usually has physical roots. That can either be transparent visually or visually obvious. Dhalsim is an obvious physical human oddity with stretchy limbs, but ryu doesn't have any physical difference to enable him to use the dark hadou. Likewise with mortal kombat, you have a flaming skulled ninja with a harpoon. Obvious. But sonja really doesn't look physically different from a 'normal' tight slacked blonde bimbo.
My assumption is that you can still "stretch" the rules within the domain of a human fighter like these examples. I'd say common sense dictates what's in those restrictions, but otherwise you're not limited to simply bare-chested muscle man who punches and says "hya!" a lot.
I don't think that anyone is actually complaining about the human restriction. I think it's safe to assume that most of us are simply looking for clarification - it's the same question I would have asked my art director if given this brief. I'll have to modify my concept but that's part of the job, I'm easy either way. [8D]
At this point I'm assuming that human is definitively homo sapiens, including no vampires, demon-possessed swordsmen, demigods, chainsaw zombies, undead ninja, genetic freaks, werewolves, etc. Correct me if I'm wrong.
Can I just reiterate the steampunk thing? I was going with kind of a 17th century inventor with a massive steam-powered arm - sci-fi but not really futuristic. Is this stretching the brief too far? If so it's cool, I just want to be clear before I start on my concept.
I too was considering a steampunk avenue but with the whole HUMAN ONLY - NO ROBOTS rule, now I'm having doubts. Though it would have just been more mechanical than robot but oh well.
Souri, you never got around to clarifying the questions about single mesh restrictions. Are single planes for hair allowed and/or are we able to use geometry that isn't actually welded vert for vert but very much apart of the model (sun glasses/piercings/buckles/straps/loose items)? Thanks.
-caseyjones
A few people have been asking me what about the texture space as well. I think it needs more clarification - for example.
1 x 1024 Diffuse OR 4 x 512
1 x 1024 Normal OR 4 x 512
1 x 1024 Specular OR 4 x 512
1 x 1024 Reflection OR 4 x 512
1 x 1024 Translucency OR 4 x 512
Would I be right or wrong in saying that I am allowed this much pixel real estate?
A steampunk robot is definitely not human, so I'm afraid that would be out. A guy with a steam-powered mechanical arm is certainly human, but I'm more concerned about the spirit of the futuristic restriction - technically it's not but some might take exception.
I'm pretty sure that's dead on for texture space, although any passes beyond normal and diffuse are not required (most of us are gonna do 'em anyway [:)]).
Ok, we usually have 3 days to correct, make clearer, and refine the guidelines before they are set in stone, so let's have it.
Prizes will be announced closer to the finishing date.