This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea Challenge #4 -3D- 'Mark' - Challenger #11
hey guys,
here is the concept for my first shot at a sumea challenge
though i�m sure i�ll end up making a few tweaks to it yet,
[img]http://binarystorm.exordium.net/demon1.jpg[/img]
Nice concept man [:D] i cant wait to see him modelled and textured........... Man so many people entering this one !!!! it will be so good because everyones concept is so different and im pretty sure this time everyone will finish it.......... [:D]
Oh well tuff cookies for me dunno if im gonna enter yet.......[:(]
Good stuff - the dreads are a excellent distinguishing characteristic. Cool pose for the pic - if you silhouetted it, you'd still be able to identify it by pose nicely.
Distinctive.
Only thing about the spear is that maybe the blade should begin a bit earlier - it looks like he's limited to elbow strikes, which kinda defeats the point of a spearing weapon. Looks cool tho.
thanks everyone for the encouraging feedback, i was thinking of giving the concept a little more detail as far as jewellery, to give him more of a sense of authority (in the tribal style that i was trying to achieve) but i was worried about crossing that fine line of too much.
i?ve only just started modelling and haven?t done a great deal of low poly modelling, so i?ll keep you guys posted on my progress.
cheers Mark
quote:Originally posted by Piss_Poor
thanks everyone for the encouraging feedback, i was thinking of giving the concept a little more detail as far as jewellery, to give him more of a sense of authority (in the tribal style that i was trying to achieve) but i was worried about crossing that fine line of too much.cheers Mark
You could give him some sort of beaded necklace - like the sort that Native American Indians wear (with long tube beads, interspersed with round beads). I'd go for anything except human skulls (but that's just a personal preference).
here is a quick look at my wip, i just made the basic shape of the demon, i still have to work in the detail (face blades etc,)i?m up to 2036 tris
hopefully be able to clean up a lot of those 3 sided polys in there too.
[img]http://binarystorm.exordium.net/mark/demon_wip.jpg[/img]
Thats a really good start man, what are you going to do with the mouth?
I'd suggest modelling the teeth and inner mouth and using planes for the sides of the mouth that have the sinewy bits, hes not going to need much exessive detail anywhere else and his face holds alot of his character, also try model some of those dreads if you have the polys. [:)].
i have still got a but of cleaning up to do (mainly the number of 5 sided polys all around the model)
dean i think your right about the mouth and teeth, and i was going to do it like that butin the end decided that i wanted the detail elsewhere. (but kinda regret it )
for the muscles over the teeth on the jaw i have pieces that i plan to alpha map i but took them off for this shot because they don?t give the affect yet, un-textured.
the model is 3430 tris in total
cheers mark
[img]http://members.optusnet.com.au/~mfilippelli/pic2.jpg[/img]
[img]http://members.optusnet.com.au/~mfilippelli/pic1.jpg[/img]
here is the final model, weighing in at a cool 3500 tris (ended up cutting that pretty fine[:)])
big thanks to Dean(malus) for showing me how to get a better structure that enabled me to get the detail i wanted in the face, especially the mouth, as well as it deforms a lot better after applying it to a test rig
[img]http://members.optusnet.com.au/~mfilippelli/demondude01.jpg[/img]
[img]http://members.optusnet.com.au/~mfilippelli/demondude02.jpg[/img]
wow, what material are the backhand blades ment to be, if there are bone then some of the orthographic edges might want to be smoother a bit...
but great amount of character, with such great articulation of form for the head and torso, surprised you didn't make bits of the arms/ legs thicker and thinner...
DSC
Nice model man.
You might want to add more polys into the loincloth if your going to put him in a dynamic pose. The ammount you have there wont belivably look like cloth. It seems you had a good number in there originally, but took them out when you optimised him.
Anyway, it's looking great, it has a very warcraft feel about him. I guess it's the exaggerate proportions. Great work!!
the blades are being textured as rusty steel i haven?t finished the texture just yet, haven?t really been working on it i?ve been animating him (thats what i enjoy the most:)
as for the loin cloth there is a lot about the shape of the first model that i like better then the final one but i needed the polys elsewhere so i had to make the sacrifice but i have animated it in a run cycle and it works pretty well really so i?m happy that?s what i made it for:)
i am actually very nearly finished it so it will defiantly be done by this weekend
Sumea Challenge #4 -3D- Ironikart - Challenger #12
I've been through a few different ideas already, but I've taken a shining to this one. I still have a few issues with his armour that I'll tweak when I get closer to modelling him. I'm also still trying to decide what kind of weapon to give him... but here he is so far anyway:
[img]http://www.hotkey.com.au/~noody/images/fullimages/sumea_concept_theron…]
Nice concept Ironkart:
tried to find your latin phrase on a few latin dictionary/translation sites, this is all I came up with.
quicquid (no quidquid): whoever, whatever, whatsoever, anything at all.
Latine: unknown, but I guess this says 'latin'.
dictum ) to say, tell, speak, name, call, pronounce.
dictum : word, dictate.
sitio : to be thirsty.
sitis : thirst, dryness, drought, eager desire.
situs : region, idleness, inactivity
altum: unknown
viditur: unknown
Me thinks you may have some pig latin there or its an obscure way of saying something along the lines of: "who ever can read this is....bla bla"
Nice idea -- I like your comic layout presentation. One thought; if you've got a Latin quote, would it be an idea to incorporate some Greek/Ancient Meditteranean motifs into the armour?
Is he partly mummified? I noticed the cloth wrapping on the legs and waist.
One question to Malus: the brief indicates that staying as close to the concept as possible - but if we've found something to improve, will that count as 'deviating from the idea'?
quote:Originally posted by ironikart
yeah, I had thought to improve upon my base idea most of the way through the modelling.He's got some mummy-like wraps on him... I wanted to give him an ancient feel. I hadn't decided on decorating the armour, or even it's final shape yet so I'll probably have some of the suggested motifs.
Horsehair helmets (like the Elves in LOTRs) is a surefire reference to Greek armour, as are cuirasses.
Nice job Shiva on the (cough)latin, I was close. [:)]
Ironkart: while searching for your translation I've noticed mixing latin words together to form quotes when translated back to english seems to be popular online but I'm pretty sure that isn't actually how it would be phrased in latin, just don't ask me for the correct one, lol.
I'm such a language nazi. hehe
Have you started modelling yet? I just ripped up (metaphorically) my first concept as it wasn't evil enough.
JonathanKerr: Any queries about the topic ask on the challenge thread or we'll get Ironkarts thread bogged down, I'll post the answer there ok. [:)]
I'm not a latin buff... just picked that up off a funny site that had all sorts of weird things translated into latin.
I've started modelling and it's looking fair at the moment. I've got most of the upper body blocked in, but I'm still working on incorporating better armour into the design. He'll be fun to texture! I've modelled his head with a view to being able to animate his jaw (like the concept). It'll be interesting to see how that turns out as I've never done it before. [:)]
A little update on my concept. I wanted to make him look a little meaner, and a little less symmetrical.
[img]www.hotkey.com.au/~noody/images/fullimages/sumea_concept_theron2.jpg[/i…]
broken again, here ya go [:)]
[img]http://www.hotkey.com.au/~noody/images/fullimages/sumea_concept_theron2…]
quote:Originally posted by ironikart
Thanks for the comments guys. :) I've started on the modelling... Haven't got that much time up my sleeve but hopefully I'll have it up towards the end of the week, or beginning of the next.
I definitely prefer the re-worked concept, nice sketching. However, the unadorned arm with the big hand doesn't quite look right because the forearm doesn't look like it could support a hand that size. I'd recommend making the forearm longer or maybe disproportionate.
I like how you've got him 'tilted' as if it takes more weight to support the large hand.
Got the basic model shape blocked in and I'm starting to add details and spending some polys on smoothing (currently at around 2500 polys). There's quite a few details left to model, but thought I'd post my progress anyway. Comments and Crit always welcome!.
[img]http://www.speedis.org/images/360024.jpg[/img]
Looking good but I have one comment.
It might be the view, but I think his elbow joint is a little too high. Since this guy is a biped and thus, based on human anatomy, his elbow should sit a little lower down.
Turn your arms facing out and you'll see that your arms come quite close to your hips or at least near the bottom of the rib cage (as opposed to quite high up on the rib cage on your guy).
The proportion was intentional, although his head does look a little small. I actually re-sized it down to make him look a little more like a "big boss" type character. I might bump his head size up a couple of hat-sizes [;)]. The upperbody was based on some marvel characters, which tend towards being fairly high waisted and have short, bulky upper arms. I'll take that onboard though and try to adjust it so I get a balance between real and comic-like proportions.
I've probably said this before, but I'm pretty new to modelling in general and I've only been starting to pursue it as a possible career path fairly recently. Thanks for the comments guys, every bit helps immeasurably! [:)]
Modelled the weapon for him this afternoon... tried to mix a spear with a sword and this is what I came out with. Still needs some tweaking. 480 polys.
[img]http://www.speedis.org/images/364092.jpg[/img]
Sumea Challenge #4 -3D- goodgod - Challenger #6
[img]http://members.optusnet.com.au/~alma_asher/mainpic.gif[/img]
This is a fish like bug. It�s part of the final project for this comp. Do you like?
Wow, large and fast responce, cool.
Doord: Thanks I think the head is one of those things that will just look better in chunky 3d, but I could be wrong, in which case I'll chop it off and replace it (Ive got 2 spare heads concepted for him)
smeg: Thanks
ironkart: Thanks I was mucking around with a few heavy set weapon designs, spiked club kind o things then I added the blade and thought...Pick, that should work. The medium is traditional Ink pot and a brush, the greys from pantone markers but the shadow is photoshop (I ran out of room on my paper)
Sorceror Bob: Thanks, yeah, Its the sharp, angular, cunkyness off him it think. I wanted to go this way because I draw a lot of thin women so I wanted to do something I dont do a lot of.
Ninja: Heh, I have a lot of free time and I draw alot so competition just gives me direction. Some of it should be easy to model, some other bits may be more interesting and with a hide that chunky and his extras, polycount could become an issue. We will see how it goes. Thanks.
Malus: Thanks, The non western aspect came out by chance rather then design. The Demon I wanted as this hulking stone thing that could still move quite well (fast) and I was tooling with the concept when I put the hat on him and I thought cool, it has stayed since (the huge time period of 2 days, seems longer because I have been thnking about him a lot).
Shaetano: Thanks, oh and yeah its his one eye rather then a bulbous nose. [:I]
Thanks for the feedback guys
Pantmonger
Quite cool. I like the irony of a stone demon having a pick axe. Was that intentional? Style wise, it kind of looks like a cross between Blizzard and Feng Zhu.
Nice shape, should be good to model with box modelling. I think you could do a little bit more with the face -- maybe make it a little more Chinese Mythological (Xianjo is a Chinese name, if I'm not mistaken?)or change the shape slightly. Would it be worth putting Chinese Calligraphy on there?
Good start, now I gotta finalise my design.
Thanks, I wish it was intentional at the start, but it just developed that way, after it was done and I looked back at it I though, cool thats a funky idea, Im smart without thinking about it :P.
Style wise, I would be lying if I didn't say that I was inspired by their styles, I would also be lying if I didn't say I was flattered that you could pick that up.
The head, prob will undergo some change, to a large extent I stuffed some of the shading on the head which made it look more rounded and 'tubby' then it should be.
"Xianjo is a Chinese name, if I'm not mistaken?"
It may very well be, I just took Xian and added a few letters, as is my wont when making names. But yes I wanted him to be a Chinese Demon, so a few more Chinese 'isms may show up yet.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea4wip1.jpg[/img]
WIP part one, the rough. Not optimised yet and a few changes need to be done and some fine detail needs to be added. About 3600 poly but this will come down by a few hundred yet, then I will use the extras for... extras.
Prob all I will do this weekend as my dance card is full.
Pantmonger
Thanks guys,
Malus, Yeah he should be done in the next few days, I was thinking that I may try doing another overlord (a cute one) after this one is done.
smeg, Thanks, I don't mean to put anyone off (I dont know that I would), its just the way I work, I like to get things done and out of the way, Im not great at the lets spread this thing out over 2 months kind of thing. For the most part I think I take as much time as most people, they just do closer to the deadline.
ironikart: Thanks, yeah cracks, powder stone. As for the moss, I hadn't thought of it but know that you have mentioned it I can't get it out of my head, I hope you dont mind if I use that idea.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea4wip2.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea4wip3.jpg[/img]
UVW and Smoothing groups done.
Texture awaits
Pantmonger
Very nice work pantmonger. I like the oriental infulence, it kind of reminds me of the stone demon from ninjascroll. THe pickaxe is an unusual weapon and a nice touch.
I think the area below the waist needs more attention. His thights seem a funny shape and dont seem to attatch to the waist correctly.
Nice work otherwise.
