This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea Challenge #3 -3D- 'Malus'
I might throw my hat in actually, if I get it looking the way I wanted it with only 3500 polys for each character then I'll submit it.
My concepts.
Weaver (ignore sad attempt at story, lol)
[IMG]http://www.inkmancomic.com/dean/WIP/Weaverconcept.jpg[/IMG]
Pack beast
[IMG]http://www.inkmancomic.com/dean/WIP/packbeastconcept.jpg[/IMG]
Finally started modelling this guy so I thought its about time for a update.
Im going to have it so his face can be exposed from behind his mask.
Currently doing the face, armour and hands then will start cleanup and on to the steed.
His face is looking like a koala lol, not what I want really, oh well.
I think hes around 3450 polygons at the moment.
with mask
[img]http://www.inkmancomic.com/dean/WIP/weaverwip01.jpg[/img]
face (in progress)
[img]http://www.inkmancomic.com/dean/WIP/weaverwip02.jpg[/img]
Hey guys/gals,
Just a quick update.
I have unfortunately gone over the poly limit so I guess I forfeit unless I can cull 388 polys and lose the staff. [:P]
I was working towards 8000 polys not 7000 as thats what I originally wanted to target for my portfolio.
TOTAL COUNT:
7581 POLYGONS with staff
7390 POLYGONS no staff
RIDER-Weaver:
3943 POLYGONS with staff
3752 POLYGONS no staff
[img]http://www.inkmancomic.com/dean/WIP/weaverpimp.jpg[/img]
BEASTY:
3638 POLYGONS
[img]http://www.inkmancomic.com/dean/WIP/beastpimp01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/beastpimp02.jpg[/img]
Very nice malus nailed your concept stuff perfectly, im sure you could loose a bit of detail to enter the comp and still keep the 8000 poly version for your portfolio.
Although i guess that means working on 2 versions and that would suck :)
im not sure if im going to get a chance to finish mine .. i went from haveing no work for the past 6 months to having about 10 projects handed to me and more coming in everyday it seems .. add to that ive discovered the joy of playing Planetside and my free time is rapidly dissapearing...
Looking sweet, I love his little cheeks.
As for the polycout problems I'd sugesst cutting away some of the stuff that is removable (clothing wise) Like his mask and cape, thats got to be colose to 200 poly there on quick guess on the beast cut the second chair back with the lantern. Sure if you cut stuff out like that it wont be quite the same as you had intended, but the benifit is that you can use the same texure map, where if you optimise to get a version for this comp you will have to re map sections of it and that could be annoying. The texture will just be a little less optimal for this comp, (A small cost I think)
But again very nice.
Pantmonger
Thanks Dan/Pants.
Ive got heaps of areas I 'could' optimise, thought about pretty much what you said Pants(scarey, get out of my brain, lol) and also all the folds etc could be textured not modelled but like I posted before, "portfolio first, challenge second", just don't have the time right now.{:P]
Just finishing of the uvw map and rig now, hopefully textured by tonight. [:D]
Sumea Challenge #3
Sumea Modeller Challenge #3
Theme: Warrior on steed
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).
Rules
- Polycount Limit: 7,000 triangles (please make sure you state the polygon count with your final submission)
- Texture: 1 x 1024 x 1024 texture map for the warrior (alpha channel allowed). No procedural textures.
- Rexture: 1 x 1024 x 1024 texture Map for the steed (alpha channel allowed). No procedural textures.
- Concept and model work must be your own . Look at references for inspiration, but don't blatantly copy ;)
- Photosourcing is allowed
]
Required:
- Use the Work In Progress Forum to show your progress from start to finish with the following syntax for your thread:
'Sumea Challenge #3 -3D- 'Yourname' - picture of model in multiple angles (example to be shown later)
- picture of wireframe in multiple angles (same as above)
- State your name and the polygon count amount in your pictures
Not Required:
- Flat textures don't need to be shown for the final entry, but you can show them in your thread
[*]Posing is also not required, but you can pose them if you like
START DATE: 21st of May
FINISH DATE: Sunday, 29th June (Over 5 Weeks Total)
If you have any questions, please post them in this thread. If you think there should be any changes, let me know early on and I will fix it. (Unknown if a prize is certain at this point, will keep you updated)
quote:Originally posted by Doord
Souri, I do have a little problem I would like to do a fantasy/futuristic thing. Is this OK, or is it a No No??
I guess fantasy/futuristic like Final Faantasy is fine. Just don't make it too futuristic I guess. I'm hoping to see some awesome fantasy-based stuff tho.. There's tonnes of inspiration out there for fantasy characters (elves, orcs etc) with the most amazing plate armour.. and I hope people get creative with the creature design also... so I'm looking forward to seeing some really cool stuff!
looks up from doing 800 triangle models. 7,000 triangles, hahahahha, hahahha, hahah. might give this one a miss. best of luck everyone. hahhahaha
_edit, hello bellow scott. 'hahhaha' was in reference that i take 2 days to make a 1000 triangle model and a 512x512 texture. extrapalating this, it would take me 15 days (2x1024^2 texture plus model) to make an entry to a competion. that is too much time so i was laughing to myself. pardon the confusion, will take my little storm of cynicism somewhere else now....
Lol.. for a second there i thought you said giant BEER! Ahh dear too much programming for me, I really need some sleep :P
In regards to your question, I don't see why you can't use a normal bear. I'd consider it quite unusual to see someone riding one, so yeah, its imaginative.
But you better check with Souri just incase.
Ryan
Lol... giant beer! [:p]
I think instead of the horn I'll go for some interesting armour pieces... I've already done a little work. I'll have to post it when I get home, where I can upload some pics to my webspace (A pity we can't post images here). The bear isn't wholely realistic, I've taken a little artistic license and crossed him with a wolf-like body (minus the tail).
Well, this challenge is open to anyone, really. You should know that there aren't any prizes for winning though, unfortunately (unless any companies want to sponsor it! [;)]). The benefit, I think, for participating in the Sumea challenge is:
A: have more stuff for your portfolio
B: shows how you approach a brief to a future employer
C: get some good comments and advice on your entry
D: winning a Sumea Challenge looks nice in your C.V [:D]
And just a reminder to everyone participating in the challenge that there's just 2 weeks left!!!!
Sumea Challenge #3 note
Just a quick note that it's coming soon, so keep checking back on Sumea so that you don't miss out.. in case you missed the news post a while ago..
http://www.sumea.com.au/snews.asp?news=490
Prize for Sumea's 3rd 3D challenge: PS2 version of Grand Prix Challenge.. The very kind people at Infogrames have decided to donate a copy of Grand Prix Challenge (PS2) to be given to the winner of the 3rd Sumea 3D challenge - due to start around mid April.
(well, real soon now anyway!!!) [:)]
quote:Originally posted by Malus
Just a quick thing, I think the topic of the challenge should be defined by the winner of the previous one, a reward in itself.
I'm not so sure I agree. It's a good idea in theory, but what's to stop a winner starting a model early before announcing what the challenge will be? I'm not saying that anyone would do that - but for a free PS2 game, who's to say?
If possible, I'd go for the sponsor of the prize suggesting the idea. However, Dan's suggestion of never being able to name the topic twice in a row isn't a bad idea.
Nice and trusting of your fellow man there John.
I just noticed most forums that do challenges do what I suggested and they have no worries.
I can only speak for myself but the prize isn't why I do this, if someone cheats then so be it, I could care less, they're the losers in the end.
And if someone wins all the time they still deserve the reward don't they, the rest of us would just have to do better, good motivation in my eyes.
quote:Originally posted by Malus
Nice and trusting of your fellow man there John.
Read this bit from my previous post because it's a little mind-boggling at first:
quote:I'm not saying that anyone would do that
Just call me "Reality-Man". But how many times have people wished they had 'more time'? A days work can make the difference between a good model and a fantastic one.
But as I said, I thought Mochumbo's idea of not being able to name the challenge twice in a row is a good idea. Im not totally opposed to the winner naming the next challenge, but it does upset the neutrality of the contest.
Challenge #3 Topic Discussion
Hey all,
Challenge #2 is coming to a closing in a matter of hours.
So I thought I would start a thread for us to discuss the topic for Sumea Challenge #3.
Post your thoughts ->>>
um, inglis~ what sort of game is that ment for? thought the point of game art was a) creative use of minimal resources and b) getting it done by a short deadline (never worked for a company where i have had 4/5 weeks to work on 1 art resource. usually more like 4to 5 days....)
my sugestion;-
- 2000poly movie star
- 1024x512 texture space
- 3 weeks
DSC
sure it shouldnt take 4/5 weeks to get it done. the large timeline is to allow people to jump in if they found out late about the challenge.
just look at this challenge for example, 3 weeks- ample time and over half of the entries arent completed.
it could be 5/6k...just throwing out a number.
that figure just came up in the irc channel.
We should stick to low poly stuff regardless i think, most of us here are looking at the games industry as a starting point of our modelling career and these challenges help flesh out those show reels :)
Anyone have an idea what the poly count for a ingame structure in one of the current game engines is?
