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Sumea Modeller Challenge

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This is where you'll find all the details and contestants for the Sumea Modeller challenges!

Sumea Challenge #6 -3D- UniqueSnowFlake - Chlgr#10

Just taking a seat. Got my basic idea thought of just have to get it onto paper now.

Submitted by Schlumppy on Tue, 20/07/04 - 9:35 AMPermalink

Very nice Pete. Is he some kind of circus freak? or was? I love the drawing. Nice work

Schlumppy

Submitted by conundrum on Tue, 20/07/04 - 9:48 AMPermalink

yeah, really good concept, so much for his digestive system

Submitted by Triton on Tue, 20/07/04 - 10:30 AMPermalink

This reminds me why i don't play survival/horror games, too scary.

Though the unicorn/dragon in his guts is kinda cute :p (maybe i've been working too late)

lookin nice pete

Submitted by denz on Tue, 20/07/04 - 11:01 AMPermalink

haha, my god you have insane eyes! or maybe mine are getting heeps bad.

I like were your going with the concept, I like the ribcage.

Is that muscle? as in no skin? If so, sweet [:)]

Submitted by Doord on Tue, 20/07/04 - 6:24 PMPermalink

Nice, I don't think you will have problem with the chains there is not that many. What is he holding and what is with the little dude on his shoulder. I personally would delete the both of then and give him a riding crop. This will free up more polys for the chain.

Submitted by UniqueSnowFlake on Tue, 20/07/04 - 10:38 PMPermalink

Thanks for the comments guys.

Dan(Schlumppy): Not realy a freak but just a circus clown his just had a realy bad few months.. you know flesh eating disease's.. zombies who couldn't find anything else to eat.. you know that kinda thing..

Triton: again top work on the eye sigh.

Denz: yeah his mostly muscle like I said flesh eating disease. I'll probably add a bit of muscle and cartilage around the dogs joints as well.

Doord: Yeah the chains shouldn't be to much of a problem. The thing on his Shoulder and the thing his holding are the same thing. I belive its called a Jack in a box which is so much cooler then a riding crop [:p]

Submitted by tojo on Thu, 22/07/04 - 1:14 AMPermalink

cool idea... very 'bungle'.....
modelling is coming along well too..

Submitted by bullet21 on Thu, 22/07/04 - 1:16 AMPermalink

Oooh, very nice indeed USF, It reminds me of pennywise from IT without sharp teeth. I better hurry up and draw my orthographic concept so i can get modelling.

Great work mate.

Submitted by MoonUnit on Thu, 22/07/04 - 3:12 AMPermalink

very cool, a lot of character to it. (and tojo i think i might actually listen to bungle know in the hope of rapid synopsis or whatever).

Submitted by denz on Fri, 23/07/04 - 7:23 AMPermalink

can't really fault em :) nice work.

Submitted by MoonUnit on Fri, 23/07/04 - 7:38 AMPermalink

wow that looks really impressive! love your style

Submitted by JD on Fri, 23/07/04 - 10:29 AMPermalink

Nice modelling so far man. Love the way you model. Great stuff!!

Man this is gonna be a hard competition. Hope to see more in the near future.

JD

Submitted by conundrum on Fri, 23/07/04 - 10:57 AMPermalink

very nice work, 800 tris for that?, if only i could model that efficiently. looking forward to the body

Submitted by UniqueSnowFlake on Fri, 23/07/04 - 11:57 PMPermalink

Thanks for the comments guys.

I'm going to be slowing down progress for a bit for a number of reasons:

A. My computer was hit with a Virus last night and has managed to screw up a few thing. Those of you who I talk to on MSN.. well I won't be on for a few days..

B. Its party time at the house hold.. well its my Pa's 80th B'day! So lots of family.. should be good times..

(kicks computer)

Conundrum: The first post I put up was 800 Tri's which was just the head. after a few bits its now 850. the head + Jack in a box (whole thing is done) is now 1800, also did that nasty hook so up to about 1850.

Anyways I guess I'll be back in a few days!
Happy modelling!

Submitted by UniqueSnowFlake on Mon, 26/07/04 - 11:18 PMPermalink

By popular demand well... because MoonUnit was enjoying himself here. I have my machine back up and working. Virus realy realy suck.

Anyways going to get back into it..

Submitted by MoonUnit on Tue, 27/07/04 - 4:51 AMPermalink

woo go me and my idiotic persistance!

Submitted by conundrum on Wed, 28/07/04 - 7:53 AMPermalink

yeah its certainly looking good, very nice representation of your concept. you mentioned you weren't happy with the body, one suggestion ive got is that you should maybe try spreading the shoulders a bit to open up the chest, as it looks quite crunched right now.

Submitted by Makk on Thu, 29/07/04 - 3:21 AMPermalink

Looking good, the shoulders are well done. How did you do it?

Submitted by UniqueSnowFlake on Thu, 29/07/04 - 3:36 AMPermalink

Pretty much the way I modelled the whole thing, grabbing edges and shift copying them re-shaping the model till I get what I want.

Submitted by Doord on Thu, 29/07/04 - 4:09 AMPermalink

Hey Pete, I just as well post it here. Very nice start.

- Your character has very cartoon like arms, view the model from the front and the bicep curves to much.
- The shoulder drops down into the upper arm making it look like a plate of armour.
- The upper arm (bicep area) is very long and huge, I think it is because the there is no side of the arm it is all bicep before some how is becomes a triceps.
- The neck looks very thin compared to the size of the arms.

But the polycount so far is looking good and the little dude is very cool.

Could we get a side shot or a back shot to see what is going on back there is doesn't look right from the front but it is hard to tell why.

Sumea Challenge #6 -3D- Conundrum -Challenger8

My first idea is for an immense creature controlled by a smaller sinister one which sits on his shoulders. The second idea is a stick insect man. Currently leaning towards the stick insect.

Submitted by conundrum on Sun, 18/07/04 - 2:27 AMPermalink

probably moving too fast, but ive got heaps of free time, so here is my first modelling test, i was looking for some crits about whether its a decent start as im pretty new to game model work.
thanks
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/conundrum/200471795342_Stickman-Rende…"]Stickman-Render-2small.jpg[/url]
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[img]http://66.148.2.51/forum/attached/conundrum/200471795342_Stickman-Rende…]

Submitted by MoonUnit on Sun, 18/07/04 - 11:18 AMPermalink

i dont know much about how well your doing for a game model but its damn impressive to be this far into it allready!

Submitted by bullet21 on Sun, 18/07/04 - 7:53 PMPermalink

Great model, especially for a first attempt, but the only thing is, i think you may have a bit of trouble getting it to 8000 poly's, it seems you've got most of the character done and there's not that much detail in you concept. But other than that it's a great start.

Submitted by conundrum on Mon, 19/07/04 - 12:39 AMPermalink

yeah i see what you mean, i was thinking i might redo the concept and then subdivide the model then work at that level of detail. Lots of time though so i maight just use this one as some practice and if it doesn't work, try something else.
thanks for the reply

Submitted by Makk on Mon, 19/07/04 - 1:57 AMPermalink

If you want to add more polies round off any limbs so they are nice and round and smooth. Adding a nicely detialied eyes/mouth would look really cool. Give him a massive tongue!

Submitted by MarkMash on Mon, 19/07/04 - 11:02 AMPermalink

haha, looks really cool!

I was told that generally if a character has 'x' amount of toes, in your case 3, he should have the some amount of fingers. Or vice versa. 4 fingers then 4 toes. Though it's up to you.

Another thing is since his legs are so long, maybe you could consider adding in a second knee joint to make it more stick insecty like what you wanted.

still, coming along sweet!

Submitted by bullet21 on Mon, 19/07/04 - 6:18 PMPermalink

I stand corrected about the getting it to 8000 poies thing ;), but you are going along very well great job. It's looking heaps better.

Submitted by Aven on Mon, 19/07/04 - 6:18 PMPermalink

I bet all the girls like him ;)

Looking very cool. My only complaint so far is that his hands are very flat. Seeing as though it is a WIP, I'm sure they wont stay that way :)

Submitted by Sinister on Mon, 19/07/04 - 9:37 PMPermalink

Wow, 2 days into the challenge and you're this far along. I haven't even had time to think up a decent concept and you're half way through your model. Excellent work Conundrum! While you're working away at him/it, think of a history behind his creation to further his character. I'm likin' what I'm seein'.

Quote HazarD: "more, more!"

Submitted by MoonUnit on Mon, 19/07/04 - 10:12 PMPermalink

damn, thats turning out really great, a true horror character :D

Submitted by Wizenedoldman on Mon, 19/07/04 - 11:50 PMPermalink

Hehe, love his face, coming along well, give him some teeth, real sharp ones!

There's always room for more spikes...

Submitted by UniqueSnowFlake on Tue, 20/07/04 - 1:13 AMPermalink

Looking awesome
please correct me if I'm wrong but it realy doesn't look like 3204 Tri's I think its double that. Add a edit mesh on it and then do you poly count. Like I said I might be wrong it just doesn't look like 3000 to me.

Submitted by Wizenedoldman on Tue, 20/07/04 - 1:25 AMPermalink

Yeah it does look a lot higher than that, especially in the hands, they're quite dense.

Submitted by conundrum on Tue, 20/07/04 - 1:35 AMPermalink

yeah, sorry about that. its 3186 quads, so it ends up about 6372 tris at this stage, thanks for all the replies

Submitted by conundrum on Tue, 20/07/04 - 3:11 AMPermalink

bit of a slow day today, ive mainly only worked on the head, as you can see ive removed the lower jaw and made the sides of the mouth into large fangs/tusks, as a result i will probably leave rest of the mouth empty as, with the tusks, nose and more teeth it will look overly cluttered. as usual c&c is appreciated
thanks
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/conundrum/20047193118_Stickman-R…"]Stickman-Render-3-Headsmall.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/conundrum/20047193118_Stickman-R…]

Submitted by LiveWire on Tue, 20/07/04 - 6:12 AMPermalink

you have a crap load of polys in the hands (particually the palms) which you dont need and not many in other areas. need to distribute them a bit better.

Submitted by conundrum on Tue, 20/07/04 - 6:39 AMPermalink

yeah, ive noticed that too, i will probably build all the detail i can into the model, then go back and refine it, but your right about the hands being the main problem
thanks

Submitted by conundrum on Tue, 20/07/04 - 11:07 PMPermalink

i just wanted to see which of these triangulated (think thats the word[?]) is the best from a game model point of view, the first is 6446 polies and the second is 6354. sorry about the file size.
thanks
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/conundrum/200471923629_Stickman-…"]Stickman-Render-Trismall.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/conundrum/200471923629_Stickman-…]

Submitted by xyz on Wed, 21/07/04 - 4:08 AMPermalink

Nasty. Very nice. Reminds me of the shadow feinds in the manga movie Ninja Scroll. You cold give it some objects like it had killed and kept the spoils. skulls or a pink umberella to get back to the survival horror theme and make it macbre. A t-shirt that says I love the wiggles covered in blood.

I find this high res concept problematic. Often using mesh smooth / triangulate or hsb modifiers, doesn't really help you or the model. I think someone mentioned this. You really have to think nurbs or sub divisions right from the start, which is another ball game.

Submitted by MoonUnit on Wed, 21/07/04 - 8:44 AMPermalink

lol personally id go without any clothing on the chest and back, if any then minimal. I dont think this guy carries his lunch, he goes hunting for it ;)

Submitted by Kalescent on Wed, 21/07/04 - 8:59 AMPermalink

It looks good so far, but ill be picky.

I know you have 8500 odd tri's to work with here, but I can see so many polygons used that arent actually helping define the models surface.

The model is a great design, but the mesh could be built and look no different with less than half of the count you have at the moment.

Look at the area on the backs of his arms, there are hundreds of tri's there that arent actually adding any detail, or going to be used for deformation.

Submitted by Malus on Wed, 21/07/04 - 8:59 AMPermalink

I'd have to agree with Moonunit, the cloth isn't as good as the hunkering beast it was before. [:)]

Submitted by conundrum on Thu, 22/07/04 - 1:11 AMPermalink

alright, i have a new question, when making texture flats, does the uv map have to be a whole unwrap of the object or can i select individual polies and uv map all the different parts of the model individually, i will of course still make it within the 2x 512 limit.
ps-im using lightwave.

Submitted by conundrum on Thu, 22/07/04 - 2:02 AMPermalink

sorry about posting so much, but here's the background of it.

The story begins several years ago when a government funded research project is trying to create a hybrid of metal and bone, for obvious military reasons, but also to help the rejuvenation of bone and cartilage in people who have severely broken bones and other such problems. This is where the real ordeal begins; in order to properly test the effectiveness of the treatment, the bone hybrid is merged with a sinew which is artificially developed from stem cells. The experiment is a complete success with the two merging much faster than anticipated. Unfortunately the scientists underestimated the versatility speed at which that number of stem cells can develop, before long they have begun to develop into a mixture of the many animals they were taken from (each chosen for their physical attributes which directly corresponds to their cell development and growth). This creature grows and advances swiftly then develops a taste for the bones from which it originated. Unfortunately the scientists fear to destroy the abomination as it will negate all of their research. Instead they feed its hunger with all the bone hybrids they had created so far. Finally the inevitable happens; they run out of bone to sustain it; one by one the researchers are torn apart by the monster which devours their bones while discarding the flesh and sinew.

This is when we go back to present time and a group from an unknown organization is investigating the abandoned research centre, which resides in a now empty region. As the team first enters the facility they are hit by the putrid smell of something rotting. As they delve deeper they are confronted with the source of stench, lining the walls and floor of the corridors and rooms are piles of human flesh and muscle, with no skeletons to be seen?

Submitted by Jackablade on Thu, 22/07/04 - 9:39 AMPermalink

Eek, never use subdivide when you're making low poly models. Especially don't use triangle based subdivide, it'll make your character nightmarishly difficult to work with. Always try and work with quads. You get a cleaner, easier to rig and animate mesh and it makes modelling a hell of a lot easier too.

As was mentioned earlier, theres a lot of polygons in there that you don't need at the moment which will make things harder to work with. If I was you, I'd go through and strip as many out as possible at this stage while you haven't got all that much detail on him and then just cut in the edges that you actually need.

All that said, I really like your model. He looks kind of like a tree monster to me with those long spindly arms and huge branch like hands. perhaps you could work in some gnarled branches and leafy alpha plains to soak up some of your excess polygons.

Submitted by conundrum on Sat, 24/07/04 - 5:49 AMPermalink

heres a tiny adavancement, ive been working pretty slowly cause im happy with the overall body shape and im just refining it. So far i have added a bit of deformation to the creature and detailed the arm to make it substantially smoother. I also worked how to remove those pesky polies, so now the problem with the bck of the arms,palms and eyelids is ealt with. now its just a case of how to use the remaining 2000 tris.
[img]http://www.sumea.com.au/forum/attached/conundrum/200472354819_Stickman-…]

Sumea Challenge #6 -3D- MoonUnit - Challenger #3

Im thinking something along the lines of a middle class minion here, by middle class i dont mean he has a stable income but that hes not too weak and not too powerfull, i may lean more towards one side once i get started though. Oh and hell probably be somewhat cartoony in proportion and design

EDIT: first little sketch work on designing the character:

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/MoonUnit/2004716232528_firstconcept.j…"]firstconcept.jpg[/url]
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[img]http://66.148.2.51/forum/attached/MoonUnit/2004716232528_firstconcept.j…]

his story is brewing still, hes actually inspired by beleive it or not, the stepford wives (saw the movie the other day). So were talking robotonised human here, only hes not made for house cleaning :P Ill make a proper type out later but basicly think cultists and evil scientists ;)

Submitted by MoonUnit on Sun, 18/07/04 - 3:42 AMPermalink

another sketch, just sortof working on the idea and making sure i like the character.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/MoonUnit/200471733839_concept2.jpg"]concept2.jpg[/url]
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[img]http://66.148.2.51/forum/attached/MoonUnit/200471733839_concept2.jpg[/i…]

Hes supposed to be something of a telepathic robotic and chemically enhanced human being, so im trying not to have the zombie look and more of a agile constantly tormented being. Hes basicly a warrior for a group of cultists. Theres more to it then that but id like to work on it a bit more...

oh and i know im not being all that uniform with his decoration but that dosent matter, when i model him ill just do the basic human form and then mirror it over, once ive mirrored it then ill do all of his pipes and bolts.

Submitted by MoonUnit on Sun, 18/07/04 - 4:24 AMPermalink

keep going till you get one you like is my method :P i like this concept sooooooo much more then the other ones, i know its basicly the same guy but the proportions and such are better.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/MoonUnit/200471742149_concept3.jpg"]concept3.jpg[/url]
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[img]http://66.148.2.51/forum/attached/MoonUnit/200471742149_concept3.jpg[/i…]

once ive named him its going to be something normal like damien or josh, because i want him to be a character that given different circumstances you could allmost feel sorry for. But unfortunatly under the circumstances your to busy feeling sorry for yourself as hes trying to kill you ;) hed be present in a more fast paced game like devil may cry...

EDIT: coloured version:

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/MoonUnit/200471754516_conceptcolcomp…"]conceptcolcomp.jpg[/url]
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[img]http://66.148.2.51/forum/attached/MoonUnit/200471754516_conceptcolcomp…]

i just decided to colour it roughly, im pleased with the results, i think the next thing is to make some orthographics probably... i might spend some time on designing the different decorations though... well see :)

Submitted by LiveWire on Sun, 18/07/04 - 5:45 AMPermalink

i like the way the first two are hunched over, i rekon he would look much more freaky comming at you like that.

Submitted by palantir on Sun, 18/07/04 - 9:51 AMPermalink

I agree ? he looks cool hunched over ? though the proportions are better with the latest one.
He should be fun to model

He?s almost a bit like Freddy Kruger meets an Uruk Hai meets the borg! I like! My only suggestions would be maybe give him a bit more muscle? Maybe. And possibly some hair?

Hey, that first one, the pose kind of looks like he?s doing the Michael Jackson crotch grabbing pose! [:P]

Submitted by MoonUnit on Sun, 18/07/04 - 11:14 AMPermalink

the pose on the last one is ofcourse changable, it was the proportions i was working on. I can allways make him hunched for the money shot ;)

actually i was thinking about giving him dredds or similar (tubes.. or something) but i dont trust my ability to make those look right like they are hanging loose. Other then that i think hair would look out of place.
oh and just because hes a tormented robotonized enhanced being dosent mean he dont like a little dancing ;)

Submitted by conundrum on Mon, 19/07/04 - 12:45 AMPermalink

i think it may look better with the mechanical parts centered in an area, right now they seem quite sparse throughout the model and having something like a mechanical thigh or upperarm might help solidify all the parts youve got, hopefully that made sense.

Submitted by LiveWire on Mon, 19/07/04 - 5:44 AMPermalink

i rekon huge genetically pump up muscles would bee cool, just make sure it has huge veins runing through them to match!

i agree that the mechanical aspec could be taken further too, do some really trippy stuff, you have 8000 or so polys to play with so go nuts i say.

Submitted by RasTuS on Mon, 19/07/04 - 9:41 PMPermalink

it would be scarier if u took off his cod piece :S

looking good might work out better if u modeled him hunched over. imo

Submitted by Sinister on Mon, 19/07/04 - 10:08 PMPermalink

I think Palantir was onto a good thing with the Michael Jackson crotch grab call, although we are all surviving that horror!

I like the blindfold on your character. It gives an impression of him knowing something we don't (being psychic and all). I think the hunched over idea is a unanimous favourite but hey, it's your character.

Keep up the good work.

Submitted by MoonUnit on Mon, 19/07/04 - 10:10 PMPermalink

hmmm point well made, i might take his mechanical aspect a bit further, im not sure about entirely robotonising a limb though, as thats the focus of his left arm anyway...

i also might work a bit more on the scariness, im realising that whilst my character has a great sense of drama about him, he could be more freaky...

Submitted by palantir on Tue, 20/07/04 - 4:19 AMPermalink

Maybe you should just focus on robotonising that left limb then? It kind of looks like it needs more of a mechanical section that builds up to the claws. As it is now, they just kind of abruptly come out of his flesh, with little build up to the weapon bit ? if you know what I mean.

I don?t know, it?s just a suggestion. [:)]. I?m interested to see how you develop him.

Submitted by MoonUnit on Tue, 20/07/04 - 5:24 AMPermalink

ok ive done my robot and ive done my survival horror research and ive... changed him somewhat. The drill is attatched to the back of his right shoulder, an addition to help with the cultists mining operations, mining into evil tombs ofcourse but mining none the less :D his leg might be changed a bit or something... im not sure just yet.