Finished the Stone Lord, I dont think that this will be my entry into the comp (Hence the lack of "as per the rules" images) Bat ull in all I think that it worked out quite well, I just want to try something else for the comp.
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d16stonedemon_t.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d16stonedemon_f.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d16stonedemon_m.jpg[/img]
Pantmonger
And first to the finish line is Pantmonger.
Not your entry hey, well you've got more than enough time to do another 1 or 8. [:P]
Didn't notice the hat was flat underneath before, not fond of that bit.
Turned out pretty cool though in the end, especially like the shoulder pads.
When do we see the new concept?
Malus, Yeah Its not my final entry because I think the mesh is messy and the idea just aint that original, (ie its still a basic biped) I do like the texture If I do say so myself, think I go a lot in there for the 512 limit.
The hat thing sucks, it was one of those bit I thought would work out, or just wouldn't matter, I didn't think to would look as bad as it does *sigh* .
I do like the double sholder pads.
Ninja: Thanks, Yeah takes me about a week to do one when Ive got a bunch of other commitments, take a couple of days If Ive got nothing to really do. For the most part I find its just a matter of sitting my arse down and not being distracted.
Expect concept 2, sometime...
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/jagged/concept/con12nardane1.jpg[/…]
New Concept, New idea, wanted to go for somthing with a bit more of the gross to it, and less of the bulky demon with this one, and a tip of the hat to Clive Barker for the inspiration.
Pantmonger
Sumea Challenge #4 -3D- 'Idaho' - Challenger #9
Im In sounds like a fun theme!
[img]http://www.sumea.com.au/simages2/104_warlord_conceptL.jpg[/img]
heres the final concept for my demonic warlord
Not a bad concept but I think it looks a bit similar to Motaro from Mortal Kombat II.
I like how you've silhouetted his opposite legs. It gives the pic a feeling of depth.
Personally, I feel a studded club is a bit simplistic for an overlord -- perhaps a more adorned, ornamental or savage weapon would be appropriate?
Look forward to the model.
Here is my model, about halfway optimised. poly count is currently about 500 over budget. Ill just keep on hacking away at it :)
[img]http://www.sumea.com.au/simages2/104_prntscrn03L.jpg[/img]
Heres an update. yeh dave i decided to ditch the hair, for a higher polycount in other areas. here is my texturing attempt so far. still needs a lot of work :)
[img]http://www.sumea.com.au/simages2/104_idaho_demonL.jpg[/img]
Sorry, I didnt see this earlier, so this isnt that helpfull at this stage of the model.
There are a few anatomical issues.
The first one is the waist/chest/stomach area of the horse part. It looks extremely skinny and needs to be beefed up a bit Compare it to the front of the horse area and even the the thighs and you can see it looks small.
Secondly is the way the front legs bend, this would probably make it hard to walk (and animate). I think it would have been better to have them bend the other way like humans and horses do.
Lastly, (and this is probably just a personal thing) but he looks a little short vertically.
Having good solid anatomy can go a long way in improving your modelling skills. Dont be afriad of grabing references to help you with the anatomy if you are unsure.
Once agian, Im sorry this is a little late but maybe its something you can keep in mind when creating future models.
Best of luck to you in the challange......its nearly the deadline!!!
:)
Sumea Challenge #4 - JonathanKerr
Just booking my seat. Don't no one steal it while I'm away.
[img]http://www.sumea.com.au/sprofilepic.asp?pic=36_Demon_Concept.jpg&news=4…]
This is the sketch of the direction I'm going. I'm still tempted to do a second concept that's less traditional, but I often do a lot of Japanese inspired stuff (not manga) so to do a traditional Western demon is sort of a new area for me. Still going to work details of the axe and will put pulsating veins in the wolf-face in the centre chest.
Link not working - I'm in a hurry to get to work so will fix later. It's on the front page anyway.
The original sketch is 2B on A2 sized paper - when you see it large, it's quite effective -- you can see the scan line where I had to join two separate images together (the image wouldn't fit in the scanner). From start to finish it took a little over 3 hours -- a hour before work last night and 2 hours and approx 20 mins this arvo.
Cheers for the comments and thanks to Malus for fixing the link.
A few things I want to work on:
- Some ornamentation on the axe design.
- Not 100% sure about the hooves (kinda generic) but they suit the lumbering nature of the demon.
- Unsure whether the face will be 'living armour' or simply coming out of his chest.
- Might change human loin cloth to become the jaw section of the living armour.
I haven't got a name for it yet, but it feeds off fear and pain converting it into energy to make it stronger. The story is behind the face mask is that his voice can enemies to instantly obey him, until a deaf warrior weakened him and trapped him with the muzzle he currently wears. The favour was returned and now that warrior is decoration for the demon and can never die, acting as a source of food for it
RE: Brutish weapons - probably because it's difficult to show magic effects or the ability to summon other minions in a pic?
Kezza: You can choose from a wide selection of weapons and mauling instruments at "WeaponsofMassDestruction.com" or Imps 'R' Us.
Here is my reworking of the original concept. My first one wasn't ambitious enough, but now this one is probably too ambitious. Don't ask me how I'm gonna get around texturing it (unless I go for a stony texture or obsidian texture).
It's inspired by Native American Indian totem poles. As it stands (no pun intended), this is a stationary demoness. Probably only the top will be rigged.
[img]http://www.sumea.com.au/sprofilepic.asp?pic=36_Totem_Concept.jpg&news=4… [/img]
This probably won't work, but I dont know what I'm doing wrong with the image links.
Unfortunately, the scan was a little grainy - does anyone know if it can be done in portrait? ie - 600 X 800, it looks better that way.
quote:Originally posted by JonathanKerr
Here is my reworking of the original concept. My first one wasn't ambitious enough, but now this one is probably too ambitious. Don't ask me how I'm gonna get around texturing it (unless I go for a stony texture or obsidian texture).It's inspired by Native American Indian totem poles. As it stands (no pun intended), this is a stationary demoness. Probably only the top will be rigged.
[img]http://www.sumea.com.au/sprofilepic.asp?pic=36_Totem_Concept.jpg&news=4… [/img]
This probably won't work, but I dont know what I'm doing wrong with the image links. Malus? Souri? Anybodyyyyyyyyyy?
Unfortunately, the scan was a little grainy - does anyone know if it can be done in portrait? ie - 600 X 800, it looks better that way.
Your concept picture is up at:
http://www.sumea.com.au/sprofilepic.asp?pic=36_Totem_Concept.jpg&news=4…
Put your mouse over your picture, right mouse click, choose properties, and it'll give the exact location of the image.. which is http://www.sumea.com.au/simages2/36_Totem_ConceptL.jpg
and just wrap that with the image tags...
[img]http://www.sumea.com.au/simages2/36_Totem_ConceptL.jpg[/img]
quote:
Hey you named one after me [:P]
I wondered if that was the rationale behind your name. Maybe I should name it 'Avarice'. Tee hee. I'm a bit annoyed at the scanning, I must have selected the wrong res because the shading on the original (no substitute for) is quite subtle.
I was running late for work, so I posted in a hurry. Thanks for fixing the link. This Totem-Demon stands in the middle of generic demon city X. All demons in the realm worship it when they step into the circle which houses it. Think of it as a living monument, an all seeing, omniscient presence, overlord of all. Those who do not show the respect are punished.
From a games perspective, it's intended to be a final boss type thing. Although it can't move (every boss needs a weakness), it can summon up standard minions and has heavy magical attacks. After all, if you're an overlord, why do what another can? Also, each head has a different weakness and strength so casting a generic water spell might weaken one head, but strengthen another.
Specs wise. 3 of the 4 elements are perfectly symmetrical, so I may save valuable texture space that way. Modelling wise, like most totem poles, the detail is on the front. I've given it thought, and I think it's gonna be difficult but it's supposed to be a challenge I guess.
Any suggestions for textures? Should I have each face looking different or go for a consistent texture (darkened wood, steel, marble etc) on all of them?
Sumea Challenge #4 -3d-Sorceror Bob- Challenger#13
way as well join in the fun :D
Behold Bogrog the Unhairy
[img]http://www.boomspeed.com/sorcerorbob/bogrogunhairy.jpg[/img]
nothing is permanent, and could change in a few seconds notice blahblah.. He'll have armour..
suggestions, crits..
Nice direction Matt. I think the demon needs to sit back on his tail more and fatten his neck up. He look very Warcraft like. This is the best pic I could find :(.
and what Pants said need something to make him more demon like, I best let you think this up.
http://www.blizzard.com/war3x/images/screens/cinematics/ss07.jpg
This has the same porblem as the last bit of concept and then beast also the weight in the character would make it very hard to stand up right.
Look the demon in WarCraft 3, the orc cinematic battel. Every much laying back on itself, huge front legs and large tail (and it still look a little front heavy) so it have huge wrings also well.
Hope you don't mind but I had some ideas that might help this guy:
- Sit the torso back further on the main trunk of the body to balance the weight, hes too far forward and would topple.
- Make the legs sturdier to support said weight.
- Downsize the arms.
- lose the ball and chain, believe me I did one for my tweedle guy and its a pain, it also looks more like a minions weapon.
- the head needs some work, define his character in his face, is he evil, comical, stupid, intelligent etc
My opinion, sit yourself down and write his story.
Also I try to develop my designs around plausable environments, then break them accordingly, being demonic and magical doesn't mean he'd exists in a world without rules.
Look at were he live, what he eats, his habits, his enemies etc, does he live in a cold climate or bubbly lava pits, these should give you ideas as to his physical and mental make up.
Overall its a good idea it just needs more personality put into the design or the model if you can't be bothered reworking the concept.
thanks for the crits guys
the concept is currently 'final'(dont want to edit it again :)), but i will be making changes to the build of the model.. i'll definately take what was said into account next time i make a concept though.
i've already got the formings of a story, that will help explain why hes so unnatural
[img]http://www.boomspeed.com/sorcerorbob/blapblapblap.jpg[/img]
Heres an update for an *early* mesh.. this is the basic shape... gonna start adding detail and stuff now.. only 1500 tris right now.. so i've still got plenty of fun stuff to do :)
oh yeah :) inglis just pointed out to me how much has changed since the concept..
i'd like to say, that while alot of it has changed, its still basically the same thing..
pre-empt one last crit.. the tail.. think of a slug, rather than a snake..
[img]http://www.boomspeed.com/sorcerorbob/bogrog.jpg[/img]
small update once more, i'm doing two projects at once, so i'm getting things done kinda slow - but still done :)
It's about 1750 polies right now.. so still a lot of stuff to add.. i'm thinking of adding a great big mouth in the center of the flab..
nice design so far one problem that stuck out though when i first looked at it was the chest/arms. there should be more seperation between the bulging mucsles on the chest and the shoulders, get some bodybuilder referance, you'll see the shoulder muscles are more seperate from the chest and do the collar bones that would help and the muscle that goes from the back and up the neck abit, (don't know what they are called). i really like the face, good mix between human and serpant
Thanks animal :), I checked some reference, and made a few changes where necessary..
[img]http://www.boomspeed.com/sorcerorbob/bogrog3.jpg[/img]
Yeah I went a little nuts..
This character has been designed as a bit of a statement. I wanted to just come up with an idea, and see where it went - with little to no outside influence on the design. I've found, that in the past I've relied far too much on 'crutches'; building characters based on existing templates (bipedal humanoid for example).
I'm pleased with what I have so far, it's different, weird, and not at all possible - which is part of my point (evolutionary viable models is another 'crutch' to me)
Texturing will be an absolute blast, and with the number of semi-independent characters on their, I'll be able to come up with some funky animations (big guy doing the hump thing to get moving, little guy at the front reading a book, and the screaming guy at the back clawing at the ground with his bloody stump fingers).
Ok the little rant is done.. Things on the to do pile.. I've gotta first fix up some anatomical issues in some of the 'heads', once done I'll triangulate, clean the mesh where necessary, then add accesories.
The entire thing is currently 42 polies over budget, but I'll easily optimise that out.
cheers guys
malus - yeah yeah 5 sided polies = suck.
Still, the comp calls for triangulated meshes so its not a big deal.
What I've been doing.. Triangulated the mesh - It turned into a horrible mess so I've been cleaning that up. Mesh heavily optimised, teeth added.. erp thats all i can think of now.. not worth posting a render.
quote:Originally posted by Sorceror Bob
malus - yeah yeah 5 sided polies = suck.
Still, the comp calls for triangulated meshes so its not a big deal.
LOL
How funny it that. there is nothing wrong about 5 side polys, as long as the shape it there. 5 side polys can be a problem in Hi-res modeling, low res there is no problem with it. There are lot of poeple which talk about poly flow being so important. It is all bullshit, poly flow is no were as Important as some poeple think it is.
Here is a topic about it on polycount I can't remeber much of it but soul and a number of other very good low-res modelers have a few wprds to say on poly flow and how to model, and it clear to me that that you model for the shape not the edges of a model.
http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/002897.html?00051
I do belive I have talk to you about this before matt :)
Anyway, you still havn't turn me to your idea with the head coming out of the demon guy thing, Animation will help alot, but I did like the other Idea you were thinking about more.