Perhaps make the challenge be to build a structure, vehical and unit for a strategy game like C&C Generals.
Wait for a suggestion from Rod Green.. he's the one who organised the prize for the next challenge, so I'm happy for him to suggest what he wants for the challenge.
Voting for the first challenge was criticised for taking too long the votes/comments to appear from the judges.. and obviously, the suggested user votes that's happening now wasn't the good idea it's turned out to be.. so for future challenges, I'm not going to be chasing up judges for votes (judging and commentary takes time for industry people, and I can't be annoying the same people over and over whenever votes are needed).. so judging will be voluntary from anyone in the industry, as long as they are in an artistic field. They can email me their commentary and votes. If I don't get at least 5 votes, I open up the voting to the public wth a voting form.
Since there's an Infogrames Melbourne House prize for the next round, I suggest Rod and a few of his art workmates judge the next one. [;)]
I don't think we should kill the user votes.
(A)I just think we need to make sure the rules are clear on the vote thread and that people adhere to them.
(B)Don't change it just because I pulled people up on the rules, its not my place to do that its Souri's or in this case Rod's also. Won't happen again, just after the first challenge it got my blood boiling.
how about a collaboration? i.e have teams of 2 modellers working on a set concept. or maybe have a set concept for a game and everyone makes an asset for that game concept.
Entries being judged on how well they suit the game concept and how well they have been executed (mesh/uvmap/texture)
The closer we make these challenges to the sort of things you would be asked to do in a modeller position the better it is for all of us hopeing to break into this industry.
Personally I feel we should stick to the low polys...and its a fact that, the better you become the fewer polys you need...so go hard and go low! Also I would like to see this new challenge be something other than a character...we all love to modell characters (my showreel is 80% full of them) but when it comes to finding a job, simply sructures and vehicles are a strong point.A good friend of mine just landed a job, and his showreel consisted mainly of vehicles,(jeep,plane)and real simple stuctures like a security fence,rock face,tin shack...nice and neat,great texturing.
I need more of these on my show reel!...how about you guys????
Same here, all I ever do is characters so something not character related would be neat.
Poly and texture limit at the moment seems realistic and they're nice numbers to play around in, but good point about normal mapping. Although under the current guidelines I guess you could create the model using normal maps, as long as the final map was no larger than 1024 and the model no greater than 3000 polys.
The caricature idea is a good one as well. Definantly good for something different on the demo reel.
Stef K
I like the caricature idea alot but it may be a good idea to do something a little different than character modelling just to show some range.
Not to keen on vehicles, a level would be good.
How about a fortress like Inglis said; present, medieval, alien or sci fi tech.
Fluffy/Badvibes: I'm pretty sure you can paint your own mormal maps like you do a bump map. ID uses external models in Doom 3 but I don't think its the only way of doing it. Correct me if I'm wrong. [:P]
Saying that I actually wouldn't mind doing a high poly model, its been a while, Inglis would win though but hey it'd be fun still. lol
I'm side tracking things a bit but Crytek have a trial for there normal mapping 'Polybump' plugin for download at...
[url]http://www.crytek.com/polybump/index.php?lang=eng&sx=polybump[/url]
I'm pretty sure this is the same tecnique they use in Doom III. I haven't used the plugin but the included viewer and examples are cool.
Looking at the source for the normal maps, you could paint one by hand but it'd be a real brain bender[:)]
I may be totally missing the point of how this normal mapping is working - but wouldn't you get a similar result if you just bake a texture map of a high res model with nice textures and lighting down into a single color map (and maybe a bump map if the engine your modelling for uses it)and apply it to a low poly version of your model?
Sumea Challenge #2 Results
Ok, here are the final submissions for the Sumea Challenge #2.. Thanks to all those who took part - some absolutely inspiring work here. Please make your votes in this thread!!! Give each challenger a place out of 6 positions, and a comment if you like.. e.g
Challenger #1 - (name) 1st ... I like this because.....
Challenger #2 - (name) 2nd ... comment here etc
and so on.. (be sure to visit their threads to get a closer look at their entry!!) .. Voting will close in a week..
Challenger #1 - DrBadVibes
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=461&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C1-drbadvibes1.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C1-drbadvibes2.j…]
Challenger #2 - Pantmonger
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=440&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C2-pantmonger1.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C2-pantmonger2.j…]
Challenger #3 - Idaho
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=448&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C3-idaho1.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C3-idaho2.jpg[/i…]
Challenger #4 - Dan Ward
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=421&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C4-danward1.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C4-danward2.jpg[…]
Challenger #5 - Malus
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=415&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C5-malus1.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C5-malus2.jpg[/i…]
Challenger #6 - David Coen
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=462
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C6-davidcoen2.jp…]
Challenger #1 - DrBadVibes [1st] - Excellent texturing, great desert warrior feel, though I would of liked to have seen the gun model instead of the sword (which still looks awesome :P). Being posed also adds greatly to it.
Challenger #2 - Pantmonger [3rd] - Another great model. Definitely fits right into the subject matter. Personally the orange faceplate looks a little off. Would of been great to of seen her posed in her different modes :).
Challenger #3 - Idaho [5th] - Again another very nice entry, though I think some more cyborg "modifications" wouldn't of gone astry, still had 320 polys to play around with. :)
Challenger #4 - Dan Ward [2nd] - Great modelling and texturing, big improvement from the first challenge. Some experience helped heaps in bringing out your obvious talent. The detail on the back legs and arms are amazing. Posed shots would of added a new dimension to it.
Challenger #5 - Malus [4th] - Great hardcore american tank techno soldier feel. Can almost hear him screaming at you to do 20 more pushups ;).
Challenger #6 - David Coen [6th] - Excellent looking chick :). Nice texturing and body armor, got the whole Guyver twin blade feel going on. Would of looked very good with some action poses.
Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [6th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [5th]
Challenger #6 - David Coen [4th]Really Like the hair :)
These are all good models, why not use them all in the Sumea mod if thats still going, It was meant to be a sort of class based tactical shooter wasnt it, well heres your classes.
Challenger #1 - DrBadVibes [1st]- what can i say....amazing! *squirts some tears of joy
Challenger #2 - Pantmonger [4rd]- Great work, followed concept well, more texture detail wouldve
been cool.
Challenger #3 - Idaho [3th]- come on i had to vote for myself somewhere *blushes
Challenger #4 - Dan Ward [2nd]- excellent work, you are improving at a rapid rate! congratz!
Challenger #5 - Malus [6th] - Great model! but the texture is very static in a lot of places, u
should put it in ut2003 ;)
Challenger #6 - David Coen [5th]- This is excellent i love the texture!
First up great work everyone, the standard of work over the last challenge is up! It made it very hard to vote.
Challenger #1 - DrBadVibes [2nd] - Just nudged out of first place, very cool battle tech/future ninja type feel. But ultimately let down by a very small render. Give us close ups! So we can see the details you have created!.
Challenger #2 - Pantmonger [4th] - Great concept and great model again, would have been nice to see more details painted on the texture though.
Challenger #3 - Idaho [1st] - Like the post apoc feel, stuck out as a little bit different from all the other entries.
Challenger #4 - Dan Ward [5th] - High standard of work, great modeling and texturing. The concept just lacked the punch of the other entries.
Challenger #5 - Malus [6th] - Great texturing, the detail painted for the face is outstanding. Unfortunately up against some very stiff competition.
Challenger #6 - David Coen [3rd] - Brilliant face and hair on this one, although the body is good it isn't up to the same standard as the head and holds it back from the top-dog position.
**My voting was done by only viewing the images posted here.
Challenger #1 - DrBadVibes [1st] - A great original character. Very nice texture work with very little wasted space. Would be a great character to animate, and easily see it in-game.
Challenger #2 - Pantmonger [3rd] - A great looking character with excellent distribution of polys and very good texture usage. Could do with a little variation in tones, just to make things stand out a litte more from each other, but apart from that, impressive. @:-)
Challenger #3 - Idaho [6th] - This guy could fit into the Dune universe, like a Freeman or something, which is rad! The modeling is well done, but looks to be a bit of wasted space that could be used in the texture. Some harder shading and highlights could be used to define form better (for example, the goggles could look a little more inset and curved). I happen to really like that wound on his stomach. @:-D
Challenger #4 - Dan Ward [2nd] - A very sturdy and chunky looking character. This guy wouldn't go down easy. @:-) The texture elements could be arranged to fully take advantage of the available space, but still very good. Great texture work.
Challenger #5 - Malus [4th] - He's got a comic kind of feel to him that I love! Nice detailed texturing, but shading in some areas (notice it mostly in the flamethrower area) could've been enhanced. I love the muscles though. Great stuff!
Challenger #6 - David Coen [5th] - Always love a kick-arse babe @;-) Very nice poly use and good texturing (love the rusty-ness of it!), though it could use some more detailed shading and highlights to break up the patterning going on. Perhaps something around the neck too; a feature of some sought, though unsure what. The hair is faboo! @:-D
Brilliant work everyone! You make it tough to rank. *thumbs up*
Sorry this is not a vote just a reminder.
