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Sumea Challenge #4 -3D-'David Coen'- Challenger #8

  • Still a bit to go but finishing up the chico of the dead game, about a week left? event spent some time improving the quality of the first part of the game experence (added help)

  • well, took 5 hours to write my own morph plugin for max, but then took 2 days to change the pipeline, engine and animation for stream based morphing.
    and so the first thing to make was a shalug, half shark, half slug. what else is morphing…

  • First pass of the assets is almost done (evironemnt, some props, 3 player models and 5 zombies are done. one zombie and 3 small creatures left)
    Code is also getting done, minus the occasional task from hell such as 'rewrite collision system…

  • Started to implement game flow over the place holder assets, so have seen ingame cinematics and the simple scripting sequence work.
    Today finished one of the three player models, added frustum culling and linked up the missing bits for game…

  • Day 15 game dev, the zombie can now fight back which makes thing seem a bit more fair, also made it a lot tougher to kill the zombies.
    Title screen and starting a new game are done. now to make place holder art for the rest of the game.

  • Still working on iPhone, now have opengles2 support for my pipeline (shaders)
    finished up the goldfish project, and having a break from the cute stuff to do something violent, like shoot zombies.
    zombie is a performance test, though still…

  • Took a break from programming to do some artwork, and kind of happy with the result of an afternoon mucking about with normal maps. possibly should learn mudbox or zbrush, but found a workflow that suits me, even if i get to swear about polygon…

  • well, that is a way to spend my time.
    had another go at asset pipeline, using what i had learnt over the last few months and getting the information to the engine for the shaders, as well as preserving non shader rendering.

    excitement…

  • well, it is not so much that it is finished, it is more that i'm moving on and not working on it further.

    Nice to wrap something up, annoying the difference in quality of what you want to get done and what you can realistically get done.…

  • That took a bit longer than expected, but now have my own 3dstudio max exporter supporting biped, physique, scene graph, materials and animation. Also happen to have a win32/ iphone game engine that supports skinning.
    (morphing is mostly done…

Submitted by davidcoen on

[img]http://www.sumea.com.au/simages2/7_concept01.jpg[/img]

ok, so i need some texture practice, so i have been thinking about entering this competion.

references
Ossuary in Sedlec, Kutna Hora, Czech Republic
http://www.ludd.luth.se/users/silver_p/kutna.html

Doctor Johannes Faust Threefold Coercion of Hell
http://www.magitech.com/faust/caput_primum.html

Submitted by Malus on Wed, 03/09/03 - 6:52 PM Permalink

Hey Kutna Hora!! I've been there!!
Its an amazing place, creepy but amazing, I also went to an Ossuary in Rome, full of dead mummified Cappucino Monks!? Cooooool.

I really like this concept David, especially the first one, the hands on his head are great and that loin cloth, ooh...ahhh.
So thats what my demon would give birth too hey. [:P]

Please, please I implore you, make this one shine.

Submitted by Ninja on Wed, 03/09/03 - 7:13 PM Permalink

i love the first concept dave that will really work out well [:)] good to see u enter in the challenge too [:)]

Submitted by davidcoen on Thu, 04/09/03 - 12:10 PM Permalink

thanks Malus/ Ninja/ Sorceror Bob.

as i said, the aim of this is texture practice, getting tablet tomorrow....

Malus, i will try to make it shine, but as always there are other things demanding my time, right now it is the final push to get all the game artwork for my main contract done...

will spend a little more time playing with the concept, but the first one is getting pretty close... the four arms would be fun in a game, but i don't think i could get them to look as good as a classical humanoid model (that sort of scale surface eats up a lot of surface space)....

Submitted by inglis on Tue, 09/09/03 - 9:49 AM Permalink

that 2nd concept...do it up hipoly and submit it to the cgtalk challenge going at the moment :)

its going well

Submitted by goodgod on Wed, 10/09/03 - 12:15 AM Permalink

Well now, don?t you have a morbid baby fetish. [V]

Submitted by davidcoen on Thu, 11/09/03 - 9:37 AM Permalink

[img]http://www.sumea.com.au/simages2/7_azia_prev01.jpg[/img]
wow, half a day so far on the textures, getting use to my new wacom tablet. sure beat the hell out of left handed mouse drawing....

@goodgod, well, i guess i could have done the usuall bull man with horns, but that didn't interest me that much... to me hell would be more phycologically deranged....

Submitted by goodgod on Thu, 11/09/03 - 11:04 AM Permalink

Yeah, well I guess you're right about the deranged baby. It is scary, and your textures are looking good. I was just joking about the baby fetish. I know that?s not all you do.[;)][;)]

Submitted by Malus on Thu, 11/09/03 - 6:57 PM Permalink

Trying out geodisic modelling Dave?
Still prefer the emaciatted look of the first concept, this looks a little fat in comparison, also whats happening with the flags? especially the bottom left corner.