Maybe if you made the front body (head and arm) look more like they there are from the one human body and kind of hanging over the guy, and in animation this huamn is trying to get out by clawing at the ground.
Also our character modeler here said it was way to many polys.
Yes a five sided poly won't do anything drastic, it just looks nasty.
Polyflow isn't worthless Doord, its a style of modelling, thats like saying people who model looking at its silhoutte are wrong or if you use splines you can't model?!
People can do what ever they like as long as in the end its optimised, deforms well and doesn't bog down the engine.
Don't write things off just because its not your style.
By the way that link was about more than just polyflow, they were discussing geodesic modelling compared to quad modelling not just poly flow.
Poly flow can be done in editmesh, spline, editpoly or whatever mode of modelling you choose, its not confined to just editpoly modelling.
Why do some people think polyflow is only generated when you work 100% in quads? you can get it with tris also and combinations of tri-quad etc.
I find quads and tri combinations the best for me, helps develop form better and is easy to follow muscleflow in anatomy, also helps when converting a low res model to a high res model but hey thats just my opinion.
I do agree that using just quads will generally mean you are wasting faces.
There you go again putting words in my month, My point on this is what I wrote in my post (and what was posted by a number of people at polycount.)
Polyflow, tri modelling, quad modelling or what every kind of modelling you do, isn't important it is the shape of the model in the end, not how you get there. As what was also talk about and the conclusion of the link I posted to polycount.
Five sided poly don't look nasty, if the vertex are in the right place. Damn you can have a 10 side poly, hell I know that allot of the tribes character have far more then that, because the character model here uses edges to out line the mapping.
It clear to me that that you model for the shape not the edges of a model. (damn repeating myself again.)
Don't think I put words in your mouth but in the end I think we sort of agree polyflow isn't the only thing to worry about but then again neither is just the silhouette.
Also I meant 5 sided look nasty on when creating the mesh, to 'me' the mesh looks lazy and not thought out with 5 sided+ polys, when its in game its all tris anyway. [:)]
Looking good SB. What is it exactly? Are the extra bodies part of the main one (born that way) or has it forced a sybiant realaionship onto some poor human?
Looking forward to seeing what ideas you have for the texture. A mix of reptile and human skin?
Nice edgeloops also.
Might i also add that i think polyflow (lord how i dislike that term, it reminds me of Aunt Flow)is important, it results in a cleaner looking mesh, that both unwraps and deforms nicer in my opinion. I agree with you Doord, in that it isnt as important as the silhouette (I assume that this is what you mean by 'shape') in your personal work the wow factor of a model comes from its design.
However, polyflow isnt a trade off between itself and silhouette, they can even work hand in hand. A model with both a cool design and good polyflow should always be your goal. And while i prefer to see emphasis on design, when applying for a moddeling position, design takes a back seat to how well a mesh is constructed, and this is where flow is important.
Perhaps Malus did over react to your statment Doord, which he shouldnt have, its just a forum after all, but i think it stems from the wording of your posts, it reads as though you think that your opinion is the bottom line. Using less intensive words before your staments may help [;)]
Now lets make some art people! [:D]
Pointy, Cheers.
What is it? I'm not really sure.. Just an idea that has evolved in my mind to the point where it is now.
The extra bodies and stuff coming out of the main body, those guys aren't too happy about being there.
I'm currently in the process of doing a story about it.. But the basic deal, is that he was so impressed with the abilities of these mortals, that he granted them immortality - by imprisoning them within his body. Unfortunately, he drastically underestimated how his 'gift' would be taken, and his unwilling co-inhabitants have proved to hinder more than help him, still, they have their uses in battle....
Ok the texture, will be be based entirely on human like skin.. No scales.. Maybe a few small variations, but that'll be more along the lines of skin problems etc.
eeep! more body parts!
Maybe on a future version of the model, with more texture space to play with. I've set my self a challenge already, with 3 heads, 6 arms etc.. I'd like to have it how you suggested, polies aren't a huge problem, but cramming it all into a 512*512 and still having it look good is. Well for me anyways. I'll hopefully be able to do something that doesn't look crap anyways :)
Back to the unwrapping mines.
I have this feeling the guy on the end of his tail won't be seen very much... have you thought about getting rid of the "tail guy" and redistributing the extra polys around the model, perhaps adding some extra detail/spikes/armour/weapons? he just seems a bit useless all the way back there, from a visual and practical point of view.
Everything else looks really good, strays from your original concept quite a bit, but the changes are for the better.
-Moj.
Sumea Challenge #4 -3D- 'inglis'
hey all- just laying down the foundations [:)]
dont do much lowpoly but thought i would be in on this one, seeing as its plenty of time and interesting subject. (wouldnt mind that ticket either :))
concept up...sometime. (but im in [:p])
goodluck ladies.
Sumea Challenge #4 -3D- 'Malus'
Just getting a seat for the show. [:)]
Concept will be up soon.
Ok this isn't my final concept just something to show where I'm heading.
It was my original sketch but its too generic demon-ish, its now female and more menacing.
I'm going to do this guy High poly though cause I like his soul filled belly. [}:)]
[img]http://www.inkmancomic.com/dean/WIP/sumea4demon01.jpg[/img]
Ironkart: yeah hopefully have time to do him high poly.
Ninja: Thwaorr-anks man. [:P]
Kezza: he'd massacre Diablo, check out his hieght based on that pip-squeek lol. Wait until you see the other one, alot harder to model, its got 4 legs and 2 arms.!!
Pants: Cheers! yes boney, boney is good.
Jon: Still working on it, have alot to do so haven't really touched it since I started it yesterday.
Maybe after the weekend as its my 28th b'day today, yippee!! and I have things to do, alcohol to drink etc.
yeah I like the stomach too, both of us have a thing for our models feeding don't we, must be in the genes...sick, sick puppies.
BTW: thats not the concept I'm using for the model just my first idea, you know how much I like to pimp lol.
Heres my concept, finally.
Just a bit of a colour test work in progress
[img]http://www.inkmancomic.com/dean/WIP/broodmotherconcept.jpg[/img]
:P I really hate to say this, but it looks alot like a concept by hawkprey..
http://www.hawkprey.com/devilgirl.htm
not trying to imply anything.. just an observation
That's a much better concept, not the other was bad but this one has it's own flavour.
I like how you've incorporated the pregnancy into the underbelly. Doord and I talked about doing a pregnant demon and I was having a lot of trouble trying to get it to look 'right'. Your interpretation is much better.
I think you've taken all the cool aspects of the last design and interpreted it in a much better way. (eg - the staff is now the tail).
The tail looks like it'll chew up a lot of polys, how will you do it? Alpha map?
If I have any criticism, it's that you've chosen to do the demon 'red' in colour. It's the 'classic demon colour' although, it does really suit this design.
quote:Originally posted by JonathanKerr
I like how you've incorporated the pregnancy into the underbelly. Doord and I talked about doing a pregnant demon and I was having a lot of trouble trying to get it to look 'right'. Your interpretation is much better.
Jono was having trouble, I hadn't gave is a try but was thinking very different to the way you have done it very cool concept, nice to see some more realistic not so cartoon looking stuff from you Malus.
Thanks for the comments guys, I'm taking saying Im sick as a compliment hehe.
Jon: not to sure on the tail yet, maybe alpha the ridges.
The texture is 'hopefully' going to be skin and muscle tissue not actually red like generic demon stuff. More emaciated, decaying, torn flesh maybe with really sore looking bits. [:P]
Doord: Didn't think most of my stuff was cartoonish, oh well. [:)]
The lower arms are actually exactly what I wanted, don't need to be useful as her only job is to breed, feed and kill, she has minions with hands to do the other stuff.
They are also meant to be stabbing weapons not cleaving so weights not important.
Ionized: Thanks man, sick is what I was after, lol. I also didn't want her to look to feminine, shes a nasty lady after all, I was going to sew her lips shut but that implied alot of negative things so I went with lots of teeth.
Shes not a hemaphrodite though, shes a whole lot-a women lol.
Its a bit of a challenge with the polycount but alot of fun to do.
quote:Originally posted by Malus
Doord: Didn't think most of my stuff was cartoonish, oh well. [:)]
The lower arms are actually exactly what I wanted, don't need to be useful as her only job is to breed, feed and kill, she has minions with hands to do the other stuff.
They are also meant to be stabbing weapons not cleaving so weights not important.
Cartoonish remark was from what i have seen from you of late on Sumea. I have never been a big fan of them type of arms, they always little to be to small for the upper arm, and in this case with the longer legs I do think they could be a little different (in size.) But I reasly love this character. Good work.
A bit of a pimp of my progression, haven't been spending as much time on it as I should [:(] a couple of hrs here a few more there. lol.
Im up to 2616 tris, getting tight but with optimisation I should be ok.
[img]http://www.inkmancomic.com/dean/WIP/broodmotherwip01.jpg[/img]
Sumea Challenge #4
Ok well first up thanks to Souri for picking my idea.
Honoured man.
--------------------------
GUIDLINES
--------------------------
CLOSING DATE:
27th of July to 28th of September (midnight, Sunday night).. two months!!
Competition open to Australians and New Zealanders only..
TOPIC:
Fantasy/medieval demonic darklord, the big bad guy/girl.(no sci fi)
STYLE:
Any you choose, manga, chibi, realism etc.
TECHINCAL CONSTRAINTS:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.
FOR SUBMISSION: "Souri change this if its not what you would prefer."
concept/reference art used
default software lit orthograpics (front, back, side etc)
untextured wireframe
uvw wire layout
texture flats
money shot - which can be lit and posed how ever you feel fit.
Not sure if Souri wants me to define the voting structure but just in case he does it is exactly what Pointy came up with in the discussion thread.
Note: Concepts not voted on (not everyone is Feng Zhu.)just whether you managed to adhere to you original idea and not deviate.
Post your entry/updates in this forum.. name the thread like:
Sumea Challenge #4 -3D- 'Your name'
Hey malus...
when you say default software lit [?]??? does that mean 3 point lighting ??? also untextured wireframe (what is that does that mean i cant use edge map [?])
sorry to ask its cause i just dunno whats the point of it..... i dunno still learning as usual and maybe wrong hehe..... [:D]?
cheers
No one likes maxs default lighting lol.
Don't know about the UT thing, everyones in the same boat and you have the money shot one so I don't think we need to.
No extra maps because people seems worried about it getting to complex.
I really wanted to normal map this guy too [:(] spoil sports.
Maybe next time hey.
yes unrealed, I would render in the animation tab. Just an idea for those of you which want a better render which maybe fit in side the comp out line. I don't think i will be in on this one, i have samething else in the work and would like to get it done frist :(. I would love to do this one, cool comp I like this one alot.
quote:Originally posted by smeg
As for the default lighting; what about pushing the ambient lighting way up, so all you see is the texture? It just seems odd to go with max's default lighting...
Only problem with that idea is that it suits certain types of texture better, Dark realistic textures are sometimes dependant on shadows to show them properly while more cell shaded styles care little for full self illumination (hell a lot of the time you add a bit of self illumintation to get the effect right with cartoon style models)
Thats my 2 cents anyway.
Pantmonger
quote:
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.
Should that read 2 X 512 Maps? That would equal 1024, just as 4 X 256 = 1024. Otherwise, I'd see little advantage to using the 512 map aside from a slightly greater level of detail.
EDIT: Fixing quotations.
quote:Originally posted by JonathanKerr
Should that read 2 X 512 Maps? That would equal 1024, just as 4 X 256 = 1024. Otherwise, I'd see little advantage to using the 512 map aside from a slightly greater level of detail.EDIT: Fixing quotations.
4 x (256x256) = 262144 pixels
1 x (512x512) = 262144 pixels
They are one in the same
I only have one question, and that is why are we using such a small texture size when the polycount is quite high? UT uses two 1024x1024 textures per character, JK2 uses at least that amount scattered over many smaller textures. Just wondering thats all, since most games these days use a fair bit above one 512 map.
quote:Originally posted by Major Clod
quote:Originally posted by JonathanKerr
Should that read 2 X 512 Maps? That would equal 1024, just as 4 X 256 = 1024. Otherwise, I'd see little advantage to using the 512 map aside from a slightly greater level of detail.EDIT: Fixing quotations.
4 x (256x256) = 262144 pixels
1 x (512x512) = 262144 pixelsThey are one in the same
I only have one question, and that is why are we using such a small texture size when the polycount is quite high? UT uses two 1024x1024 textures per character, JK2 uses at least that amount scattered over many smaller textures. Just wondering thats all, since most games these days use a fair bit above one 512 map.
I stand corrected - wasn't thinking properly. I am also of the opinion that the texture size is a bit low. And also, does it HAVE to be medieval? Or can it just be a demon lord? Medieval pins it in one category and we'll probably have a whole lot of similar entries...
