This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea challenge #6 -3d- Fluffy CatFood
Just reserving my spot, I've had a good idea floating around in my head for ages. I'm going to have to learn how to Draw. :)
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.
I had no idea what you were talking about so I went into my file and zoomed in.. and sure enough there was the little fella, man you have good eyes.
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/2004719104534_US…]
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]
Just a quick update on how the modelling is going.
not realy much to crit on because there is going to be a heap of Tri's cut out then start the fun of twisting it around and putting holes in it etc.
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/20047210357_HS_W…]
Base of the head is pretty much done which is 800 Tri's
I still might optimise it a little more. Then I can keep it at about that count After I add in the other details. that will be the next step. So yeah his what I'm up to:
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/200472145751_HS_…]
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!
Not heaps happy about the body look so far but it will come togeather when I get some more done:
Currently just under 2200
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/2004726235137_HS…]
Just another WIP with how things are going:
Tri count is: 2800
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/20047282305_HS_W…]
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.
Heres a sketch of the stickman, mainly for the proportions, the head is very rough and im not that happy with it.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/conundrum/2004716232236_Stickman-smal…"]Stickman-small.jpg[/url]
50.46?KB
[img]http://66.148.2.51/forum/attached/conundrum/2004716232236_Stickman-smal…]
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]
56.31?KB
[img]http://66.148.2.51/forum/attached/conundrum/200471795342_Stickman-Rende…]
had a crack at modelling it at the next level of subdivision and this is waht ive got so far, the polycount is 3204, any comments and crits would be great
thanks
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/conundrum/20047188477_Stickman-R…"]Stickman-Render-3small.jpg[/url]
54.71?KB
[img]http://www.sumea.com.au/forum/attached/conundrum/20047188477_Stickman-R…]
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!
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!"
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]
54.93 KB
[img]http://www.sumea.com.au/forum/attached/conundrum/20047193118_Stickman-R…]
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]
73.78?KB
[img]http://www.sumea.com.au/forum/attached/conundrum/200471923629_Stickman-…]
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.
heres an update on the whole model, ive given it some scraps of clothing to humanise it a bit, plus a backpack for its lunchbox etc.
thanks
[img]http://www.sumea.com.au/forum/attached/conundrum/20047207420_Stickman-R…]
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.
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?
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.
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]
33.58 KB
[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 ;)
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]
52.83 KB
[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.
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]
53.89?KB
[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]
66.76 KB
[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 :)
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]
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 ;)
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.
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...
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.
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]
65.35 KB
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..)
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]
104.7 KB
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
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
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]
50.2?KB
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…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MoonUnit/200472492530_concept5.j…"]concept5.jpg[/url]
70.44 KB
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.
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.
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.
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.
Sumea Challenge #6 -3D- Adie
ok heres a quick sketch of my evil flying bitch thing!!
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/adie/2004716205236_sumacomp601.jpg"]sumacomp601.jpg[/url]
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!!
cool thanks HazarD!! was thinkg maybe it was a bit fantasy..felling more cofident with the idear now you sat it fits
Heres The more sexy version [:0]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/adie/20047172059_sumacomp602.jpg"]sumacomp602.jpg[/url]
33.28 KB
pfft[xx(] well I think I'll stop drawing now as i dont think i like this pic mutch anymore[:(] not very scary like my quick sketch was .. whats anyone else think?[?]
[img]icon_paperclip.gif[/img] Download Attachment:[url="http://66.148.2.51/forum/attached/adie/20047174644_sumacomp603.jpg"]sumacomp603.jpg][/url]
74.05 KB
some funny head concepts[xx(]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://66.148.2.51/forum/attached/adie/20047178925_sumacomp604.jpg"]sumacomp604.jpg[/url]
59.81 KB
started modeling just blocking it out still .. havent had mutch time this week so only spent 2 hours on it[V]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472275017_sumea605.jpg"]sumea605.jpg[/url]
45.27 KB
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
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/20047258164_s1.jpg"]s1.jpg[/url]
23.68 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/20047258172_s2.jpg"]s2.jpg[/url]
15.03 KB
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.
yeah the legs are too short and thick
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472683554_back.jpg"]back.jpg[/url]
42.43 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472683515_side.jpg"]side.jpg[/url]
24.55 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472683439_head.jpg"]head.jpg[/url]
50.91 KB
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
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472683224_frontwing.jpg"]frontwing.jpg[/url]
26.66 KB
.. but on the back it looks crappy because it got sharp lines on the sides of the fingers..
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472683311_backwing.jpg"]backwing.jpg[/url]
30.75 KB
how can i make it so i dont get this ?? [?]
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
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 ???
well got sick stuffing with the wings and decided that the bitch wasent evil enuf so i think ill add some evil babys to freek thing up a bit
the breast are here unborn children
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/2004838136_evilbaby.jpg"]evilbaby.jpg[/url]
52.05 KB
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]
Sumea Challenge #6 -3D- Malus
Shotgun!!
