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Sumea Challenge #1 -3D- Pantmonger

Submitted by Pantmonger on

Ahhh the joy of a good competition,
According to the run down on the comp guidelines, progressives are to be posted here so here they are.

First shot is the quick Orthographics I whipped up this morning (I prefer to do my own and use a projection box when making a model)
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Ortho.jpg

Second the mesh and wire frame images. Poly count 2986
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_MeshFa.jpg

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_WireFrame.jpg

That?s all for now, got work tomorrow so I may or may not get started on the UVW mapping.
Feedback welcome.
Pantmonger

Submitted by Pantmonger on Thu, 23/01/03 - 7:05 PM Permalink

I had the Day off yesterday so when I hit the site yesterday morning, I thought that's a nice looking concept image, I'll give that a go. Sure I should be doing other things, but what else is new.

For any interested in the time frame taken for this, the Orthograpic took 1.5 hours, would have been shorter but I insist on adding a little depth with the pantones.

The model took 6.5 to 7 hours, so all up so far it took a working day.

Pantmonger

Submitted by Pantmonger on Sat, 25/01/03 - 10:22 PM Permalink

Finished work Friday, and thought, yeah I?ve got time. So here is part two.

The next step for me was to cut the model up so that I could mirror sections of it and cut down on the amount of pointless repetition on the texture maps. After cutting it up I selected all the faces and gave them material id 1 (this counts as void in my error checking process). I then went over the model assigning different material colours to each of the sections I would be mapping (using a multi sub object material), This also allows me to look over the model and turn any edges I missed etc.

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_ColourBreak.jpg

Once the model has all the colours assigned I can select by material id, material 1. If anything shows up when I do this then something has not been assigned a colour, and would have been missed in the mapping process (hence the error checking part) The other benefit of this method is that I can collapse the mesh select/ Uvw map/unwrap stack at any point because all selections are made via material Id and can be reselected at will.
I now UVW map and unwrap the model, and lay the unwrap into a square ready for texturing.

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Checker.jpg

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Texport.jpg

After this has been done I rebuild the model, and assign smoothing groups.

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Smooth.jpg

Next stage is the texture, which I will be working on today, next update sometime in the next 48 hours.

Hope this helps others, and if you can think of anything that might help me, please mention it.

Pantmonger

Submitted by Pantmonger on Mon, 27/01/03 - 9:56 AM Permalink

Fist off, the above images are now just links so that the page will not cripple 56k users, click on them if you want to see the progression.

Final Stage done, well the texture took the better part of a day and a half for do, Had a bit of a time trying to get the look I wanted on the skin, and although you can?t really se it in these shots it worked out quite well in the end.
Here is also the wire frame from the final mesh, not that different, just a couple of small fixes and a few turned edges.
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d13_BeastTexture.jpg [/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d14_BeastWire.jpg [/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d15_BeastDone.jpg [/img]

Well its been fun (a little tiring with work as well, but whose faults that, mine that?s who)
Time to run off and pimp this around (comments are a little thin on the ground round here) Oh and there that other competition with Dean I have to finish, oh and that other model?

You got to love it, have fun all.

Pantmonger

Submitted by Pantmonger on Thu, 30/01/03 - 7:06 PM Permalink

What? It's been finished for a few days now, and It would appear that a few people have viewed it, but no comments, [:(]

Oh well...

Pantmonger

Submitted by Dan Ward on Thu, 30/01/03 - 7:14 PM Permalink

Looks sweet, I'm especially envious about your UVmap it looks very neat and simple yet your skin is still really nice, I can see i still have alot to learn about Mapping.

Cant really pick anything on the model either (not that im in a position to comment on its technical merits just yet) if i HAD to pick on something i would say his feet look a bit unformed, but thats a stretch as they look fine on the skinned model.

good work.

Submitted by Pantmonger on Fri, 31/01/03 - 4:39 AM Permalink

Thanks for the comments guys, yeah the armour prob could have done with a bit more dirt and the like (even some rust) But Im so out of time so much stuff to do. (I love it though, If I wasn't busy what would I be?)

Anyway Im currently doing work for HalfBrick (have been doing so for 3 months now but christmas was in the middle) But that all ends tomorrow (friday) so I get my referance and must start the great pimp and post in search of paid work.

Again thanks for the comments

Pantmonger

Submitted by ProzacMouse on Mon, 10/02/03 - 3:38 AM Permalink

Pantmonger i envie your skill[:D] makes me want to get kracking on some more tutes[8)]
once again great stuff[8]

Submitted by Pantmonger on Tue, 11/02/03 - 5:08 AM Permalink

Thanks for the praise, Hopefully Im at at the level where I could be employable [;)] Or at least close (I hope)

Thanks Again

Ahhh the joy of a good competition,
According to the run down on the comp guidelines, progressives are to be posted here so here they are.