The skulls on the flags are blocky too, maybe just take 1 or 2 out and add there polys betwen the others?

Textures looking good so far, looking forward to seeing those runes on his belly.

Submitted by ironikart on Thu, 11/09/03 - 8:44 PM Permalink

Looking pretty cool. Those skulls look a little repetitive, perhaps modify the uv mapping a bit to make them look a little less regular.

Submitted by Makk on Fri, 12/09/03 - 9:44 AM Permalink

Nice work man.
I like the mini skulls you have textured, they are done well.
However the black bit under the chin is a bit too black.
Usually the darker the area on a skin tone, the stronger the saturation will be. I did a very quick paintover to show you.
[img]http://members.optusnet.com.au/~rowanfamily/paint.jpg[/img]
Here I chose a deep brown (based on the general tone of the face) and just painted over some of the black parts. I also increased the highlight of the eye to pop it out a bit more.
I hope this is of some help [:)]

Submitted by davidcoen on Fri, 12/09/03 - 10:36 AM Permalink

thanks for the comments

pic updated.... going to need to catch up with some real work for a few days now though....

thanks makk, hadn't noticed that....

malus, yeap, you got me, for the last 700+ models or so i have been "Trying out geodisic modelling"....

Submitted by Idaho on Sun, 14/09/03 - 11:39 PM Permalink

looking very nice man! huge improvement !

what sort of wacom did u get?

Submitted by davidcoen on Tue, 16/09/03 - 10:46 AM Permalink

[img]http://www.sumea.com.au/simages2/7_azia_prev06.jpg[/img]

@Idaho wacom intuos2 6x8... didn't get it the cheapest, but the most convienient.

@shadow panda, geodisic (according to me) is a mathematical definition reffering to geting the shortest possible straight line segments to represent a curved surface. i would describe my modeling as vertex by vertex, and i use a few topographical aspects of geodesic structures to help this process.... (as it gives the lowest breaking angle between the same number of triangles than any other form of modelling)

_edit, pic updated

Submitted by Ninja on Wed, 17/09/03 - 8:03 PM Permalink

PHwooooar that cloth looks awesome man !!!! its looking nice dave [:)]

Submitted by ironikart on Wed, 17/09/03 - 8:20 PM Permalink

Love that cloth... very nice. Not sure how it would look in-game if it went through different lighting environments, but I love it!

Submitted by Ninja on Wed, 17/09/03 - 9:07 PM Permalink

his lighting on that pik is not that intense so it should come up ok in a game environment. Man imagine using HDRI on that baby for the money shot the skin will come up so nicely !!!!

Submitted by jacobt on Wed, 17/09/03 - 10:11 PM Permalink

Those eyes are freaking me out, but that's good I think [:)]. How did you get the cloth patterning to deform well over the creases, did you paint directly over the creases or create a flat pattern and then liquify it or something? Good work, that area and the face looks very sharp for a 512 tex.

Submitted by davidcoen on Thu, 18/09/03 - 11:32 AM Permalink

[img]http://www.sumea.com.au/simages2/7_c4_money_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_views_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureflat_00.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureuv_00.jpg[/img]

well, i think i disqualified myself. there was no way i was going to get the tattoo on the flag into the creaces by hand so i used photoshop's 'displace' filter, which to my reading of the rules it a 'no no'... but anyway, here is Aziabel, Grand Duke of the Infernal Empire, 3500 triangles, 512x512 texture. I don't think it is finished, after putting so much work into the flag texture all the other textures look unfinished, so might leave it for a few days....

_edit, spelling

Submitted by Pantmonger on Thu, 18/09/03 - 5:12 PM Permalink

Why do you think that the use of a displacment filter would be a no no.

quote:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.

Thats was the only list of tech limits I knew of, did someone tack one on when I was not watching.

Pantmonger

Submitted by Malus on Thu, 18/09/03 - 7:02 PM Permalink

Filters are fine, just no photosourcing.
Don't know were you got that idea man, your fine to go. [:)]

Looks good David especially the texture on the flag and the burn, still would have liked to see it closer to your original concept and those feet just look tacked on but overall very cool.

Submitted by jacobt on Thu, 18/09/03 - 7:20 PM Permalink

Even if you used a photo for the displacement map, I doubt it matters. It rocks, I have to try that technique.

The only thing that bugs me about it is the sword. To me it looks like it's shiethed in clear acrylic.