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 [:)]
Heres one of my first concepts, tossing up wether to make him obese as I had earlier posted.
Changed the arms to be pinned together at the elbows.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/malus/200472165537_Sumea_Comp_06…"]Sumea_Comp_06_Concept.jpg[/url]
76.72 KB
[img]http://www.sumea.com.au/forum/attached/malus/200472165537_Sumea_Comp_06…]
Heres the first doodle I did for the original idea.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/malus/200472171045_Sumea_Comp_06…"]Sumea_Comp_06_Concept_02.jpg[/url]
57.47 KB
[img]http://www.sumea.com.au/forum/attached/malus/200472171045_Sumea_Comp_06…]
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.
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]
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!!!
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)
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!
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. [:)]
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
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
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.
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..
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 :)
For those who need some inspiration, here are two pages.
Game Critics. Has quite a few art galleries for many games. Most of the horror galleries do focus more around the characters than the monsters, but there is still some stuff there
http://www.gamecritics.com/feature/?cat=1&date=&critic=
McFarlane Toys. The different horror toys they make
http://www.mcfarlane.com/toys/categorytype.aspx?categoryid=6
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??
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..???
Hey RasTuS are you thinking about something along these lines ???
[img]http://home.iprimus.com.au/colmdoyle/thing.jpg[/img]
I think this is a good way of combining two characters together, cant remember where i saw this i think its a mod for quake or something
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??
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]!
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.
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.)
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.
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.
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?
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!
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.
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.
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]
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]
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.
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..
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.
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?
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
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.
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).
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?
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.
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!
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
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]
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..
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.
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.
here's the concept pic for my trainer.
[img]http://server5.uploadit.org/files/sinista-Trainer.jpg[/img]
here's my stage 1 evo character's mesh.
[img]http://server5.uploadit.org/files/sinista-Evo1_poly.jpg[/img]
and here's the unwrap for it.
[img]http://server5.uploadit.org/files/sinista-Evo1_colour_low_res.jpg[/img]
and here's the final textured render.
[img]http://server5.uploadit.org/files/sinista-Evo1_render.jpg[/img]
here's my stage 2 evo character.
[img]http://server5.uploadit.org/files/sinista-Evo2_poly.jpg[/img]
[img]http://server5.uploadit.org/files/sinista-Evo2_colour_low_res.jpg[/img]
[img]http://server5.uploadit.org/files/sinista-Evo2_render.jpg[/img]
here's my final evo character!
[img]http://server5.uploadit.org/files/sinista-Evo3_poly.jpg[/img]
[img]http://server5.uploadit.org/files/sinista-Evo3_colour_low_res.jpg[/img]
[img]http://server5.uploadit.org/files/sinista-Evo3_render.jpg[/img]
this is my final composition for the lunch box sticker.
[img]http://server5.uploadit.org/files/sinista-Final_Combo.jpg[/img]
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.
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...
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
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]
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.
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.
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]
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]
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 [:)]
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.
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]
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 [:)]
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.
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]
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]
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.
here is my first level concept drawing and some of the modellng ive done so far. polys: 720
[img]http://picserver.student.utwente.nl/view_image.php/3Z255FZ33JI/picserve…]
[img]http://picserver.student.utwente.nl/view_image.php/GX3F8KV0S20/picserve…]
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
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]
some colour schemes ive been working on.
[img]http://picserver.student.utwente.nl/view_image.php/ER0W0J3F6IL/picserve…]
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
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 [:)]
This is schlumppy's idea not mine. Just helpin out a fellow sumean.
[img]http://img7.photobucket.com/albums/v18/bullet21/288_Wombie1L.jpg[/img]
This is schlumppy's idea not mine. Just helpin out a fellow sumean.
Just helpin out a fellow sumean.
It looks great. Hey schlumppy join photobucket.com it's free and a good place to post pix. Love the idea of animal to humanoid animal.
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]
Yeah it does look like hoppip
i just thought id post a pic of him here it is
[img]http://www.pokemonelite2000.com/v2dex332.gif[/img]
Good work idaho it looks nice.
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.
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).
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
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 [:)]
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
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
Model WIP
[img]http://server5.uploadit.org/files/jistyles-model_wip_3_1.jpg[/img]
*edit: sitting at 1185 tri, about 80% done on the modelling. got 15 polys more to play with for a bit more muscle definition and accessories [:)]
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)
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).
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.
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!
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?
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?
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!)
Just some of my concept drawings, showing the three states side by side:
[img]http://www11.brinkster.com/palantir3d/concept_art.jpg[/img]
I'd better get a move on with these models now... not an easy task!
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.
There's a tut on 3dcafe which tells you how to mdel a dragons wings, i don't lnow how good it is but here's a tute.
http://www.3dcafe.com/asp/tutorials/max/dragonwing/dragonwing.asp
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!
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])
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.
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 [:)]
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 [:)] )
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
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.
[^]
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 [:)]
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
*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.