A lot of comments have been made about, pose and concept and the like. These aspects are not ment to be part of the comp.
Quick cut and paste reminder of the rules of the comp below as written by rgreen
"The focus is on Modelling and Texturing.
There is no need to rig or animate the character.
The quality of the concepts will not be considered when judging the entry. The focus will be on Modelling and Texturing (and as Malus said this includes good quality UVing)."
Judge, but judge fairly.
Pantmonger
First up can I just say that this comp is based on the mesh, uv map and the texturing not bloody poses or concept. I was penalised last time for that and its really not valid. Ok rant over.
There where some great entries this time, good to see things getting better.
Challenger #1 - DrBadVibes [1st] - If it was up to concept and style you'd win hands down buddy, that pic rocked. Unfortunately I think you didn't use the polygons effectively, especially in his thighs I counted around 98 wasted there alone, they could have been used to add more shape to other areas, the texture is really good too but it seems a little dull on the texture sheet. Good to see some more talent heading over to Sumea.
Challenger #2 - Pantmonger [2nd] - Nice use of polygons throught the mesh, texture is great too, the uvw map like mine could use some work, not much but it may have too many seams. (Don't hit me pants [:P])
Challenger #3 - Idaho [6th] - Didn't use all the polygons allocated which may have helped stop it looking as blocky, the proportions are off too and the textures are a bit flat (and I suspect photosourced, I know its allowed but I don't feel much work has been put in to changing them). I do like the idea though, just don't think it came off.
Challenger #4 - Dan Ward [4th] - I like the idea of this guy and you optimised it from the larger version well. The textures well done but a little bland, the mesh is well built but the form is a little strange, something in the proportions doesn't sit right. Good job though man.
Challenger #5 - Malus [3rd] - I think my mesh is clean and well optimised, will deform well and my texture is detailed. The UVW map could use more work but not enough to warrant to much points off.
Challenger #6 - David Coen [5th] - Same problems as Idahos mainly but your mesh was better overall, the proportions and shape of her legs are pretty off too. And your hair looks like its just pencil sratchings on white paper scanned in. Sorry dude harsh I know.
Good luck everyone.
Just for the record I don't think that people who have entered the comp should vote, its to hard to be objective when you have spent the amount of time building these things that we all have.
I agree with pants/malus though about the posing thing .. we all know that posing adds hugely to the overall impact of a model and it wasnt a part of this challenge.
That being said I still think DrBadvibes model is the best one here overall, the guy has been modelling for 4+ years and it shows.
Are you getting the industry peeps to have a look at the entries again Souri? It would be good to have a bit more feedback from "outsiders" Sumea has a relatively small community and alot of the regulars know each other personally making the voting somewhat dubious.
I knew this voting system would be a bit biased, plus people are getting all cranky coz they arent being voted for. people who entered should be blocked form this forum. and i think in the future it should be left upto a board of judges. :) cheers all for your entrys, cant wait to see the next ones in 'Sumea challenge #3'!!!
I'm gonna try give some comments and criticisms here, I hope no one takes these as personal attacks, please take what I say constructively, as that is how it is given.
Challenger #1 - DrBadVibes [2nd]
Efficient use of the polies allocated, with a nice even poly distribution. Texture is very cool, with even pixel distribution.
Very high quality work, I like it.. Why not higher? - I personally preferred the gun, the sword is cool, but just doesn't do it for me.
Challenger #2 - Pantmonger [4th]
Good clean model, nice proportions and good anatomy, some more assymetry would be nice, but its solid without. The texture I think could have used a bit more colour, I think if that green is going to be used, it needs to be backed up by a camo type thing. Why not higher? - The texture I don't think suited the character to well, it needed more colours as stated before.
Challenger #3 - Idaho [5th]
Efficient model, with some creative use of polies around the upper torso area. Proportions(char needs to be roughly 7-8 heads tall- legs needed to be longer in your case), and failure to use the rest of the polycount to add details to reach the 3k poly target (strap around leg and buckle thing on shoe on concept for example) hurt what is otherwise, a very well made 2500 poly character. Remember, there is always stuff you can add :).
The texture I think needs work, some areas have been done quite well (the pants for one) but other parts scream rush job. Take the time to get the lighting and other hard to do details done right.. Otherwise they end up detracting from the model.. Areas to work on are the arms.. I think with a bit more of a sunburnt/tanned look it would be a nicely polished character. Why not higher? - the reasons I mentioned above..
Challenger #4 - Dan Ward [1st]
I'm really impressed by the improvements dan has made, the model, I think is outstanding, poly use is very clean, and hes got alot of details out of the count. Everything looks very smooth, and has a nice "weighted" feel to it. The texture kicks ass, it doesn't look super fantastic on the flat, but on the model it really stands out. There are enough small variations on the basic tones to keep him from looking monochromatic, and the eye is immediately drawn to the upper torso/head - something i really like.
Challenger #5 - Malus [3rd]
I think if you had a bit more time to work on this guy, he'd be kicking alot more ass. Kudos for making him in maya too.
The model looks pretty sweet, I really like the head, though no doubt there is some insane amount of polies in there :)
I think his arms could be beefier - huge bulky bastards! But it still looks cool I especially like the dual 50 cals on his arm, though I think modelling drums would have looked cooler, and you would never have to worry about animating the swish of that (trust me, pain in the ass).
Texture is nicely done, I would have liked to have seen some more military type stuff (medals etc) but oh well :).
Why not higher? - This was a hard one :) I felt it lacked the polish that the Drbadvibes and Dans characters had. The boots also act as a focal point (eyes go straight to them when i first looked at it) which I feel detracts from the overall quality..
Challenger #6 - David Coen [6th]
This character failed to hit my "ahh cool" nerve center. Theres nothing especially wrong with her, just a few niggly things.
The model is quite efficient, with lots of nice accessories.. At the same time, she looks boxy, and almost completely symetrical.
The texture has some very nice details, but I'll just say that the rusty colour tone was a very brave choice to go with the very pale skin and hair :)
Why not higher? - The things mentioned above mainly. I know you entered the challenge later than most, and I know how quickly you work, maybe next time a little more patience?
Congrats to everyone who entered, and you're all lucky my hard drive is on its last legs :)
(apologies is my ramblings became non-sensical at any point during this post.. It is 3:30 am after all.)
challenger 1# DrBadVibes *1*: simply because it looks the best, thats all that really matters in the end.
2# Pantmonger *2*: nice texturing, good balance of colours.
3# Idaho *5*: the texturing is good, design lets it down
4# Dan Ward *3*: great design
5# malus *4*: very clean looking mesh, a very good understanding of mesh optimising
6# David Coen : i love her face, the texturing needs some diversity and the concept needs some risk
Challenger #1 - DrBadVibes [1st] Wow, so much character from a robot
Challenger #2 - Pantmonger [4th] great work, still looks like a duck beak to me
Challenger #3 - Idaho [6th]
Challenger #4 - Dan Ward [2nd] Huge improvement overall in all areas from 1st challenge, congrads
Challenger #5 - Malus [3rd] Really proficient in all aspects just you textures lack impact
Challenger #6 - David Coen [5th]
Great stuff from everyone really, i don't really think i'm up to par yet with all of you, would have been good to have finished mine in time though.
I agree that there should be judges, not us voting next time.1) Some votes could too bias towards themselves 2) some of the voters might not understand the criteria of the competition (ie, apparently the concept/idea wasn't supposed to be taken into account and in that case should have been more like the first comp with a single concept to work from, so the concept quality/orinality etc should be part of the criteria next time or taken out of the equalion all together with a single concept. The variety was cool this time compared to last but i think the concepts gave some an advantage over others that shouldn't it have.(plus my concept art sux at this point anyway,[:)])
Wanted to clear up some things concernig my inital post. I'm not actually cranky about not being voted, it would be a bit weak on my part if that was the case, although ego is a little bruised about the 6th place ones, ouch. [:P]
There where a few guys being penalised for lack of pose etc so that post wasn't just about me.
quote:Challenger #4 - Dan Ward [2nd] ... Posed shots would of added a new dimension to it...
Challenger #2 - Pantmonger [3rd] -... Would of been great to of seen her posed in her different modes....
Just after last time I thought we had settled the voting thing and everyone was in agreeance.
I do definetely stand by my comments on the technical issues but I ammended my vote as I believe people want to vote on an overall 'feel' not on technical aspects, so I'll do it as such.
Thanks guys, and good luck DrBadvibes and Pant's, the heats on you 2 this time. [;)]
Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [2rd]
Challenger #3 - Idaho [5th]
Challenger #4 - Dan Ward [3st]
Challenger #5 - Malus [4th]
Challenger #6 - David Coen [6th]
Commentary..
First of all, fantastic work from everyone. I'm sure you'll agree that the bar for the Sumea Challenge has definately been risen. It's certainly a good thing, and it encourages everyone to try that extra bit harder next time, and improve themselves in the process.