Submitted by davidcoen on Thu, 18/09/03 - 8:18 PM Permalink

oh, though that _ALL_ the textures had to be hand drawn as was worried about using filters (the displacemnt map for the flag is the greyscale of the flag, hand drawn....)

Submitted by Ninja on Thu, 18/09/03 - 9:01 PM Permalink

Hey dave that is looking great man came up nice on GI... although the skin seems very flat i rekon dirty it up or put skin blotches on it ot more baby flab creases. I know your not finished texturing it im pretty sure it will come up great. Also i rekon the foot seems too puffy [:)]

Submitted by smeg on Thu, 18/09/03 - 9:53 PM Permalink

...so that means we can use lens flares and difference clouds?
>:)

Submitted by Pantmonger on Thu, 18/09/03 - 9:58 PM Permalink

quote:Originally posted by smeg

...so that means we can use lens flares and difference clouds?
>:)

Come here so that I may kill you. :P
But seriously there are uses for difference clouds, (eg, mottle colours and hues for human skin. Use the clouds with differing colours and overlay)

Sorry for the off topic
Pantmonger

Posted by davidcoen on

[img]http://www.sumea.com.au/simages2/7_concept01.jpg[/img]

ok, so i need some texture practice, so i have been thinking about entering this competion.

references
Ossuary in Sedlec, Kutna Hora, Czech Republic
http://www.ludd.luth.se/users/silver_p/kutna.html

Doctor Johannes Faust Threefold Coercion of Hell
http://www.magitech.com/faust/caput_primum.html


Submitted by Malus on Wed, 03/09/03 - 6:52 PM Permalink

Hey Kutna Hora!! I've been there!!
Its an amazing place, creepy but amazing, I also went to an Ossuary in Rome, full of dead mummified Cappucino Monks!? Cooooool.

I really like this concept David, especially the first one, the hands on his head are great and that loin cloth, ooh...ahhh.
So thats what my demon would give birth too hey. [:P]

Please, please I implore you, make this one shine.

Submitted by Ninja on Wed, 03/09/03 - 7:13 PM Permalink

i love the first concept dave that will really work out well [:)] good to see u enter in the challenge too [:)]

Submitted by davidcoen on Thu, 04/09/03 - 12:10 PM Permalink

thanks Malus/ Ninja/ Sorceror Bob.

as i said, the aim of this is texture practice, getting tablet tomorrow....

Malus, i will try to make it shine, but as always there are other things demanding my time, right now it is the final push to get all the game artwork for my main contract done...

will spend a little more time playing with the concept, but the first one is getting pretty close... the four arms would be fun in a game, but i don't think i could get them to look as good as a classical humanoid model (that sort of scale surface eats up a lot of surface space)....

Submitted by inglis on Tue, 09/09/03 - 9:49 AM Permalink

that 2nd concept...do it up hipoly and submit it to the cgtalk challenge going at the moment :)

its going well

Submitted by goodgod on Wed, 10/09/03 - 12:15 AM Permalink

Well now, don?t you have a morbid baby fetish. [V]

Submitted by davidcoen on Thu, 11/09/03 - 9:37 AM Permalink

[img]http://www.sumea.com.au/simages2/7_azia_prev01.jpg[/img]
wow, half a day so far on the textures, getting use to my new wacom tablet. sure beat the hell out of left handed mouse drawing....

@goodgod, well, i guess i could have done the usuall bull man with horns, but that didn't interest me that much... to me hell would be more phycologically deranged....

Submitted by goodgod on Thu, 11/09/03 - 11:04 AM Permalink

Yeah, well I guess you're right about the deranged baby. It is scary, and your textures are looking good. I was just joking about the baby fetish. I know that?s not all you do.[;)][;)]

Submitted by Malus on Thu, 11/09/03 - 6:57 PM Permalink

Trying out geodisic modelling Dave?
Still prefer the emaciatted look of the first concept, this looks a little fat in comparison, also whats happening with the flags? especially the bottom left corner.

The skulls on the flags are blocky too, maybe just take 1 or 2 out and add there polys betwen the others?

Textures looking good so far, looking forward to seeing those runes on his belly.

Submitted by ironikart on Thu, 11/09/03 - 8:44 PM Permalink

Looking pretty cool. Those skulls look a little repetitive, perhaps modify the uv mapping a bit to make them look a little less regular.