This can be my splash page.
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/splash.jpg[/…]
The main characters name is Azalea, she is an enchantress, and her pet bird (sidekick character) is named Rosie.
Wireframe shots of 1st state:
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/1st_state_wi…]
Renders:
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/Parrot_rende…]
Texture:
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/1st_state_te…]
2nd evolution concept and model wireframes:
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/2nd_state_co…]
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/2nd_state_wi…]
And lastly the final evolution, concept and wireframes:
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/3rd_state_co…]
[img]http://www11.brinkster.com/palantir3d/modelling_challenge5/3rd_state_wi…]
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. [:)]
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
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.
quote:Originally posted by bullet21
There's a tut on 3dcafe which tells you how to mdel a dragons wings, i don't lnow how good it is but here's a tute.
http://www.3dcafe.com/asp/tutorials/max/dragonwing/dragonwing.asp
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]
Here is the final form he took a blue then a red pill. One eye will be blue and one fire colour. The Idea is his elemental abilities(which are yet to be decided) will be affected depending on which sequence of pills he takes.
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_form.jpg[/img]
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]
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 [:)]
J.I. Styles- Thanks for the encouragement and suggestions I will triangulate parts of the mesh but I find it easier and cleaner to work with quads for the most of it.
Smeg- Use your Imagination :P
Here's what I've done on the final form so far a long way to go yet. It will be over 1500 polys when finished.
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_form.gif[/img]
Ok here goes
Trainer Concept Name:Rainer.
[img]http://members.optusnet.com.au/silverchocobo/sumea5/trainer_concept.jpg…]
first form Aeron
[img]http://members.optusnet.com.au/silverchocobo/sumea5/first_form_tex.jpg[…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/first_form_tex_alph…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/little_lit_ortho.jp…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/little_lit_wire.jpg…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/little_lit_pers.jpg…]
2nd form Chilion
[img]http://members.optusnet.com.au/silverchocobo/sumea5/2nd_form_tex.jpg[/i…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/2nd_form_tex_alpha…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/middle_ortho.jpg[/i…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/middle_wire.jpg[/img]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/middle_wire_pers.jp…]
final form Uberlion
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_form_tex.jpg[…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_form_tex_alph…]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_ortho.jpg[/img]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_wire.jpg[/img]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/final_wire_pers.jpg…]
Here is the Kick ass splash[?]
[img]http://members.optusnet.com.au/silverchocobo/sumea5/splash.jpg[/img]
I think thats all of it.
Sumea Challenge 5 -3D- Shadow_Panda
Yeah I'm a little late but better late than never. Thinking of doing a Tubby little panda and evolving him into a dark version and light version. Have some art up in a few days Ah I hate having scarce net access
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]
Yay gamera,
http://www.fortunecity.com/tatooine/campbell/201/moviereviews.htm
and u need the gamera theme songs too
http://www.fortunecity.com/tatooine/campbell/201/songspage.htm
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]
Final evolution, 1286 tris... not quite all I can use, but I tend undershoot the mark a bit. I changed it from the orginal concept a little.
Let me know what you think of the models so far?
[img]http://www.photobucket.com/albums/0903/ironikart/finalevo.jpg[/img]
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!
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.
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.
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.
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
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.
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 !
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.
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
here is the update concept very rushed dont have much time atm hopefully helps with the evo process a little better then before
[img]http://home.iprimus.com.au/colmdoyle/concept2.jpg[/img]
thanks
Colm
hey all
thanks for the comments !!! keep them comming ! they help heeps
just started some modeling of the third evo here are some pics its pritty basic !
[img]http://home.iprimus.com.au/colmdoyle/egg1.jpg[/img]
[img]http://home.iprimus.com.au/colmdoyle/egg2.jpg[/img]
atm the tank type treads take up to much of the poly count so ill change them some time soon
thanks
Colm
got sidetracked into some animation with the evo 1 egg
really quick little jump sequance not really happy with it at all
anyways please tell me what you think
[url]http://home.iprimus.com.au/colmdoyle/eggtest1.mov[/url] (272k)
thanks
did a little work today not much
here is the 3 eggs roughly modelled
[img]http://home.iprimus.com.au/colmdoyle/wire2.jpg[/img]
as you can see the tank treads will go in place of something less high poly
thanks Colm
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.
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)
hehe, yeah, that's the tut I did quite some time ago now, I think 3 years now -- here's the direct link: http://www.3dtotal.com/ffa/tutorials/max/cel_shade_tut/cel_shading_tut_…
quite easily adapted for standard real-time application, so if you put your mind to it, you should be able to get something good that fits within the competition brief. Good luck! [:)]
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.
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).
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.
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)]
Ok got most of my ideas out about what I wanted. So hear is my concept:
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/200471991635_USF…]
Like most people I'm going with the boss type.
I'll write more when I can be bothered [|)]
I'll also get some color on the concept if I get all the main things done first.. you know.. modelling.. textureing.. that kinda thing [;)]