Challenger #1 - DrBadVibes [1st]
Challenger #6 - David Coen [6th]This model blew me away. Lots of detail managed with the 3000 polygon limit (sword + sword cover, cape, all the stuff on his back). And the texture is great in terms of design and details. The texture doesn't quite have a quality finished look to it, but hey, DrBadVibes started late and managed to do the lot in a matter of days, and it still looks bloody good anyway [:)]
Concept reminds me of those Ninja demos on the Amiga, by Melon Dezignfrom a long time ago (if anyone remembers those!).. They had similar warped proportions, very stylised. Brilliant work.
Can't wait to see DrBadVibes animated him [:)]
Ok, the next three votes were harder for me, as they were equally impressive as each other and each had their strengths and weaknesses..
Challenger #2 - Pantmonger [2rd]
The mesh looks great, great use of all the polygons, and lots of detail and features.. Love the back pack, and the modelling on the feet. Great job on covering as much texture space as possible. Texture looks great, the armour looks like it's heavy, and metal, but I think it needed more oomph in terms of design. Stripes or some sort of decoration.. also a more higher contrasting selection of colours, rather than the green and brown.. green and white? Grey and blue..? Also the mid-riff section should perhaps be skin-toned coloured, since it looks like it's exposed skin. That would actually make it more interesting too as a whole, I think. Very cool model.
Challenger #4 - Dan Ward [3rd]
Again, a very detailed model making use of all those polygons. I would've made the legs a little bit longer though - he looks a little bit stunted in stature (which might not be important, seeing as he isn't human anyway).
Texture work doesn't look too impressive when you see it in it's layed out version, but works pretty damn well when seen on the model! Lots of nice little details on the armour. Armour looks solid and heavy, and overall, a great looking model.
Challenger #5 - Malus [4th]
Great polygon modelling, very smooth looking, and a great arm gun. It's somewhat the reverse of my comment on Dan's texture with Malus's texture. It looks GREAT on layout - finished quality on the armour, with tonnes of detail.. great work on the face. I can tell a great amount of work was spent on the texture (I'd probably rate it 2nd overal), but somehow it doesn't have quite an impact on the model. It still looks good, don't get me wrong, but the armour doesn't come off as heavy looking, or as believable.. Maybe make it weathered? Or add some specular points or something.. I dunno. [:)] Still, great work by Malus..
Challenger #3 - Idaho [5th]
Polygon model looks cool - definately a different approach with the others by making it human. Texturing work is cool, although maybe a little procedural looking, if you know what I mean. Maybe break it up more. Add more details like stitching (pants) etc..
Challenger #6 - David Coen [6th]
Sorcorer Bob said earlier than the model looked a bit boxy, and I agree somewhat. I think the model could have been approached differently, making her more feminine and curvy - like your danger girl model. From her front on view, her hips to her knee shouldnt be that straight. Probably model all the slender curves of female legs in. Texture is a bit monotone in design, and probably the fault of the concept if it's like that originally.
Anyway, can't wait for the next challenge.. especially so that you guys can critique my work in return [;)] (I feel guilty giving critique when personally I my skills might not even match it!)
Exactly my point Malus, would of replied earlier but I've been away.
Theres no doubt in anyones mind that posing does add to the overall model. Vibes has been doing modelling for 4-5 yrs so it probably came naturally to him to pose it for the added effect.
Now with the rules stuck to the very end of the forum folder with no mention on the front page its a little hard for new people (like me) to come here and not mention how great the action shots were when voting and why no-one else attempted it.
Hopefully in future challenges criteria is a little better explained for us n00bies when we go to vote :P (or have a panel of judges like the first).
[img]http://www.sumea.com.au/simages2/7_last_02L.jpg[/img]
the 'texture' i did. poor malnurished martian combat girl (mars being the red rust planet), you people realy should read all of 'battle angel alita'...
@Idaho 'people who entered should be blocked form this forum. and i think in the future it should be left upto a board of judges'
heh, competly disagree with this. was tempeted to do a review of peoples excuses as to why they couldn't finish a model as revenge for being rated 5th or 6th so often...
Yes it was a shame that not all of the entries were able to be finished... there was some good stuff in there. Hopefully these works will be finished even though the competition is over... another portfolio piece is always good.
The quality of the entries seems to increase with every challenge, I can't wait to see what comes up in the next one.
Congrats to all that finished.
Scott.
Challenger #1 - DrBadVibes [1st] - Very cool model - love the "painterly" style of the texture.
Challenger #5 - Malus [2nd] - Very clean modelling. Very nice detailed texture - didn't come up very well in the renders here - nothing to do with the model or texture - just the lighting for the render looks a bit flat. I think technically this is the best model and texture - nice work.
Challenger #2 - Pantmonger [3rd] - Nice clean model and detailed texture. Maybe the colour scheme could be a bit more striking.
Challenger #4 - Dan Ward [4th] - Nice solid model and texture.
Challenger #3 - Idaho [5th] - good stuff but sems a bit bland compared to some of the other entries.
Challenger #6 - David Coen [6th] - Not a bad model - texture needs a lot of work.
Challenger #1 - DrBadVibes [1st] Great style, love the choice of colours you used.
Challenger #2 - Pantmonger [3rd] Nice concept, you really need a secondary colour to break up all that green though and some stronger highlights to make it a bit more metallic.
Challenger #3 - Idaho [5th]
Challenger #4 - Dan Ward [2nd] Nice work, but your colours are looking a bit washed out, try to keep the colours in your textures alot more richer and vibrant.
Challenger #5 - Malus [4th]
Challenger #6 - David Coen [6th]
Order of challengers..
Challenger #1 - DrBadVibes - 1st
Challenger #4 - Dan Ward - 2nd
Challenger #2 - Pantmonger - 3rd
Challenger #5 - Malus - 4th
Challenger #3 - Idaho - 5th
Challenger #6 - David Coen - 6th
Same point massing method as last competition.. 1st placed votes get 6 points, 6th placed votes get 1 point etc..
Challenger #1 - DrBadVibes [1] - 6 6 6 6 6 6 5 6 6 6 6 5 5 6 5 6 6 6 6 6 - 116 points
Challenger #2 - Pantmonger [3] - 2 4 4 4 4 3 3 4 4 5 4 3 3 5 4 3 5 4 4 4 - 76 points
Challenger #3 - Idaho [5] - 3 3 3 2 1 4 6 1 1 1 3 1 2 2 2 1 2 2 2 3 - 45 points
Challenger #4 - Dan Ward [2] - 5 5 5 5 5 5 2 5 2 3 5 6 6 4 6 5 4 3 5 5 - 91 points
Challenger #5 - Malus [4] - 1 2 1 3 2 1 1 3 5 4 1 4 4 3 3 4 3 5 3 2 - 55 points
Challenger #6 - David Coen [6] - 4 1 2 1 3 2 4 2 3 2 2 2 1 1 1 2 1 1 1 1 - 37 points
20 votes total
Sumea Challenge #2 - 3D - davidcoen
[img]http://www.sumea.com.au/simages2/7_last_00L.jpg[/img]
http://www.sumea.com.au/simages2/7_last_00L.jpg
what the hell is up with winXP/nis/ftp, having to go back to an old machine to upload any files to the internet
anyway, concept yukiyo kishiro, 2994 triangles. will uv and texture in a bit.
DSC
(note, i am not a forum nazi (glares at souri, we don't have enough people here to have this degree of sorting on the forums, IMHO) feel free to C&C artwork (comment and critique) or otherwise commnet on the thread...)
@souri, ment nothing intelegent, so amusment that we seem to have more forums than regulars~ the vague bitch was more for reason of wasting 3 hours to upload 200kb of data. speaking of which i am still unable to upload files. ~ great, i finished it (uv mapped and textured) ...
think i fixed the proportions SB, but that will teach me to have head tilted forward in preview with head tiltled back in the reference...
DSC
quote:Originally posted by davidcoen
@souri, ment nothing intelegent, so amusment that we seem to have more forums than regulars~ the vague bitch was more for reason of wasting 3 hours to upload 200kb of data. speaking of which i am still unable to upload files. ~ great, i finished it (uv mapped and textured) ...
If you have any suggestions on cutting down the amount of forum sections, I'm all ears.. post it in the suggestion section. I'm not sure why the upload isn't working for you. It's the same upload code that's been working on the site for the last 10 months.. There are issues if you use a browser like Opera, however. If you can give me more details, it would help.
[img]http://www.sumea.com.au/simages2/7_last_01L.jpg[/img]
concept from Yukito Kishiro (battle angel alita, last order)
3 days work, rushed the texture (it is mostly a rust pic from a 'royalty free photo cd' then two skin textures from http://astronomy.swin.edu.au ) the vertex colour and global illumination texture bases are from my own code :)
and a resized version of the texture 512x512 http://www.sumea.com.au/simages2/7_last_02L.jpg
souri, the upload problems are my end. have to keep on unpacking my old machine whenever i want to upload files >25kb it seems (on old machine and sumea works fine, ftp busted though, not your problem...)