First shot is the quick Orthographics I whipped up this morning (I prefer to do my own and use a projection box when making a model)
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Ortho.jpg

Second the mesh and wire frame images. Poly count 2986
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_MeshFa.jpg

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_WireFrame.jpg

That?s all for now, got work tomorrow so I may or may not get started on the UVW mapping.
Feedback welcome.
Pantmonger


Submitted by Pantmonger on Thu, 23/01/03 - 7:05 PM Permalink

I had the Day off yesterday so when I hit the site yesterday morning, I thought that's a nice looking concept image, I'll give that a go. Sure I should be doing other things, but what else is new.

For any interested in the time frame taken for this, the Orthograpic took 1.5 hours, would have been shorter but I insist on adding a little depth with the pantones.

The model took 6.5 to 7 hours, so all up so far it took a working day.

Pantmonger

Submitted by Pantmonger on Sat, 25/01/03 - 10:22 PM Permalink

Finished work Friday, and thought, yeah I?ve got time. So here is part two.

The next step for me was to cut the model up so that I could mirror sections of it and cut down on the amount of pointless repetition on the texture maps. After cutting it up I selected all the faces and gave them material id 1 (this counts as void in my error checking process). I then went over the model assigning different material colours to each of the sections I would be mapping (using a multi sub object material), This also allows me to look over the model and turn any edges I missed etc.

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_ColourBreak.jpg

Once the model has all the colours assigned I can select by material id, material 1. If anything shows up when I do this then something has not been assigned a colour, and would have been missed in the mapping process (hence the error checking part) The other benefit of this method is that I can collapse the mesh select/ Uvw map/unwrap stack at any point because all selections are made via material Id and can be reselected at will.
I now UVW map and unwrap the model, and lay the unwrap into a square ready for texturing.

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Checker.jpg

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Texport.jpg

After this has been done I rebuild the model, and assign smoothing groups.

http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Smooth.jpg

Next stage is the texture, which I will be working on today, next update sometime in the next 48 hours.

Hope this helps others, and if you can think of anything that might help me, please mention it.

Pantmonger

Submitted by Pantmonger on Mon, 27/01/03 - 9:56 AM Permalink

Fist off, the above images are now just links so that the page will not cripple 56k users, click on them if you want to see the progression.

Final Stage done, well the texture took the better part of a day and a half for do, Had a bit of a time trying to get the look I wanted on the skin, and although you can?t really se it in these shots it worked out quite well in the end.
Here is also the wire frame from the final mesh, not that different, just a couple of small fixes and a few turned edges.
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d13_BeastTexture.jpg [/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d14_BeastWire.jpg [/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d15_BeastDone.jpg [/img]

Well its been fun (a little tiring with work as well, but whose faults that, mine that?s who)
Time to run off and pimp this around (comments are a little thin on the ground round here) Oh and there that other competition with Dean I have to finish, oh and that other model?

You got to love it, have fun all.

Pantmonger

Submitted by Pantmonger on Thu, 30/01/03 - 7:06 PM Permalink

What? It's been finished for a few days now, and It would appear that a few people have viewed it, but no comments, [:(]

Oh well...

Pantmonger

Submitted by Dan Ward on Thu, 30/01/03 - 7:14 PM Permalink

Looks sweet, I'm especially envious about your UVmap it looks very neat and simple yet your skin is still really nice, I can see i still have alot to learn about Mapping.

Cant really pick anything on the model either (not that im in a position to comment on its technical merits just yet) if i HAD to pick on something i would say his feet look a bit unformed, but thats a stretch as they look fine on the skinned model.

good work.

Submitted by Pantmonger on Fri, 31/01/03 - 4:39 AM Permalink

Thanks for the comments guys, yeah the armour prob could have done with a bit more dirt and the like (even some rust) But Im so out of time so much stuff to do. (I love it though, If I wasn't busy what would I be?)

Anyway Im currently doing work for HalfBrick (have been doing so for 3 months now but christmas was in the middle) But that all ends tomorrow (friday) so I get my referance and must start the great pimp and post in search of paid work.

Again thanks for the comments

Pantmonger

Submitted by ProzacMouse on Mon, 10/02/03 - 3:38 AM Permalink

Pantmonger i envie your skill[:D] makes me want to get kracking on some more tutes[8)]
once again great stuff[8]

Submitted by Pantmonger on Tue, 11/02/03 - 5:08 AM Permalink

Thanks for the praise, Hopefully Im at at the level where I could be employable [;)] Or at least close (I hope)

Thanks Again