[img]http://www.sumea.com.au/forum/attached/MoonUnit/200471952350_concept4.j…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MoonUnit/200471952350_concept4.j…"]concept4.jpg[/url]
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Submitted by Aven on Tue, 20/07/04 - 7:09 AMPermalink

Looking better Moony. My only suggestion is to thicken up his metal implants a lot more. If he is used for heavy duty mining, then you will want some heavy duty mining equipment. His knee and wrist joints look very weak.

Submitted by conundrum on Tue, 20/07/04 - 7:43 AMPermalink

yeah, thats coming along well, i agree about thickening the leg though, keep it up

Submitted by MoonUnit on Tue, 20/07/04 - 9:33 AMPermalink

ur right the joints do look kinda weak.. its damn hard to find good robot reference.
when i actually think about it perhaps he dosent need a drill for mining, perhaps he just has a great big spikey thing because its a horror game and thats what happens :P to go with story or to go without...

EDIT: had a think about it and i dont reckon i like the latest, ill probably keep with the face additions but i might de-robotilize the leg and im pretty sure ill remove the drill, the mining idea makes his claws seem stupid so im reverting back to the "hes a goon with a bit of a story" thing. I still want something more to balance out the design, preferably on his right shoulder, something robotic... ill have to work on it but this should be the last stage before the modelling begins (i hope..)

Submitted by MoonUnit on Fri, 23/07/04 - 7:44 AMPermalink

Its not really anything to write home about but since i finished working for the evening i figured id post an update. Ive been trying again and again to figure out how to properly complete this guy, im not sure i like the robot parts looking so futuristic and i want to add more and remove some etc etc etc...
i was trying to do all this so i could make some orthographic views to model with, now im saying to hell with it and just modelling as a go along, hopefull itll get itself sorted.

[img]http://www.sumea.com.au/forum/attached/MoonUnit/200472274216_head1.jpg[…]

ive just roughed out the head and started working on the mouth, as most of the facial detail is covered by the bandanna thing (which will be added later as a seperate object or extrusion). Ill make the curve of the teeth more round but ive been mostly working on the gums this-evening. Ive never worked with this high poly count before so im doing my best with my detail... :P

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MoonUnit/200472274216_head1.jpg"]head1.jpg[/url]
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Submitted by Kalescent on Fri, 23/07/04 - 8:13 AMPermalink

Love the teeth so far Moony [:D] it looks as though youve picked up maya quite well in such a short amount of time !

Submitted by MoonUnit on Fri, 23/07/04 - 8:46 AMPermalink

heh thanks :) Im lovin maya, no way would i be this far in max (sorry but some people just click with different tools, not saying anything against max for other people).
heh now that i think about it im in a comp for max... oh well, id never thought about it as i just want to see this thing through! :P

Submitted by conundrum on Fri, 23/07/04 - 10:48 AMPermalink

looking great so far, its a very good head shape. heh, i hardly ever work off refs, i prefer to just model freely, although i dont know whether its the best idea as most people seem to use refs most of the time. anyway, the only crit i have is that you could put some variation into the teeth, different lengths, decay etc., your probably aware of this, just thought id point it out

Submitted by MoonUnit on Fri, 23/07/04 - 9:33 PMPermalink

yeah they will get the randomization once there all securely lodged in the gums with all the ridging and so on :P

Submitted by Aven on Fri, 23/07/04 - 10:03 PMPermalink

You are taking to Maya very quickly :)

The only thing I can see wrong is that he is missing a jaw at the moment. Your concept art has a fairly strong jaw and the model doesn't seem to have one.

Submitted by MoonUnit on Sat, 24/07/04 - 6:07 AMPermalink

yeah i know, i have to build up his jaw and cheekbones. You cant see from this angle but his neck is coming off the back of his head (sortof in a parralel direction so he appears hunched) so atm he has something of a jawline, just not a very strong one.

Submitted by MoonUnit on Sun, 25/07/04 - 12:20 AMPermalink

Update:

[img]http://www.sumea.com.au/forum/attached/MoonUnit/200472401515_head2.jpg[…]

886 polys

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MoonUnit/200472401515_head2.jpg"]head2.jpg[/url]
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You cant really see the band all to well but itll become more apparent once its textured (and lik everything itll probably receive tweaking as time goes on).
Ive discovered whilst i can actually rough a head out and detail it somewhat without a image reference im stuffed for the body, so im going to draw up some orthographics before i get stuck into that. Oh and things like the eye socket that just peeks out from under the bandanna and other things that arent symetrical, will be added later once the entire body is complete and mirrored (as most of these are "decorations" and the poly count at that time will affect what goes in and what dosent).
Also he was going to have a bottom row of teeth but i decided against it because A) the top sort of.. stand out more this way and B) poly count. Im not so good with my distribution as some people :P

EDIT:

i was going to use this image to work on texture and such in PS but since i need to make some orthographics and time isnt moving any slower ill just show you what is more or less my final concept (not sure if ill upload the orthos).

LOGAN:
[img]http://www.sumea.com.au/forum/attached/MoonUnit/200472492530_concept5.j…]

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On that note ive more or less completed the story:

Some time in the not too distant future when the world has been torn of its controll over violence and destruction: There is a group of cultists whos beleif it was that the world was populated with "impurities" and that it was their duty to eradicate the world of their presence. The group was lead by a man called Logan Stark who was the mentor for every other member of the group. Logan unfortunatly died in a battle the group was involved in to overtake a scientific facility (in the hopes of using it to create tools of war). In panic the cult forced the staff of the building to put Logan through a experimental procedure to revive him, albiet as a crude half man half robot. The procedure rotted his skin and made all of his hair fall out but it did recover him... to an extent. The cultist felt it nescary to implant in Logans head all the knowledge of the cult and its beliefs, incase he lost them when he "woke." They also had him taught how to make other android warriors should any of the other members fall to the same fate (so they could serve, even after their death). In the explosion that resulted in his death, Logan lost his arm and his eyes, since a suiltable artifical arm could not be obtained the cult turned it into a weapon. Instead of giving him artifical eyes he now uses a form of scanning technology which allows him to sense all of the objects around him and loosely what they are made of. It only operates over a short range though but makes actions like hiding behind pillars pointless to his enemys.

When the procedure was completed the scientists, who were still more or less at gunpoint, activated Logan. It worked only too well, Logan was revived at the cost of all their lives. In the twisted patchy programming in his head he knew of his purpose to only make more androids, he knew not to let people die of their own accord first.
He is also not very good at it, that knowledge like the rest of Logan is more or less flawed. He keeps trying to create more andriods out of corpses, he carries on his back a bag of "spare parts" human and robot alike and tools for "operational" work. He roams the decayed building where he was created searching for subjects to operate on: a game enviroment for a surival horror.

Phew ok thats more or less it, ofcourse everything i do gets changed as time goes on but i think that pretty much puts it down pat. I know most people released their storys to begin with but i had some parts i was still deciding on and so forth.

Submitted by xyz on Sun, 25/07/04 - 6:00 PMPermalink

wow, cool. You should check out tojo's entry re polyy count. Dont't forget you have a shit load of polys to play with, and the head is usually the most costly aset in a model. Are you going to add more detail? I would alway suggest planning a model first. I have wasted so much time because I mistook 3d model programs for clay. eg. clay is much more flexible and 2 hands beat a mouse in speed. I hear softimage is close to clay, but I have never used it.
Anyway, keep going it looks good.

Submitted by palantir on Sun, 25/07/04 - 7:09 PMPermalink

Hehe, cool Moony, nice story. [:D]. I liked how you had Logan?s hair all falling out ? very convenient! The story kind of reminded me of Robocop; ?He?s dead, so legally we can do whatever we want with him?, or that old TV show, six million dollar man; ?We can rebuild him. We have the technology.? It?s like that kind of thing only much more sinister. Cool! [:D]

Your models looking good. I think you?ll probably find that when you?ve done the whole body, you?ll still have a bunch of poly?s to play with; so then you can concentrate on adding detail. Personally I think he might look better with a few little bottom teeth ? but your right, having none does make the upper teeth stand out.

Submitted by denz on Mon, 26/07/04 - 2:57 AMPermalink

Looking good. quite scary.

Submitted by MoonUnit on Mon, 26/07/04 - 4:32 AMPermalink

xyz: yeah there will be more detail but i want to get things to something like the quality of a lowish poly character (teritory im familliar with :P) and add, as apposed to working every aspect (head, arms, legs) to its fullest one at a time.

palantir: yeah its a bit of that futuristic necromancy, but unlike those stories i wanted logan to be crude and rusted, instead of chrome and efficient if you get me. and again the polys will be added as time goes on :D

denz: thanks, thats the idea :D i submerged myself in horror and heavy metal music for an evening ;)

and 10 points for the guy who can tell me which two comic book characters (both marvels) share his first and last name.

Submitted by conundrum on Mon, 26/07/04 - 5:27 AMPermalink

looking good so far, no crits right now. would that be logan "wolverine" and tony stark "ironman".

Submitted by palantir on Mon, 26/07/04 - 5:37 AMPermalink

Doh! You beat me to it, conundrum!
Wolverine was an easy one. Though Logan is also the name of the ?Eyes only? character from Dark Angel.

Damn you and your 10 points! [:D]

Submitted by MoonUnit on Mon, 26/07/04 - 6:10 AMPermalink

heh heh im a marvel fanatic, i was going to call him damien but i thought that would be a bit typical so i chose Logan (not because it was wolverines name but because i just liked it), after i made stark his surname i realised there was a marvel with that name too :P

Sumea Challenge #6 -3D- Adie

ok heres a quick sketch of my evil flying bitch thing!!

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59.6 KB it uses it breast mouths to suck the energy from other enermys when low on enery.. the only way's u can kill it is if there arnt any other enerys around or with a few RPG's or somthing that takes off enery quickly. or she will just keep grabing and sucking energy from the other dudes!!

Submitted by Malus on Sat, 17/07/04 - 9:31 PMPermalink

yikes, freud would have something to say about where that image came from I'm sure. !?

Submitted by Kalescent on Sat, 17/07/04 - 10:51 PMPermalink

Thats a nasty character Adie ! Would fit right in with some sick, twisted horror [:D]

Submitted by MoonUnit on Sun, 18/07/04 - 4:27 AMPermalink

dude its a chick with evil living breasts, thats scary enough for any guy!! :P
seriously though its scary enough for me :)

Submitted by LiveWire on Sun, 18/07/04 - 5:42 AMPermalink

dude that's seriously screwed.

I love it.

Submitted by conundrum on Sun, 18/07/04 - 11:14 AMPermalink

nice concepts so far, i like the kiss of death head, its a really cool idea. keep it up

Submitted by Kalescent on Sun, 18/07/04 - 10:19 PMPermalink

Kiss of death or Ms Dead (Thumbs Up) [:D] looks great I like where this concept is going!

Submitted by adie on Tue, 20/07/04 - 9:04 AMPermalink

ok ill work the kiss of death into it somehow .. think ill make her more rotted and stuff too.. descusting rotted out butt or something

Submitted by MoonUnit on Fri, 23/07/04 - 8:49 AMPermalink

lol nice inclusions to your WIP. I thought she was going to be barefooted though?

Submitted by denz on Fri, 23/07/04 - 9:10 AMPermalink

The character has a lot of potential i think, its reading really well. :) The head piece is my fave part.

haha, thats the coolest block out I've ever seen! good start. my crit would be maybe make the knee area less chunky?

Submitted by adie on Mon, 26/07/04 - 8:20 AMPermalink

ok some quick screen grabs.. only at the halfwaypoint with the polly count so should be able to put some nice clothes here .. not happy with the head going to change. and still need to moddel the brestmouths

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Submitted by MoonUnit on Mon, 26/07/04 - 9:03 AMPermalink

i dont know about the actual face but i like the long neck small head thing, legs could be longer though (looking at your concepts there pretty long there).

Submitted by Jackablade on Mon, 26/07/04 - 10:27 AMPermalink

Hm, her legs look pretty short, though its difficult to see from straight on.

The wings would look much more dynamic (and realistic) if you were to curve the fingers that hold the skin flaps out like on a real bat's wing.

Could we get a closer look at the head, a side view and perhaps an angled one too. The more information you give us, the easier it is to critique. A smooth shaded model with a wireframe on top would be easier to read too.

Submitted by adie on Tue, 27/07/04 - 8:38 AMPermalink

yeah the legs are too short and thick

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heres some more angles and a head close up.. it look s like a man i know!! thats why im going to change it .. the mane problem im having is how u make alpha wings, as I'v never done this befor and I think im going about it the wrong way.. the problem is that the wing membraing is only 1 polly it has no depth.. and so on the front of the wing it looks cool with just 1 smoothing groop

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.. but on the back it looks crappy because it got sharp lines on the sides of the fingers..

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how can i make it so i dont get this ?? [?]

Submitted by adie on Sat, 31/07/04 - 3:18 AMPermalink

HELP! Please Master

Submitted by Malus on Sat, 31/07/04 - 4:25 AMPermalink

Are you using Max or Maya?

In Max its because you have different smoothing ID's, change them to all be the same ID.
In Maya its because you have sharp edge smoothing along that edge, can't remember where that is off hand.

Submitted by adie on Mon, 02/08/04 - 8:31 AMPermalink

Max and iv alread tryed that and it dosent work :( Thanks anyway Malus.. I think its becaue on the back the normals are facing the other way .. the mesh is not 2 sided(the wing membrain is only one polly thick ..so it has no depth in Y, or if u looked at it from the left u can not see it).. should i be moddeling it 2 sided.. if so how do i do this becaue i want a 2 sided alpha material so i can have hair ..and if u have bothe sides of the wing membarin verts welded to the same spot u get intersecting mesh lines :( .. hmmmm I hope u understand if not ill try and show u in pictures

Submitted by Kalescent on Mon, 02/08/04 - 10:05 AMPermalink

Im not 100% sure of your problem - but if your workin in edit mesh mode - try weld all the verts along the culprit edges together. Often if you extrude edges in Edit mesh mode - and switch to edit poly - it detaches the verts involved and you often end up with 3 or 4 verts over the top of one another that simply cannot be welded.

Just a thought - it may or may not solve the problem ???

Submitted by Kalescent on Wed, 04/08/04 - 9:53 AMPermalink

Awesome i like that addition - very sick indeed. [:D]

Submitted by adie on Fri, 06/08/04 - 7:25 AMPermalink

he he glad u like it Hazard :) its hard trying to compeat with your evil slug

Submitted by adie on Sun, 08/08/04 - 5:59 AMPermalink

quick update with the babys heads still working on there little bodys . been thinking of an idear of what she is .. i think ill make here a Family sect arnti (Ann hamelton berns), this is a Aus comp afert all, so may as well make it Astralian.. for those who dont know about the family sect,they make there kids have sex when there just childrend and when the hit ther teens they lock them in rooms and keep giving them LSD till they screeming and going crazy then they do other bads stuff to them.. they also torture them by dunking there heads in watter till they nealy drown then let them up for air and do it again.. just for doing somthig they think is bad this is just a taste of what they do. oh they also dye all the kids hair blond .. and they have doctor's in the sect who steal the babys from hospitals that are up for adoption.. there evil mother F#%kers

Insert Image: [img]http://www.sumea.com.au/forum/attached/adie/2004875447_babys.jpg[/img]

Submitted by MoonUnit on Sun, 08/08/04 - 6:03 AMPermalink

dear god man, looking extremely good, but the breast faces had larger jaws and mouths in your concepts which i think i like better then solid faces.

Submitted by Aven on Sun, 08/08/04 - 7:26 AMPermalink

The main character's face is nice and freaky. The eyes just set it all off nicely :)

Agree with Moony. The breasts looked better when they were a head as opposed to a neck.

Sumea Challenge #6 -3D- Malus

Shotgun!!

Submitted by Malus on Wed, 21/07/04 - 7:59 AMPermalink

Ok just wanted to give a brief rundown of my idea before anything similar comes along [:P], concept will follow soon.

A large/obese humanoid creature whos back is arched in a unatural way due to the large strap pinning the back of its head to its lower back.

The creatures arms are folded tightly across its body, its arms pierced thru the torso flesh as if in a straight jacket.

Its talon like hands claw at its back it torment and its wristed are pinned thru by a 2 large rings that connects to 2 long chains.

His ankles also are pinned to 2 more chains.

These chains hang from the rings at its wrist and ankles until they end at 4 large square concrete block on the ground, blocks which enable the beast to hang forward without falling, briefly easing the torment of its prisonlike form.

The Creature slowly drags its obese body around using these blocks as counter balance.

The face of this one time man is a tormented sight. His face is stretched back from his skull due to the pull of the strap at the base of his skull, his lower jaw is fused to his chest and exposed malformed teeth thrust from the fleshy wounds.

Inside the maw of his mouth lives a creature, a living hunger, its 6 talonlike claws pull back the sides of his mouth further to reveal an abyss of razor sharp blades.

Ok gruesome concept and history to come [:)]

Submitted by tojo on Wed, 21/07/04 - 10:15 AMPermalink

pretty wild stuff....... i really really wanna see this modelled......

totally 100 out of 100 for originality!

sounds nearly as evil as xyz's featus wielding prostitute ;)

Submitted by tojo on Thu, 22/07/04 - 7:11 AMPermalink

i like it the way it is dude!....
actually reminds me of a pre-raphaelite painter 'Burn-Jones' in the body pose... just gone horibly horribly wrong

very cool!
the metal and rock/stone textures will contrast well against the more fleshy textures.... 10/10

go for it dude!

Submitted by LiveWire on Thu, 22/07/04 - 7:17 AMPermalink

i like the thin one, looks starved and deprived, more tortured in a way i guess.

Submitted by JD on Thu, 22/07/04 - 7:17 AMPermalink

If those spikes are holding his arms together and comin out his shoulders that is awesome.

Second set of teeth is a nice touch. How about the top metal pins holding his mouth open digging into his ears for support??

Love the concept, cant wait to see the model.
Good luck with getting it done.

JD

Submitted by MoonUnit on Thu, 22/07/04 - 7:22 AMPermalink

loving it, now thats what i call a tourtered character

Submitted by Malus on Thu, 22/07/04 - 7:26 AMPermalink

JD: His elbows are pinned either by a metal ring or rod, haven't decided.
Those bones bursting out are from the stress of his arms being pulled back into an unatural position.

The things holding his mouth open are legs, not metal.

Submitted by Aven on Thu, 22/07/04 - 7:30 AMPermalink

The concepts are great. I have to admit that I was very dubious just reading the original text :) Defenitely the skinnier one.

Submitted by Malus on Thu, 22/07/04 - 7:40 AMPermalink

Thanks or the comments guys, good to know I can turn your stomachs.

Aven: The text brief was just so I had something down, didn't want to lose my idea with so many entries flooding in. lol

My girlfriend likes the fat one, I personally like the skinny one, I'm probably going to make him skinny like the concept but maybe add alot more loose skin.

Ewww loose skin.

Submitted by Ninja on Thu, 22/07/04 - 8:12 AMPermalink

looking good dean !!! very freaky indeed !! i cant wait to see the full work in progress.... [:)]

Submitted by Bunny on Thu, 22/07/04 - 8:36 AMPermalink

Now that's good labna. Give him a pot belly, you can call it malnutrition or decomposition.

Submitted by Jackablade on Thu, 22/07/04 - 8:48 AMPermalink

Niiice. Very Todd McFarlane-esque. I'll look forward to seeing the progress on this one

Submitted by Kalescent on Thu, 22/07/04 - 8:49 AMPermalink

Awesome, loving it so far Dean [:D] My original idea was to have a Guy strapped in a straight jacket pose with hooks runnign the lenght of his back and legs and attached with chains to some form of big spikey mace. So he would spin around and attempt to heft the mace at bystanders and would-be heroes / heroines etc. but when i saw you post this i thought " You Bastard! " so i changed to the worm idea [:P]

Submitted by smeg on Thu, 22/07/04 - 8:57 AMPermalink

Wow. VERY cool.

You gotta go with the fat guy, the bigger he is the more liberties you can take with what's _inside_ him. :D Also that coloured concept just looks excellent.

sweet

Submitted by conundrum on Thu, 22/07/04 - 10:37 AMPermalink

man, that is one superb concept, love the way it seems to be torn between two characters, the vicious psycopath within and the tormented shell of a man. very thought provoking, cant wait till the modelling and especially the texturing

Submitted by Doord on Thu, 22/07/04 - 8:07 PMPermalink

The poor man. [:(]

Great work as always.

Submitted by MarkMash on Fri, 23/07/04 - 3:54 AMPermalink

Great concept. Looks great! How will it attack though? Will it attack? I'm guessing some sort of swinging of the concrete blocks or just a bite.