Ok, im just going to go on record and say, I am cool with this challenge.
Its has limits and thats part of the challenge.
512 maps are not that unusual, especially for things like PS2 and PC games that have a large number of characters present on screen at one time.
As for the "Medevil theme = lots of similar models", Only if your not being creative, take Dungeons and Dragons for example. There is a whole book coming out in shortly on Demon characters and in the past there have been demon only monster manual supplements and thats only the D&D take on medevil demons. There are heaps of others from those of christian origin to those of asian cultures.
The theme will allow us to show what we can do with an old and familiar theme, what new things can we make.
In the end this is a comp, and no one has a gun to your head. If you dont like it, dont enter.
Pantmonger
Wow go away for a second and all hell breaks loose.
Texture size:
most games still have lower map sizes, this is pretty decent for console games and I feel it challenges texture artists to do a good job, Ive seen a few artists on polycount do UT2k3 models with 1 x 256 texture that killed peoples 1 x 1024 textures.
Remember this is meant to challenge you?
Lighting:
You have a money shot to make it look spiffy, the default lighting orthographics is more for game engine-esque lighting, why is that a problem, don't like the lighting then put more effort into the final shot to show us how cool the model can look?
Medieval:
With the fact that you can do any style like chibi, manga, realistic I think you get enough range to express yourself, medieval demon is the topic not style, next you'll say demonic means they'll all be similar.
I chose medieval just to keep it fantasy based not brimming with techno weapons, theres tonnes of range in fantasy if you use your imagination.
Ok, this whole thing about everyone having a problem with the topic is getting really old, its been 1 day and look at the amount of problems.
Not everyone will agree I know, but there is nothing here that is hard, wrong or not industry viable, the map size is more than decent, unless like Pointy said your thinking only PC FPS games which tend to be texture hogs.
The way I see it we can
a: just get on and do it and be glad that it challenges our abilities.
or
b: someone else can come up with a really nice easy 10000 polygon, 12 x 4096 map, open ended topic thats safe for everyone.
I for one just want to get modelling.
Dean.
yeah, I'm happy with the topic. I've gone through a few wildy different ideas already so I don't think there will be alot of overlapping on ideas. The texture size is a little low, but that just makes it more challenging. See how much detail you can squeeze onto the sheet to get every last pixel out of it... should make the entries very interesting!
quote:
As for the "Medevil theme = lots of similar models", Only if your not being creative, take Dungeons and Dragons for example.
It's a designers job to question the brief. I merely sought clarification.
quote:There are heaps of others from those of christian origin to those of asian cultures.
I interpreted Medieval to mean 'English/European dark ages (Relating or belonging to the Western Middle Ages) as opposed to fantastical. It's not commonly used to describe other cultures.
Cheers to Malus for clearing that up -- Fantasy is a better word. Now I am on the same page.
John: Glad that cleared it up some, I amended the topic guidlines to say fantasy also.
I still believe even if it was just western dark ages that there is a tonne of scope for everyone though.
Just on the texture size, my tweedle dee/dum guy was done with 4 x 256 maps and although I'm don't claim to be the best texture artist (far from it) I was really pleased and suprised with the amount of detail I could get in.
I used to do all my textures at 1024 x 1024 and have recently realised its really not needed unless your spending large amounts of time doing extreme closeups on a model in game:
not the best example but here goes.
[img]http://www.inkmancomic.com/dean/WIP/tweedletexture.jpg[/img]
quote:Originally posted by Malus
I used to do all my textures at 1024 x 1024 and have recently realised its really not needed unless your spending large amounts of time doing extreme closeups on a model in game:
I'm not trying to change the comp, because I'm not in it this time but just remeber that you don't have control of how close you can get to a character in a game. That is up to the player (most games). 512 is not used in most new games with poly counts that high, console or not. Besides PS2 because of 4 meg texture memory.
I do think it is more of a Challenge to do large textures then small, because to get a comp winning texture you would have to have huge amount more detail then a map half the size. In fact two times as much detail. But you are right the are a lot of poeple which don't use there texture size how they sould, and also poly count. but that is something they need to work on :) Model on polycount show this well with a lot of new artist trying to work out how there model look so pain conpared to some of the amzing tuff that turn up there once evey blue moon.
quote:Originally posted by Doord
just remeber that you don't have control of how close you can get to a character in a game.
true, but you should also take into consideration that gamers dont stop to look at the textures, most characters are a blur on the screen and all you can make out is the siloette.
Sumea Challenge #3 unfinished - comment & vote!!
Ok, we're going to have a little relaxed bit of voting and commenting here. I'd like your opinions on the potential and other general comments on the works that didn't finish the Sumea modeller challenge #3.. and also give them a rank of 1st right to 8th while you're at it.. Remember, you're voting on potential, along with creativity. I will give tally the votes up in 3 weeks time - 30th July, Wednesday..
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=616"]Dan Ward[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C1-DanWard.jpg[…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=622"]Doord[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C2-Doord.jpg[/i…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=662"]Ionized[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C3-Ionized.jpg[…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=638"]Jak[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C4-Jak.jpg[/img]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=690"]Jocon[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C5-Jocon.jpg[/i…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=611"]Majorclod[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C6-MajorClod.jp…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=603"]Malus[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C7-Malus1.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C7-Malus2.jpg[/…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=646"]UniqueSnowflake[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C8-Uniquesnowfl…]
First up my finished product is viewable here: [url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=711[/url]
Its way over the limit so I don't think its valid comparing mine to anyone else really but go ahead if you want.
Some cool entries that didn't get done here.
Dan: 5
The idea was pretty cool, the control method had me in stitches.
If you cleaned up the texture I'd have liked it alot more, also the model seems quite blocky for the polycount. Overall nice job though man.
Doord: 2
I like the beast, probably because we both did big cow/rhino type things lol. Not sure about the rider though. Your mesh construction is nice, would have liked to seen it textured.
Ionized: 7 (only because its not modelled)
Cool concept, Dark Crystal meets Star Wars.
The legs bother me though, I try to base my work on viable anatomical structure even when creating fantasy. I don't think it could walk effectively, picky comment I know just a malus thing. [:P]
Jak: 1
I like this alot, a departure from the typical game model, although not totally fantasy its a great idea.
Good to see some maya models too. Good mesh and again pity its not textured because your concept was great.
Jocon: 4
This one doesn't really jump off the screen at me.
Don't know if the rider and steed gel together and the rider is a tad sparce in design. Pretty well built meshes, could use optimising.
Major Cold: 3
Got to love a dragon, a staple of the fantasy genre. This one is a safe one but well built and I like it, ever finish it?
USF: 6
A different take again, alot less angry than some others which is a change, nice texture on parts but I'm guessing its photo sourced mainly, again not sure on the anatomy.
For reference, I would have voted Jak, Pants, Chris... Basically on style and efficient mesh use and with the feeling Jak would have nailed the texture with the skills shown in his concept work.
Good job guys, hope comp number 4 we all finish.
My votes are:
#1 ::DOORD::
Very nice and excellent model i saw a lot of potential here although i would have loved to see it textured. Bad thing is that it didnt go with the theme which he pretty much noted. Awesome stuff as usual for somone in the industry.
#2 ::JAK::
Awesome concept and modelling skillz. The same would have loved to see it textured.
#3 ::IONIZED::
Ok this was hard although it is only a concept so far (which is very nice and unique) but hell ive seen your art work ionized and u would have absolutely toppled all of us easily in this competition. Your modelling skillz are excellent, and texture work is awesome just like Jason Daltons style (A.K.A crystalmesh from creative assembly). No wonder u work in the industry....luky u [:)]
#4 ::MALUS::
This was hard to give fourth [:(]. Although mesh construction was alright i guess...[:)]. But what let me down is the colour combination on the textures [:)]....and also the pixelated / blurry textures on the steed compared to the warrior. But excellent work [:)]
#5 ::DAN WARD::
Very cool idea on the steed very ogre'ish [:)] although could have optimized the mesh more and fixed up the textures.
#6 ::UNIQUESNOWFLAKE::
Nice work on the steed. Would have loved to have seen the rider though. Would have been mad if u had put a lot of armour on it too [:)]
#7 ::MAJORCLOD::
Very nice dragon !!! would have loved to see the rider on this as well and also textured [:)]
#8 ::JOCON::
Now thats way kool model as well would have loved to seen him fully textured !!!!
Great work everyone it is great to see very good competition. Just remember as usual it is my views on peoples artwork, everyone has different views. [:)]
Very nice work everyone [:D]
1: Malus, nice model and mesh, the only problem is the texture res. As I said before
2: Jak, nice character would be fun to animated.
3: Dan Ward, cool idea but ii think you will have the same problem as Malus with texture res.
4: Ionized, would have been good to see.
5: Majorclod, nice start i still have the same problem i did before, but it is the same image as before.
6: UniqueSnowflake, nice start, the model is a little off in place, but i think it would have worked out.
7: Jocon, it is very smooth. What is the poly count on that??
Thanks for the feed back so far on my model, because I'm looking into moving in to the area in the next big game here at irrational (i have been character model, but not for tribes) which means building up my character modeling and texturing skill before then because i was told at my interview that I would only really be hired for my animation skill not for my modeling or teturing skills.
So these comp can help me out with that :)
Just a note to all, damn I hate the metal foot and lowwer leg on that version of the steed. Just before very one points it out.
Heres mine.. Take these as constructive criticism, my comments are not meant to be taken offensively. /disclaimer :)
Dan: 3 - The most unique take on the beast. While the idea of an ogre isn't all that original, you've taken it, and improved apon it. Nice texture work too.
Doord: 4 - The best mesh.. You lost alot of points in the creativity department which hurt your ranking.
Ionized: 7 - Very Nice concept, had you modelled something, I would have given you a higher rank.
Jak: 1 - The concept wins it, mesh is quite well done, though i think the beast could use more detail in places (the head) and less in others (the feet/wings). Bonus points for modelling what looks to be the wang.
Jocon: 6 - Not a great deal of detail on this, theres a lot of pretty much 'empty real estate' on this model, you could have added armour, or alpha plane fur to beef out the silhoutte. Its a good effort, but overall lacks 'finish'
MC: 5 (tie) - I really like this model, my main problem is the wings.. The joints look a little flimsy, this is because they are the same size over the entire wing.. They need to be bigger at the base.
Malus: 2 - Extra points for attention to detail.. It feels like a star warsy type character, I personally think you could have used the polies better in some areas, but overall its a nice mesh.
USF: 5(tie) - I think you could have much more with the polies you were given. It stands apart from the others as not being a monster. Good use of runage too.
Anyways, goodwork to everyone that didn't finish the comp lol
Cool, I was wondering what happened to the other entries for the last challenge. Heres my pick
1 Dan Ward. I like this one mainly because its the most finished of the lot plus its a fairly original concept. The textures could stand to be a little more polished and the UV's are stretched a bit here and there, but other than that, a very cool entry.
2 Doord. Very tight modelling. You have a definite style in your models and thats good to see. Only crit would be the box doesn't seem to work for me. Maybe it should be strapped down or something.
3 Unique Snowflake. This is a very nice attempt at at something beautiful and gentle, something which I think can be quite difficult to pull off. Nice texturing and certainly professional game quality. Parhaps there could have been closer attention paid to the muscle structure of the beast, but otherwise a great, clean job.
4 Malus. This is a very cool character and I can see in my mind how cool it would look like if it was textured. I hope you finish it off.
5 Jak. This is definately heading in a good direction. Perhaps more detail needs to be added to the steed and rider as they seem a bit like figure studys at the moment. It's certainly worth working on it more as I think it could turn out really cool.
6 Major Clod. I love dragons and this is a very cool one. The pose looks great, but the modelling around the feet could be more refined. I hope you get a chance to texture it.
7 Jocon. This was a tough one, because you have attempted something very high poly, and that is not easy. It has the look of something which could be great, but is halfway finished. You really owe it to yourself to finish this off for your portfolio, cos you have obviously spent a lot of time on it so far. Good work!
8 Ionized. Hey, that me... Well you all got a lot further than I did, so I deserve to be last and like any half decent artist, I despise my own work ;)
Sumea modeller challenge #4 suggestions
What would you like the next challenge to be? I'm hoping to get it started in a month, with probably 2 months of time for everyone. I might have some good news about this next challenge, but I will tell you later on..
quote:Originally posted by Souri
What would you like the next challenge to be? I'm hoping to get it started in a month, with probably 2 months of time for everyone. I might have some good news about this next challenge, but I will tell you later on..
Just to get the ball rolling....
1. 'Rivals' - design a main hero and their nemesis. Give backstory. There should be some cohesion between the two.
2. Fighting game character - can be for a weapons based or melee fighter. Any time period allowed or make your own.
3. Sprite challenge - Just kiddin'. On second thought, it might be cool to see the 2d artists. 24 colours, hi-res like Guilty Gear XX.