[IMG]http://www.sumea.com.au/simages2/7_again3.jpg[/IMG]
here Souri, didn't realise you have asked for 1024x512 multiple view format for previews~ also made the texture a bit lighter to make it easier to see
uninstalled nortain internet security, but just had two scipt timeouts trying to upload this image (one 150kb, then a 140kb) the 90kb version just worked...
thanks for the comments Malus/ Idaho. texture was rushed as i have a sh_t load of work to do before E3... life can be cruel.
Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.
*Disclaimer these are my personal opinions you can take or leave them as you see fit.
First up I have no idea who or what Yukito Kishiro is so I didn't really get this concept.
The mesh is neat but I feel the body is way to rigid/angular and alot of polys were spent on details that don't give much impact or do much for the models form.
Personally I don't like the boots .. there's something seriously funky going on with the top of his/her foot but again im not sure who the concept is so I don't know if that's how its supposed to be.
You haven't posted your UVmap so I cant comment on that but I assume its good because I cant see any obvious seams.
I like the texture it looks very nicely put together.
Overall I this model didn't trigger my "cool" switch, im sure that its because I don't know who it is your referencing because ive seen your other stuff and it looks great, actually it was your Danger Girl model that inspired me to sit down and start playing with Max :)
Sumea Challenge #2 - 3D - DrBadvibes
Hi all,
Jumping in kind of late on this one. I drew this concept a week ago but I only just got off my butt and registered. The models coming along, I'll post some shots as soon as I get them up.[:D]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/ts-2995concept.jpg[/img]
Thanks!
Here are some shots of the models progress.
This was the first pass, just blocking in all the forms and a getting a feel for the over all shape and poly distribution.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S1.jpg[/img]
More blocking, starting to refine the arms, tentative first steps at a hand[:)] Also getting some base colour in.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S2.jpg[/img]
Moving along, welded the midsections together, more refinement on the arms, hands and thighs, hands are still a bit blocky though. Also added a third finger.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S3.jpg[/img]
Flipped the hands over for a better neutral position which'll make the skeleton setup easier. Added some bunched up cloth around the knees.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S4.jpg[/img]
More refining, added a thick band of cloth around the right forearm and refined the cloth around the knees, decided to include a weapon into the overall 3000 poly limit and used this one as a stand in. It's way over budget though.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S5.jpg[/img]
A wire frame view of the above model...
Poly count with rifle: 3274
Poly count without: 2986
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S5W.jpg[/img]
Stef K
More progress shots...
These are all a few days old, curently the textures about 90% complete.
I had decided earlier to drop the cape but I eventually changed my mind. I felt it added a lot to the design and it'd be a shame to leave it out.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S6.jpg[/img]
The problem with the cloth though was that the left arm intersected through it when placed in a pose. Which was my initial concern with a lo poly cloth mesh. I like to work with a rigged model as early as possible so I can stomp on movement limiting problems and dud edges as they appear.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S7.jpg[/img]
The pass through was solved by simply deleting the entire upper left arm.
This took me far too long to figure out... [|)] but, not only did it fix the pass through it also free'd up a few valuable polys!
Also lowered the polys in the gun model so it's all under 3000 now.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S8.jpg[/img]
At this point I figured the model was far along enough to begin UV'ing. These UV's are a little rough and the texture density isn't quite uniform but I prefer to iron out these things once I've drawn a few guide lines down and I can see how they're all behaving.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Capnchecker.jpg[/img] [img]http://home.iprimus.com.au/tonkapuff/Sumea/Capnchecker2.jpg[/img]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Capnchecker3.jpg[/img]
Very first strokes of the texture, just laying down some lines to get a feel for the details. Keeping an eye out for tricky spots that'll need UV adjustments cos nows the time to do it.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_TS1.jpg[/img]
Here's my final entry.
He's looking a little different from the initial concept but it was fun watching him evolve. I ended up dropping the gun for a sword which I felt suited him better.
Final overall poly count was 2997 with a 1024x1024 (pictured at 512x512) texture plus alpha map (for the ripped material). All up it took about two lazy weekends and a week of late evenings.
Hope you guys like it [:)]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/base.jpg[/img]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/idle.jpg[/img]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/ts-2995map.jpg[/img]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/battlepose.jpg[/img]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/extra.jpg[/img]
Stef K
Incredible work!!
I'd hate to annoying but could you make a 1024x512pixel model shot (wireframe and textured views from multiple angles - exactly as the sample ?) http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=409&whichpage=1
The reason being is that I'd like to place all the challengers pics in one post, so it would be nice if they were all the same size and showed the same angles, wireframed/textured positions etc..
Can do.[:)]
The individual pictures turned out a little small so I've included a bigger wireframe as well.
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/drbadvibes.jpg[/img]
[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/bigwire.jpg[/img]
Stef K
Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.
*Disclaimer these are my personal opinions you can take or leave them as you see fit.
IMO and without a doubt yours is the best model out of all the entries.
There's nothing to pick at, the concept reeks of originality and has personality up the wazoo plus it is right on brief for this challenge
The mesh looks great (sure there's room for a little optimisation but your within budget and no other areas need firming up), high detail and great form. The cloak, face mask and cloth around the knee just reinforce the professionalism of this model.
Texture is brilliant and suits the model perfectly.
Your at a whole other level to the rest of us and it shows in the final product, I would even go so far as to wager that you didn't even break a sweat whipping this guy up.
Outstanding work, post up a link for your portfolio site so we can see your other stuff please :)
PS - if I had to pick SOMETHING id say you should have posted your final entry in the neutral position and not posed, posing gave you an edge that you didn't need.
Wow, thanks again guys.
I really had a great time making this guy, I only wish it always went this smoothly :) It wasn't entirely sweat free tho, there was at least one 4am finish.
I'll post a link to my web site if I ever get around to updating it. I think you'd be a bit dissapointed though. It's mostly 2d stuff and not very good at that. I'll post some animations for this guy soonish though.
Stef K.
Sumea Challenge #2 - Jonathan_Kerr
[img]http://www.sumea.com.au/simages2/36_JingasaL.jpg[/img]
Hopefully, this works.
Fixed it for you.. all your uploaded pictures are in http://www.sumea.com.au/simages2/ , so link to it from there..
Sumea Challenge #2 - 3D - Idaho
Line work...
[img]http://effectism.com/sumea/luke/sumeachallenge2_linework.jpg[/img]
Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.
*Disclaimer these are my personal opinions you can take or leave them as you see fit.
I have to admit when I first saw your entry I thought it was cool but nothing special, but it grows on me the more I see it.
The mesh looks nice and neat although I can see a fair few places you could have optimised and freed up polys for more detail and/or a weapon which would have pushed you into the "way cool" category
You only used 2600 polys .. you have 400 left, that's one thing that everyone from the first challenge learnt this time round, if you have a 3000 poly limit use them all.
Your UVMAP looks well done, nice big chunks with minimal seams. At first glance the texture sheet looks a little dull but on the model it looks great and works really well. At the end of the day that's what counts right?
Overall I think this is a solid bit of game art and I would go so far as to say it looks "Professional" (meaning I could see this in a commercial game)
Next time use all your polys :)
Great job.
Sumea Challenge #2 - 3D - Animal
Hi all,
Here's my concept, hope ya like it
[IMG]http://www.sumea.com.au/simages2/121_concept2final.jpg[/IMG]
It kinda rushed but I wanted to get on to modelling and I'm still just starting to learn digital painting with my tablet.
Just a work in progress,
i'm concentrating on the cheast/stomach area because thats really the only part of the model you can see the human shape really.
[IMG]http://www.sumea.com.au/simages2/121_wiptechno1.jpg[/IMG]
C&c would be much appreciated
thanks
animal
well my computer/windows stuffed up and had not been working for about a week and a half and i just got it back and working again. Obviously i didn't get time to finish it for the comp, oh well, but i've still got all my files, i have to reinstall all my programs again but once i've done that i'm gunna finish the model for myself. If anyone's interested i'll post it up when i finish but i don't wanna bring up an old thread from an old competition for no reason.
I'll definatly be back for the next one and good luck to everyone who entered
ps. for adie and malus, doesn't matter what art i'm doing (painting, animating or sculpture) i've always just done the body first to get a base to work off, it never occured to me not to. I guess i could save time not doing it in 3d the future but my character was basically a human shape with things like the hat, jacket,gun etc just extruded off so it worked for me this time. Thanks for the idea though, i'll think about it next time i start a model.
Sumea Challenge #2 - 3D - Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/Sk20_TechConcept.jpg[/img]
Yay some free time to get started on this thing.
Have a concept.
Small things and any problems pointed out may be changed.
I will be doing to orthograpics prob tomorrow.
Pantmonger
Whoops, forgot to mention that the girl inside is a cyborg, only her brain is still tissue. Hence lack of armour in certain bits not a prob as she is armour all over.
Dan Ward: Thanks, I hope so to, but that has always been part of the fun for me is seeing if I make something fil a polybudget no matter how complex it is.