Anyhoo cant wait to see it modelled!

Submitted by Malus on Fri, 23/07/04 - 9:51 AMPermalink

Markmash: no it attacks by pulling the blocks forward there by giving itself enough room to lunge out with its mouth, not a coordinated attack, its a semi mindless beast just motivated by feeding. [:P]

I think I'll stick with thin, guant with loose hanging skin for the model.

Submitted by JD on Fri, 23/07/04 - 10:24 AMPermalink

When you say dangling skin... do you mean as though it is just simply loose from that dip in the water. Or this guy once was a fairly well built individual, who now has Fat Bastard syndrome. Vag*na neck?

Done right that could look, pretty freaky though hard at the same time.

Submitted by Malus on Fri, 23/07/04 - 10:27 AMPermalink

JD: Bloated decomposing flesh thats hangs from the muscle.

Sumea Challenge #6

STARTING DATE: 16th of July, 2004.. Friday MIDNIGHT
CLOSING DATE: 19th of September, 2004. Sunday MIDNIGHT

This Challenge is open to Australians and New Zealanders only

The main prize for the winner of the challenge is a fully licensed seat of 3D Studio Max 6, worth around $5,500AU, courtesy of Discreet Asia Pacific.
The second prize is Hyperfocal Terrain, a professional texture compilation featuring 92 high-resolution terrain textures including grass, rock, sand, gravel and more, worth USD $99, [url="http://www.hyperfocaldesign.com"]courtesy of Hyperfocal Designs[/url].

THEME:
Survival/Horror genre (for a nice explanation on Survival/Horror, please read Pantmonger's post on this page below)

RULES AND GUIDELINES:
Model a medium polygon games model for use in a survival/horror genre game.
Must be an original concept but can be based on an existing franchise.
Model can be anything from a boss, a minion to an infected player.

No cannabilism. You cannot re-use old models and textures, it has to be new content!
Photosourcing permitted but MUST stipulate what for and how much is your own work.

VOTING CRITERIA:
General Aesthetics
Scariness
Does it fit into the theme
How effective it is as an in-game model

MODELLING REQUIREMENTS:
8000 - 8500 triangles. (you can use less triangles)
2 x 512x512 32bit TGA diffuse texture. (8 x 256x256 etc)
Alpha channel can be used for opacity, specular or bump map.

REQUIRED SUBMISSIONS:
Textured perspective screengrab.
Untextured ortho screengrabs with wireframe (front, side, back etc). for use in judging mesh creation.
If using either the spec, opacity or bump map then 1 or 2 lit renders showing the effect, pure software renders only, no external effects allowed.
Final textured flats.
UVW flats.
Wireframe shot.

Examples of screenshots dimensions for submission coming!

Optional:
Money Shot, go to town.
Brief about the model and its role in the game.

Post your work in progress and submissions in a new thread in the modeller challenge section like: Sumea Challenge #6 -3D- Yourname

Thanks to Malus for coming up with the brief, and use this thread to post any questions you may have!!!

Submitted by souri on Sat, 17/07/04 - 2:19 PMPermalink

I've added the functionality to upload pictures through Sumea's forum and have them stored on Sumea's server.. so now you don't need webspace to show off you work in the forum - do it directly on Sumea! This is *ideal* for the Sumea Challenges, and I greatly encourage you to use this service since this way pictures from challenges don't disappear as you close your webpages/move stuff around etc in months or years to come...

When you post a message, you have an attachment icon to click (it's hard to miss). Upload your image** and post the message.

Unfortunately it will only show the link to your image - you can go and edit the message, click the attachment icon again and click "re-use", select the image you just uploaded and the image should be embedded in your post..

(** for those of you who are more knowledgable, you can change the code that the forum spits out here and just put [ img ] tags around the link so the picture to can show up in the post, rather than getting linked)

Submitted by eightbitnasty on Sat, 17/07/04 - 8:45 PMPermalink

nice brief, perfect. Different but still accessible [:)] Do you want our concepts for submission as well Souri?

Submitted by Malus on Sat, 17/07/04 - 9:42 PMPermalink

I'd like to see concepts as an optional post, just not for judging.

Submitted by MoonUnit on Sat, 17/07/04 - 9:44 PMPermalink

dont ask my why but maya goes weird when i use tga texture files, would it be ok to use an alternative file type (like bmp or something)? Im sure its probably something fixable but im not experienced enough with the program to really delve into that.

Submitted by UniqueSnowFlake on Sat, 17/07/04 - 11:26 PMPermalink

Hey Souri what does the "Survival" part of the challange mean? Can you give some examples.

Submitted by RasTuS on Sat, 17/07/04 - 11:30 PMPermalink

im with usf im not realy into the "horror" game art but some examps of the survivor might help

Submitted by X5 on Sun, 18/07/04 - 12:52 AMPermalink

yer im not into horror either ..

is a 'survival' character the main (playable) character in a horror game?

Submitted by souri on Sun, 18/07/04 - 1:15 AMPermalink

Survival Horror is the theme.. Games that are in the survival horror genre are Silent Hill and Resident Evil.. so think of grotesque, fleshy, undead, possibly mutant, creatures/humans.... I think one of the voting criterias (apart from general aesthetics, can it fit in a game etc) will be how well you pull off making something scary. So make it scary!

Submitted by UniqueSnowFlake on Sun, 18/07/04 - 1:21 AMPermalink

Thanks for that Souri, was going with the Horror theme just was sure what that "/" was all about. so its all good now.

Submitted by palantir on Sun, 18/07/04 - 1:50 AMPermalink

Okay, so is survival/horror is just something that is scary? I?m just wondering what the difference is to fantasy? Like would something scary from LOTR?s for example be survival/horror? Or does it have to fit into the stereotypical survival/horror game? If that?s the case, I guess the character can only be undead, unholy, or mutated. Er, hope I?m on the right track.

Sorry about all my questions, but I?m confused because I don?t play survival/horror games much. I?m under the impression that the bad guys are all undead or unholy. Is that right?

And about posting concept art ? I think that fit?s into the ?Post your work in progress? requirement. So yeah, I think it?s necessary to show. [:)]

Submitted by Pantmonger on Sun, 18/07/04 - 2:27 AMPermalink

The survival horror genre is usually set in modern day, its creatures for the most part are perversions / mutations of man or other animals.
The creatures usually come from a theme consistent within the setting.
Examples

Resident Evil: The creatures are the results of experiments, done by the umbrella corporation, into the re-animation of dead tissue, with an eye towards the creation of unstoppable biological weapons.

Parasite Eve2: Corporate experiments into granting humans immortality whatever the cost, whatever form humanity might take to achieve it.

Silent Hill: A demon rules Silent Hill (having been successfully summoned in the first game) and he calls the mentally disturbed to him, to see if they will fall and become one with his cause. Those who enter Silent Hill are attacked by manifestations of their own fears and perversions.

The other main defining feature of the genre is that you are alone (or there are only a handful of others about) and ill equipped to deal with the situation. Lightly armed, if at all, fast running out of ammo etc the game is about running scared, choosing your battles, rationing your supplies, in short, surviving through the horror (Hence the genre title).
This influences the creature designs in so far as they are, for the most part, not unstoppable titans, or quick clever creatures dodging your blows. They for the most part are slow horrors, ever moving forward, ever closing in, legion in number, designed fill the player with the knowledge that every bullet they spend only stalls the inevitable and sooner or later they will fall at their dread hands.

Other then that I suggest you google for visual reference. Rent resident evil on DVD or something along those lines.

Pantmonger

Submitted by MarkMash on Sun, 18/07/04 - 4:26 AMPermalink

Due to a lack of other work at uni i've decided to finally sign up to the forums. This competition looks great and has great timing with the release of doom3!

I'll be participating in this one for sure!

Submitted by Wizenedoldman on Sun, 18/07/04 - 5:20 AMPermalink

Bullet- Cannibalism means using previous assests such as meshes or textures as part of your entry, which is a big no-no. Start from scratch basically.

Submitted by LiveWire on Sun, 18/07/04 - 5:35 AMPermalink

can i get a friend to do help out with the concept? i'm not to good at designing interesting characters past an initial idea, and i have friends who are really good at it.

whould still be original work, just not 100% mine, though all the modeling etc would be.

Submitted by Discmage on Sun, 18/07/04 - 6:15 AMPermalink

Um...can we twist the survival horror into something like Nightmares coming to life, and/or living IN a nightmare? Like a coma or something?

I have an idea that is growing and would like it to be less reality organic but more fantasy horrow survival...eg. surviving your own nightmares.

Submitted by Thardswrothe on Sun, 18/07/04 - 6:55 AMPermalink

Ooooo.. Horror! Love it! Anyway, I?ve got 2 questions.

Firstly, in rules and guidelines you?ve said nothing about how many characters you can actually submit. Should this go without saying, or can I infact do more then 1 character? Of course even if I do more then 1 it?ll still be to the specified tri limits.

Secondly, there?s probably a general discussion or rules about this somewhere but is nudity in anyway allowed in our designs? And no, I don?t intend on any thing pornographic, just wondering how ?bare? characters can be, if at all. My possible current design is a female who?s top half is unclothed.

Thanks, Thard

Submitted by Mystikos on Sun, 18/07/04 - 8:01 AMPermalink

quote:Originally posted by Wizenedoldman

Bullet- Cannibalism means using previous assests such as meshes or textures as part of your entry, which is a big no-no. Start from scratch basically.

LOL! I actually thought it meant to humans eating humans... stupid Mystikos...

Submitted by Malus on Mon, 19/07/04 - 2:05 AMPermalink

Moonunit: you can use any 32 bit file format that has an alpha channel.

Palantir: see Pantmongers explaination.

Livewire: As its not being judged on concepts, Concepts are an optional submission. If you do decide to post a concept I'm sorry but it needs to be your own concept only.

Pantmonger: Thanks for explaining survival / horror for everyone, its not about freddy kruegar mountain climbing if anyone thought that was it.

Discmage: Nightmares coming to life is pretty much the theme of these games, but generally they exist in a corporeal world so conceive of some way of the creatures being taken from your nightmares and made real then its all good. [:)]

Thardswrothe: I can't speak for Souri but I'd only like to see 1 mesh.
Nudity is up to Souri, its his site.

Cannabilism is using other mesh/texture assets as Wizenedoldman said, it makes for an unfair advantage when compared to those who have done it from scratch and it also makes it hard to judge your current skill level.
Yes, yes, I know its done alot in the industry, but thats for speed not a comp.

Submitted by souri on Mon, 19/07/04 - 2:47 AMPermalink

quote:Originally posted by eightbitnasty

nice brief, perfect. Different but still accessible [:)] Do you want our concepts for submission as well Souri?

The judges won't be looking at the concept pieces, so they aren't required for submission (so don't spend too much time polishing polishing them!). You're more than welcomed to post your concepts in your thread though! We all love to see them, and it's a great way to get advice!

quote:Originally posted by LiveWirecan i get a friend to do help out with the concept? i'm not to good at designing interesting characters past an initial idea, and i have friends who are really good at it.

No, it has to be your concept. If I allowed this, it's going to open up a big can of worms, I think.

Nudity is fine. Meshwise - 1 mesh. Whether you want to have two characters in that mesh is up to you, but it has to theoretically work in-game. If you have two characters standing next to each other, then that's obviously not going to work.

One final thing I have to stress. Following the brief is important! If you read the comments by the judges from previous challenges, you can tell they understand the importance of following a brief.. one example is the previous challenge where challengers had to produce a -marketable character- (that was one of the voting criteria), and I know many well made models were let down by that aspect... so follow brief - research suvival horror, do something *scary* (visually, and psychologically even), follow the rules and guidelines to the word..

Submitted by LiveWire on Mon, 19/07/04 - 5:10 AMPermalink

quote:2 x 512x512 32bit TGA diffuse texture. (8 x 256x256 etc)
Alpha channel can be used for opacity, specular or bump map.

since there are therefore two (or more) aplha channels, could i use one for a bump map and one for an alpha map? (i would unwarp what areas i want bumped onto tone texture and what i want transparent onto the other). or do we have to use all the alpha channels for the same thing?

quote:Livewire: As its not being judged on concepts, Concepts are an optional submission. If you do decide to post a concept I'm sorry but it needs to be your own concept only.

now worries, i've decided i'm gonna develop it all myself now anyway anyway. better experience for one, nice way to knock off an assessment for another :)

Submitted by xyz on Mon, 19/07/04 - 8:13 AMPermalink

I am very excited by this. What is the rating for this, can I make a r rated slut from hell?

Mmmm horror, or maybe my ingrown toenail. heheheh.

Submitted by Caldwell on Mon, 19/07/04 - 9:14 AMPermalink

First Post!

This one definately sounds like a good challange. I haven't made any horror theamed work before so it should be interesting. I've started on some concept images, but i'd like to work the idea some more before posting.

Submitted by Jak on Mon, 19/07/04 - 6:49 PMPermalink

This Survival/Horror challenge sounds like fun, going to pull finger and go for it, its just the kind of theme of a game I would love to work on.

Submitted by Doord on Mon, 19/07/04 - 7:50 PMPermalink

Nice theme.

Little low on the texture side of things then I would have liked but I guees I will just have to keep that in mind when I'm doing my concept (which I have started.)

A few questions

- Will money shot be judged??

- Can we have more then one Textured perspective screenshot for judging??

- Can these Textured perspective screenshot be posed??

Submitted by Malus on Mon, 19/07/04 - 8:24 PMPermalink

Doord: The money shot isn't being judged as far as I know.
You can post as many shots as you need (given that you don't suck all Souri's bandwidth doing it [:P]) and yes they can be posed, mine will be. [:)]

Submitted by Doord on Mon, 19/07/04 - 11:14 PMPermalink

Thanks Malus.

I would like to say good luck to all.

Submitted by RasTuS on Mon, 19/07/04 - 11:16 PMPermalink

ok i got a Q that nees some A's

ok can i have sort of a beat that has a master like it is all under the 8500 and just has like a beast and rider both monsters and shit but yeah....

edit: and oh yeah my entry aint gore blood and guts but i still think it is horror so is that a prob cause i seen other ppls ideas and thay are all mainly gore..???

Sumea Challenge 6, any ideas??

I would love to do some normal mapping work. With now many tools to speed up the process I think it has became more of an option.

What would you all like to see in the next Challenge??

Submitted by Wizenedoldman on Tue, 08/06/04 - 1:25 AMPermalink

Hmm, I think that would instantly put a lot of people off of entering the comp due to inexperience with normal mapping, but it is a good idea, and perhaps it should be optional to use it.

What sort of theme hasn't been done in a comp yet?

Submitted by souri on Tue, 08/06/04 - 1:35 AMPermalink

If there's something to be learnt from the last challenge, it's to try to keep it easy and accessible so that everyone can take part and finish. I would love to have a challenge with normal mapping but I think we'd have to extend the 2 month challenge, and normal mapping/hi-res modelling will probably stop a fair few from entering/finishing. Anyway, let me know what everyone thinks.

I think around earlier this year I mentioned that something *big* was planned for a Sumea challenge down the track - it's currently being organised so no promises yet, but hopefully this will be the one! Btw, Hyperfocal Designs will be sponsoring [url="http://www.sumea.com.au/snews.asp?news=1022&related=Hyperfocal%20Design"]Hyperfocal Terrains for the next challenge[/url]!

Submitted by Malus on Tue, 08/06/04 - 1:39 AMPermalink

If I can organise my free time a bit better I'm in for sure. [:P]

It would be good to see everyone try it.

Maybe do the following:

- a highres reference model.
- low res ingame model @ 3000 - 3500 tris Max.
- diffuse , bump, normal, alpha and spec maps @ 4 x 512 or 1 x 1024 max for textures.
(damn that seems like alot of art resources, lol).

- no photo sourced images.
- no cannabalism.
- no fanboy models, can be created to fit within an existing license just not a existing character.

As for genre/theme, I'd love to see dark gritty stuff, something that can actually show off what normal maps can do.

A couple of ideas:

Horror/Parasite: (Silent hill/resident evil) Make a partly infected humanoid, possible boss or you in the last stage transformation. Must have obvious human aspects.

Big Beasty: A gigantic unique critter, Monster Hunter stlye, think Rancor etc.

Submitted by Jak on Tue, 08/06/04 - 1:46 AMPermalink

Gritty Beastie is good.....
Would defintly have a go at a horror monster....John Carpenters "The Thing" also springs to mind!!!!
So if its goulish I am up for it ...

Submitted by Doord on Tue, 08/06/04 - 1:54 AMPermalink

Maybe it would be cool to see a realistic character normal mapped, but then again I'm doing that right now so maybe not. I like Malus's idea. Maybe realistic humanoid character from a fantasy world, not fantasy art but a world other then this one (Sic-Fi, WarCarft, Hell or a world that is in your mind.)

Submitted by Wizenedoldman on Tue, 08/06/04 - 1:56 AMPermalink

Ooh horror theme, awesome idea Malus, I'd be in for sure.

Submitted by Kalescent on Tue, 08/06/04 - 2:05 AMPermalink

If the next challenge is going to take alot of time, i doubt ill be entering [:(] Can i suggest something along the lines of what we have done in the past, with Malus's horror theme or similar just not 3 models worth this time !

I think there will be fewer entries for the normal mapping approach, and quite frankly scare alot of newbs away. Im not sure thats a good thing.

/my two cents.

Submitted by Makk on Tue, 08/06/04 - 2:12 AMPermalink

I was planning on entering this one as Im slowly learning 3d. Though to be honest, the idea of doing a normal mapped horror creature is a little scary (no pun intended).
Also 1 character would be enough work.

As for themes, I like the idea of doing some sort of freaky looking creature. Other ideas would be a fighting game character that must include a weapon model.

Submitted by Doord on Tue, 08/06/04 - 2:18 AMPermalink

I do think it should be only be one character, for sure. My stand on normal mapping is that you need to learn sometime, but there are alot of new people to 3d here so maybe it not a good idea, but if Souri has a big prize maybe the Challenge will call of this level of art.

Submitted by Aven on Tue, 08/06/04 - 3:06 AMPermalink

I don't know if entering the challenges just because there is a lure of a prize is the best idea. I always thought it was meant to push your limits and try new things. Not just to get free stuff.

The other problem with mixing in Normal Mapping (apart from the inexperience problem), is that it mixes two challenges. A low poly one and a high poly. Seeing as no one actually finished the first/last high poly challenge, it may be taking it a bit too far to make a high poly and low poly model. I'm all for the idea of making the low poly character have a higher level of detail (say HL2 for arguments sake), with spec and bump maps, but it may make it a little less accessable to many members here.

The ugly monster idea sounds quite cool, as does Makk's idea for a martial artist/weapon master. There has been talk before of people not liking doing the 'tough' characters, so how about a MMORPG character? Opens it up for fighters, mages, clerics and even merchants. The only problem with that is what MMORPG?

Submitted by Malus on Tue, 08/06/04 - 3:25 AMPermalink

I thought it was called the Sumea Modeller 'Challenge' thats all [:P] Ooooh... nasty. lol

Its true that the normal map idea may be a bit of a stretch for people to finish on time so scrap that idea but please make the next comp at least slightly challenging, alot of the past challenges have been pretty cruisy and aimed soley at those newer to 3D.

I'd have to say that the Demon comp I set is definately amongst one of the most unimaginative so I'm not pointing any fingers. [:)]

If Sumeans want to get better we really need to push our personal limits and not stick with what we know, right?

Just to keep the ideas rolling:

- Pirates and thier Familiars: Blackbeard and his parrot etc.
- Sideshow freaks.
- Those wonderful men and their flying machines: Build your own wright bros. 1 man powered flying machine. Pre-combustion.
- D&D: Design you as your favourite D&D character, must use your own facial features.

I could keep going all night!

Submitted by Doord on Tue, 08/06/04 - 3:31 AMPermalink

- Sideshow freaks.

Coool

Submitted by Sorceror Bob on Tue, 08/06/04 - 4:01 AMPermalink

I say.. Leave the choosing of the next challenge up to whoever it is that gives away the prizes.

Or, let one of the people who finished the last challenge pick something, as they have a more realistic idea of what is doable in peoples spare time.

But yeah :/ I have noticed that the choosing of the topic gets a whole lot more attention and input than the actual competition..

Anyhow, I should be up for the next one, so long as it isn't another arse pokemon challenge.

Submitted by Aven on Tue, 08/06/04 - 4:08 AMPermalink

Perhaps splitting the challenges up? One for the newer ones and one for the 'pros'? I would like to do something a little more in-depth as well, but it can be unfair to those who have just installed Max :) You can of course choose if you would like to participate in the easy or the hard :)

I like the idea of making yourself into a d&d character. Especially if prestige classes are allowed. Divine Agent :D Those wonderful men and their flying machines is also a cool idea. You're getting some good ones Malus. Keep 'em coming ;)

Modern day protagonist. I think that Jacobt metioned this one a while ago. Make a main character that looks like they could exist in this day and age.