4. RPG 'team' - design an RPG team of up to 5 characters, cannabilisation allowed...
5. RTS units- design a series of units for an RTS. Low poly and texture count.
6. 'Climatic Battle' - design a final boss battle for a game, include background. Points of note - pay attention to lighting, posing, overall cohesion, fx's etc... a nice challenge that would force modellers to learn a bit beyond modelling and texturing. Doesn't have to be one on one, it can be a small team vs a boss.
7. Mascot - I think this might have been done at CGTalk? But a mascot character would be cool. Try and include surroundings that reflect the tone of the game.
I thought of those off the top of my head but they should prompt others ideas.
In this case if the winner should choose i prefer to have all 4 or 3 people that finished the competition to have a vote for the next challenge. Since theres not much of us that is [:D] ( could include malus too since he finished his model [:D])
i love those ideas jonathon !!! [:D]
especially these 3:
The rivals, climatic battle and a RPG team [:D]
Guys wat u think of one of these topics ?
btw wat is RTS ? [:P]
quote:
The rivals, climatic battle and a RPG team [:D]
btw wat is RTS ? [:P]
RTS = Real Time Strategy. ie - units for a Command and Conquer type universe or perhaps for a Starcraft type universe.
I thought those ideas pretty much up on the spot, but I'm also favouring 'The Rivals', 'The Climatic Battle' and the 'RPG team'. If I had to chose one, I'd do climatic battle - there's so much scope here. Perhaps say, a polycount of 15000 and you can use it anyway you want - ie the environments may need more detail than the characters for your entry. Or, you might want to have two characters going up against the final boss. I dunno, but seeing as the next challenge has about 2 months set aside for it, we should really go to town.
Also, I should have my new computer by then, so I shall be able to enter! Huzzah and Hurrah!
And Souri, any news on what this 'good news' might be? I'm guessing it might be something related to Krome Studios seeing as you have gotten sponsorship from them recently.
I wouldn't go too hardcore on the amount of models/environment etc, Alhough I'd personally love to do something like rivals.
I think the extended timeframe has happened mainly due to the fact no one is actually finishing smaller comps, if we make the comps larger the problem still exists.
This is probalby overkill but maybe we could have 2 comps, a larger one and a smaller one, same time limit but different specs and judged seperately.
Might stop the "I have no time" whinge ...er..comment. [:P]
quote:Originally posted by Souri
What would you like the next challenge to be? I'm hoping to get it started in a month, with probably 2 months of time for everyone. I might have some good news about this next challenge, but I will tell you later on..
I think what would probably stop the 'I don't have time' comments would be to allow cannabilisation of your own models. That way, if people are creating something at their animation schools (or whatever), then they can use it. Also, it's standard industry practice to cannabilise, isn't it? It'd certainly allow more people to finish their work - if you've got to choose between devoting time to study and devoting time to personal projects, it's more prudent to go with the schoolwork. Kill 2 birds with 1 stone, I say.
If your going to cannabalise then fine, same with photosourcing.
I just think you should express that you have done so for voting purposes.
Even though they are both valuable and widely used in the industry, I feel a competition is a representation of your raw ability, not wether or not you are cabale of putting things together, as such everyone should be aware if those valid industry process's where used in the comp.
Its not a big deal to say you did that anyway so I can't see anyone having a problem with it.
On a personal note for voting, I'd vote higher for someone who went the extra effort and did it from scratch, but thats just me.
BTW: I'm aware with cannabalism you would have had to modelled the meshes at some stage, the thing is does it represent your ability at this time, theres no knowing how long it took you for the original structures, therefore hard to judge ability effectively. [:)]
that would seem like a good idea to the problem, except some people will have a bigger libaries of models they can source from then others. Some people may not have any.
And as Malus pointed out, it would be unfair if one person were to work hard from scratch, and then i.. er someone else, were to submit somthing they had been working on for 3 times the amount of time.
Also I thought one of the main things these comps where about was the improvment in skills of the participants. Re use of models (or bits of) means less improvment.
Although it would be funny if everyone gave a model over to the comp and you had to use parts from the comp model pool to make a Frankenstein esk abomination. :P
As for my input, Im easy. I'll model anything, but maybe something specifically cute this time?
Pantmonger
quote:Originally posted by JonathanKerr
[quote]And Souri, any news on what this 'good news' might be? I'm guessing it might be something related to Krome Studios seeing as you have gotten sponsorship from them recently.
Can't really say anything until it is finalised.. not sure if it will come through yet.
I like the idea that have come up of far. I would like to add
*Making a character for a game or series of games (like FF, halo, quake, unreal, Mario, the list goes on). This would push every one into going though the steps which someone in the industry would. And this kind of stuff get huge brownly point with and employers, because they don't want to see your style of art, they want to know if you can do there's.
how about this -
Yourself as a D&D character. Any style of your choosing so as long as people easily recognise it as yourself.
If you dont know what kind of character you might be check this site out.
http://neppyman.irulethe.net/dndwho/
I say any style, because i find it more enjoyable to work on my own stuff, in my own style. If you like to march to another beat, then theres nothing wrong with that.
I say "To hell with employers! Im about me, and my dishes.. er art" Now if you will excuse me im late for a poetry reading, and have misplaced my beret.
That was a very cool link. Quite a lot of fun to be had there.
I agree, I'd like to use my own style as Malus mentioned (in the argument against cannabilism) that we're doing these challenges to further our own skills and styles.
I'm a little loathe to do a D&D theme tho, D&D is everywhere and done to death. IMO, it's probably one of the most generic themes there is. But if there ever was a challenge, it would be to do a D&D theme without it being hackneyed. Still, the idea of interpreting yourself as a D&D character is quite good. According to the survey, I'm a Chaotic Good Elf Ranger Mage.
It takes almost as long to decide on the comp as it does to do it.
I propose we get everyones opinion on how the comps are to be structured then vote and that guideline is kept for all further comps. Then its just a matter of coming up with the concept, polycount, time limit etc.
That is if its fine with Souri, since its his baby.
My opinions on comp:
Either, the winner decides on next comp, if winner has won more than twice in a row or is unable to think of anything he/she stands down for the person in second place just to keep ideas fresh and moving.
Or we all think of 1 idea in a certain timeframe like 2-5 days and Souri draws them from a hat.
As for this comp, I like the rivals idea, maybe with an underlying theme or genre type that we must adhere to, ie. black vs white plus manga, marvel, realistic, chibi etc.
Love the rpg team one but Im doing that already for my portfolio, why do I always start stuff for my portfolio then it gets set as the next comp?? lol. [8)]
Taking that into account this challenge should be more official.
Eg have either souri or Bullant Studios come up with the topic.
Make the time limit long enough to allow for any possibility.
And have a panal of professional judges, like with the first challenge.
Kudos to souri for his orginisation
EDIT: just a suggestion. Perhaps have the competition include these guidlines; your own concept, textures(no photosource), modelling(no recyling), and animation (no bips)?
Yes i prefer BULLANT to decide on the competition theme and rules and regulations since they are the ones sponsoring it .......which is awesome [:D] Thank u bullant and souri [:D]
i think this time it will be a damn good competition since people want to attend AGDC [:)]
I really like that rival theme as well now that will rawk !!!! [:D]
Might there topic be broad enough for 2D artists to sneak into this competition somehow? :)
As much as I would be able to love to model, I'm really quite hopeless. However, I've been wanting to dig into something like this for a while, and to be able to do it in this competition would be awesome.
--Paul
Sumea Challenge #3 results - please vote!
This was the brief.. for a run down of the rules, [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=600"]click here[/url].
You have to make it fantasy based - no futuristic stuff (since the last challenge had a futuristic theme, we want to try something different here). Your warrior can be male or female, adult or child etc.
Your steed must be of an imaginery animal/beast. The number of legs it has is up to you (it could have 4 legs on the ground, or on 2 hind legs, or more than 4legs, for example).
Focus is on Creativity and Aesthetics (polygon work, the overall look and detail, believability of creature design and warrior).
Challenger #1 - [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=639"]Chris[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C1-Chris1.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C1-Chris2.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C1-Chris3.jpg[/i…]
Challenger #2 - [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=615"]Ironkart[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C2-IronikArt1.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C2-IronikArt2.jp…]
Challenger #3 - [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=608"]Pantmonger[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C3-Pantmonger1.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C3-Pantmonger2.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C3-Pantmonger3.j…]
Before you vote, be sure to check their threads to get a better look at their entries. Please make your votes in this thread!!! Give each challenger a place out of 4 positions, and a comment if you like.. e.g
Challenger #1 - Chris : (rank.. e.g 1st, 2nd, 3rd of 4th)... I like this because.....
Challenger #2 - Ironkart : (rank) ... comment here etc
Challenger #3 - Pantmonger : (rank)... comment..
Voting closes on Sunday
Entrants can't vote..
well what can i say. I like them all but after looking at the criteria of this particular comp this is my vote:
1. Chris
2. Pantmonger
3. Strike Eagle
4. IronKart
Chris, your character is very interesting and overall nice to look at.
Pantmonger, I love yours too but I can only choose one first place.
Strike eagle, Nice concept, modeling and texture work. I just thought he guy in shorts was a little plain. Awesome steeed though.
IronKart, during initial submissions I really enjoyed your polar concept. I really liked your polar bear modeling and texturing. The only thing that let you down is that your character and steed are in my opinion ill matched.
good luck to all!
First time poster :D~ wish i reg'ed earlier i really enjoy fantasy work.
heres my order of votes
1. Chris
2. Ironkart
3. Pantmonger
4. Strike eagle
Chris, i really like your character, very origional it has a great feel to it
Ironkart, what a lovely model, very origional i think it has great character too it. i like the textures also.
Pantmonger, again origional and differnt to the other submissions,
Strike Eagle, sorry for getting my last vote but you should have done more with the rider, create more interest he is too plain, however apart from that i really like the steed..
Cheers
SHaRD
Votes
#1 - Chris
#2 - Pantmonger
#3 - Ironkart
#4 - Strike Eagle
#1 - Chris
I absolutely love this model. There is so much character there. I love all the feathers and what not coming off your rider, and the big, goofy design of the steed is excellent. Nice, clean mesh.
#2 - Pantmonger
Again another orignal design, wouldn't want that pair coming after me underwater. I feel the only thing letting you down is the texture detail of your steed. Compared to the rider, I think you could do more with it. Other than that great stuff.
#3 - Ironkart
I do like the designs of both your rider and steed, however they just don't seem to work together. You could also have used more polys to smooth out your steed, especially compared to the level of detail in the rider.
#4 - Strike Eagle
I think you could have done more with the rider. There is something about your steeds texture that is bugging me, and I think I've narrowed it down to these things. The texture seems too monotonous, maybe a varied colour scheme or better pattern of scales would help it, maybe its a little too contrasted too. Also, it doesn't really fit around the animals body, and instead feels more like a standard material applied to it, if you understand what i mean. When I look at it, I cannot see defined shapes on the animals body, such as muscles. If you work on these things some more, I think we'd see a good model turn into a great one.
Great work all!
Harder than I thought getting a winner out of Pants and Chris, both excellent original ideas but they can't both get number one.
Well here goes.
#1 - Pantmonger:
Overall this is the best complete package. Good mesh construction, original design, tight uvw's and a nice texture, the shark could have more detail in the texture but its a shark so what are you going to do.
Also, and I know this isn't really valid but he pumped this out in no time flat.
#2 - Chris:
Nicely done, the only things that kept you from number one where the textures and some mesh issues with the steed. Textures seemed a bit monatonal and burnt and the steed has alot of polys that could have gone into adding more detail not just rounding off the shape, your design is very cool though so it was a hard one to give 2nd too.
#3 - Ironkart:
Interesting idea, but it doesnt have the punch of the other 2, also could use more work on the meshs, the rider has to many polys and the steed too little.
#4 - Strike Eagle:
Texture killed it for me in this one, and the design is a bit dull (sorry if thats harsh) looks like a bald guy in his boxers riding a reptilian rat. [:(]
Just wondering why most people are a couple of hundred polys of the target?
Good job everyone who managed to finish on time.
#1 - Chris
#2 - Pantmonger
#3 - Strike Eagle
#4 - Ironkart
#1 - Chris - nice font and presentation, the GI came up nice, and background matched your models.
#2 - Pantmonger - the collage of your characters together works well, the lighting could have been better though
#3 - Strike Eagle - Tough choice here, one one hand you decided to show the binding pose which made it very unappealing, but on the other you do have a shot with shadows and a gradient background, so you just get ahead of IronKart.
#4 - Ironkart - Next time you wont be showing a plain background and a veiwport screengrab. Will you? Hmmm!?
Might be a bit late but just wanted to chip in.
Chris and Pantmonger - these two were the top tier entries both extremely different from one another but I think I prefer Chris', which is strange as I don't normally like anime styled works.