Malus: Thanks, round one fight (Malus and I enjoy the fight within a fight)
Sorceror Bob: Thanks, The feet are a bit out compared to the rest of the model design. I put them in like that because I wanted some part of it to be ugly but functional because the rest of the concept is so much 'style over substance' work. As for the comfort, she feels no pain.
Pantmonger
Step 2: Orthographics
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea2_ortho.gif[/img]
Pantmonger
The little bit of wire from her ear to her mouth uses more polys then I'd like, I have to see if I can keep it in or no. But other then that the head uses the type of poly count I would have used for a 1000 poly model leaving me with a good 500 extra to throw around.
It doesn't look like a duck when its modeled. (or maybe it does, I just don't know)
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Fac.jpg[/img]
With the exception of a few edges you to turn the model is done, next the UVW and smoothing groups.
3000 on the dot. Hoot.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_UVW.jpg[/img]
UVW and Smoothing Groups done, on to the texture.
Pantmonger
Malus:
quote:is she meant to have a hard line where the armour meets the top of here thigh?
It is there, just for some reason doesn't appear visable in this shot. Weird.
inglis, thanks this one was a son of a b.... to map, so many little bits and pieces, took a while, and due to the different arm structure from the elbow down there is less texture mirroring then I'm use to. But should turn out ok.
Pantmonger
Done, thank the gods, Im in the middle of packing so finding time to do this was painful, but here is the stuff.
Final Construction
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_FinPoly.jpg[/img]
Texture Map (at 512)
Edit. See below this post
Finished Model
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Texture.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/MTemp/Sumea2_Rotation.gif[/img]
Pantmonger
quote:Time is almost up, but there are only like two other completed entries so far
yeah..i was just going through the other threads and notice a lot havent been updated, a lot still at concept stage.
quote:Oh and some more feedback would be nice too
youve done very well again :)
i would like to see some more details on the main forms, maybe more decals, identity/class symbols etc?
and i think the orange visor could be improved somewhat-
i like your colour choices
lets hope the competition gets to the bus on time :)
Good thing I came to the site tonight, now that there is a special layout needed and all[:p]
Well here is the layout as requested, Not fond of this style, no real detail can be seen, but its not my comp, so it aint my rules and I'll live so...
Also the 512 of the textue map again so they are both in one place.
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumeaspeciallayout.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Texture-Map.jpg[…]
Lets go.
Pantmonger
Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.
Technically overall I think your model is probably the best executed out of all the entries, when I saw your concept pic I went *Gulp* that looks like a "professional" job.
The idea is original and answers the challenge brief perfectly (being a graphic designer by trade im pretty anal when it comes to sticking to briefs)
Your mesh and uvmap are outstanding as always, you have got the UVmapping thing down (I think you need to write a tutorial on how you uvmap your chars so I can get as good as you :)
The mesh is very neat and the polys well used, with my limited experience on what constitutes a "good" mesh there's nothing I can pick on it.
Creatively/personally I don't like the snout thing on the helmet and I think the end of the arms (hand and claw bits) should be bigger/bulkier like in the concept, give her more attitude.
I think where this model fell over is the texture, again technically it looks great, everything is well done and realistic. The problem is it doesn't suit the model, she's a flyer yet she's in drab green paint, the concept has heaps of contrast and it works REALLY well, this model needs a serious manga paint job.
Do yourself a favour pants and redo the texture then you can have my vote for the number 1 spot.
Sumea Challenge #2 - 3D - Dr.Watson
I'm pretty new to modelling (this will be my 3rd model so far if I manage to finish it [:p] ) but I think this is a good learning experience for me so I give it a go anyway. Here is my rough concept design. I knew I have a slow start. Just hope I have enough time to finish the model [;)]
[img]http://khors.uhome.net/models/concept003c.jpg[/img]
C&C and welcome. Thanks [:)]
her legs are to long(her hands should come to just above the knee, pelvise is a bit long to , but u might like the legs long and sexy , if so try and exaggerate the shape a little more ..when I design for low polly 3d i try and draw things a bit square'sh so it makes it a bit easyer to work out how i will moddle it..nice clean design though..good luck hope u have time :)
i always find that if something doesnt look right and you cant see what, i use this technique that i picked up from some drawing manual somewhere.
get a mirror and look at your drawing from its reflection.
its strange but it actually works, it allows you to look at your drawing from a completely different perspective.
nannoo nannoo
Thanks for the comments [:I]
adie: guess I've read too much Japanese manga. It has become my habit to draw characters with long legs and big eyes [:p]
malus: chicken wing? Isn't she tasty [:p] It wasn't planned that way. When I nearly finished the drawing, I found her whole body leans towards to the left too much. So I have to draw her right leg that way to give the character more balance [B)] She'll be right in her low poly model form [:)]
shiptu_shaboo: yes, I used to hold up my drawing to a light source and see from the other side of the paper (same effect as looking at it from mirror) I found my drawings looks funny most of the time [8)]
Sumea Challenge #2 - 3D - Adie
here my design for challenge 2
will fiish him off tonight
[img]http://homepages.ihug.com.au/~pigsnogl/images/sumea2.jpg[/img]
Hes from the not so far off furure, he has the brain of J.w. bush making him the would most deadly machean ever made...he he.. Lame i know couldnt think of anthing maybe later
Thanks and nah its not charcoal! I drew it with a mega thick graphite pencil on some realy cheap paper. and when i scanned it in the paper came out all brouwn and burnt looking. I like to sketch big with a Big pencil or just a bamboo stick dipped in ink( none of these fancey pens for me).. You lern a lot more drawing thing big and fast..this pic took me about half an hour..and took up a hole A3 peace of paper..
I worked for chanele ten for awhile doing the cortroom drawing and u have to draw realy fast because sometimes there only on the stand for min or so , and u have to make the rest up ..thats why they always look so dodgy
have started making him hes about 1900 polly so far still a lot of work to do on him.. his hands are dodgy just blocked it in let me now what u think[http://homepages.ihug.com.au/~pigsnogl/images/pro2.jpg][/img]
how do u get the pic to desplay?? Im a html lamer
thanks Inglis so thats how its done :P
its not realy baised of anything but was thinking of ABC woriors when I drew it, I remember that warhammer had a big ass gun like that. I couldnt find any my comics with them in it..so just made it up!
yeah the knees will look like the design was just ruffing out the design to work out how many polly I can put in the knees and ankles and things..
ABC warriors rock! I love that comic.
His name is actually Hammerstein not warhammer and he has a big hammer for a hand not a gun.
I always liked Deadlock, Joe pineapples and Morrigin, must be the pagan in me. :P
Ive actually started some work on modelling the whole ABC Warrior team last night!! Wierd huh, not much done but its going to rock when theyre finished.
Its looking good Adie, nothing better than a physco robot. [:P]
Hammerstein at his most relaxed:
[img]http://www.dreamnation.fsnet.co.uk/hammer.jpg[/img]
You'd be interested in Four Horsemen of the Apocalypse (http://www.gamespy.com/previews/march03/fourhorsemenmulti/) - which is a game he's heavily involved with..
[img]http://homepages.ihug.com.au/~pigsnogl/images/abc.jpg[/img]
found my old 2000 AD comics [:D] I should have looked at these befor i started.[:(] I'v got heaps of cool ideas for a robot now [B)]
[img]http://homepages.ihug.com.au/~pigsnogl/images/sp2_01.jpg[/img]
did some work on him today changed his arm and hand but still not happy with it[:(!] oh yeah i changed his head what do u think of it?? Dose it look out of place with the rest of the design? and dose he look too tall??
HEY i need some HELP [?] how can I export a pic of the maping?? I havent done that before... saw some u did it in the last challenge i thik it woud cut down my textureing time..im using max 5 and i got this script to do it for max4 but itdosent work in 5..help please [B)]
Well Im out!! I was goin to finish Textureing him today but woke up sick.[8].so its on the shelf with my model and Back into bed for me ...sob sob and I geuss its good by to my sumea golden cup Ill have to hand that over to the winner[:(] ...sniff sniiff but not for long my pritty you'll be back in my hands next Round, when I kill u all he he he he he he he he ehe hehehhhe eh........[|)]
Sumea Challenge #2 - 3D - WAR-HEAD
im pretty slack... this is only my second post here. I do, however, plan to do a lot more.
Heres my preliminary concept sketch of the "Techno-Soldier". I don't know how much of the actual 3D model / texture I'll get done. I started the last 3D challenge and got pretty close to finishing, but I've been kinda busy lately and I just ran out of time.
[img]http://www.boomspeed.com/warhead/techsol.jpg[/img]
--or-- (if that doesn't work!)
[url]http://www.geocities.com/msfolio/sumea/techsol.htm[/url]
WAR-HEAD
[url]www.geocities.com/msfolio/[/url]
Hey all,
New concept pics...
I havent quite started modeling yet... just wanted to finalise some details with the design/concept first. Thoughts anyone?
[img]http://www.boomspeed.com/warhead/techsol2.jpg[/img]
[img]http://www.boomspeed.com/warhead/techsol3.jpg[/img]
Should have some modeling done next week!
Cheese.