Submitted by Kalescent on Tue, 08/06/04 - 4:25 AMPermalink

D&D gets my vote all the way, but i have to agree with Dean, if we want to get better we have to push ourselves, but avens idea of splitting up the challenges to pro / amatuer is pretty good, im definately for that idea.

Just if JI enters the Amatuer modelling comp - he has to start with a handicap of -25 points [:P]

Submitted by Jacana on Tue, 08/06/04 - 6:19 AMPermalink

Maybe this is kind of silly coming from a programmer - but what about getting away from a character one and going for something more landscape or archetecture.

Futuristic Buildings
Medieval Castle
Insane Asylum ;)

Submitted by palantir on Tue, 08/06/04 - 6:30 AMPermalink

I obviously can?t speak for anyone else, but I think it would be good to have a challenge that encourages heaps of people to enter (and complete). That would mean something simple.

The fact that the last challenge was generally considered fairly easy/simple (it was only 3 low poly characters after-all) though only 10 people entered, makes me think that the challenges might need to be fairly simple/easy at this stage in order to get more people involved.

Why are people against photo sourced textures? Being able to photo source might enable lots more people to finish. Would allowing both hand drawn and photo sourced textures offer any real problem? I don?t see how it would really give people an advantage.

IMHO, I think the next challenge should just be to create one low-poly game model.

As far as choosing the theme: I think the people giving the prize should choose from a selection of ideas that we have discussed. Personally, I really like the RPG idea! While staying in a genre (fantasy/sci-fi), it gives the artist a massive range of options and plenty of room for creativity.

Jacana's idea of doing landscape or archetecture sounds interesting too.

And splitting up the comp into difficulty levels sounds cool, but I can imagine the ?pro? comp having only 4 or so people finishing it, while about 40 people finish the ?amateur? comp. [:P]

Submitted by Kalescent on Tue, 08/06/04 - 7:11 AMPermalink

There is also the issue of judging though, with a really broad open thing like "an rpg fantasy sci/fi character" is does give the artist a world of creativity, but the judging criteria has be well defined, otherwise its more or less an oppinion of " Is this Half Troll Paladin cooler than this Dracolich "

However i think a simple outline / task even such as jacana mentioned with architecture would be cool. Lets nominate someone to write up the guidelines! [:P] I think theres 2 people already who have said that Bullant should pick the criteria for the next challenge?

I'm for Malus / J.Kerr to continue, they've done fine jobs in the past - and would probably have more time to review the guidelines / questions / queries than a development company would IMO.

Submitted by denz on Tue, 08/06/04 - 7:46 AMPermalink

This is sounding really cool, I can't wait. And by splitting the groups up, do you mean by people who get paid and those who don't? pro and amateur.

I think keeping it simple is a good idea and not having seperate groups.

Submitted by UniqueSnowFlake on Tue, 08/06/04 - 7:54 AMPermalink

The comps so far have basically all been the same and I think Malus saw this eg. "lease make the next comp at least slightly challenging" what I mean by that is the comps didn't have anything new in them. They were all based on the same techniques etc. you just making more of them or giving a new look or poly count and texture size. I'd like to see some more things thrown in like bump maps, enviroment maps evern some animation would be good eg. facical expressions.

Pretty sure a few people said it and I think normal mapping is taking things a bit to far. I did make my HP samurai guy in a month. but that didn't have anything to do with concepting and a low poly model and a texture. Not to mention when I tried to normal map a bit of him my computer just couldn't handle it and I'm pretty sure I read Bullet has a worse computer then me [:p]

As for a kind of theme I would go with what Doord said and keep the texturing realistic eg. none of this cartoony stuff again! I think 90% of companies hate the stuff [xx(]

As for a choise of topic can you choose something broad enough to let someone be creative, eg. I liked the creature/ride challenge because it let people go Scifi or Fantasy and make it what ever they wanted and I think it showed alot more interesting designs. So yeah not the D&D thing because that realy puts you in a box.

I've got a +9 Ogre slaying knife..

I'm sure I'll say something else later.. so bye for now..

Submitted by UniqueSnowFlake on Tue, 08/06/04 - 7:58 AMPermalink

Oh, just one more thing. The idea for 2 groups in theory sounds just peachy..

Realisticaly.. I think it just won't work..

Submitted by Malus on Tue, 08/06/04 - 8:11 AMPermalink

hazard: Woah hey hold your horses nelly..
After my last attempt at setting a topic I don't want to set another one, it was a nightmare just getting people to agree on what constitutes as a decent texture size. lol [:P]

I actually think that the companies being kind enough to give away the prizes should have a say in the setting of the comp itself, I was just offering up ideas because I like the sound of my own voice..er..typing..er...you know what I mean.

Just one thing though, its proven hard enough getting one comp up and running, let alone one for newbies and one for the more experienced people.

Submitted by Stu on Tue, 08/06/04 - 8:24 AMPermalink

Yeah I agree, who would be the judge of who is a newbie and who isn't.

I like the idea of not doing a character, and the flying machine one is really cool.

How about something really mechanical like alarm clocks or mousetrap.

Stu

Submitted by palantir on Tue, 08/06/04 - 8:42 AMPermalink

Hazard, I think you?re correct about the brief needing to be well designed, but still open to creativity. I think the brief should represent the kind of thing we would be expected to do in a real world situation (like the last one did).

UniqueSnowFlake, it?s a good point that these challenges need to challenge people, and have new things in them, but I think to fully concept, model and texture a character in 2 months is a big enough challenge for most people to do in their spare time. However, I think you have a great idea there with the animating aspect.

It would be interesting if after making the character (if a character is what we do), we had to make some kind of attack animation or something?
?Though even that could result in few people completing the challenge.

I think it?s a good idea to let the companies giving the prize decide what the final brief will be, but I think it would be cool if we came up with a few different possibilities, and get them to choose one (and make any changes they think necessary).

Also, I?m wondering what do other people think about allowing photo sourced textures?

Submitted by melvosh on Tue, 08/06/04 - 9:53 AMPermalink

I say keep the comp as one group...personally thats what a competition is all about..beating the best...Plus i dont think all of us just enter to win do we? i like the challenge in general no matter the out come.
As for ideas...what about a beast and its rider/tamer? eg dewback and stormtrooper...
But choose a theme they should be modelled from...
And perhaps like someone else said something higher in polys but not full on hi res.
Anyways whatever it is..itll be my first one on these boards..so what ever the outcome i look forward to it [:p]

Cheers
Adam

Submitted by Kalescent on Tue, 08/06/04 - 10:36 AMPermalink

Melvosh - a couple of Comps back had a 'rider / steed' theme.

As for adding animation I think thats going a bit far for a "Sumea Modeller Challenge".
Pose the character sure! but adding animation to be judged on, IMO is making it a bit hairy.

But a new direction and boundaries are whats needed, im open to all kinds of ideas, as long as they have simple guidelines to judge ( see last modelling comp ) - but allow infinite creativeness [:D]

Come on Dean i know you want to write another idea for this challenge [:P] Everyone could be discussing this topic forever, and even then it wont please us all. You should just bang one up in your 'spare' time [;)] and say THATS IT! deal with it sumeans!

Re: Photosourced textures. Quite frankly I don't see a problem with it either, alot of games nowadays use photosourced textures, for characters / placeable objects. It does however show how good an artist is at attempting to replicate various materials.

Submitted by Aven on Tue, 08/06/04 - 6:04 PMPermalink

What I meant by the two challenges. They both have the same theme. One has more simple requirements (ie: 1500 polys 1 x 512^2 texture) and the other has more complex requirements (ie: 3000 polys 4 x 1024^2 maps - 1 difuse, 1 sepc, 1 bump, 1 alpha and extra normal if chosen). Who and what says if you are an amature or a pro? You do. if you think you can get the complex requirements done, then go for it. If you know that you wont have enough time to do all the extra work, or you don't understand the extra maps that well, then just enter the easier one. It is in no way/shape or form meant to make people feel like they aren't good enough. It is just trying to give those who want it a challenge, and have something that is more realistically possible for many of the members here (either for experience or time). I can understand not wanting to make things too difficult on the writting of things and then to get people to agree. The last one did end up quite well though as it was stippulated early on that if you didn't like the rules, too bad. Deal with it or don't do it (end Hitler Mode :p). I just threw it out as a way to bridge the gap between people who want a challenge and those you have enough of a challenge with something more basic.

The scene is a good idea, but it has been mentioned a few times before and very few people seem interested in it. The rules can also become fairly iffy as well. Scenes usually require quite a few textures and how do you put a cap on that? 10 x textures? 5mb worth of textures (no larger than 512^2)? What format should the textures be in to reach the 5mb cap? Are you allowed to index the colour tables to save on a lot of space? I like the idea of the scene as modelling wise it is quite simple, yet it pushes texturing skills a bit more. This is good as people always say they want/need to improve their own texturing abilities, and it opens it up to more people (the more 2d minded here). The bad side is that it is a modellers comp, not a texturers comp... Can that just be changed the the Game Challenge or something?

The theme should be kept somewhat tight. The dnd idea isn't too bad with that, as it is all fantasy. You dont have to compare some dude with a sword to some chick with a 10 metre long laser riffle. It can't be any more dificult to judge then what people thought 'kiddy' meant :) Plus it leaves it open to those who don't know much about it (just make some buf guy with a sword and call him a fighter), or for those who want to take it more seriously (here is my lvl xx druid. his alignment is... his stats are... he has this type of scythe... with this armour... when he goes to the toilet he sits down to pee...). As much as I like the dnd idea, I think it is just more the idea of making ourselves into game characters :D In the end though, yeah, it should be the judges or sponsors who decide :) No harm with giving them some ideas to pool from though. Everyone presents a design doc and the best company gets it :)

Photosourced Textures? For them. I don't see it as being cheap or taking the easy way out, as a lot of work still has to be done to the photos to get them to look like a texture (claning up the photo. colour/level fixing. matching light sources). It requires a different set of skills, and shouldn't be dismissed too quickly. The only rule should be that if you want to photosource, you should have to take all the photos yourself. No magazine scans or sourcing from others sites (3d.sk).

Submitted by bullet21 on Tue, 08/06/04 - 6:16 PMPermalink

How dare you bag my computer unique snowflake that's clearly my job. But anyway i dont think mine could handle normal maps. I'm only starting to understand what a normal map is, no way i could make one for quite some time. But this comp aint about me (:()

I like malus's idea for the D&D character with the creators face, but is it going to be photosourced or actually painted?

Submitted by Malus on Tue, 08/06/04 - 7:00 PMPermalink

Aven: I actually think you have the difficulty level backwards, doing a 1500 poly model with 2 x 512's seems harder than a 3000 poly with assets galore. [:P]

Stu: The flying machine idea includes a pilot, so there would be a character. [:)]

My opinion of photosourcing is this, yes it does take alot of skill to manipulate photo reference to make textures but it doesn't really show of your texturing skills as an artist, just your photo manipulation skills.

Yes its used in the industry and I would never discount its importance but this is a challenge and as such I think everyone needs to stretch themselves.

Also for those of you trying to get into the industry I suspect employers would rather see if you can texture by hand more than use photos.

Submitted by Doord on Tue, 08/06/04 - 7:43 PMPermalink

What I would love to do would be:
- DnD character
- 3500-4000 polys
- 2048x2048 diffuse with alpha for spec
- 2048x2048 normal map with alpha as alpha

2 months to do it.

The thing with photo souring is that it is very hard to get the photo to work with your character and never work perfectly, and because of that you are always are able to make a better texture by hand.

Sumea Modeller Challenge #5 Results

Here are the judges for the Sumea Modeller Challenge #5 !

Chloe Antibes, Bullant Studios

#1 - Challenger #3 - JI Styles

CONCEPT : Good concept. Very cute characters.

MESH : Great efficient use of polys,

TEXTURE : Fantastic textures.

Note: Excellent work.

#2 - Challenger #4 - Mark

CONCEPT : Great character concept. Very stylized.

MESH : Excellent use of polys. It flows well on the models.

TEXTURE : Textures are a little plain although it suits the theme. Could add more detail, some highlights to bring out the gloss.

Note: Splash page could have been worked on more. Great job.

#3 - Challenger #1 - Pantmonger

CONCEPT : Very cool concept.

MESH : Great use of polygons.

TEXTURE : The textures are very plain. Could have added some highlights in certain places.

Note: Great job on the splash page.

#4 - Challenger #7 ? GoldenChocobo

CONCEPT : Interesting and cute concept.

MESH : Good use of polygons.

TEXTURE : Textures could require more detail and also colour variations.

Note: Overall nice work. Splash page could have been more dynamic.

#5 - Challenger #9 ? Hazard

CONCEPT : Fantastic concept.

MESH : Mesh could be better utilized

TEXTURE : Textures looks good , although detail could have been added on some areas and a touch of colour variations on some areas.

Note: Would have loved to see splash page.

#6 - Challenger #6 ? Shath

CONCEPT : Great concepts.

MESH : Good use of polygons.

TEXTURE : Nice textures. Try to push out some more detail.

Note: I like the splash page. Although pills do not suit the target age bracket J .
Great job overall.

#7 - Challenger #7 ? Sinister

CONCEPT : Great attention to detail. Love the change of colour variation from the first and last evolution although still maintaining some of its features.

MESH : Mesh could be more efficiently used.

TEXTURE : More detail could have been added to the textures.

Note: I like the splash page. Great job overall.

#8 - Challenger #5 ? Wizenedoldman

CONCEPT : Very interesting concept.

MESH : Polys could be more utilized on smaller characters.

TEXTURE : Good textures although it could do with more contrast and different colour combinations.

Note: Nice splash page. Well done.

#9 - Challenger #8 ? Palantir

CONCEPT : Concepts are interesting. Could be more imaginative.

MESH : Good mesh. Although could streamline the poly count on some of the models.

TEXTURE : Would have loved to see the rest of the models textures.

Note: Great splash page. Good job.

#10 - Challenger #2 ? Doyle

CONCEPT : Cool concept although could be more developed.

MESH : Decent amount mesh.

TEXTURE : Textures could have a lot more detail put into them.

Note: Would have loved to see the splash page.

Note to all: Very good work all round but make sure for next time that you take close note of the guidelines, very few actually for filled all of the requirements. If this were to be strictly judged some entries would certainly have been rejected. That aside I had great pleasure in watching the development of this body of work and you should all be proud,

Cheers,

Chloe Antibes.
Bullant Studios

Alister Lockhart, Tantalus

Tried to judge mainly on the idea, the design of the characters as a set, and primarily the marketability of the concept, as I see it. In a couple of cases I may have been swayed by supererior presentation, but I feel that's appropriate, as this is what marketing is all about.

My votes for the challenge are as follows

First 'JI Styles'- Great characters, slick and stylish, evolution well thought out.

Second 'Golden Chocobo'- Nice character pairing, appropriate to market, well thought out.

Third 'Mug-el' (Mark)- Quirky and fun, great style and evolution.

Fourth 'Pantmonger'- Interesting character, if a little abstract. Nice style.

Fifth 'Palantir'- Nice 'de-evolution' twis. Appealing, well thought out idea.

Sixth 'Hazard'- Nice idea, although not sure how appealing fish are. But, good pairing, nice design.

Seventh 'Shath'- Cool looking character, but looks more like an equal than a sidekick. Evolution idea could have been more fully explored.

Eighth 'Sinister'- Interesting character pairing, but evolution of sidekick takes odd leaps.

Ninth 'Wizenoldman'- Character lacks personality, idea not well developed.

Tenth 'Doyle'- Quirky idea but lacks personality and let down by incomplete presentation.

Steve Stamatiadis, (Creative Director) Krome Studios

1. Challenger #7 - GoldenChocobo
2. Challenger #3 - JI Styles
3. Challenger #1 - Pantmonger
4. Challenger #9 - Hazard
5. Challenger #8 - Palantir
6. Challenger #4 - Mark
7. Challenger #6 - Shath
8. Challenger #2 - Doyle
9. Challenger #10 - Sinister
10. Challenger #5 - Wizenedoldman

For the record my highest criteria from the brief was "Create a marketable sidekick character ". Then I went for interesting ideas. As usual the submissions were mostly of a very high standard.

Benjamin Lee, (Art Director) Irrational Games

Challenger #3 - JI Styles (best)
Challenger #1 - Pantmonger (2nd best)
Challenger #7 - GoldenChocobo (3rd best)

The Results

1. JI Styles
2. Mark
3. Pantmonger
4. Goldenchocobo
5. Hazard
6. Shath
7. Sinister
8. Wizenedoldman
9. Palantir
10. Doyle

Chloe Antibes, Bullant Studios

1. JI Styles
2. Goldenchocobo
3. Mark
4. Pantmonger
5. Palantir
6. Hazard
7. Shath
8. Sinister
9. Wizenedoldman
10. Doyle

Alister Lockhart, Tantalus

1. GoldenChocobo
2. JI Styles
3. Pantmonger
4. Hazard
5. Palantir
6. Mark
7. Shath
8. Doyle
9. Sinister
10. Wizenedoldman

Steve Stamatiadis, Krome Studios

Challenger #3 - JI Styles (best)
Challenger #1 - Pantmonger (2nd best)
Challenger #7 - GoldenChocobo (3rd best)

Benjamin Lee, Irrational Games

1st Challenger #3 - JI Styles 10,10,9,*10 =29 =*39 points
2nd Challenger #7 - GoldenChocobo 7,9,10,*8 =26 =*34 points
3rd Challenger #1 - Pantmonger 8,7,8,*9 =23 =*31 points
4th Challenger #4 - Mark 9,8,5 =22 points
5th Challenger #9 - Hazard 6,5,7 =18 points
6th Challenger #8 - Palantir 2,6,6 =14 points
7th Challenger #6 - Shath 5,4,4 =13 points
8th Challenger #10 - Sinister 4,3,2 =9 points
9th Challenger #5 - Wizenedoldman 3,2,1 =6 points
10th Challenger #2 - Doyle 1,1,3 =5 points

Huge thanks to the judges for squeazing in some of their time to do the judging for this comp - I know it was extremely hard to find the time due to e3, travelling, moving locations etc... everyone here really does appreciate your time.

A massive thanks also go to the challenge sponsors. Bullant Studios generously offering the very cool WACOM INTUOS II 6x8" (USB) tablet, Hyperfocal Design sponsoring the challenge with Hyperfocal Skies (valued at $179 US), and Discreet for their merchandise.

1st prize goes to JI Styles
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_SP.jpg…]
He gets:

WACOM INTUOS II 6x8" (USB) tablet - Sponsored by Bullant Studios!
Discreet Alluminium water bottle (these are really cool, btw.. robust, metal, and shiny )
Discreet T-shirt (choice of two different types)

2nd Prize goes to GoldenChocobo:
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_SP.jpg…]
GoldenChocobo gets:
Texture set from Hyperfocal Design called Hyperfocal Skies. It has a value of $179 US!!
Discreet Alluminium water bottle
Discreet T-shirt (choice of two different types)

3rd Prize goes to Pantmonger for:
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_SP.j…]
Pantmonger gets...
GDC 2003 show real and client profiles DVD from Discreet - features work from acclaim, blizzard, capcom, robot, infogrames, sega etc... around 29 studios, so there's tonnes of work there!!
Discreet Alluminium water bottle
Discreet T-shirt (choice of two different types)
Sumea T-shirt

Congratulations, and I'll be contacting you guys shortly for your postal addresses and shirt sizes and types (I'll post the two kinds of Discreet shirts tonight so you can choose which one you'd like). And thanks to all the challengers for taking part!

Submitted by bullet21 on Wed, 02/06/04 - 1:17 AMPermalink

congrats! JI and to all the other entrants, the standard was awesome. Great job to all the entrants it was a pleasue jus to see the work that came out.

Submitted by Kalescent on Wed, 02/06/04 - 1:40 AMPermalink

Well done JI! GoldenChocobo & Pants!

Thanks to all the judges!!! and all the entrants for a great competition!!!

Whens the next one! [:P]

Submitted by MoonUnit on Wed, 02/06/04 - 1:45 AMPermalink

congrats to all the winners :) enjoy your swag :P

Submitted by RasTuS on Wed, 02/06/04 - 6:55 AMPermalink

congrad to all the winners and ppl that entered but 1 thing

"I like the splash page. Although pills do not suit the target age bracket J ."

about the pills.. although i did not follow the comp that much but wern't pills in the breefing. i stoped reading the stuff after thant and just skimmed through it so not sure if some1 else pointed it out

Submitted by Ninja on Wed, 02/06/04 - 6:59 AMPermalink

Congrats joel, pants and Golden Chockies and all the other entrants. keep up the great work [:)] looking forward to seeing the next challenge. Well done once again...