1. Chris - great design, and gets the nod because it has a little bit more personality than Pantmongers. The little details like the whipcord pony-tail, the symbolic inscriptions on the steed and rider, the strappings on the bow and arrow give it real believability. The steed meshes perfectly (as seen in the final shot) and for some reason (I'm not sure why) it looks like the perfect, obedient steed. Also, the subject matter (big locusty, flying thing) was a good choice. It's so common to see 'death & destruction' type creatures in games nowadays, so I found the ethereal look refreshing. Only real drawback was the slightly monotonous colour scheme - maybe a splash of white paint on the bow or a greeny tattoo on the arm wouldn't have hurt?
2. Pantmonger - very hard to separate but I think the winning entry has just a tad more personality. The warrior and steed fit together very well and I particularly like how you gave thought to how the rider was going to ride on it. When I saw the concept, I thought you'd do the old 'rider on top' thingee, but lo and behold! It wasn't so.
Personally I like the shark better than the rider, although the whole Roman/Greek/Poseidon thing works very well. There's something about the proportions of the hips and width of the ankles that makes me think he's a bit chunky. Also, the knees are a bit turned in, so it's sort of giving it an impression of weakness (only a little) but since poses aren't really to be taken into account, discard the comment at your leisure. I just thought an underwater creature would be a little more lithe or athletic - it might be the pose, but he looks a little landbased.
Texturing is very nice - particularly the aquatic colour scheme. Maybe some detail on the armour? I applaud the complexity of your design - far more intricate than the others. Excellent use of polys -and you really made the design work.
3. Strike Eagle - gets the nod ahead of Ironikart because the rider and steed work better together and are hence, more believable. Nice modelling although the rider has less polys than the beast but the beast looks a bit blockier - perhaps a bit of exaggeration on the muscularity of the beast wouldn't have gone amiss? The hind legs seem a little weedy despite it's powerful pose. I think the design could have used a bit more thought - maybe some war paint, or insignia on the shield or maybe some vicious tattoos on the rider.
Beast's texture is a bit samey and maybe the scales could have been smaller. Having said that, the texture for the rider (while a bit plain) does an very goog job of conveying a ripped physique.
4. Ironikart - I like the design and how it varies from the typical game stuff, but the rider and steed clash. Texturing is quite nice, esp on the rider but I think a little more detail both modelling and texture wise could have gone on the steed. The feet look a little plain. I like the stylized looked tho!
Well I'm not much of an artist, so I don't know how well this vote will go down, let alone what I would hardly call good "critiqueing" but here goes!
(numbers on the side refer to "placing")
#1. Pantmonger - In regards to the first criteria (creativity), this stands taller than the others. The humanoid angler fish concept is great- it's a damn 'ugly' concept and I'd never date one, but in the context of a warrior it's perfect, definitely scarier than a furry rabbit (despite what Monty Python afficionados will say about rabbits). I don't know which one came first, the shark or the angler-fish humanoid, but the armoured shark complements the warrior greatly. The riding position of the warrior is also a nice twist, although the way the rider's 'handlebars' are attached to the shark looks painful :). Overall two creative concepts that work well together.
Related to the second criteria (aesthetics) you've done a good job of the warrior. The anatamony is a bit twisted, but it suits the part human part fish theme. Although I have to say his pose seems a little bit "look at my perky butt" - but it translates better when he's on (under) the shark. The musculature is also different which adds to the 'not human' look of the warrior. The mapping is rock-solid (except perhaps a tiny fraction around the jaw, but that's only because you gave an ultra close-up of it), often something repeated like scales can give away stretching so easily, but you seemed to have that covered.I was also glad to see that on both models you worked close to the polygon limit.
I think the texture detail on the shark was a little bit low, although not being the ultimately creative type, the only advice I could offer is perhaps a bit of scars or something, look at some doco's on great white sharks and alot of them have a bit of "character" in relation to battle scars, especially around the jaw. It seems just a little too smooth for a wild battle creature.
Another slight issue is that the model/textures overall seem a little dark...but what would I know :)
#2. Chris - First criteria, creativity. I think the locust/grasshopper steed is a good concept (as an aside it'd be interesting to see how a game would interpret the 'locust steed' seeing as technically it can't fly, it can only jump really high/far). The warrior concept is a little bit 'safe'.
Aesthetics wise? It's partly lighting, and it's partly the model, but I like the fact that this model has almost captured a bit of an "object in a plane" 2D look about it. The texturing is safe, the bow seems a tad cartoon-like though, it's hard to say whether this is a bad thing as the overall model is obviously not supposed to be ultra-realistic (the physique, clothing etc is all a bit fantasy/anime). I hate to nit-pick, but I think believability was mentioned as a criteria, high heels??? Seems a bit strange for this warrior to be running around in heels! But that's just me :)
The steed looks good, not sure where to put those 290 polys, perhaps use them to make the rear legs a bit smoother, or add some details to the legs, maybe something to make it look a bit more 'rugged' I guess. Textures are good but would need a game with a decent lighting system to bring depth to the characters, perhaps some more contrast and shadow?
The only other thing is that the steed has a bit of an Australian outback colour scheme to it (red/ochre) it works, but it doesn't create much contrast with the warrior. I'd perhaps try to play around with colours that match the kind of wood/conifer forest colour scheme that the warrior has.
#3. Ironikart - The concept of the warrior is different, but it doesn't really match the polar bear. I think what's mismatched is that something that's nearly totally based in reality (ie the polar bear) has been matched to something that's definitely not (The only way that warrior will be able to generate enough leverage to move that spear will be through forces unknown to me)! There doesn't seem to be anything wrong with the idea of the warrior, or the idea of a polar-bear steed, it just doesn't seem to be a natural match.
Aesthetics? I'm not sure, but it looks like you've got at least (or around about) 500 polygons left to play about with. I'd use them on the bear, maybe give it some more character, I'd definitely give it some upper and lower mandibles (if I were an artist, which i'm not, I'm only pretending I know what I talk about).
The texturing is good, although again, I think the colour scheme suffers from mismatched warrior/steed. Overall it seems to lack a bit of colour in general, it's a very grey scheme. Which isn't necessarily bad, but I'm not convinced it works in this case. The chest and knee area of the steed probably need a bit of uvw alteration but apart from that it's all fairly good.
It's a tad unbelievable that these two aren't wearing any protection (rdrr) at all. I'd maybe spend some of the polygons on armour as well, maybe even take a few extra polygons lying around on the character to add armour to the steed.
#4. Strike Eagle - The "creativity" criteria is possibly where this one loses out. I'd like to see perhaps a different twist on the semi-primal full body-waxed warrior on reptilian/dinosour back theme. I sure hope that guys lives in a warm climate cause he's going to get cold in winter :) The semi-canine look of the reptile is different, so that gets you some brownie points in the creativity field.
The steed's texture seems a little bit plain and uniform. Although I realise it has to be (it's a reptile), maybe something like tiger stripes, or even chameleon-esque colour change, or maybe a paler underbelly, something to give it some character would be useful. Also the scales seem to stretch a little bit here and there, which is obviously a risk involved in using a repetitive texture. Perhaps a few too many polygons have been used for the feet claws and I'd definitely use those 100 or so polygons you have left to smooth the creature out a bit more.
The warrior is very 'safe' as I would say, there doesn't seem to be anything majorly wrong, although he's got way over-developed biceps :) I hate to bring my own self-taught physiological garbage into this, but throwing and fighting actually involved more shoulders and triceps than it does biceps!
Anyway - everyone's a critic sometimes - well done to all of ya! You put in a better effort than I did for the programming competition!!! The standard these entries are up to is great to see.
Oh man Strike Eagles been removed ??? [:(] wat da ? guys i think try to encourage the entrants of this competition rather than give a very harsh criticism......... i mean post a crit that will make people feel that we can do better next time on different aspects of the competition and like wat we can improve on....(which most of you did [:D])
Put yourself in the artists position and remember wat this competition is all about.
Encouragement is the best support u can give as voters and crits. [:D]
Strike eagle: I hope I had nothing to do with you removing your link [:(]
Your modelling and animations where very good, I should have noted that on my vote, I apologise for just concentrating on the negatives just got lazy.
I don't think he should look for another industry either thats a very harsh thing to say, if you look at his other work on his site he's definetly doing some great work.
Come back StrikeEagle its only a comp.
dont think it was you malus...
/me looks @ doord
"I'm not going into this one sorry, but if you are new to the game good work and nice model if this one is of your first few model you have got to the end of. If not, I think you need to start looking into another career, or start over and learn more about old school art"
harsh...
Just my opinion, sorry if you took it to heart. But I do stand by my comment, I have just found out that you did dip two the year before I did. and I now know the impact of what I have writen has had. But I do this to everyone I talk to about art, mainly so that they will do it back and I find this help me a lot.
(just a side note, I didn't do art in year 11 and 12. Which was because the shit type of art we were pushed into doing. Then I went to the AIE and found that they were very layed back and that they tell poeple that what they were doing was the best they have seen and that wasn't ture 90% of the time. And i see the same thing every were. And found that I need to find some place tells you how it is and i find that forums are a good place for this. So i went to the forums and got comments that were ture about my work and come and because of this it has only taken 2 years of doing art to get a job in the industry)
I'm more then happy to help you out, hell you live here in Canberra, I happy to meet up and show you a thing or two which may help you out.
remember Just my opinion.
There is a big difference between telling someone that they need a lot of improvment,here is where and what, and saying "I think you need to start looking into another career"
The first one is the truth (in theory) and is helpful. The second is pointless self inflating bashing.
You have basicly said, "I know this industry and you don't stand a chance of getting into it, ever." and you don't have the standing, experience or knowledge to say this and be accurate. Just because you work in the industry it does not grant you powerful insight into peoples life long potential.
Get some respect for other peoples feeling
"remember Just my opinion."
Pantmonger
Man, I really liked Strike Eagle's entry! It was my wife's favourite :)
It's all a learning process. This was my first go at a low poly model and I really enjoyed doing it in the spirit of competition. I look forward to seeing more work from you Strike!
souri: thanks heaps for changing the links to my entries, much appreciated!
quote:Originally posted by Pantmonger
There is a big difference between telling someone that they need a lot of improvment,here is where and what, and saying "I think you need to start looking into another career"The first one is the truth (in theory) and is helpful. The second is pointless self inflating bashing.
You have basicly said, "I know this industry and you don't stand a chance of getting into it, ever." and you don't have the standing, experience or knowledge to say this and be accurate. Just because you work in the industry it does not grant you powerful insight into peoples life long potential.Get some respect for other peoples feeling
"remember Just my opinion."
Pantmonger
Agreed.
Too ture Pantmonger. And maybe he should take your word for it, "what the fuck do I (Doord) know. I haven't been in the industry that long."
Hell it's right, I don't do the hiring. I'm not that good. Huge amount of stuff I don't know or not that good at. And I best start working on the way I view others work to that list.
can we move any other thing about this to an other place, and have this area for voting and give the comp entrys the atentiion they should have.
I will be off now.
I've been away for a while and when I get back, there are only 3 entries?! What happened people? It started out so well.
Great final entries from everyone. Anyway, heres my votes and I'll be breif:
1 Chris - I just really like this model. It's clean and the character just pops.
2 IronKart - This has a big cute factor for me. Texturing could use some more detail though. It's simple but it works for me.
3 Pantmonger - Very cool and original idea. Loads of detail too and probably the most complex model out of the three. However I think that some of the details on the shark and rider could have been more worked on.
As for Strike Eagle. I don't blame him if he doesn't want to get into the industry after the way he has been treated here. If you read this dude. Don't ever listen to shit like that. And don't ever pull your work out because someone said something stupid. The only people worth listening to are the ones who offer constructive criticism as opposed to detructive criticism.
Just wanted to say this is one of Strikes models.
[url]http://www.3dluvr.com/eagor/images/3dchopper.jpg[/url]
If stuff like this is not a good start for someone wanting to get into the industry maybe we should all give up hey. [?]
Yes i saw some of strikes work it is damn awesome and he has a crap load of it more than i have ever built. So the guys does not deserve to be put down and i rekon he should put his work back up because like everyone else here we all put time into getting these models done so no matter how it looks should be proud of it [:D] !!!!
TIME EXTENSION REQUEST
Hi Souri,
I know this is an unusual request but I just went through everyones submissions and have noticed that a lot of people won't be able to submit due to the time limit.
Personally I just finished my uni exams last week . I will not be able to submit my finished character like many others.
So how about extending the challenge one week? or a few days maybe??
cheers
No offence to anyone, but this comp was over 5 weeks in length. I dont think that the lack of submissions is due to the ultra tight deadline. More a case of people put it off cause they dont feel like doing it in the free time that they have (which is fine), but the time limit was plenty. A change to the time at the 12 hour would be flawed and unfair to those who did a rushed job at the last min in the hope of getting it done.