Submitted by Makk on Fri, 12/09/03 - 9:44 AM Permalink

Nice work man.
I like the mini skulls you have textured, they are done well.
However the black bit under the chin is a bit too black.
Usually the darker the area on a skin tone, the stronger the saturation will be. I did a very quick paintover to show you.
[img]http://members.optusnet.com.au/~rowanfamily/paint.jpg[/img]
Here I chose a deep brown (based on the general tone of the face) and just painted over some of the black parts. I also increased the highlight of the eye to pop it out a bit more.
I hope this is of some help [:)]

Submitted by davidcoen on Fri, 12/09/03 - 10:36 AM Permalink

thanks for the comments

pic updated.... going to need to catch up with some real work for a few days now though....

thanks makk, hadn't noticed that....

malus, yeap, you got me, for the last 700+ models or so i have been "Trying out geodisic modelling"....

Submitted by Idaho on Sun, 14/09/03 - 11:39 PM Permalink

looking very nice man! huge improvement !

what sort of wacom did u get?

Submitted by davidcoen on Tue, 16/09/03 - 10:46 AM Permalink

[img]http://www.sumea.com.au/simages2/7_azia_prev06.jpg[/img]

@Idaho wacom intuos2 6x8... didn't get it the cheapest, but the most convienient.

@shadow panda, geodisic (according to me) is a mathematical definition reffering to geting the shortest possible straight line segments to represent a curved surface. i would describe my modeling as vertex by vertex, and i use a few topographical aspects of geodesic structures to help this process.... (as it gives the lowest breaking angle between the same number of triangles than any other form of modelling)

_edit, pic updated

Submitted by Ninja on Wed, 17/09/03 - 8:03 PM Permalink

PHwooooar that cloth looks awesome man !!!! its looking nice dave [:)]

Submitted by ironikart on Wed, 17/09/03 - 8:20 PM Permalink

Love that cloth... very nice. Not sure how it would look in-game if it went through different lighting environments, but I love it!

Submitted by Ninja on Wed, 17/09/03 - 9:07 PM Permalink

his lighting on that pik is not that intense so it should come up ok in a game environment. Man imagine using HDRI on that baby for the money shot the skin will come up so nicely !!!!

Submitted by jacobt on Wed, 17/09/03 - 10:11 PM Permalink

Those eyes are freaking me out, but that's good I think [:)]. How did you get the cloth patterning to deform well over the creases, did you paint directly over the creases or create a flat pattern and then liquify it or something? Good work, that area and the face looks very sharp for a 512 tex.

Submitted by davidcoen on Thu, 18/09/03 - 11:32 AM Permalink

[img]http://www.sumea.com.au/simages2/7_c4_money_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_views_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureflat_00.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureuv_00.jpg[/img]

well, i think i disqualified myself. there was no way i was going to get the tattoo on the flag into the creaces by hand so i used photoshop's 'displace' filter, which to my reading of the rules it a 'no no'... but anyway, here is Aziabel, Grand Duke of the Infernal Empire, 3500 triangles, 512x512 texture. I don't think it is finished, after putting so much work into the flag texture all the other textures look unfinished, so might leave it for a few days....

_edit, spelling

Submitted by Pantmonger on Thu, 18/09/03 - 5:12 PM Permalink

Why do you think that the use of a displacment filter would be a no no.

quote:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.

Thats was the only list of tech limits I knew of, did someone tack one on when I was not watching.

Pantmonger

Submitted by Malus on Thu, 18/09/03 - 7:02 PM Permalink

Filters are fine, just no photosourcing.
Don't know were you got that idea man, your fine to go. [:)]

Looks good David especially the texture on the flag and the burn, still would have liked to see it closer to your original concept and those feet just look tacked on but overall very cool.

Submitted by jacobt on Thu, 18/09/03 - 7:20 PM Permalink

Even if you used a photo for the displacement map, I doubt it matters. It rocks, I have to try that technique.

The only thing that bugs me about it is the sword. To me it looks like it's shiethed in clear acrylic.

Submitted by davidcoen on Thu, 18/09/03 - 8:18 PM Permalink

oh, though that _ALL_ the textures had to be hand drawn as was worried about using filters (the displacemnt map for the flag is the greyscale of the flag, hand drawn....)

Submitted by Ninja on Thu, 18/09/03 - 9:01 PM Permalink

Hey dave that is looking great man came up nice on GI... although the skin seems very flat i rekon dirty it up or put skin blotches on it ot more baby flab creases. I know your not finished texturing it im pretty sure it will come up great. Also i rekon the foot seems too puffy [:)]

Submitted by smeg on Thu, 18/09/03 - 9:53 PM Permalink

...so that means we can use lens flares and difference clouds?
>:)

Submitted by Pantmonger on Thu, 18/09/03 - 9:58 PM Permalink

quote:Originally posted by smeg

...so that means we can use lens flares and difference clouds?
>:)

Come here so that I may kill you. :P
But seriously there are uses for difference clouds, (eg, mottle colours and hues for human skin. Use the clouds with differing colours and overlay)

Sorry for the off topic
Pantmonger