Submitted by Makk on Wed, 02/06/04 - 7:05 AMPermalink

Congrats to the winners :)

Submitted by denz on Wed, 02/06/04 - 7:37 AMPermalink

congrats to everyone, some nice entries in there [:)] can't wait for the next comp [:D]

Submitted by Sorceror Bob on Wed, 02/06/04 - 7:52 AMPermalink

hey joel, can I borrow your tablet for a few months :D

Submitted by Malus on Wed, 02/06/04 - 9:39 AMPermalink

Congrats to all 3 of you guys!!
Also thanks to the judges for their time and Bullant of course for the great prizes.

Pants, I'm a Medium [:P]

Submitted by Aven on Wed, 02/06/04 - 7:48 PMPermalink

Congrats to everyone who managed to finish it, and even more congrats to the three winners. Way to go :)

Submitted by palantir on Wed, 02/06/04 - 10:58 PMPermalink

Thanks to the judges for their time and helpful criticism, and also a big thankyou to Souri and mods for organising such a cool event! [:)]

And of course, congratulations to the winners, you guys all did a great job!

Submitted by J I Styles on Thu, 03/06/04 - 5:32 AMPermalink

I've put this off a little, and I've felt a bit guilty about it because of lack of time, so I'm sitting down while I have some of that elusive time, and writing out my expression of gratitude [:)] I'm sure I speak for everyone when I say that it's a fantastic thing to have this community, and to have the people in it which give so much support.

Big big thankyous to Bullant for again sponsoring the sumea modeller challenge, and continuing to show such great support for the Australian industry - as well as a huge thankyou to Souri (aka "the man") for putting up with us all, and organising these events. We all realise how big of a headache it is to organise and arrange these things, and everyone really appreciates the time and effort that gets put in.

P.S. is anyone interested in a cheapy 5"x4" acecad tablet with a long crack up the middle, a smiley face drawn in with marker in the upper right corner, and the stylus held togethor with sticky tape? It's lasted me this long, it's a little soldier [:D]

Submitted by Wizenedoldman on Thu, 03/06/04 - 7:54 AMPermalink

Congrats to JI, this was a great competition as it really pushed me into learning to texture. Can't wait for the next one! I'm hoping for a hi-poly challenge.

Submitted by Pantmonger on Thu, 03/06/04 - 4:15 PMPermalink

Just a quick note to say thanks to everyone who makes these comps possible, from the sponsors to the site, from JonathanKerrs idea to everyone who made it happen by participating.
Thanks
Oh and another quick note, first comp in five that I didn?t come smack in the centre, woot :P

Pantmonger

Submitted by Kalescent on Thu, 03/06/04 - 9:09 PMPermalink

It seems I've filled those boots pants [:P]

Submitted by palantir on Thu, 03/06/04 - 11:14 PMPermalink

I'm sure this has been covered elsewhere, but I can't find it. What are the three judging categories? Is it texture, mesh, concept?

So for example, did J.I.Styles(10, 10, 9) get the 9 for the concept and 10's for the mesh and texture, or is the 9 for the texture or something?

Er, I hope I'm making sense..

Submitted by shath on Fri, 04/06/04 - 9:11 AMPermalink

big congrat's to ji ari and pants they where awsome entry's

but im just a bit shocked that Palantir beet me :)
oh well
thanks to souri and all the judges

Submitted by Goldenchocobo on Fri, 04/06/04 - 9:32 AMPermalink

Thanks to all the judges for there time and crits.
Thanks Souri for running such a fine competition and having such an awesome net community for all us gamers and like to hang.
Thanks everyone for all the congrats.
thanks all those who entered, I hope everbody learned something in the process.
And Congrats to JIStyles and Pants for there victory:)

palantir: To me it look like a score that is given based off the position each judge place everyone.10 points for first and 1 point for tenth.

Submitted by palantir on Fri, 04/06/04 - 11:16 AMPermalink

Oh right, 3 judges, so 3 scores. I see. [:I] Silly me!

Submitted by Doord on Fri, 04/06/04 - 10:06 PMPermalink

Well done Joel, and every one which made it to the end of this huge challenge. Here's hoping the next will be on the way soon!!!

Submitted by Kalescent on Sat, 05/06/04 - 12:49 AMPermalink

Modeller Challenge 6! Modeller Challenge 6! [:P]

Submitted by souri on Sun, 06/06/04 - 1:01 AMPermalink

I've sent the prizes off last Thursday, so you 3 should get them early to mid next week sometime. I've emailed your postal address (Joel) to Ross at Bullant Studios, so hopefully he's read it and sent off the wacom as well.

Submitted by palantir on Sun, 06/06/04 - 1:43 AMPermalink

shath: Yeah, I'm also shocked that I beat you! I thought your entry kicked arse! In fact I'm very surprised that I didn't come dead last. I suppose the concept, and how well it fits the brief, must have a lot to do with the results (because the concept was about all I had going for me![:D]).

Submitted by shath on Sun, 06/06/04 - 6:46 AMPermalink

thanks palantir, yeah i realised that my concept wasn't all that original and the pill idea wasn't a good idea and the judges desition is final, so whens the next comp

Submitted by animal on Mon, 07/06/04 - 8:10 AMPermalink

well done JI Styles, your work was great and your poster was the best one think. Have fun with the new tablet. It seems designs with wings did quite well for some reason. I hope I can find time to join in the next comp.

Submitted by J I Styles on Tue, 08/06/04 - 5:06 AMPermalink

woohoo! I got a discreet 3dsmax 6 "Blow Me" shirt and another discreet water bottle to add to my collection (a whopping 2 now! ) in the mail today [:D]

Prizes are great to get - they give me that warm fuzzy feeling as I carry them around in the big postal package that Souri used; getting glances from people as I go by, I'm sure they're wondering what could possibly be in it. Most probably think it's a bomb though, judging from some of the peoples expressions [:)]

Now I'm just hanging out for that tablet -- my old one seems to die for longer periods of time nowadays, so I'm extra excited about it [:)]

Sumea Modeller Challenge #5- Judges Viewing Thread

JUDGES VIEWING THREAD

THEME: Create a marketable sidekick character with one original form and two evolved forms (3 in total). It can be anything from a robot, a pokemon-eque creature
to a sea urchin. Make it appealling - doesn't necessarily have to be cute but G-rated is best. Creature can evolve as a hero or villain (read above brief) - what would happen
if the creature was heroic but the main character was villainous? And vice versa?

STYLE: Any you want. Just remember you're trying to appeal to the lucrative 6-12 year old market, so parents are also a consideration. Ideally your product would be
easily put on lunchboxes, stickers etc.

RESTRICTIONS: No blood and guts. No detachable guns or real world bullet shooters. ie - shooting water or lava is fine, bullets/lasers are not). Try and show the link between the first and third stage of evolution. Eg - why would a creature have
full flowing wings from one step to the next?

Kiwi's and Ockers only. Unless of course, you've got residency or you send me copious amounts of money.

SUBMISSION REQUIREMENTS: 3 concept illustrations/sketches/pieces (one for each of the evolutionary stages). Judged on design, not technical ability.
Include working sketches, WIPs (optional).
Default lit orthographics (side, front etc) as well as any shots you think might be necessary to convey your idea.
Untextured wireframe
Texture flats
Splash Page - be creative. Maybe you could do this as a sticker for a lunchbox?
A name for the character(s). Make it catchy.
A logo with the pair (optional).

OPTIONAL: the main character to go with the sidekick - as above, but include it/him/her in the splash page. Just one concept needed though.

EDIT/CLARIFICATION: In short, do a concept for your main character, but you don't have to model it.

TECHNICAL CONSTRAINTS:

3200 polys over the 3 versions. Distribute as you see fit.
2000 polys for the main character/owner (optional)
1 512 texture sheet for each version of the creature.
1 x 512 texture sheet for the main character (optional)
Alphas are allowed.
Cannabilism allowed - but only from models used in this comp. ie - you dont have to remake each vers from scratch.
No photosourcing.

EDIT: Hero concept is required, but doesn't have to be modelled. The definition of 'no guns' has been clarified - basically, no bullets, lasers, mortar shells. You can twist this meanings tho' eg - maybe the creature fires stinkbomb pellets (kinda like mortar shells but not).

Challenger #1 - Pantmonger

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_CA.j…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_LO1…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_WF1…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_TF1…]

Model 2 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_LO2…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_WF2…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_TF2…]

Model 3 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_LO3…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_WF3…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_TF3…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C1-Pantmonger_SP.j…]

Challenger #2 - Doyle

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C2-Doyle_CA.jpg[/i…]

Models - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C2-Doyle_LO.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C2-Doyle_TF.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C2-Doyle_WF.jpg[/i…]

No Splash Page

Challenger #3 - JI Styles

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_CA1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_CA2.jp…]

Model 1 - with Lit Orthographic, Wireframe
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_EV1.jp…]

Model 2 - with Lit Orthographic, Wireframe
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_EV2.jp…]

Model 3 - with Lit Orthographic, Wireframe
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_EV3.jp…]

Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_TF.jpg…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C3-JIStyles_SP.jpg…]

Challenger #4 - Mark

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_CA1.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_CA2.jpg[/i…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_LO1.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_WF1.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_TF1.jpg[/i…]

Model 2 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_LO2.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_WF2.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_TF2.jpg[/i…]

Model 3 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_LO3.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_WF3.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_TF3.jpg[/i…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C4-Mark_SP.jpg[/img]

Challenger #5 - Wizenedoldman

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_CA1.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_CA2.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_CA3.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_CAT.jpg[/…]

Model 1 - with Lit Orthographic and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_LO1.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_TF1.jpg[/…]

Model 2 - with Lit Orthographic and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_LO2.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_TF2.jpg[/…]

Model 3 - with Lit Orthographic and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_LO3.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_TF3.jpg[/…]

Wireframes
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_WF.jpg[/i…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C5-Wizen_SP.jpg[/i…]

Challenger #6 - Shath

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_TR.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_CA.jpg[/i…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_CA2.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_CA3.jpg[/…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_LO1.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_WF1.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_TF1.jpg[/…]

Model 2 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_LO2.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_WF2.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_TF2.jpg[/…]

Model 3 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_LO3.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_WF3.jpg[/…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_TF3.jpg[/…]

Trainer Wireframe
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_TRWF.jpg[…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C6-Shath_SP.jpg[/i…]

Challenger #7 - GoldenChocobo

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_CA1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_CA2.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_CAT.jp…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_LO1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_WF1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_TF1.jp…]

Model 2 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_LO2.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_WF2.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_TF2.jp…]

Model 3 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_LO3.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_WF3.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_TF3.jp…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C7-GChocobo_SP.jpg…]

Challenger #8 - Palantir

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_CA.jpg…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_CA1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_CA2.jp…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_LO1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_TF1.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_WF1.jp…]

Model 2 - with Wireframe, no Lit Orthographic, and no Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_WF2.jp…]

Model 3 - with Wireframe, no Lit Orthographic, and no Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_WF3.jp…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C8-Palantir_SP.jpg…]

Challenger #9 - Hazard

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_CA1.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_CA2.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_CA3.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_CAT.jpg[…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_LO1.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_WF1.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_TF1.jpg[…]

Model 2 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_LO2.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_WF2.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_TF2.jpg[…]

Model 3 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_LO3.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_WF3.jpg[…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C9-Hazard_TF3.jpg[…]

No Splash Page

Challenger #10 - Sinister

Concepts
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_CA.jp…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_CAT.j…]

Model 1 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_LO1.j…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_WF1.j…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_TF1.j…]

Model 2 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_LO2.j…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_WF2.j…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_TF2.j…]

Model 3 - with Lit Orthographic, Wireframe, and Texture Flat
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_LO3.j…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_WF3.j…]
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_TF3.j…]

Splash Page
[img]http://www.sumea.com.au/sumeachallenge/modeller5/SC5_C10-Sinister_SP.jp…]

Sumea Challenge #5 -3D - Sinister - Challenger #10

hi guys,
i'm a long time listener, first time caller.
i finally got around to posting my stuff for the competition.
check it out, and let me know what you think.

[img]http://server5.uploadit.org/files/sinista-Evo.jpg[/img]

here's the concept drawings for my characters.

Submitted by Wizenedoldman on Tue, 30/03/04 - 11:23 PMPermalink

The pics aren't showing up for me, getting the red cross of doom, is it just me?

Submitted by alia on Tue, 30/03/04 - 11:28 PMPermalink

Nah i got da same :(

Submitted by Kalescent on Tue, 30/03/04 - 11:46 PMPermalink

the x looks kinda arty tho dont you think ?.......

Submitted by Sorceror Bob on Wed, 31/03/04 - 12:05 AMPermalink

:) you gotta set yourself up with some webspace man, looks like you're linking those to a drive on your computer - or something else..

Submitted by inglis on Wed, 31/03/04 - 12:08 AMPermalink

yeah youre linking to your harddrive. "file:///I:/Evo Post/Final Combo.jpg"

Submitted by J I Styles on Wed, 31/03/04 - 12:26 AMPermalink

grab some free hosting webspace and upload and link from there - try www.uploadit.org; 2 min registration, free, and offers space for 20 x 200kb images. Easy stuff.

Submitted by FireFlight on Wed, 31/03/04 - 6:58 AMPermalink

It is amazing how many people do link from their computer, that would only work if you had a 24hr broadband or cable connection and set your computer up as a server.

Submitted by Sinister on Wed, 31/03/04 - 11:49 PMPermalink

Yep, you're right, it is a link from a hard drive. Sorry! I actually got a mate to help me post it. I'm not too good with "net" stuff. I will do my best at getting it up before tomorrow's deadline. I haven't got the net on at home so I've got to find friends to help =)

Submitted by Kalescent on Thu, 01/04/04 - 12:20 AMPermalink

the deadline is tonight at midnight ;)
ive got like 8 hours and 36 minutes to go before submission.... godaamnit... eye of the tiger!!!....

Submitted by souri on Thu, 01/04/04 - 12:53 PMPermalink

!! It seems like you've had some rotten luck getting these pics up. It looks like you've submitted all the required pieces for the challenge, so please get them up here *real soon*!

Submitted by Sinister on Thu, 01/04/04 - 7:37 PMPermalink

there you go guys! i've got my pics working now. NOW you can have a look. [:)]

Submitted by Wizenedoldman on Fri, 02/04/04 - 12:44 AMPermalink

Gizmo! (hope you know what this means, from 'Gremlins')

Submitted by Kalescent on Fri, 02/04/04 - 1:06 AMPermalink

2 things,... what does the gun arm fire ? and im getting 2 wireframes for the final evo instead of one wire one texture :D

hey he looks pretty cool tho!!!!

i just have to say tho - it is kinda weird that the final evolution has become mech'a'nized with no hints of it in the previous version....

Submitted by Sinister on Fri, 02/04/04 - 2:44 AMPermalink

HazarD: 1- The characters were loosley based around a skunk like character so it seemed only fitting that it should fire some sort of stinky sludge.
2- I've stuffed the link up (again). I'll try to rectify that problem.
3- Yeah, I know it was a pretty big leap from 2nd to 3rd stages but looking at other stuff like Digimon and Pokemon, you find there are some pretty big leaps there too. I had fun mucking around with the ideas anyway. =P

Wizenedoldman: The thought of Gizmo never crossed my mind, but now that you mention it...

Submitted by bullet21 on Fri, 02/04/04 - 3:56 AMPermalink

Wow, that is great, the final evo is without a hsadow of a doubt my favourite, it's a pretty original concept to, nice work.

It's also cool how the trainer and all the evos have the mohawk

Submitted by Sinister on Sat, 03/04/04 - 12:57 AMPermalink

Glad you liked it Bullet. I wanted some way to tie the trainer and evos in together and the mohawk came to mind. I also tried to keep a general colour scheme hence the purple shirt & red shoes.

Sumea challenge #5 -3D- wicky wack wack

im maybe just a tad late to enter but ill try my best ay
heres my concepts then,
[img]http://members.optusnet.com.au/alma_asher/wicky_wack/pig-one1.gif[/img]
hehe

Submitted by Kalescent on Fri, 26/03/04 - 8:49 AMPermalink

LMFAO! a pig that grows into a raging lion with big teeth!! i love it man... i hope you can get this finished - although you might wanna spend 30 minutes cleaning up those concepts a little... or not... up to you.

I think thats a good concept - go for it!!

Submitted by inglis on Fri, 26/03/04 - 8:51 AMPermalink

no time to refine the concepts. you have 1 week to get it all complete. good luck :)

Submitted by wicky wack wack on Fri, 26/03/04 - 8:54 AMPermalink

ok this is what i plan to do...
first its just a wee pig,which can go into a ball and roll into baddies.
second stage is a kindof pig with sharp teeth for bitin and an afro.
third is basically a lion that eats a bad guy in one gulp.

Submitted by Goldenchocobo on Fri, 26/03/04 - 9:23 AMPermalink

It's great
I love the simplicity.
no stuffin around with magic or anything crazy like that, It could be a winner go for it!![:D]

Submitted by shath on Fri, 26/03/04 - 12:10 PMPermalink

great stuff wacky wack wack

Submitted by bullet21 on Fri, 26/03/04 - 8:32 PMPermalink

simple but sweet, good luck gettin it finished.

Submitted by smeg on Sat, 27/03/04 - 8:09 AMPermalink

Why is the 3rd stage a lion and not a big stinky boar? Big stinky boars ROCK!

cheers

Submitted by MoonUnit on Sat, 27/03/04 - 9:01 AMPermalink

lol this will be really interesting to watch, the 1 week dash! :D

Sumea Challenge #5 -3D- HazarD - Challenger #9

Its a wee bit late, but i said id enter so heres the concept for the first stage little guy.

I thought to go for an aquatic theme - something a wee bit different.

The hero type guy is going to be a merman of sorts, big fat trident - im kinda thinking of him as i type.

Im going the 2 blue pills route for the sidekick - Aq.

Basically he starts off as this little guy who just swims around butting things with the bone like head covering he has, to protect his master.

Also the pills will be a special formula which, when popped open, create a murky cloud of water, hiding the metamorphosis from potential enemies. Aq will enter the cloud - giving the enemies a guise of fleeing, only to re-emerge seconds later more powerful than before!!! [:0]

Ill post the 2nd and third stages along with the hero as quickly as i can.

comments / crits welcome :) ( mind the quick colouring [;)] )

[img]http://www.sumea.com.au/simages2/219_aqconceptmodsheet.jpg[/img]

Submitted by Goldenchocobo on Wed, 10/03/04 - 10:17 AMPermalink

looks cool, but it looks awfully a lot like the entry pantmonger did for the steed and rider comp.

Great minds think alike I guess.

Submitted by Kalescent on Wed, 10/03/04 - 11:20 AMPermalink

oh christ really ?? - ill go have a look make sure its not toooo similar.

if its a bit close ill change it - the evolutions should make him a bit different anyways.

Sorry pantmonger! should have done more research before i delved in. [:(]

Submitted by bullet21 on Wed, 10/03/04 - 6:39 PMPermalink

Just because they are both aquatic doesn't mean they are similar, this one is a kinda cute little fish, whiles pants was a massive scary shark with armour on it head and big ass teeth, they aren't similare at all really.

I think it is a great idea i was kinda hoping you'd enter. Luv to see the models and i think you should get it finished in time if you worked on it like you did that cyber punk you worked on.

Submitted by J I Styles on Wed, 10/03/04 - 7:57 PMPermalink

looks good - looks to be something that'd fit happily in the poke'mon universe, with the same kind of cutesy simple but elegant designs.

I'd actually love to see this modelled and textured up in the 3d poke'mon game style. Solid colours, black lines, etc. It's always a very "basic" but visually appealing and striking style.

Submitted by Kalescent on Thu, 11/03/04 - 1:09 AMPermalink

Thanks Bullet21 & JI - just working on the texture for the runner at the mo, will finish up the line drawing / model sheet for the second evolution later on tonight.

Also will post a WIP for the texture im doing for the Runner.

Stay tuned.....

Submitted by Kalescent on Thu, 11/03/04 - 12:53 PMPermalink

Heres the concept for the second evolution.

ill do a scale diagram once all three concepts are done.

hes sprouted a few additions and got a bit bigger / more streamlined but at the same time, hes armoured himself up a bit more and grown a bit more of a spearing device [;)]

Ill have the concept for the 3rd evolution done by 2morow hopefully. maybe even the concept for the hero as well.