Pantmonger
I can understand where both of you are coming from. I was looking forward to submitting an entry into this contest as I missed the last one, however like Tomcat I was overwhelmed with not only a few weeks of uni exams, but a lot of assignment work as well. Sure I did have some free time in between, but I chose to not sit in front of the computer, as all of my uni work demanded it. An extension would be nice, but I understand it is unfair for the people who have worked hard to finish their entry.
I can't see why same of you what more time. Because there is nothing for the winner but the fact they can say 'I won the comp on Sumea with this model. But they had to give me more time then everyone eles so I could do so.' Not much of a win is it.
I do think what bob said 'there is nothing stoping you to finsh your model anyway.' Is the way to think about it.
This comp just gave to a good starting point. And that is why I will be still going to getting the rest of mine done. I have big plans for the model. Even a short flim maybe, with a high res version.
Im sure more than the majority of people that wanted to finish this comp procastinated or "wasted time" myself included, and it would have been unfair to extend this competition after a time has been set. But perhaps for the next comp the time frame could be alot more genorous to allow even the most overworked person to finish a comp and maintain a social life.
Hello
Hello all, I just heard about this challenge and would like to have a go.Because of my late starting I wont be spending a great deal of time on the design stage and will be jumping straight into the modelling process.My design will be somewhat simple so don't expect anything amazing.Only having 3 or 4 days to complete a task puts me under pressure to finish on time, but as Yoda says, there is no try, there is only Do, or Do not.I will upload a composite in maybe 48 hours, as i am busy for the next 24.
Heheh: Glad to see I am not the only one feeling the pressure.The Beast is modelled from raptor references I have .The Rider is based on "Ideal Proportions" images.I pretty much forgot about armour when modelling but had felt this creature and rider would not wear a great deal anyway as I felt they would fight as light cavalry/spearman/archer.The Creatures great speed is its greatest asset.The creatures are trained to respond to voice commands, like sheep dogs.They can be directed vocally during a battle while the Archer fires. The creatures natural instinct to "Flock" is also used on the battle field, for mass attack, following the "Lead Spear".Some more modelling to do but I have the mapping planned inside my head, so all going well I should finish in time.Ermmmm........I had intended to upload some WIP pics with this post.. but dont seem to be able ? .Can i do that or do i need webspace ?
These are the WIP pics I wanted to upload and some updates.It was only towards the end of modelling that an armour design came to mind.As much as I would have liked to fit it in it would have meant some reworking, costing time.I changed the sword shape and will change arrow and bow shape when mapping the creature.The Warrior is mapped and requires an afternoon of painting which I am looking forward to.When I am finished mapping the creature I may do some copies of the warrior with various amounts of armour on.
http://www.zerosync.net/nBT/JoeConnol/Archeroptim.jpg
http://www.zerosync.net/nBT/JoeConnol/Beastoptim.jpg
http://www.zerosync.net/nBT/JoeConnol/WarriorCount.jpg
http://www.zerosync.net/nBT/JoeConnol/warrioroptim.jpg
Sumea Challenge #3 - 3D- 'Ionized'
Part chicken.. part..uh...camel
Unfortunately I don't think I'm going to have time to take this one to completion.... damn deadlines!! I kinda got a bit carried away with the concept anyway. Oh well, these things happen.
Thought I'd post it up just for the hell of it. You'll have to imagine what it would have looked like in 3D. It would have been difficult resolving how those feather attatched to his arse anyway :)
OK doesn't seem to be working, I'll just update my profile with this image.
[url]http://www.sumea.com.au/sprofilepic.asp?pic=118_beast.jpg&news=417&id=1…]
Hey thanks Malus, thats very helpfull :)
Cheers Ironikart, I like your entry. I checked out your webpage, but there was a lot of broken links, so I'll check back later.
Yeah, it's a bummer I'm not going to bring it to completion. Atleast not by the deadline anyway. I might make it a personal project for later. You guys have been doing some amazing work anyway, so I imagine the competition would have been pretty tough ;)
Sumea Challenge #3 -3D- 'UniqueSnowFlake'
Well I'm back from the dead to redeam myself.
Alot came up half way though the last challenge being the reason I didn't finsh. With that in mind I'll be finshing him off when I have finshed this challenge. Anyways.............. Here is what I have so far.
Hopefully this link will fix any problems you might of had
[url]http://uniquesnowflake.web1000.com/sumea/sumea.html[/url]
I May change him a little later but I'll see what people think so far. For now I'm moving onto the rider.
I quite like it. A lot different from the others so it gets marks for originality. Pants is right - it's much less brutal and more feminine.
I think you could probably do with a bit design with the reins and the saddle. There is potential there for some feminine, pastel colours and maybe some celtic/fantastical motifs much like you've done with the brand on the rump/hind leg. Check out some Final Fantasy 10 artwork on the net - quite different from other FFX direction and has some of the most cohesive and intelligent fantasy clothing design.
Really like the head texture - the 'doe-eyed' look gives off a feeling of real innocence.
While I like the steed very much, I think a little more thought could go into the rider - there doesn't seem to be many defining characteristics to her, aside from being pixie-ish. Perhaps a different weapon or something? A slingshot attached to the staff? Go to town on things like clothing, hairstyles and maybe matching motifs to go with the steed to suggest some form of relationship?
I think this design has the potential to kick a lot of ass but needs a little tweaking.
And yes, I'm aware that it's a WIP. Good stuff.
well I went a little better then before but once again I'm going to fail [xx(]
Something came up in the middle of Challenge so I lost alot of time to finsh off my models. I have finshed the Riders Head and textured it, so I had something to show. I also did some facial expressions if you want a look. anyways..
http://uniquesnowflake.web1000.com/sumea/sumea.html
I'm going to texture up my last challenge model (yes its finshed). So look out for it.
Blank
(removed)
Sumea Challenge #3 -3D- 'Chris'
Here is the concept art for the warrior......[:D]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_1.jpg[/img]
Here is the concept for the steed....[:D]
He needs lots of work but i will get around to building him up.
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_2.jpg[/img]
Here is the blocked out model of the warrior.....[:D]
It is the blocked out model no detail has been added in yet and currently stands at 2495 Tris.... will post a shaded render and more wire renders soon.
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_3.jpg[/img]
Hope u enjoy......[:D]
Need your crits people please......[:)]
[:D] thankx Mr.Shaetano..... i was gonna do a guy and sumthing bulky and beefed up for a steed but i changed my mind i decided to go for a girly type ( i know it sounds gey ). But a lot more work for me.....gotta work on more detail and getting rid of un-necesary polys to compensate for other areas that need detailing.....[:D]
Ill upload the steed in blocked out form this long weekend...... so this weekend i can play around with the remaining poly counts for both the steed and the warrior.... [:D] ( gotta make use of the competitions polycount )......
mmm yummy part is to test rig the models and then UVW map [:D] In case of bad deformations !!!
Hey all thankx for the reply [:D]........
Mr.MALUS : Thanks dude... it would work out well in the our own little universe [:D].... hows ur model going ???? would love to see urs modelled and textured it will look excellent just like the CGtalk challenge u did [:D]......
MR.PANTMONGER : Thank you as well and also to your crit [:D] i knew people will look at her breasts and say its not right..... ive fixed dat cause i wasnt happy as well with it...... so i've fixed it with geospheres ( which i stupidly forgot about [:D] )...... Thankx for that once again......
MR.TOMCAT : Thank u to u as well [:D]....... would love to see yours too [:D]
Anyways here is the steed blocked out model......... still need to add more detail and fix ugly polygons shadings............[:D] Gonna post some UVW pics and final models sometime this week....... ( Damn full time work as well !! so many late nites for me !!! )
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_4.jpg [/img]
Thats coming along well chris, You could kill heaps of polies in the head if its going to be round like your concept is.
I haven't started my model yet. [:(] In the next couple of days for sure.
I've been too busy with tutoring, working on my portfolio stuff and some freelance concept work for a couple of places around Brisbane, my big plate of fullness lol, just wish I could add "fulltime game dev" too that plate.
OK i busted my arse for 5 weeks trying to finish this so here goes :
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_5.jpg[/img]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_6.jpg[/img]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_7.jpg[/img]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_8.jpg[/img]
Here ya go its 1:30 AM and im late and its late at nite and i got work so im sorry if im late........[:)] and im sorry if i havent cleaned up the damn texture sheet and my freakin computer keeps crashing AHHHHHHHHHHHHHHHHHHHHHHH HELP i need RED BULL!!!!
Thank you guys for your reply.... [:)] it was just so hard to get this whole thing done.... basically i didnt have a life for 5 weeks....plus full time work etc....
Ironikart i liked yours as well, very well lit image and i like ur character so reminds me of lunig stuff which i really love.(is dat how u spell it ? )....
Anyways ill post a different angle shots of the characters sometime this week and also the UV's shots.
once again thank you [:D]
Sumea Challenge #3 -3D- Jak
Hi,
first time i have submitted or been on the forum. So here goes... when I first looked at the brief I immediately thought of the usuall...sexy gal on a dinosaur....etc. So I decided to do the opposite .... old man on a cassowary type creature.
The the oldman character will have to be optimised a bit I want him to be around 4000 triangles and I think his head is a little big. I hope to use a lot of Alpha textures on the Cassowary feathers/quills.
I realise after re-reading the brief this character may not be fantastical enough... so they may change... anyway, any feedback appreciated.
[img]C:Documents and SettingshempsonjDesktopTempJakBushSceneL.jpg[/img]
[img]C:Documents and SettingshempsonjDesktopTempJakWIP01L.jpg[/img]
Hi, I liked the look of your concept from the front page, welcome to the comp.
Now for the bad news. Although you can see the images you have posted within this thread, no one else can as you have posted a link to your personal desk top. For others to see your images you need to have them uploaded on the web somewhere and link to that using a url.
Pantmonger
Yeah...I figured that it wouldn't work...(but only once I got home last night... No net at the house...) so I guess here I go again....[^]
[url]http://www.sumea.com.au/sprofilepic.asp?pic=40_BushScene.jpg&news=408&i…]
Which takes you to the front page...OK
I hope to submit some pics on the cassowary-ish type steed after the weekend.
Later
Jak
After initially getting most the modeling done, I ran out of steam... and as I have no internet at home so I won't be able to submit final textured version by sunday.[B)] Oh well better luck next time.
See the stuff on the profiles page:
[url]http://www.sumea.com.au/sprofilepic.asp?pic=40_Chall01.jpg&id=40&news=4…]
Will get on-line soon.
Later
Sumea Challenge #3 -3D- 'Doord'
I don't think this fits the comp that well, or if I will have the time to get it done. But i gave me something to do last sunday, after a few big nights.
Oh i have no scaner so I took a photo.
Model so far.
http://www.geocities.com/doord/Rider.htm
(Old model re-build a fair bit, I would like to say that the rule don't say that you are not able to use an old model, anyway if i did model a new character I would have used parts from my other ones anyway. I'm just looking for a reason the finsh the character because the MOD it was for died. I'm happy to be called a cheater and caned from the comp, but this is all in fun alway and after all I have very little time to work on this, and using the old model give me a little head start even after I didn't start with the Comp until a week after it started.)
You cannot direct link to images on geocities, place them in a basic html and post the link for that, or if people are desperate for a peek just drag and drop the link into your address bar it should work (if not add a ? at the end)
Other then that you need to compress those images almost 300k for a black and white image is not 56k user friendly.
But nice rino 'esk concept.
Pantmonger
I know that Pants, thanks anyway :) I have been very buzy at work and haven't got on my computer for about 3 weeks. The modeling was done at work (just staying back after work and working on it.) And the concept was done on the Bus to work (thank god I don't have to ride them things any more:)
I will get a wire frame up and fix the rest of the stuff on sunday, if you are luckly I will model the beast up to.
By the way the character is a very small amount under 3000 (I can't tell you what it is because I don't have Max on this computer) The sword is about 650 if I remember right.
Thank you to the poeple which took the time to have a look, and to the rest of you, haa haa you will just have to miss out for a bit.
Yeah Bob I need a reason to get him finshed. And this look like a good reason, I have a little warcraft stroy for this guy to, which I maybe will add to the package.
I have been thinking of changing the OzJack character to fit into the beast more, but now that I have the beast half made I will not have to :)
I have a starting mesh for my Kodo beast, So that I could work out what size to have the beast in the 2D version. I have also e-mail it from home to here so at I can work on it here after work (the best way for waiting until the traffic dieds down before trying to drive home [:)])
I don't know about having the rule of not using premade part, it is a very much use way of modeling. It was also out-lined in Paul Steeds modeling book, stating that: "it is the most use and lest talked about form of modeling. Hell why model something that you have already got."
It works like this in the industry, in fact we here are using an aniamtion from my demo reel in the game. Also the last model I made here used the arms from this comp model.