Sorry guys. Like I suspected, I couldn't make time to build the model. I've been looking for somewhere to live over the last 3 weeks and haven't had too much spare time to get into the modeling. I have, just recently, found somewhere to live. So when I get settled, I will make an effort to get an entry in to the 3rd Sumea Challenge!
Poison: I have been drawing since I was about 5, but nothing really serious. I love my comics. My first major inspiration was Superman... (later followed by Batman, Spiderman, He-Man and various other characters whose names end in "man")
P.S. I'm extremely impressed with all of the entries. The talent floating around these boards is amazing. Good work everyone!!!
Sumea Challenge #2 - 3D - UniqueSnowFlake
Well I thought I should jump into the action and onto Sumea.com.au
so hear goes my first post here (please don't stuff up!)
[img]http://www.boomspeed.com/unisnowflake/Techno_Soilder_USF.jpg[/img]
just made a account with boomspeed so I hope that will fix the probelm with the picture not showing up all the time.
please give your C&C's
i would lift the gun slightly of the shoulder otherwise its gunna pinch the back and shoulder and stretch the textures when it moves up and down(ugly)
i agree with inglis two parts for the feet (toes) otherwise it wont walk right.
look at some giger
http://www.hrgiger.com/
your design seems to be heading in that direction
nannoo nannoo
Thanks for the feed back guys.
after a bit of modelling today, I have bits of the barrel done and the feet.
I'm going to realy have to think about hands its the second concept I have posted were people said my hands were to small. (Not that the model turns out that way.)
Inglis: the way I was going to have the feet is as his foot rolls forwards the bit at the front (toe) slides in. then slide back out as his feet move off the ground. (that is posable because his real toes hang above the Metal ones. I can post a picture of were his body sits in the machine if you real want.)
Shiptu_shaboo: The gun on his back is attached to his back plate. (like the generator at the back.) and there won't be in many positions then the one he is in. It will mostly be leg movement.
(What am I ment to be looking at from "giger")
Sorceror Bob: I don't think his realy worried about that.
Malus: I figured no one in there right mind would want to be in such a weird position. (I'm sure you can imagion the back problems.) thats why I thought the Matrix (or something along the lines of it) would be good. I agree with you about adding senors to the head.
its just if I put them onto the concept it looked like the head was part of the arm or something weird. I'll either concept it when I get up to it or just deign it as I'm making it.
Well hope I covered everything. If I've gone totally off the track then please let me know :)
Post ya later.
UniqueSnowFlake
A WIP there is more done.. just don't want to show it at the moment [;)]
[img]http://www.boomspeed.com/unisnowflake/TechnoSoilder_WIP1.jpg[/img]
Sumea Challenge #2 - 3D - Dan Ward
Howdy folks,
Okies here i go with my entry for challenge number 2, this is what i have so far.
Its not really based on any set concept, although i used a bunch of reference material from all over the place i just made it up as i went along.
I really tried to squeeze the most out of the poly limit this time, used up 2940 polys so far and no doubt il be able to add a little more detail when i clean up the mesh later on this week.
Still early days so if you have any C&C i would really appreciate it .. in particular im not happy with the side view, yet i cant work out what it is that i dont like about it.
Cheers
[IMG]http://www.steelkey.com.au/beta1.jpg[/IMG]
for those of you too lazy to click. [;)] Looking fantastic!!!
After a few hours of tweaks i decided to treat myself and slap some materials onto the mesh to see how it would look ..
[img]http://www.steelkey.com.au/6.jpg[/img]
[img]http://www.steelkey.com.au/beta3.jpg[/img]
-edit found a couple of earlier renders figured id post them up as im having serious thoughts about starting a new entry for the challenge (i even did a concept for this one) and not sure if this guy will progress further.
Well I finished my new model and im really happy with the results.. only one problem, I decided to give poly modelling a try (as opposed to mesh) and forgot to take into account that 1 poly = 2x tri ...
hence my model is almost exactly 2x the poly limits for this challenge :) doh!.
still, im going to finish this guy he's definitely my best model yet.
Woot! I have cut over 3000 polys from the model above and have got it in under the 3k limit, and i didnt loose that much detail that i wont be able to pick back up with the texture.
[img]http://www.steelkey.com.au/ts.jpg[/img]
now time to UVmap.
edit - that should be 2997 polys total the 2097 is a typo which im to lazy to fix :)
Finally finished, I could keep playing with the texture for another few hours but to be honest im sick of looking at this model and i need a break, enjoy :)
MODEL
[img]http://www.steelkey.com.au/s2/dan_ward_s2_final.jpg[/img]
TEXTURE @ 512
[img]http://www.steelkey.com.au/s2/dan_ward_s2_texture.jpg[/img]
C&C would be appreciated
Just wanted to reply to a couple of comments that have been made in the voting thread about my texture sheet looking monotone and not very impressive.
My rant is: does it matter what the texture sheet looks like if it works on the model?
When I create my textures (this being the second texture sheet I have done) I am constantly rendering out shots of the model to see how it looks, I see no reason to make your texture sheet look all snazzy if on the model it looks like junk. I have no issue with just adding a box of colour over a section of the map if the corresponding polys on the model don't require any detail.
In my opinion its how the model works in the final engine (in this case Max's renderer) that counts.
I was trying to get my renders to match the vision I had for this model, that being a semi futuristic "techno soldier" that has been well used on the field of battle.
Sure critique my UVMAP I know I have a tonne of improvement needed before im at a professional level, but in all modesty I think I really lucked in with the texture it came out way better than I expected and suits the model/concept perfectly.
P.S - If your interested in downloading a rotation of my model (350k DivX)
point your browser at http://www.steelkey.com.au/s2/rotation.avi
Dan,
I think the biggest thing is that it looks good at a certain distance but up close it will be very flat, its ok if its always going to be further away. I feel mine suffered from the opposite, it looks really detailed up close but blends into a washed out mess of colours in the far distance as my posts have shown (wish you guys could see it in Maya viewport uncompressed on my 21 inch monitor lol).
You may be right about detailed textures being wasted if it looks crap on the model but I tend to think the more detailed the texture the better it will look in a decent engine. (a 1024 x 512 jpg compressed at 56% isn't going to do anyones work justice.)
Hope my critique didn't offend btw, I just tell it how 'I' see it, I tend not to sugar coat because I find it patronising.
Not offended at all malus, the reason I post here is to get feedback :)
However in this case I beg to disagree, ive rendered out some high res shots of my model (one of them graces the desktop on my 21inch monitor) and I gotta tell ya it looks even better close up, especially seeing that we are talking about a low poly "in game model"
Id be more than happy to post a high res shot if you would like to see it.
I'm not arguing with you that my texture sheet looks "dull" my point is I don't think its relevant to the end product.
Great work Dan, and a massive improvement over your first comp entry. Well done!
About the only thing that nags at me is that the thighs look a little crooked. Texture looks good although there's room for a bit more detail in the dark metal areas I thought, the spine area looks a little empty.
Are you gonna rig him?
quote:Originally posted by Dan_Ward
Just wanted to reply to a couple of comments that have been made in the voting thread about my texture sheet looking monotone and not very impressive.My rant is: does it matter what the texture sheet looks like if it works on the model?
I agree, it doesn't really matter. I just thought I'd give an observation anyway. People are just giving some thoughts, that's all.
I think it really is limiting if we can't comment on the concept, or texture (except layout) now. There's not much really left to comment on. Maybe next time everyone can just make their vote, and that's it.
Thanks Vibes, yeah the legs are a little knock-kneed its one of the things that im not totally happy with on the mesh, and yep to be honest the texture is only about 70% complete I was running out of time and wasn't really in the mood to do it on Friday night so I had to just rough in areas that otherwise would have been more detailed (especially the exposed back area).
As to rigging it .. i would if i could, i havent got as far as rigging a model yet :)
Souri that's cool im not angry or whatever about those comments, as I said before C&C is why we are all doing these challenges. I just wanted to know if it was considered important for the texture sheet itself to look "polished" regardless of what end product looks like.
People are always going to be defensive when it comes to commenting on creative works its all part of the fun, and probably the reason its so hard to get people to comment because they don't want to have to justify their comments :)
Anyway thanks for taking the time and effort to run the challenges, I know I get a tonne of benefit by participating in these things and I would assume everyone else does, bring on challenge #3 i need a new project!
Souri: I don't see the point in just voting without critiquing, what happens when you do a model in development and your AD tells you its all wrong are we going to have a cry, its important to be able to take comments and read them for what they are, if you can't then you really aren't going to make it in a very critiqued industry.
As for people getting defensive, I can only speak for myself but I tend to get my back up when people comment on unconstructive personal views (ie. "I would have given her a bigger gun") or disregard the rules of a vote completely.
I actually got a decent critique from a guy named modeling_man on CGtalk, it was mainly negatives about my texture but it was well thought out, mature and constructive so I took it onboard as it 'helped' me understand what I needed to work on. More people should learn how to critique / vote constructively I believe.
Dan: you should try rig him if you haven't got that far yet, good practice.