Might also have a crack at modelling the first stage Aq, will see how it goes....[:)]

[img]http://www.sumea.com.au/simages2/219_aquanconceptmodsheet.jpg[/img]

Submitted by bullet21 on Thu, 11/03/04 - 7:15 PMPermalink

ohhhhhhhhhhhhhhhh! *drools all over keyboard* that is seriously sweet. i like the one where he is kinda standin up. It reminds me of a character from pokemon i think his name was dragonair or somthing. seriously cool.

The evolution flows very well.

Submitted by J I Styles on Thu, 11/03/04 - 7:57 PMPermalink

nice I like it :)

One thing you could have a potential problem with though is the curvacious nature of the design - from the bone mask, to the body to the fins, they're all smooth and curvy and flowing. Should be interesting to see how you weight your poly budget distribution [:)]

One last comment, but with those new style eyes in the second evo, the bone mask is really looking like that pokemon dog with the bone mask on his face. Here's a pic:

[img]http://www.happychild.org.uk/Webimage/marowak.jpg[/img]

Submitted by Kalescent on Thu, 11/03/04 - 10:17 PMPermalink

Man - i dont even watch pokemon!!!!!!! ive heard of pekachu but wouldnt be able to draw him if you asked me [:P]

It shows that you really have to do a bit of research before delving into these comps hey - i should have given myslef a bit more time, but unfortunately i have cut it a bit short [:(] will post the next evo tonight.....

Thanks for the comment about the curvy nature of the concepts JI - i understand fully what im up against in trying to reproduce that - ill give it my best shot tho [:)]

Submitted by MoonUnit on Thu, 11/03/04 - 10:32 PMPermalink

it is very pokemon style but i dont think anyones saying thats a bad thing!!! look how sucessfull pokemon is! :D

good stuff

Submitted by bullet21 on Fri, 12/03/04 - 3:48 AMPermalink

JI i think his name was Marowak or somthin', i was obsessed with pokemon when i was in grade 6 and 7 now i'm in year 11, how fast time flys.

Submitted by smeg on Fri, 12/03/04 - 4:31 AMPermalink

Very cool. Can't wait for the 3rd evolution :D

Submitted by Kalescent on Fri, 12/03/04 - 9:30 AMPermalink

Hi guys - heres the final concept ive come up with - this is after 2 blue pills.

First stage is Aq goes to Aquan then finally BEHOLD..... < booming orchestral intro music > AQUANOX!!!!! [:0][:0][:0]

[img]http://www.sumea.com.au/simages2/219_aquanoxconcept.jpg[/img]

Ive modelled up the stage 1 - will unwrap and texture him as soon as i can. Am working on the concept for the hero right now.

Ill also post a scale of all 4 , 3 evolutions + hero.

Submitted by alia on Fri, 12/03/04 - 9:36 AMPermalink

Wow, thats an awesome idea.. cant wait to see it completed!

Hope you have enough tris.

A.

Submitted by FireFlight on Fri, 12/03/04 - 9:58 AMPermalink

That is so cool, I coudl imagine some lil kid who likes pokemon putting that on their lunchbox or where ever they stick em now days.

Submitted by MoonUnit on Fri, 12/03/04 - 10:07 AMPermalink

wow youve turned this dolphin character into a large serpentine type design, good stuff

Submitted by BlackJack on Fri, 12/03/04 - 11:31 AMPermalink

That is so mad! I realy like the evolutions, and the comments.

WANT TO SEE IT MODELED NOW!!!!!!

HURRY UP!!!!!

I'M WAITING!!!!!!

lol[:)]

Submitted by Kalescent on Fri, 12/03/04 - 11:53 AMPermalink

HAH! thanks guys! i appreciate the comments.

Blackjack - im going as fast as i can son! i canny take much more!!

th 1st stage is complete and weighs in at around 350 tris - im trying to savea lot of tris for the last evo so i can get him deforming quite well [;)]

ill post a piccy of the 1st evo hopefully 2morow nite, also i just finished the line art for the hero so ill post that either 2morow or tonight if ive got enough time.....

also a note on the final evo - ive made the jump from 2nd to 3rd evo really epic proportioned - just to influence that hes the ultimate being !![:0]

Submitted by bullet21 on Fri, 12/03/04 - 6:27 PMPermalink

Wow that is really cool, the evolutions are completely differant but the same if you know whta i mean. REally nice work man, Just some advice try and save every last Tri, you are going to need them especially for that last evo :)

Submitted by J I Styles on Fri, 12/03/04 - 8:22 PMPermalink

quote:Originally posted by HazarD


also a note on the final evo - ive made the jump from 2nd to 3rd evo really epic proportioned - just to influence that hes the ultimate being !![:0]

Hey! You nearly stole my quote and direction damn it! see:

quote:yah, the third stage was always meant to be quite a jump - just to emphasise that it is the final, ultimate stage

umm... direction thief! oh ok, ok... I'm just being a 'tard [;)]

but seriously, I'm really liking this design. I hope you can keep that brilliant edge flow the character(s) have, and also the impact that the "simple" style has. Actually, if any entry was going to be toon shaded, I'd of loved to see this one like it. It's got that real awesome cute but cool pokemon look

good stuff, keep it up [:)]

Submitted by Kalescent on Fri, 12/03/04 - 9:18 PMPermalink

ok ok ok !!! i knew i remembered someone writing something like that [;)] thanks J.I for planting that awesome direction design seed in my head [:D) gee whiz i gotta look up to someone dont i [:I]

glad people like it, and Bullet21 - im really concious of the number of tris i need for the last stage, im hacking tri's of both the first and second evo as much as i can to compensate - i dont want the difference to be tooo major tho.

ill still try to make all 3 stages have a nice flow and deform all good.

Submitted by Kalescent on Sat, 13/03/04 - 8:44 AMPermalink

Heres the concept of the main hero guy Wynter !! [:0] hes a Mer-Man type character. Ive decided to use similar colours & characteristics like the sapphire horns, webby type spines and similar flat wide tails.

im also posting a scale diagram so you can see the size difference between the evolutions etc...

[img]http://www.sumea.com.au/simages2/219_wynterconcept.jpg[/img]

[img]http://www.sumea.com.au/simages2/219_scale-sheet.jpg[/img]

Ill post some progress shots of the meshes 2morow [:D]

Submitted by smeg on Sat, 13/03/04 - 9:02 AMPermalink

Fantastic work.
That last form looks amazing.

cheers

Submitted by bullet21 on Sat, 13/03/04 - 7:55 PMPermalink

Ithink this has just become my favourite entry. The Main character is look great, good work, now hurry up and model it. Luv the names as well.

Submitted by Kalescent on Sat, 13/03/04 - 9:06 PMPermalink

THanks for the positive feedback guys, i should be posting some mesh shots tonight of the first and second evolutions, might even get hte texture done for Aq. Ive also just noted that my scale diagram is a bit on the piss, the Aq should be a tad bigger [:(]

Bullet21 - im hurrying man, im hurrying. [:D]

Submitted by FireFlight on Sat, 13/03/04 - 11:46 PMPermalink

Hero looks really good there hazard, nice job.

Submitted by Kalescent on Fri, 19/03/04 - 5:58 AMPermalink

Well progress has been a bit slow - my tablet broke and my loving fiance just brought me a new wacom graphire 3 [:D] so i should be updating this soon as...

Submitted by bullet21 on Fri, 19/03/04 - 6:15 AMPermalink

ohhhhhhhhh, i want a loving fiance to buy me a graphire 3

Submitted by WAR HEAD on Sat, 20/03/04 - 3:56 AMPermalink

ohhhh... i want a loving fiance...

... or a graphire 3...

either way...

Sumea Challenge #5 -3D- caustic

alright, this is my first challenge and im really late apparently, but i think ill still do it just so that i have something to do and to learn a bit.

Submitted by bullet21 on Fri, 05/03/04 - 6:30 PMPermalink

Ohhh sick design, i love the way everything just flows :P

Submitted by Malus on Sat, 06/03/04 - 12:35 AMPermalink

Wow this is wierd, two days and 2 posts with my nicknames.
I'm malus on most sites and one of the guys looking for help on sumea for a mod uses that nick on his forum and on CGtalk I'm Caustic. [:P]

Freaking me out seeing posts that arent from me.

BTW: cant see any design? did you delete the link.

Submitted by caustic on Sat, 06/03/04 - 6:40 AMPermalink

haven't put anything on yet, just thought id mention im working on it.

Submitted by J I Styles on Sat, 06/03/04 - 9:29 AMPermalink

it seems bullet was just making with the funnies - you misled me too bullet! thought a design had been posted and took down again...

Submitted by smeg on Sun, 07/03/04 - 8:05 AMPermalink

Maybe he posted in the wrong thread?
It happens. This post was supposed to be on a completely different forum, I just couldn't be bothered deleting it. =D

Submitted by bullet21 on Mon, 08/03/04 - 5:46 AMPermalink

yes.............yes......wrong forum............that's it.....that's exact;y what i did [:p]

Submitted by MoonUnit on Mon, 08/03/04 - 7:47 AMPermalink

thats bizzare, which is a good thing really :D

tell us a bit about it...

Submitted by caustic on Mon, 08/03/04 - 8:34 AMPermalink

the basic idea behind it is that it is a "tooth monster", every level it advances the more dangerous it gets. so the first level is a "baby tooth" stage, hence the one tooth, the second is a full teeth stage and the third is a "wisdom tooth" stage, this stage is dangerous because the monster is in pain and as a result its angry. hopefully this helps explain it a bit more

Submitted by MoonUnit on Mon, 08/03/04 - 9:28 AMPermalink

yeh it does, very creative concept!

Submitted by bullet21 on Mon, 08/03/04 - 7:33 PMPermalink

hahah, great idea. nice to see it's coming along.

Submitted by Kalescent on Tue, 09/03/04 - 12:32 AMPermalink

Man thats pretty interesting, just a quick note about the polycount tho - it looks like youve used 700 polys - so that would be around 1400 tris ?

Might want to watch that a bit - you could easily cull off a whole bunch or faces from that model and still retain the same silhouette.

Crazy idea tho - am keen to see the next iterations [:D]

Submitted by MoonUnit on Tue, 09/03/04 - 10:36 AMPermalink

creepy, whats with the flesh parts on the back of his head?

Submitted by caustic on Tue, 09/03/04 - 10:56 AMPermalink

they're supposed to be wings which have not yet fully developed but will in the advanced forms.

Submitted by Kalescent on Tue, 09/03/04 - 11:04 AMPermalink

man im going to have nightmares. thats an extremely eerie but original idea you have going here man.

Sumea Challenge #5 -3D- Schlumppy

Seeing that this is for Australian Game developer, I thought that I would make an Aussie Poke-mon. It is a basic design, a Wombat that changes to a human form. It is the same mesh for each of the forms, I have animated the vertices to change it from one form to the other.

Here are the pics
[img]http://www.sumea.com.au/sprofilepic.asp?pic=288_Wombie1.jpg&id=288&news…]
[http://schlumpy.bellyphant.com/wombie_max.jpg]

Cheers Dan

Sorry guys that the pics didn't work. This posting stuff is all new to me. I'm using my mates Web site to store the pics. I'll have to get him to help me sort things out. In the mean time I have place one of the pictures in my profile part of Sumea.

Dan

Submitted by smeg on Wed, 03/03/04 - 12:48 PMPermalink

I'm getting nothin from those links... :(

mistyped url?

Submitted by Aven on Wed, 03/03/04 - 7:45 PMPermalink

Hey Dan. I was wondering how long it would be until you arrived.

I checked last night and this morning. I have the same problems as Smeg. A big 404 for both of them.

BTW. Change your profile. Last I knew, you weren't a 13 year old chick :)

Submitted by J I Styles on Thu, 04/03/04 - 10:23 AMPermalink

looking good, I like the transition. A few obversations:

- head of the second evolution is noticably more stretched forwards in a rottweiler type look, which makes it a little strange to transition into it, then back out.

- perhaps consider a "hook" to the character; some special element which shows there's more to the character than just a wombat which turns into a standing bipedal wombat with muscles and bulk.

- The eyes work well with the 1st stage but the 2nd and 3rd makes it look a bit like giant fly eyes - perhaps adding some spec shine to wetten them up a bit would help?

Anyways, good job! And you know you gotta be on a good concept here... wombat's are just damn cool animals, full stop [:)]

Submitted by palantir on Fri, 05/03/04 - 1:44 AMPermalink

Schlumppy, I really like your idea. Good to see an Aussie design! It's nice to have something a bit different from the regular Japanese influence.
Great concept. Can't wait to see the models! [:)]

Submitted by Kalescent on Sun, 07/03/04 - 12:04 AMPermalink

HAH! classic idea, i love the gorilla-like stance for the second generation.

Sumea Challenge #5 -3D- idaho

Hi guys, i know im entering a little late in the game, but hopefully i can get it finished on time. Heres to hoping!

[img]http://www.sumea.com.au/simages2/104_girlpetL.jpg[/img]

Submitted by Kane on Tue, 02/03/04 - 4:58 AMPermalink

that first one is very Hoppip from Pokemon...

Submitted by MoonUnit on Tue, 02/03/04 - 8:13 AMPermalink

nice drawings but they dont seem to link up to each other very well.... (theres probably a better way to say that)

like the trainer character though, thats a new idea :D

Submitted by Idaho on Tue, 02/03/04 - 10:08 PMPermalink

Thanks guys, yeh the first one is based on hoppipand a piggy bank, the others are evolutions which i agree, 'dont really link up'. Nothing final yet, still tossing around ideas.

Submitted by smeg on Wed, 03/03/04 - 7:30 AMPermalink

the second and third evolutions have similar features... just not colour schemes.

I suggest you drop that first evolution, tighten the transition between the last two (colour mostly) and then work backwards to find your first form (or alternatively, evolve him further and drop that first one).

cool owner. Nice and different

cheers

Sumea Challenge #5 -3D- J.I. Styles - Challenger#3

Well, doubt I'll end up finishing, but I thought I'd lazily do some scribbles now and then to see if I wanted to pursue this competition.

[img]http://server6.uploadit.org/files/jistyles-evolve1.jpg[/img]

getting the style down and defining the master on the left hand side - right hand side is just exploration into ideas for the creature. Going for a cat/dog angelic being. It's all very open, loose, and messy (as is the ideas), but I think I'm going where I want to.

Submitted by bullet21 on Sat, 21/02/04 - 6:39 AMPermalink

Yeah!, i was waiting for your entry, you'd better finish it i mean model and texture or else [:(!]

oh and it looks great as always

Submitted by hobonation on Sat, 21/02/04 - 6:42 AMPermalink

awes, I especially like the furby-type pre-evolved form on the right. Lookin very good.[:D]

Submitted by smeg on Sat, 21/02/04 - 8:24 AMPermalink

I like the character design on the left, very cool style (and boots).

Submitted by Jacana on Sat, 21/02/04 - 9:07 AMPermalink

It's me! And my doggie whos my guardian angel!

*big smiles*

Your sneaky Joel.

Submitted by J I Styles on Sat, 21/02/04 - 9:19 AMPermalink

shhhhhhhh - well hey, at least you didn't know until you saw it this time [;)]

Submitted by MoonUnit on Sat, 21/02/04 - 10:11 AMPermalink

whatever your source of inspiration, nice work with the trainer, good character design (has a bit of jade from Beyond G+E (the ubi soft title) in her)

The creature doodads look good so far but you can only get so much from small sketches :P

Submitted by J I Styles on Sun, 22/02/04 - 11:42 AMPermalink

Further study into the final evolved form of the creature - I feel I'm getting closer to where I'm heading with this, which is good [:)]

[img]http://server6.uploadit.org/files/jistyles-evolve3.jpg[/img]

Thinking of adding either a bow and ethereal arrows, or a large shield to keep with the guardian nature of the character (He's a protector, not an offensive or aggressive creature).

Submitted by bullet21 on Sun, 22/02/04 - 7:31 PMPermalink

That looks great, and yeha a shield is probably your best bet seeing as you are going for the guardian image :).

Submitted by MoonUnit on Sun, 22/02/04 - 10:35 PMPermalink

nice final stage, very good transition from the smaller winged dog thingy. I think you should give him a weapon of some sort even if you want to have the sheild aswell, it would look odd just to have a sheild to me. Not nescacarily a big sword or anything, could be a sicle, a whip or whatever takes your fancy :D

Submitted by bullet21 on Mon, 23/02/04 - 4:51 AMPermalink

Why can't a shield be used as a weapon i can picture some have the fuck beat out of them with a solid metal shield :)

Submitted by J I Styles on Thu, 04/03/04 - 10:55 AMPermalink

I'm really enjoying getting into this design - I think there's been a bit of creative poisoning over the last year in the online community where everythings a combination of evil/futuristic/demonic/babe - very barren idea wise. Feels good to do a good/angelic/protective character [:)]

[img]http://server6.uploadit.org/files/jistyles-evolve4.jpg[/img]

I'm happy with stages 2 and 3, but I think stage 1 should be a bit more de-evolved - a bit more cute and small and wimpy

Another thing I was playing around with was a halo - the first doggy form had it in its mouth as a frisbee, second hanging onto it, and the third wearing it in the cliche hovering over head style... something to think about anyways [:)]

Submitted by bullet21 on Thu, 04/03/04 - 6:43 PMPermalink

That is an awesome idea. i love the transition between each evolution.

Imagine teasing that squirrel cos he's tiny then having him come back as that big arse guardian :) I'd be scared.

Submitted by MoonUnit on Thu, 04/03/04 - 10:04 PMPermalink

the 1st and 2nd change only slightly yet from 2nd-3rd well.... :P quite the change
yet in things like digimon their "evolution" takes quite a jump so its cool if thats what your happy with.
By the way i love the wings and the sort of stringy feathers at the end, ties in (excuse the pun) with the ropes around his arms/legs :D

Submitted by J I Styles on Fri, 05/03/04 - 12:29 AMPermalink

yah, the third stage was always meant to be quite a jump - just to emphasise that it is the final, ultimate stage

Submitted by J I Styles on Sat, 06/03/04 - 9:06 PMPermalink

just a note, getting into modelling now, planning to revise the first/second evolution a little to make the progression more of logical step.

Submitted by Kalescent on Sat, 06/03/04 - 11:47 PMPermalink

Woah thats nice, REAL nice - i like the puppy, grows into gaurdian angel thing, also the halo idea is really cool.

( is in awe )

Submitted by smeg on Sun, 07/03/04 - 8:01 AMPermalink

awww... those first two are sooo cute.

The jump to the third is just a little too different (as you have commented), but i think it would be a real shame if you revised those first two.

If you extrapolate (or evolve i guess... :D ) the limbs and muscle structure on the second character, you could end up with something seriously sweet. At the moment, the 3rd stage looks a little too human (in form and proportions).

cheers

Submitted by Kalescent on Mon, 08/03/04 - 4:13 AMPermalink

Woah man , thats nice, i love the semi - droopy ears. well done, i cant wait to see him textured [:)]

Submitted by MoonUnit on Mon, 08/03/04 - 5:41 AMPermalink

goly thats good, polished looking render to :)

Submitted by bullet21 on Mon, 08/03/04 - 5:43 AMPermalink

someones been working hard and it's paying of, good on ya.

Submitted by ironikart on Mon, 08/03/04 - 7:52 PMPermalink

Man, that is awesome! My tips on you to win this one. The model is fantastic and I've seen your texturing work before [:D]

Submitted by J I Styles on Mon, 08/03/04 - 9:34 PMPermalink

thanks everyone for the crits and kind words; every comment gives me that little extra motivation to get it done and finish the comp [:)]

I've been very lax and slow with this, and I don't want to change that, but hopefully I won't have to compromise on quality of entry either.

got the model up to around 95% done and unwrapped, so that further 5% will come out in tweaks and bits of mesh surgery during texturing, so I suppose I can call the modelling finished for now. Should be good to be able to switch between modelling evolution #2 and texturing this one (evolution #3)

Submitted by JonathanKerr on Tue, 09/03/04 - 12:13 AMPermalink

Love it. But even tho it follows your concepts very closely - I think the head is too small.

A part of me is wondering whether you've used the 'superhero' proportions of 10 heads which sometimes works. The problem is that the head doesnt match the body properly. The features are masculine yet very fine on the face but the body is quite bulky -- look at the size of the wrist and ankle joints. The disparity really shows in that side on shot.

Still, lots of personality and design in this one! A shame I'm not gonna be able to enter the competition I partly wrote! D'oh! (have had 'real world stuff to deal with).