But there needs to be something to stop poeple getting huge head starts.
http://www.geocities.com/doord/FinalSteed.html
Well this is about as far as this model will be going for sometime. I'm starting on a short flim. Which I would have to say you will all find out about in the coming months. The short flim will be using this character (High res version.) I maybe get around to texturing it in my down time from the short flim but until then I hope you like the model. I don't like the foot of the steed robot leg but when i have a cool Hi res version done I maybe fix it a bit.
I havn't added the hair planes also.
and the poly count is 6989.
Steed: 2810 polys
Rider: 2896 polys
Objects (include box, bed roll and object on steed back on steeds back): 1283 polys
looking good brendan, I like what you did for the knee much better then what you had there before. looks like it might evern work now as well as looking stronger. Either way I feel sorry for the little beasty. Bad teeth, heap of junk on his back and a tea cosie on his nose. No wounder he looks pissed off. [:p]
GAME MODELLING GUIDLINES
Hello everyone,
I'm very interested in attempting the Modeller challenge this time around. I'm know my 3D generally well but don't have an idea of the limitations and guidlines that I should look out for when attempting to model for games.
Can anyone help in this matter? can anyone redirect me to information on this issue.
It would be greatly appreciated.
cheers
Sumea Challenge #3 -3D- 'Dan_Ward'
Okies here we go again,
Here is my trusty "Steed", hes a Ogre/Cyclops/Giant type creature, not real smart but boy can he move when he has to...
Currently sitting at 3700 tris
Still early WIP but this is the basic form i was after.
[img]http://www.steelkey.com.au/sumea3.jpg[/img]
C&C Please :)
Thanks for the feedback guys,
As i said still very early WIP, ive got him down to 3505 polys atm without loosing any defination, i think he looks a little blocky because you can see the mesh .. the renders look too rounded if anything.
edit - Semi Final mesh. 3585 Tris
[img]http://www.steelkey.com.au/sumea3_1.jpg[/img]
will probably revisit once i have done the rider and can see how many if any polys i have left.
Think im about done with this one.
[img]http://www.steelkey.com.au/wip1.jpg[/img]
now onto the rider...
He looks like hes been taken off road, 4wd ogre covered in mud lol.
Doesn't Angelina Jolie miss her lips?
Nice detail on the braided belts and the head gear, the rest of the texture looks a little unfinished though, needs more detail.
You guys are doing them alot quicker this time, well Pants always speeds them out I guess [:P].
Its good to see, hope we have more than 6 entries this time.
I'll be starting this in a couple of days, gotta finish my other comp first, the way its going I'll be the last entry again.
Didn't remeber say being dirty was a negative just said he looks dirty, I liked that about it.
As for details, even a non cut fat person/ogre would have some muscle definition, folds in the fatty areas of the skin, creases near joints, wrinkles etc.
Hey its your guy so I don't want to step on your toes, I just thought it was a bit flat compared to the detail on your belts, head gear etc.
Why would adding detail blow up your pc?
You going to pose him when you do the rider? I'd like to see his reaction to those reins lol. Ouch!
Sumea Challenge #3 -3D- 'Ironikart'
I haven't had much time to scan in my concept sketches for this model so I'm just posting my work so far. I've modelled my "steed" and I'm in the process of modelling the armour and detail for him (It'll start to look more fantasy like with the armour - at the moment he's sort of a cross between a bear and a wolf). Its 1365 poly's so far and hopefully looking ok. I can't wait to get started on the warrior! This is a killer topic for a competition! [;)]
Tell me what you think so far? (I've seen the other entries for the comps and my work doesn't really stack up, but I'll have a go anyway!)
[img]http://www.hotkey.com.au/~noody/images/fullimages/polarsteed_texture_te…]
I've modelled some armour and textured a bit more. I left some of the modelling till after most of the texturing... I wanted to see how much more model I could make with the texture space available (I'm still pretty new at low-poly modelling). I'll give him reins and some smaller details to make the most of the poly's available... but I might leave that until after the warrior and see how many I'll have left.
I've worked on some more of the texturing and headpiece. I still have quite a few poly's to work with so I'll have a go at smoothing him out more and getting rid of the stretching in the textures. For such a simple model I found him surprisingly hard to texture! I'm also posting a wireframe of him as he stands at the moment. I'll spend a few more poly's on the face and smoothing.>>>
[img]http://www.hotkey.com.au/~noody/images/fullimages/polasteed_wireframe.j…]
[img]http://www.hotkey.com.au/~noody/images/fullimages/texture%20tester05.jp…]
getting there though. I've started modelling the warrior as well, but I'll post that when I have something more to show.
He's looking good, I like the headpiece. Now that you have posted wires of the mesh, I think it would be good if you spend a few of those polys on the joints for his front legs, otherwise you might get some bad deforming happening.
Models like yours that have huge amounts of fur are quite a challenge to texture well. Good job!
I'm getting stuck into spending more polys. So far I've done some smoothing, remodelled the face and done some optimisation for the textures. I've also given him fangs for a prehistoric smilodon look, and removed the armour in favour of something a little different...
Thanks for the comments so far, they've really helped!
getting stuck into the rider now... I've done some of the texturing, but he still needs alot of work. currently at 2800 polys so I have plenty more to spend for both. I'm going to re-design the saddle and spend a bit more there.
[img]http://www.hotkey.com.au/~noody/images/fullimages/sumea_warrior_wip.jpg…]
dark crystal rings a bell... was it a movie? I got the inspiration for him after watching leunig animated (christmas present). I've posed him up now and it makes him look a little more natural. He seemed to fit into the already designed saddle ok so I think only a few minor modifications are needed.
I'd have to say this is finished, although there always seems to be more I can add.
Here it is:
wire shot
[img]http://www.hotkey.com.au/~noody/images/fullimages/sumea_entry_wire.jpg[…]
rendered:
[img]http://www.hotkey.com.au/~noody/images/fullimages/sumea_entry_render.jp…]
Hope you like it!
Sumea Challenge #3 -3D- 'Major Clod'
Hey all. I still don't know exactly what I am going to do for the challenge yet, but I have been working on a dragon for last day or so, and I've quickly rigged him up to a skeleton so I don't have to show you the ugly non rigged pose :P Excuse the weighting I just threw on physiques envelopes and hoped for the best :P
[img]http://homepage.powerup.com.au/~veen01/dragon01.jpg[/img]
As you can see its not much in the creativity department yet, but if I do use him I'll make sure he is quite different to your normal dragon. At least now I'm in the mood to make fantasy models :)
I think the upper body could do with a bit of work, it have not chest and the wings come from no were. I also think it is a very basic normal looking dragon and could do with a little in the "creativity department" as you said. I think you should work out were the rider will be sitting. Becasue now I can't see were they may sit. Maybe will work if it is a huge dragon, and maybe it is.
But nice start. Can't wait to ssee more.
quote:Originally posted by Doord
I think the upper body could do with a bit of work, it have not chest and the wings come from no were. I also think it is a very basic normal looking dragon and could do with a little in the "creativity department" as you said. I think you should work out were the rider will be sitting. Becasue now I can't see were they may sit. Maybe will work if it is a huge dragon, and maybe it is.But nice start. Can't wait to ssee more.
I agree with Doord. It's a very nicely modelled but normal looking dragon. But I suppose it is the 'Classical' fantasy dragon a la "DragonLance". I dont see a problem with where the rider will sit - will it be on his neck?
If you want to go for a less 'normal' dragon - try looking at 'Panzer Dragoon Orta' (Xbox) for details. Some very innovative designs there.
Nice pose btw!
Yeah the wings come out of nowhere because they aren't part of the model yet. They are a seperate mesh I worked on so that I could get the deformations of the wings correct etc... I just stuck them on the dragon quickly to see how it would look.
By no means is this anywhere near close to a final mesh. I'm pretty sure it will be considerably different to what it is now by the end of the competition, if I decide to use it.
Cheers,
Ryan
Nice dragon so far, I like his head and front legs.
I wasn't going to bring this up but my big mouth won't stop.
I feel its a big off using a model that you've got 70% complete for a challenge, its unfair on the guys who have to work from scratch.
I'm not too bothered this time because I was originally only going to do this character for my portfolio anyway.
Don't want to have a dig at you personally Major Clod I really like the model and look forward to seeing it finished, I mean the rules don't actually state: "No premade models" but I feel for next time it would be good if we all at least start from scratch.
Anyway the comp police, nazi Malus has finished his moan.
Dragon'y goodness
The good: Overall shape, nice head and good form to the wings.
The crits: Lots of polys spent on little lumps and knots (on the fingers/claws and joints on the wings) I think these polys could be better spent rounding and smoothing out the animal and adding other details like a spine ridge.
Pantmonger
Malus: You know, I kind of take offense to you calling me a cheater. I said in my first post that I've only been working on the model only for a few days. Do you want me to scan in my sketches and quick structure drawings, or maybe some screenshots of my file creation dates? I don't know where you got the idea that I had this model laying around, but I started working on the model just after the contest was announced, and it kinda bothers me to stick up a shot for some crits and get accused of using a premade model.
I mean Ironikart has a shot up of his fully textured steed, and no accusations there... whats the go?
Ah damn, I need to learn to read properly.
I totally misread your post, a stupid thing to do, I apologise humbly. [:(]
I wasn't calling you a cheater btw as the comp rules never said the use of premade models isn't allowed (not that you did anyway). Just my confused mind was saying in future we should steer clear of that sort of thing but since i made the massive error I guess we can just ignore my idiotic rant.
Again I'm really sorry, I misread it and its my fault alone I hope you aren't too pissed at me, I never meant to dismiss your talent. I am looking forward to seeing it completed as I said in my first post.
I'm going to go beat my head against a pole now ok.
Sure looks like a Dragon to me, great stuff!
As a few people have mentioned you need to revisit how the wings attach to the body, check out a few reference pics usually the only part of the wing that is attached is the most forward part maybe create another line of bone like the ones you already have on the wings for the edge closest to the body.
Great to see such a range of subjects for everyones entry.
Sumea Challenge #3 -3D- 'Pantmonger'
[img]http://home.iprimus.com.au/evilbunny/jagged/concept/con10fishsteed.jpg[…]
Concept for beast done, now working on the concept for the rider.
Thought I might take a slightly different approach then I first had in mind.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/jagged/concept/con10fishman.jpg[/i…]
Concept for the Rider done.
Pantmonger
Malus: Thanks, I didn't mean to start this one so early, just I was mucking around in max and the next thing I know there was the head, so I thought I better finish it off.
JonathanKerr: Thanks, When I started tying to concept the rider I tried several creatures in an attempt to come up with something interesting and original that looked mean. My drawing tought me that;
Squid heads just look like starwars aliens crosseed with mind flayers
Shark heads have been done to death and hammer heads suffer the starwars aliens (whats with Lucas and marine headed aliens)
Prawn Heads Look stupid, comic and in no way mean
So I went for the Angler fish, cause man thats one ugly fish.
Shaetano: Thanks, within light but not currenty visable is a smaller shape so the outside can be semi transparent and have a bright thing inside. I hope to works out the way it does in my head.
Pantmonger
Malus: Thats because you have I life, All I have is sleep dep.
chris: Thanks, I like to get in and get things done with comps otherwise I put them off, they hang over my head an I keep thinking, I've got to do x comp. As Shaetano said, no scales, shark creature.
Shaetano: Thanks, I dont think everyone got the handgliding thing when it was in concept form one of those things if I was doing it for a living I would have to make clearer I guess, but as it was for me... Glad to see that it is clearer now. I am happy with the way the alpha net worked out.
Dan_Ward: Thanks, funny thing with the poly count thing is at first I also counted wrong and thought you where right, there is something about 3444 that makes you think 6 more and it becomes 3500 not 3450. It is strange.
Pantmonger
Ok, I am not going to have time to do anything else to my texture so this is prob my finished entry. (unless something strange happens)
Together at last.
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d14warriorsteed_t.jpg[/…]
The Fish
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d13shark_t.jpg[/img]
http://home.iprimus.com.au/evilbunny/jagged/3d/3d13shark_f.jpg
Click for Shark Facet
http://home.iprimus.com.au/evilbunny/jagged/3d/3d13shark_m.jpg
Click for Shark Texture Map
The Man
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d12fishman_t.jpg[/img]
http://home.iprimus.com.au/evilbunny/jagged/3d/3d12fishman_f.jpg
Click for Fish Man Facet
http://home.iprimus.com.au/evilbunny/jagged/3d/3d12fishman_m.jpg
Click for Fish Man Texture Map
....Applause....
They've come out excellent Pants, Good work man.
As for me haveing a life!? You know I don't have a life lol.
i just haven't started my comp entry because of tutoring, finishing portfolio and that cgtalk comp model.
Hey i think we are all sleep deprived man, is 3.30 am a good average time to go to bed lol.
I think you'll be stiff competition though Pants (as always), I do promise you I will make a start tonight after animating my cgtalk model ok. [:)]
*ouch @ arm*
should be good modelled :)