Submitted by Sorceror Bob on Tue, 09/03/04 - 4:43 AMPermalink

looking in theme there :D
colour scheme is kicking 5 kinds of ass

maybe you could define the lower legs and feet a little better - and give him the defined pelvis common with that physique(only need to add a couple of polies for the last one, the smoothing group can do alot of the work for you).

Anyhow, looking great, it's my fave at the moment, simply because of the funky boxes.

Submitted by J I Styles on Fri, 12/03/04 - 2:14 AMPermalink

Thinking I'll hopefully get around to posting a texture update tonight if I get a chunk of time in on it. Want to also start modelling stage 2.

Submitted by Kalescent on Sat, 13/03/04 - 12:52 AMPermalink

Come on man, im waiting for some Visual goodness here..... [;)]

Submitted by J I Styles on Tue, 16/03/04 - 8:00 PMPermalink

Okay, A little slack to actually show it, but I've been modelling and unwrapping the second evo, so I thought I better show this texture WIP. probably 60%ish done, want to put in some more complimenting temperatures and balance the tones out more. Wings and chest are still all sketchy and very dodgey so I want to improve those too. (as well as do the parts I haven't even touched like the feet/hands)

[img]http://server6.uploadit.org/files/jistyles-evo3_texturedwip1.jpg[/img]

edit: the character is full lit, but the scene isn't, just to show his texture a bit clearer instead of hiding it in evil GI or radiosity!

Submitted by palantir on Tue, 16/03/04 - 9:39 PMPermalink

Holy crap, that?s looking awesome! You've really got the skills man.
Superb work.

(Wish I was that good?)

I know your professional, and I was just wondering, how many years have you been modelling for? By that I mean how long did it take you to get this good? (If you say about a year, then I'm just gonna give up!)

(Nice online portfolio, BTW)

Sumea Challenge #5 -3D- Palantir - Challenger #8

[img]http://www11.brinkster.com/palantir3d/Azalea_the_Enchantress_sml.jpg[/i…]

?Azalea ? the mystical enchantress?

The game?s main character is a young woman named Azalea. She has inherited the magical powers of the enchantress. She creates magic enchantments when she has enough energy to use her powers. With her powers, she can enchant objects, which then get a blue or red glow ? representing good or evil. She is still very new to her powers though, and has great difficulty controlling an enchantment ? so an object that she enchants may become either good or evil; it is mostly out of her control.

As she proceeds through the game her enchantment skills gradually increase, giving her more options against the forces of darkness that are constantly against her.

Her most powerful enchantment though, she actually discovered by accident one day when she was feeding her loyal, and intelligent (and incredibly cute) pet bird, Rosie. She had been in her room practicing with her powers, when she accidentally enchanted one of her pet birdseed pellets. Before she had time to react, her pet bird decided to eat the softly glowing blue pellet?
And suddenly where her bird Rosie had been sitting, there was a small, feathered dinosaur grinning back at her!

It was a difficult time for Azalea, discovering that her beautiful pet bird could become a dinosaur, but she soon realised that Rosie was just as intelligent and as loyal as ever, and was now a powerful ally that she could call for in times of crisis. And with the forces of darkness against her, she was going to need all the friends and allies she could get?

Submitted by palantir on Fri, 20/02/04 - 1:43 AMPermalink

Here?s my first evolution of the sidekick character. It?s supposed to be a type of archaeopteryx (dinosaur), but I think it?s come up looking more like an eagle or something? Hopefully it will all make sense when I have the three states drawn next to each other.

The idea is that when the bird eats the enchanted birdseed, it morphs into a point in it?s genetic evolution (magic, but still scientific [;)]). So it devolves from a bird back into an early archaeopteryx (the evolutionary link between the Dinosaurs and modern day birds. Archaeopteryx lived in the Jurassic period, about 150 million years ago. It had both birdlike features, and reptilian traits, representing evolution ?caught in the act?).

(Man, I?m having fun with this! [:D])

[img]http://www11.brinkster.com/palantir3d/archaeoptery.jpg[/img]

**************************************************************
Rosie devolved

?My god!? Azalea said out loud. ?I?ve mutated Rosie into a little dinosaur!?
Azalea was worried about her pet bird that was now running around her ankles like an excited child. However, when she tried to talk to the small creature, it stopped running around and looked up at her intently. She soon discovered that while the dinosaur-like creature looked wildly different to the Rosie that she knew and loved, it still had the same personality and loyalty that it had always had in it?s previous state. In fact, when Azalea picked up the small dinosaur, she found it to be the same beautiful creature that had previously been her pet bird. This feathered lizard thing WAS Rosie.

Eventually the effects of the enchanted seed wore of, and Rosie morphed back into its original state, but now Azalea was intrigued. She experimented a few times, enchanting the birdseed when her energy allowed, and each time Rosie turned into the same little feathered lizard, that she was coming to think of as Rosie devolved. The little creature proved to be very useful in dangerous situations, protecting her and even fighting for her when the forces of darkness attacked. The creature was incredibly fast, even on the ground, and could perform many small damage attacks on enemies in a very short time frame. It could still fly very fast also, and it had so much strength and power in its talons that it could lift reasonably heavy objects if Azalea asked it to.

The creature wasn?t overly aggressive though, that was, until Azalea gave it a second pill?

Submitted by palantir on Sat, 21/02/04 - 12:14 AMPermalink

And here is the last evolved state of ?Rosie?.
The idea is then when it takes another magic pellet, it devolves back further into a compsognathu, the evolutionary prequel to the archaeopteryx. So basically, what palaeontologists generally believe is that compsognathu evolved into archaeopteryx, which in turn evolved into modern day birds. My game concept is simply the same scientific concept in reverse, so the bird devolves into its ancestors.

[img]http://www11.brinkster.com/palantir3d/compsognathu.jpg[/img]

**************************************************************

Rosie?s second devolution

The small feathered lizard creature swallowed the glowing red pill in a quick gulp, and before Azalea knew what was happening, the creature morphed into something else. It kept growing and growing, until it was up to her waist. It didn?t seem to have many feathers anymore, and its wings had shrunk into small, almost useless looking arms, but she could see the resemblance to the small feathered lizard. She could see the resemblance to the lizard, but not to her pet bird Rosie. All the cuteness of that beautiful bird was gone, and what stood before her was a prehistoric monster. Before her was a living, breathing Dinosaur.

Azalea took a step back, her heart racing in panic. The dangerous looking dinosaur took a step toward her; it?s mouth open into an evil looking grin, showing it?s small but razor sharp teeth. She tried desperately to think of some enchantment that might save her, though she knew it was useless, as all her energy had been used up in enchanting the two birdseed pellets. The monster took another step forwards, and then another. The creature crouched down onto its hind legs, as if preparing to leap forwards. Azalea was paralysed with fear in front of the monstrous creature, and just closed her eyes, waiting for the inevitable. And then suddenly the creature sprang forwards in a blinding burst of speed, straight past Azalea, and on to attack the dark troll that had been sneaking up behind her. The troll didn?t stand a chance against the dinosaur. Once the troll was vanquished, the reptile turned and smiled at Azalea.
?Rosie!? She exclaimed. ?Oh, it?s still you!?
Rosie?s smile broadened, revealing even more of those scary teeth. Then the creature hoped over to Azalea and affectionately rubbed it?s neck against Azalea?s leg, like a pet cat would its owner.
And so began the adventures of Azalea the mystical enchantress and her morphogenic pet bird Rosie.
[:D]

(BTW, if you managed to read all my crap ? thankyou! Any comments/opinions/suggestions or whatever would be more then welcome!)

Submitted by Kane on Sat, 21/02/04 - 1:30 AMPermalink

I like the idea of devolving...

I didn't quite read all of your story, but what I did read was great...cant wait to see the models...

Submitted by Kalescent on Sun, 07/03/04 - 12:22 AMPermalink

Parrot to Archiopteryx to Dinonichus, that could work [:D]
interesting concept, and cool story, cant wait to see the models.

Submitted by shath on Mon, 08/03/04 - 7:29 AMPermalink

look's good but i don't understand why the third form is taking a step back from the second form (by losing the wings)maby give the last form it's wing's back or bat wings

Submitted by palantir on Mon, 08/03/04 - 9:41 AMPermalink

The 3rd form is taking a step back from the 2nd because it is devolving.

The 2nd form is really meant to be a kind of half bird, half lizard (feathered dinosaur) - though I don't think it comes across very clearly in my drawings. So if the 1st progression is from bird to feathered dino, the next natural progression would be from feathered dino to full dino. Basically that?s what actually happened in nature, only the other way around. I kind of wanted to make a scientific point with my evolution (devolution actually)?

BTW, I?ve been working hard on modelling the first form, but I?m finding the wings to be way harder then I first realised they would. I?m working out how to animate the wings so that they can fold back behind the bird or flap out and fly ? rather then just leave them in a fixed position, which I really don?t want to do.

Hopefully I?ll have something to post real soon.

Submitted by palantir on Sat, 13/03/04 - 4:03 AMPermalink

Bullet ? thanks for that tute, it was good to see another method for making wings, but I want to use a detailed mesh for the feathers instead of a simple skin. Thanks anyway [:)]

Okay, time for an update.

I guess it?s about 70% done ? this is really just the general shape, I still plan on adding detail. There are still quite a few problems with it, but I just want to concentrate on the wings before I worry too much about the body.
It?s 480 quads so far, but with the bones it?s almost 1000 ? which is why I?m working with quads and not tris ? to try and keep the poly count down.
Heres a wireframe of the work in progress:
[img]http://www11.brinkster.com/palantir3d/bird_WIP_01.jpg[/img]

I?ve been having a few problems working out how to do the wings. The main problem is that they need to fold back correctly into the body, so that the game model can be in an idle state or in a flight state.

As you can see in this next pic, it took me several attempts to get to a basic shape that I?m happy with. The pictures of the wings on their own (on the left) are the final wing shape that I?m going with. I?ve made spaces between the lower feathers (though you can?t see them from these shots), so that when the bones fold back, the mesh collapses together like a real bird wing does. The textures are only guides.
[img]http://www11.brinkster.com/palantir3d/wing_development_WIP_02.jpg[/img]

I plan on makeing a simple animation later to demonstrate the functionality of the wings ? I just need to get it all working first!

Submitted by Kalescent on Sat, 13/03/04 - 4:08 AMPermalink

That looks awesome man, but ive got a note regarding the polycount, you said your using quads instead of working with tri's to keep the count down,

but correct me if im wrong anyone - isnt the final count ALWAYS tri's ?

Submitted by palantir on Sat, 13/03/04 - 4:16 AMPermalink

Oh really? Okay. I don't really understand all this stuff about tri's and quad's. When I do a poly count with the mesh in tri's I get a much higher result then if I do a poly count in quad's. Maybe max (which I'm using) is different to other apps?

Or do you mean that the final model for the competition must be in tri's? I'm confused now.. (What else is new [:P])

Submitted by J I Styles on Sat, 13/03/04 - 4:42 AMPermalink

Ok, just for clarity sake and to potentially confuse others even more...
people commonly confuse the term "poly's" with the wide definition of a polygon which is a surface with n corners - so it could be 5, 10 or 15, it doesn't matter - disregarding volumetrics based objects, absolutely every surface in 3D is made of tri's aka faces aka "poly's" (3 sided polygons). Even your nurb surfaces, patches, spline surfaces, etc. They're all broken down to solid surface geometry of tri's.

So, that 4 sided polygon aka a quad is made up of 2 tri's with an invisible middle edge. Try it. Make a quad, select two opposite verts and pull them up and down and you'll see that it's still 2 tri's. In effect, you could hide every single edge on your model and have a 1 poly count.

So yes, sorry but that polygon count you're using is irrelevant, tri's are what you should be paying attention to.

Submitted by Kalescent on Sat, 13/03/04 - 4:49 AMPermalink

sorry palantir, hopefully this wlil clear it up [;)]

The polycount given by the competetion is 3500 polys to use for all 3 evolutions, now in max when you are working in edit poly mode - when you press the 7 key you get a face count. this is the nuymber of faces your mesh has - switch it to edit mesh and hit 7 - youll get the true poly count.

the 3500 polycount we have for this competition is for hte total number of tri's NOT quads.
( shit i hope im right here, someone please confirm that im right!!! )

and just to help you out with the " not really understanding tri's or quad's " stuff, i make it really easy and only ever talk in terms of tri's. i never give polycounts in quads - as for most games the number of tris is what matters [:)]

Submitted by palantir on Sun, 14/03/04 - 10:11 PMPermalink

Thanks guys for clearing that up for me (and anyone else confused by the issue). Much appreciated.

I?ve been wondering for a while now about what the deal is with all those little triangles everywhere! [:D] *hehe*
Now that I understand it, it seems pretty logical to just work with tri?s.

Anyway, the true poly count then is 1054 tri?s.

I?m thinking about trying to make the last evolution on the tightest budget (assuming I get that far), and worry mostly about the wings of the first two models. So maybe 1054 tris is okay. I could still use a few polys for adding detail.

-not sure about the bones though, I think I?ll concentrate on modelling and texturing, and later worry about animation.

Now I?m starting the 2nd form?s model, to take a break from the bird, but will also start the birds texture soon. I?ll post them as soon as I can.

(Comments, opinions, tips for newbies[;)] are welcome [:)] )

Submitted by Kalescent on Sun, 14/03/04 - 10:30 PMPermalink

just to clarify - i dont think the polycount added by the bones are added to your overall polycount. THe polycount is for the mesh only.

[:)]

Submitted by palantir on Fri, 26/03/04 - 1:35 PMPermalink

Okay, given the remaining time, I?m going to have to settle with what I?ve got for the first two models, so here?s a profile shot of the archaeopteryx (2nd form). I?ll post all the appropriate images in order once it?s all done, but this is just to show my progress with this modelling challenge.

(I took this picture out because it's now at the bottom of this page)

This guy is 1204 polys (that?s in tris [;)] ). So the first two models total 2258 polys, leaving me with 942 free polys for the last model. That really shouldn?t be that hard (especially since there are no wings on the last one), though it would be good to have a little more freedom.

edit: typo

Submitted by Kalescent on Fri, 26/03/04 - 8:58 PMPermalink

Just quickly palantir - theres a about another 20 - 30 tris you could gain simply by target welding a few of those faces together under the neck region of that model, where there is a high concentration of faces.

Heres a tip - make a diffuse black material with no specularity and chuck that on your model - rotate around it at various angles and look at the silhouette - if you have vertices or polys that dont make ANY significant difference to the silhouette, chances are it will be safe to remove them.

Note thats only my oppinion - others may see different.

Its a shame you wont finish these off. Your doing really well.
[^]

Submitted by palantir on Fri, 26/03/04 - 11:16 PMPermalink

Thanks for the tip HazarD [:)]. - After doing that (the silhouette thing) I can see I have a fair few vertices that I should be able to safely remove. I intentionally made excess polys around the neck area so it can deform okay later (after modelling challenge) when I try and animate it ? though I?ve certainly over-done it, and will try and fix the problem.

As for not finishing the challenge: I?m not out yet! I?m still trying, putting in every available bit of spare time, so I should be able to get the 3 models made and textured, I just don?t think they will be at a level that I would call 100% complete. (This reminds me of school ? racing to get an assignment done on time!).

Would anyone happen to know of a good page or tutorial or something discussing tri cutting/reducing techniques? I?ve been searching but can?t seem to find anything particularly useful. The only thing I?ve found in the max help is for welding vertices in edit poly mode, so maybe I need to use that. I don?t know. It doesn?t explain it very well. There?s gotta be something more descriptive on the net. I?ll keep looking, anyway. Cheers [:)]

Submitted by Kalescent on Fri, 26/03/04 - 11:37 PMPermalink

Just use target welding in edit poly mode for cutting back tri's - at least thats what i use anyways ;) sometimes you just need to fiddle around with the area youve just cut - to weight the vertex distribution around again, but i dont think theres any QUICK way of getting around this.

And also a note on the tris you chopped out of his neck - if you wish to see how he deforms before and after you hack the verts out - copy your mesh before you start hacking, hack and slay the excess verts, make a simple 2 - 3 bone rig for the neck ( on both meshes ) and have a quick play, it should only take around 30 minutes to check to see if the verts youve killed are going to screw up your deformation [:D]

Hope that helps :D

Submitted by palantir on Thu, 01/04/04 - 8:34 AMPermalink

*Throws in the towel* -okay, okay, stop playing that ?eye of the tiger? stuff, I give up.
There?s less then 2 hours left and I haven?t done more then the basic outline texture for the 2nd evolution, and haven?t even begun to unwrap the 3rd model, much less texture it!

Man, I?m really bumming. I knew I wouldn?t have a chance at the top three or anything, but I really thought I would at least be able to finish! Grrrgh. [V]
I can?t believe how much I still suck, even after a year of learning this modelling stuff. [:(]
Oh well, the practice was good, and practice makes perfect, right? Hmm. We?ll see about that.

Anyway, here?s what I?ve got. I only started the texture today, so obviously it was a bit rushed. The 3rd model was also rushed, which you can probably tell.

If I get over my disappointment in myself, I?ll finish these off at some point and hopefully animate them, or at least the bird.

Feel free to criticise my work.

Submitted by palantir on Thu, 01/04/04 - 10:54 AMPermalink

God, I?m kind of embarrassed really, posting this stuff when everyone else has done such awesome work. It would have been nice if a couple more beginners put in entries beyond the concept stage!

I?m not trying to make excuses here for my amateur models, as it probably comes down to a degree of lethargy. While I certainly put in a lot of effort, the point is I could have put in more effort. Leaving the texturing to the last 12 hours probably wasn?t the best move either?

Still, it was a good learning experience. It also gave me a more realistic idea of how far I still have to go (to get anywhere near professional). Think I?ll be developing these skills for a few years yet. I guess next I really should focus on learning more about Photoshop and texturing.

And thanks for your comments and improvement suggestions, that?s why I?m here, after all ? to learn. [:)]

Submitted by souri on Thu, 01/04/04 - 12:50 PMPermalink

You are Challenger #8!

Submitted by Kalescent on Thu, 01/04/04 - 7:00 PMPermalink

palantir - good job for entering man, dont worry about the embaressment factor - youve done a lot better than alot of beginners ive seen, and had the guts to actually enter and put something up there, when you know it could have been done better.

Stick at it man, and just really absorb all you can :D

Submitted by Wizenedoldman on Fri, 02/04/04 - 12:39 AMPermalink

Hey palantir, one quick tip regarding your models, you should select all your polys and click on auto smooth in the smoothing group rollout, this will get rid of those real sharp edges on the birds legs and chest.

Other than that you should be proud of yourself, it's always a good idea to stick with something till the end even if it didn't turn out the way you hoped it would.

Submitted by tojo on Sat, 21/08/04 - 12:02 AMPermalink

how very unsporting of you ...........to have one whole years head start on Challenge number 8 !

seriously though, i cant make comment on your art though (.. because i cant see it)

dont bomb out though dude....... keep up with the contest!! .....

Sumea Challenge #5 -3D- goldenchocobo-Challenger#7

These are the first 2 forms,I'll post the third form when I've done a design I am happy with.
[img]http://members.optusnet.com.au/silverchocobo/sumea5/2nd_form.jpg[/img]

Submitted by Wizenedoldman on Wed, 18/02/04 - 12:50 PMPermalink

Groovy man, I'd love to see those horns develop even more in the third stage. What path is you character taking, good, evil, bit of both? What sort of abilities will it have?

I can picture a wise man in a long flowing white robe controlling this creature.

Submitted by bullet21 on Wed, 18/02/04 - 6:49 PMPermalink

Yeha the is awesome. Ther's is some amazing talent on this forum. But like wizenedoldman saididl luv to see the horns develope, it's nice to see the eye colour change to.

Submitted by matias on Wed, 18/02/04 - 10:00 PMPermalink

Yeah, thats a cool concept, it ties in really well together, I'm thinking it might be going down the good path with the blue eyes? maybe? Anyway I have to agree with the horns thing, would be sweet!

Submitted by Aven on Wed, 18/02/04 - 10:13 PMPermalink

Really nice. The drawing is really cool, and the designs kick arse as well :)

Submitted by shath on Thu, 19/02/04 - 10:03 PMPermalink

this is cool as,i love the wing's, can't wait to see the third in action
nice work!!
the best so far!!

Submitted by J I Styles on Thu, 19/02/04 - 10:17 PMPermalink

I'm at the stage of just doodling designs here and there, and finally getting something I could be happy with -- but argh! It's looking too similar! I was going the angelic cat route too [:)]

Submitted by bullet21 on Sat, 28/02/04 - 10:44 PMPermalink

Nice to see you have taking the crit and developed the horns. The eye ideas great as well great work keep it up.

Just some crit, maybe the mane at the top of the head shoul be a bit more fluffy, it kind of looks like he's combed it back :)

Submitted by Goldenchocobo on Thu, 04/03/04 - 10:21 AMPermalink

just to show the stage i'm at with the models. the they are both fairly rough and the second stage still has details to model like the wings and the hairy bits I wanted the poly count for each stage to be 600(unevolved) 1000(1st evo) 1600(final_form)I might shift these numbers a bit still depending on what I can get them too look like on the first modelling pass.
[img]http://members.optusnet.com.au/silverchocobo/sumea5/progress.gif[/img]

Submitted by J I Styles on Thu, 04/03/04 - 7:36 PMPermalink

I'm really loving this design - great job!
Translation to 3d is going well, but a bit more to go on it still - I'd really recommend going to and working on a triangulated mesh at this point to use every tri in the best way possible. As quads there's a fair few areas which get lost which could easily be put into other areas to improve the mesh quality.

good start, keep it up [:)]

Submitted by smeg on Fri, 05/03/04 - 8:36 AMPermalink

how about a render with shading? :P

Submitted by smeg on Fri, 05/03/04 - 10:22 AMPermalink

i guess i'll just have to. :(

Submitted by Goldenchocobo on Thu, 01/04/04 - 9:32 AMPermalink

Submitted by Goldenchocobo on Thu, 01/04/04 - 10:06 AMPermalink

just forgot to mention the poly counts

first form = 586 tris
2nd form = 1146 tris
final form = 1312 tris

total 3044 tris..

good luck everyone who entered

Submitted by souri on Thu, 01/04/04 - 12:47 PMPermalink

You are Challenger #7!

Submitted by bullet21 on Fri, 02/04/04 - 4:16 AMPermalink

w000000000000000t, that is kick arse indeed, that is great, that is cool, taht is anything and everthing else positive :). All these texture maps make me want to learn to texture.

Sumea Challenge #5 -3D- Ironikart

I'm still fleshing out the idea some more, but thought I'd throw my hat in the ring. I love everyone elses characters so far, it looks like there's going to be some fairly diverse entries.

[img]http://img1.photobucket.com/albums/0903/ironikart/turtles.jpg[/img]

Submitted by Makk on Tue, 17/02/04 - 11:26 PMPermalink

hehe, cool :)
I like the jetpack on teh turtle!

Submitted by Aven on Tue, 17/02/04 - 11:34 PMPermalink

lol. Ver' cool. Love those jetpacks :D

Submitted by JonathanKerr on Wed, 18/02/04 - 12:54 AMPermalink

Very cool - has the most personality of the entries so far in my opinion. Very much in tune with the vibe of the competition.

Submitted by rezn0r on Wed, 18/02/04 - 5:09 AMPermalink

Groovy groovy Gam-er-aaaa!

Scott.

Submitted by MoonUnit on Wed, 18/02/04 - 6:03 AMPermalink

love the dude with the pilot cap n goggles, nice work ironikart, was wondering if you were going to join this comp or you were too busy with all the graphical requests rob was giving you ;)

Submitted by smeg on Wed, 18/02/04 - 8:09 AMPermalink

Novelty goggles + novelty jet engines. Excellent combination.

Looks really cool ironikart.
cheers

Submitted by ironikart on Thu, 19/02/04 - 11:06 PMPermalink

I've busied myself with modelling over the last couple of days. I've got about 1800 faces left for the most evolved turtle... if I don't use them all I might put some helicopter blades on top of the egg to keep the whole flying thing together over the 3 models. I've sketched up some more concept work, which hopefully I'll get a chance to scan in and work over in colour before I start texturing.

I modelled the hero yesterday, just for fun (and maybe to use in the spash page). I'm going for a cutesy digimon-esque style with a kid as the hero.
[IMG]http://www.photobucket.com/albums/0903/ironikart/wires_01.jpg[/IMG]

Submitted by MoonUnit on Fri, 20/02/04 - 3:05 AMPermalink

wowzers, youve certainly been working hard havent you!!

very nice modelling work as usualy, maybe colour the girl with greens and blues to give her some sort of aquatic feel of sorts. The turtle and turtle face particulary are very good

Submitted by smeg on Fri, 20/02/04 - 10:23 AMPermalink

Those models look really sweet. that main character looks excellent

cheers

Submitted by bullet21 on Fri, 20/02/04 - 6:57 PMPermalink

The models look great, but is the main character wearing a top under the jacket. Maybe it's just coz it's in edge faces.

Submitted by bullet21 on Sat, 21/02/04 - 4:36 AMPermalink

Okay maybe it will be more clear when it is textured.[8)]

Submitted by MoonUnit on Fri, 05/03/04 - 8:57 AMPermalink

amazing as allways :P the cooky characters are great work

Submitted by Kalescent on Sat, 06/03/04 - 11:56 PMPermalink

Insane work [:D] the last stage looks fantastic. Gotta love those jetpacks!

Submitted by shath on Mon, 08/03/04 - 7:40 AMPermalink

love the 2nd and third model's but the first one dosn't seem to fit.

Submitted by MoonUnit on Mon, 08/03/04 - 7:46 AMPermalink

yeh the first is a bit out of place, but if it was just another turtle with a smaller jetpack theyd all seem too similar....

Submitted by bullet21 on Mon, 08/03/04 - 7:35 PMPermalink

I think it does fit in because they all have shells, it doesn't necessarily have to look similar at first glance as long as some how it makes sense. I think it's a great idea.

Submitted by ironikart on Mon, 08/03/04 - 7:46 PMPermalink

yeah, I was thinking about the life cycle of the turtle egg->juvenile->adult but not sure if that flows very well into this concept. Thanks for the comments guys I'll take them on board and see what I come up with. [:)]

Submitted by ironikart on Fri, 12/03/04 - 7:16 PMPermalink

Ah, looks like I'm not going to be able to finish this before the deadline. I've got some other projects that are taking priority, plus I'm starting a new job in a couple of weeks and moving house [:(]. All in all a busy month... ah well! Good luck to everyone in the comp!

Submitted by bullet21 on Sat, 13/03/04 - 6:53 AMPermalink

ohhhh i had money on you :( just joking. Dont worry you had the goods, and at least you gave it an attempt unlike some people just reserving spots sorta.

Submitted by Kalescent on Sat, 13/03/04 - 8:56 AMPermalink

oh that sux man - your a shoe-in for a top 3 placing i reckon - your designs rocked !!!

Submitted by smeg on Sat, 13/03/04 - 9:04 AMPermalink

Shame - finish it later. :D
Good luck with the new job.

Sumea Challenge #5 -3D- IronhideNT

Hey guys,

Rightio here's my concept art of my 3 evolved characters. I've gone for the 2 "evil" pill route.

The story goes something like, an evil dictator of a doctor, who's longing for world domination, creates his own Frankenstein type creature mutated from a worm he found in one of his labs.

Unfortunately, it turns out to be quite clumsy, and the doctor sets out to "improve" his creation with a mixture of his pills. Sure the evolved version get more abilities and get stronger, but they sure don't get smarter! A recipe for a comedy hit![:p]

[img]http://members.ozemail.com.au/~tominaga/pictures/sumeacompall.jpg[/img]

(Hope that server is okay with the picture)

Critics and whatever is much appreciated!

Submitted by bullet21 on Sun, 15/02/04 - 8:35 PMPermalink

Cool that is awesome. There have been some really good ideas and i have no idea where you guys are coming up with them. Good Work man. I like how the colour of the Amulet changes to.

Submitted by Kane on Sun, 15/02/04 - 10:17 PMPermalink

that is wicked!

so did you do that with a graphics tablet or what? my brother bought one the other day and i can't beleive that stuff like that can be drawn with it!

Submitted by Piss Poor on Sun, 15/02/04 - 11:03 PMPermalink

awesome mate. lots of character, can?t wait to see the models

Submitted by IronhideNT on Mon, 16/02/04 - 11:22 AMPermalink

Yeah thanks for the feedback.

I've got a small Wacom tablet (180 bucks or something), and originally I bought it for drawing...but there's always something strange about the feel when your pen just glides over a surface. It needs at least abit of friction. I generally just use it for colouring and photo-editing now. Although I have seen some fantastic work from people who've got pencil presets in Painter and photoshop, and can get quite a natural media look.

My modelling experience ain't so good, so hopefully I'll at least get soemthing up and running by the due date! I'll probably need the help of you guys.

Submitted by Pantmonger on Mon, 16/02/04 - 7:23 PMPermalink

Just a quick tablet note, if you want that friction, just place a sheet of paper on the tablet. That way you will still experience the bite of the paper and due to the sense depth of the wacom there will be no problem with doing this.

Pantmonger

Submitted by xEmilx on Tue, 17/02/04 - 6:49 AMPermalink

Excellent concept art, and awesome idea, very original! You clearly show the evolutionary process and it looks like a cartoon id definantly watch!

Keep up the good work!

Submitted by IronhideNT on Sun, 28/03/04 - 10:55 AMPermalink

Alright, I'm hanging on the thinest of threads to get it in on time but I just thought I'd post to let people know I'm still around.

[img]http://members.ozemail.com.au/~tominaga/pictures/renderbigguysmaller.jp…]

I haven't properly grouped everything, optimised the whole thing, so basically it sucks. I generally just flesh everything out and get a feel for it first and then start sculpting later. I will do it when (or if) I get some extra time!

I've done my other two characters too, but Maya tends to crash these days when you dont want it to and I thought this will do for now.

Thanks!

Oh and keep up the great entries guys! I really like them all.

Submitted by Kalescent on Sun, 28/03/04 - 11:09 AMPermalink

hah thats cool man - when i saw your concepts i wanted to see them all modelled and textured NOWWWWWWwwwwwwwww....

i hope you finish man - your story and concept are so cool,.. and it looks like your coming along in the model department :D

Submitted by bullet21 on Mon, 29/03/04 - 3:27 AMPermalink

Wuhooo, i was so hoping you hadn't quit. Your concepts were just to good to waste. Any way nice to see you are back and working hard.
The model is looking good, how many tris is it at?

Do it for Monash and Multimedia :) my future uni hopefully
oh and hazard typing wwwwwwwwwwwww... makes it think it is a link :)

Sumea Challenge #5 -3D- Xyz

// not sure if I posted this correctly and I need help with my model so here it is again.

[img]http://www.studiopumpernickel.com/ash/exteme_rabbit.jpg[/img]

This is a character in an extreme sports game, jackass style. The 3 versions go from back yard maniac, to weekend enthusiast, to sponsored pro.

Each would have it's own strengths and qualities in the game.

My idea is to try and model them will the same poly count and focus on textures.

Submitted by bullet21 on Mon, 16/02/04 - 7:52 AMPermalink

The concept is a very good idea, very original to but i can't see to much evolution. Just each one seems to be standing up straighter.

Sumea Challenge #5 -3D- Doyle - Challenger #2

new to this forum and this comp looks like fun!!
here is my concept, drawing isnt my strong point neither is concept work but here it is:
[img]http://home.iprimus.com.au/colmdoyle/concept.jpg[/img]

the egg man in his 3 stages not set on a name yet anyone got any idea???? now to start modeling, prob gonna be toon shaded in the end. and mite do test animation with the egg bouncing around etc

thanks
Colm

Submitted by doyle on Sat, 14/02/04 - 9:58 AMPermalink

any comments ??????? things i should change b4 i start to model ??
thanks

Submitted by Aven on Sat, 14/02/04 - 10:12 AMPermalink

It is a cool idea, but I think it could use a little work first. The second stage feels like it needs a little more to it, so that it is more distinguished from the original.

When it hits it's third form, it loses it's little arms. It sems a little odd to gain something in an evolution, and then lose it straight away. Perhaps retain the arms for the later evolution.

The feet for the final form are a little odd as well. It looks like the mech would be a walking unit, yet it has catapillar tracks on it for driving. How would it actually move? Does it have the ability to move using both forms like the Gears from Heavy Gear? You may want to thicken the legs up at the base though, to support the machinery that would be needed for the treads.

I do like the egg idea, but what about trying it without using the mech craddle. Just try to evolve an egg into three different forms. Just my opinion.

Submitted by doyle on Sat, 14/02/04 - 1:54 PMPermalink

thanks aven yah i was thinking about that second evolution being a bit off mite go back and re think it a bit, i mite come up with something with out using the mech style legs etc.
but the ideas i had for the egg moving in its final stage as it is now would be: the tank sytled treads would be its main way of moving and the legs would only move very slowly and really only be used to get over large cracks in landscape or to step up a level etc if that makes any sence.

anyways ill work a bit more on this before going into modeling !!

thanks again !

Submitted by Pantmonger on Sat, 14/02/04 - 9:03 PMPermalink

I think that you should make the first stage more then just an egg, not much of a modeling challenge there, and as this is the Sumea modeling challenge?

Pantmonger

Submitted by bullet21 on Sat, 14/02/04 - 10:18 PMPermalink

I agree with aven. In the 2nd stage he just gets arms then he becomes a full cyborg. The 2nd stage definately needs work.

Submitted by doyle on Sun, 15/02/04 - 5:44 AMPermalink

yah ill rework the second level sometime soon
as with changing it from a egg ill think ill leave it, may be a easy model but i like it 4 some reason, more from a animation side of things with lots of stretch and squash and with all the projects i got going on atm something simple to model will be re freshing.

Submitted by MoonUnit on Mon, 16/02/04 - 3:59 AMPermalink

agreed with the above (specially avens in depth), needs to have more fluidity in the evolution.

Submitted by IronhideNT on Mon, 16/02/04 - 11:29 AMPermalink

I'm all for simplicity, but maybe you could add more robotic features to the evolutions. Much like a Mr. Potato Head.

If you wish it would probably be more fun to animate with your bouncing egg.

Submitted by palantir on Mon, 16/02/04 - 11:56 AMPermalink

just my thoughts:
I agree, - it would be fun to animate it if the second evolution had long springy arms or something. Something like a half way between stages 1 and 3.

Submitted by doyle on Mon, 16/02/04 - 1:21 PMPermalink

thanks for all you comments ppl they are a help !
been having a busy week, developing a simple game demo with a group of friends here in perth and we only have two weekends left to finish it.
So hopefully ill have time to finish this challenge aswell.
right now im having a bit of a sketch with the second evo. ill post something up soon

thanks again
Colm

Submitted by bullet21 on Tue, 17/02/04 - 6:42 PMPermalink

That is a lot better but i think you should have kept the arms in the 2nd Evo and given the third one more muscular or cyborg arms.

Submitted by MoonUnit on Wed, 18/02/04 - 6:43 AMPermalink

nice work, its a much better transition now

Submitted by J I Styles on Mon, 23/02/04 - 7:31 PMPermalink

hehe, I like him - simple yet elegant design [:)]

oh one thing I can't stop thinking is how he takes the pills to evolve! Maybe you could just say "magic" [:D]

Submitted by JonathanKerr on Mon, 23/02/04 - 8:54 PMPermalink

Cool - I like the evolved versions. I do wonder if more thought could have gone into the first vers tho' -- it's very much a ball with eyes. A rugby ball with eyes.

It's got a certain charm, this design.

Submitted by bullet21 on Mon, 23/02/04 - 9:58 PMPermalink

Rugby, rugby, rugby is that all u kiwi's think about :P

It looks great great transfer from concept to model

Submitted by palantir on Tue, 24/02/04 - 12:43 AMPermalink

Nice. Like J.I. said, simple but elegant concept that works well.
What?s the poly count on these? I bet they would be very low and therefore would run very well in a game engine...

Submitted by MoonUnit on Tue, 24/02/04 - 1:07 AMPermalink

nice work, the bold colours and thick outlines create a very good theme for your type of character.

For your little animation, to me it seems whats wrong is that the egg physically moves into the air, then lands, then _stays on the spot for a few seconds_ doing the squishy animation before taking off again. So my theory being your problem is that it sort of sails through the air then wobbles on the spot, it should be more smooth.

Submitted by doyle on Tue, 24/02/04 - 6:02 AMPermalink

thanks for all the replies guys !!

yes the first evo. looks like a rugby ball ( i would say a football ) but you cant do alot with a egg really !!!
anyone got any ideas, the idea was to keep it really simple and just rely on character.
I started to think of a owner / keeper character, some kind of mad cook but i dont think ill get him done.

palantir: about 1500 polys for all three characters atm

and as for taking the pill we mite have to leave it to magic !!!!

and also can anyone tell me if toon shading can be used ( i know its been used a bit in game engines theses days but i dont really know the process they use)

Submitted by J I Styles on Tue, 24/02/04 - 10:22 AMPermalink

doyle, the brief doesn't accommodate cel shaders or renderers, but you can of course use the old pushed-&-inverted normals trick to fake it while still fitting in with the brief. Personally, I think this kludge is kinda cheesey, but hey, if you're interested, just ask

Submitted by doyle on Fri, 27/02/04 - 1:27 PMPermalink

i have seen the toon shading technique using the push modifier and flipping the normals but cant really remember now it was done, can you go threw the process if you know it

thanks
Colm

Submitted by bullet21 on Fri, 27/02/04 - 6:23 PMPermalink

There's a tute at 3dtotal.com, just go to the tutrorials section and then 3ds max section ( which it should be in by default) then just find it. Hey wut do ya know it's done by JI

Submitted by doyle on Sat, 28/02/04 - 10:09 AMPermalink

thanks !! ill go check it out

cheers
Colm

Submitted by Doord on Tue, 02/03/04 - 8:12 PMPermalink

Good to see that you are so far along with these character.

I think you will have a hard time doing toon shading, with out the use of shaders which seem the case for this comp. There a few ideas I was looking into and everyone has been answered NO as for shaders go or I have got no reply, look maybe able to fake it so how but the character should be able to go into half-life (one) and look the same. I think HL was the last big game engine without any shaders for characters.

shath has done a good job of this.

Submitted by J I Styles on Wed, 03/03/04 - 7:26 AMPermalink

There's a few cheap and easy ways to get a cel shaded look working with garden variety engine specs if you just apply a little brain power to it -- here's the cheapest, quickest, and dirtiest two methods I knocked up:

[img]http://server6.uploadit.org/files/jistyles-cel.jpg[/img]

(*edit: and yes, these are at half life 1 tech specs)

other methods are using a heavy weighted env map with an alpha component to mask out black lining object outlines, and an sub alpha/ref component with cross hatch patterns on "darkened" areas to simulate a dynamic lit "sketched" look (very similar to the last few examples of the hand in that old tutorial of mine above).

Submitted by smeg on Wed, 03/03/04 - 7:52 AMPermalink

Hey doyle

<>

Everyone seems a little distracted by the whole toon shading thing... but the focus of this thread should be doyle's entry (cell shaded or otherwise).

You've made a good start with you character, but i feel that more work needs to be put into the design of this character. Currently, its just an egg in a walker.

Now, i'm not trying to shoot you down, but if you ignore the walker, nothing has actually changed (the egg remains the same).

I suggest you do 2 things.

1 - Try to work the egg into the evolution.
- Eggs crack
- Eggs hatch.
- Things comes out of eggs? (chickens, crocodies, dinosaurs etc)
- Mess with the idea of evolving the egg. You have some fertile ground there, as the egg can hatch into ANYTHING! And, unlike many other things, we naturally assume an egg will change into something else (either an animal or breakfast).
2 - Reconsider the walker
- Once you have worked out what you want to do with the egg, reconsider the walker. You may find that you want to have a mechanical chicken grown from an egg (with half an egg-shell on it's head), or you may decide to ditch the think for a good ol' pair of tank tracks. Who knows.
The only other thing i'd suggest, is that you try to emphasise evolution on the walker as well. 1 leg -> 2 legs is a refit. 2 short legs -> 2 long legs is more of an evolution.

Once again, take these suggestions any way you see fit. I really feel that a superior design is just a few scribbles away (you've come this far..). But it's up to you.

[yoda]An excellent entry, a cell shader makes not.[/yoda]

cheers

Extreme Rabbit

[img]http://www.studiopumpernickel.com/ash/exteme_rabbit.jpg[/img]

This is a character in an extreme sports game, jackass style. The 3 versions go from back yard maniac, to weekend enthusiast, to sponsored pro.

Each would have it's own strengths and qualities in the game.

My idea is to try and model them will the same poly count and focus on textures.

Submitted by palantir on Thu, 12/02/04 - 9:38 AMPermalink

Hey, I like your idea [:)]
You?ve come up with a unique idea for a game and some cool character evolutions for that game. I like your take on the ?evolution extreme? concept, with the character evolving into different levels of Rabbit extremeness!

So? how would the game play, do you reckon? ? Would eXtreme Rabbit evolve into different levels of hardcore insane stunts bunny depending on what coloured pills he took? Sounds great!! [:D] ? yep, very cool game. [8)]