Sumea Challenge #2 - 3D - Sorceror Bob
[img]http://www.boomspeed.com/sorcerorbob/sumeachallengeconcept.jpg[/img]
Concept so far. I was gonna colour her in.. But meh.
This has been a character I've been wanting to make for a while.. Not this particular concept but something like it.
Each of those pads on her are shield type thingies.. The design will probably change alot between the concept and model though..
[img]http://www.andgor.com/AA%20AndGor%20Images/Joanna-Dark-small.gif[/img]
I fail to see the similarity :P Other than that they are both female and wielding guns.
The concept is no feng, but its all mine, I can assure you.
*edit* heres another link of the perfect dark bird
http://www.gamereviewers.com/biohazard/grfx/perfectdark/codename1024.jpg */edit*
hahah i learnt the hard way to save often, now i also have to save seperate files :P
Format hasn't happened - not enough blank cd's for backupage :P, as well as the fact i've lost some of my more important install cd's (max).. It'll happen once things are quiet on the job hunting front.. errr. quieter
Sumea Challenge #2 - 3D - Malus
Hey guys,
Well I've started the concept for my submission. I'm moving this weekend so I won't be able to get a start on the model until mid next week at least.
Thinking of doing him in Maya instead of my native 3D Max just to further the addition of feathers in my old cap. [xx(]
Hes a WWII veteran named General Paton [:p], A Gun lovin' Gi Joe take no shit kinda guy. Need someone to take on all those nazi zombies popping up in games recently.
[img]http://www.inkmancomic.com/dean/WIP/PatonMK2concept.jpg[/img]
Dean Ferguson - 3D/2D Artist
Cheers guys,
I really like this idea actually, looking forward to starting it.
I knew I forgot something, the revolvers!! Would look a treat, I might model them after the comp since they'll bump the count way over the limit.
I left out his shiny steel helmet too. :P
God bless gun totting americans.
Dean Ferguson - 3D/2D Artist
Adie: Actually after your post I checked the proportions with one of the hundreds of anatomy books I own and his legs are a little short. :P
But like I said just a quick sketch for reference. Not going to model directly from this pic, might either try freehand modelling it or doing some orthographic sketches.
woohoo post 100!! do I get a sumea decoder ring?
Finally got to start him today.
4 hrs work on maya, bit slower than usual but I'm still getting used to it.
Hes currently only 1300 polys so when his mouth is done I should have 1600 or so for the rest which should be more than enough.
This image is updated so its now 2800 and has taken around 8 hours, just cruising along with this guy getting comfortable with maya.
[img]http://www.inkmancomic.com/dean/WIP/Patonmk2wip01.jpg[/img]
looking solid so far malus, I've gotta learn maya somewhere down the track, but at the moment, I personally find its low poly tools are below max's standard - I like working triangulated..
Still, you've gotten a good accurate representation of your concept so far, looking forward to seeing how you go.
Scorcerer_Bob: thanks man, yeah I too think Maya's low poly modelling is below Max's, getting used to it though. Maya's probably a better piece of software overall though but for low poly game modelling Max still gets my vote. (BTW: I triangulate when I do the cleanup.)
inglis: Cheers bud, your voting for me right?! [:P] lol
Well the mesh is completed, 3000 polys exact-amundo!
Pretty happy with it, got all the detail in that I put on the concept I think.
Has taken around 9 hours to do including the UV mapping, slower than most of my other models but Ive only been using Maya for a whole 2 wks and so I'm ok with the time its taken.
Just texturing now, yippee the cool(er) bit. [:D]
[img]http://www.inkmancomic.com/dean/WIP/Patonmesh02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/Patonmesh03.jpg[/img]
Dan: thanks man, I really wanted to keep the mesh tight and its good to see it payed off. Believe it or not but the face was the quickest part to model?!
Pants: The legs are done! yikes! Didn't concept them so I struggled with a few ideas, glad you like the designof the boots, he was looking cumbersome and I had hoped they would make him look more dynamic. Guess it worked. [;)]
Sumea Challenge #2 (reference guide)
Techno Soldier:
The idea is basically a soldier that has an abundance of technology.
A gun isn't necessary, could be a recon soldier, a communications soldier, demolitions, melee etc.
The time period could be anything from modern to futuristic. You could even mix historical soldiers with technology i.e. a augmented samurai carrying a futuristic laser mono-blade.
Doesn?t need to be human or alive for instance it could be a robotic or even part robotic (augmented).
Some areas that might provide inspiration: Cyberpunk, the Star Wars universe, Feng Zhu's website, Deus Ex, Big world, mist world (book) etc - Anything a bit futuristic sci-fi.
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/char_31a.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/char_14.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/char_01.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3453.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3454.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3455.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3456.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3458.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3459.jpg[/img]
[url]http://www.kidrobot.com/reports/HKtoycon2002/day3/Day3c.html[/url]
Hope this helps! [?]
Rod.
Sumea Challenge #2
Overview: Sumea Challenge #2: 3D: In-game character (Modelling & Texturing)
Polycount Limit: 3000 triangles (please make sure you state the polygon count with your final submission)
Texture: 1 x 1024 x 1024 Texture Map (alpha channel allowed). No procedural textures.
Theme: Techno Soldier (check 'Sumea Challenge #2 (reference guide)' thread)
FINISH DATE: End of the day Friday 4th April (3 Weeks Total)
The model should be created with polygons - triangles and planar quads - do not use any 5+ sided polygons.
You can create your own original creation (based on the theme) or source a concept from an external source (including the concept source will help the judges).
Use the Work In Progress Forum to show your progress from start to finish.
Use the following syntax for your thread name to avoid the forum getting out of control: 'Sumea Challenge #2 - 3D - Username'
Entries will be judged on the ability to create good game art within the technical and timeline restrictions. The focus is on Modelling and Texturing.
There is no need to rig or animate the character.
When submitting the final image for judging please use the sample submission thread as a guide. Judges will need good views of the mesh as well as the texture to be able to give a good critique.
Please also post the texture as shown below(good quality jpeg will suffice).
You can use any method to create you texture. Hand painted, baked, photo reference etc.
Goodluck. [:D]
** Souri - chucking in the sample pics here.
Here is a sample final submission:
The skin:
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/C3_1skin_samp.jpg[/i…]
The model (and yes I realise this model isn't made of polygons but in fact it was made with NURBS - please only use polygons):
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/C3_1submission_samp…]
This model and texture was taken from the alias wavefront website.
quote:"The model should be created with polygons - triangles and planar quads - do not use any 5+ sided polygons."
Ok this rule makes no sence, what possible difference does this make unless you mean the polycount limit should be 6000 triangles.
Also the topic isnt descriptive enough,
Is it a human wearing futuritic armour
Can it be a alien or other creature wearing futuristic armour
Can it be a techno DJ/clubber who happens to be a soldier
Is it a mech
Pointy: I think that is just so its easier to view the mesh for judgeing purposes as its all the same triangle countno matter what the structure.
Could you specify wether textures need to be handmade only. Please no photo sourcing, or at least make it compulsory that you have to say if you used photosourcing.
We don't need to model a weapon with it right?
Cool topic btw. Thanks for the support with this challenge Rod.
Dean Ferguson - 3D/2D Artist
Regarding the polycount question.. I think it means the polycount needs to be 3000 triangles.. Using either triangular or quad based polies (poly can be any number of sides)
I'm not sure I agree with the photosourcing thing - i hand paint my stuff, dont like photosourcing, but in the end the only thing that matters is the final product, not how it was done.
Topic seems a bit broad too, not saying i'm unhappy with it, but I think some stronger guidelines may be good.
Yes, it is meant to be 3000 triangles. The reason I said to use polygons specifically is because I didn't want people to make a nurb mesh like in the sample thread. Twisted quads and 5+ sided polygons are illegal game art because the engine has to spilt them arbitrarily and this can produce undesired results.
Re photo source: This is a quite valid way to create textures. However if the photos aren't cleaned and touched up enough they won't look very good and this will affect their rating.
I'll update the brief accordingly.
Regards,
Rod.
Make sure you all check out the reference thread....
[url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=411[/url]
Rod.
personal preference would be for everyone to be using the same 'concept' as to make it a bit more of a level playing field... but anyway
surgest 'jim burns' for people looking for concepts, hmmn, actully (glances at 400kg of reference books) think there might be some 'amano yoshitaka' stuff in there....
DSC
I would have gone the other way myself and said that you can be inspired by others work but the concept must be your own original design.
Its easy to find something cool, but to make it from scratch, thats a different matter.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
Didn't mean to say photo sourcing isnt a valid way of doing textures, its a waste of time hand drawing somethings when you can just snap away and fix it up.
I just thought that since its a challenge based on our skills as modellers/texturers that its a more accurate gauge of those skills if we don't use photosourcing or at least have to specify if we did.
I agree with Pants on the original design comment I would like to see the ideas everyone has out there, but it might leave out a few people.
Dean Ferguson - 3D/2D Artist
Well i think that it should be however the artist wants to do it.
If he/she wants to photosource thats fine.
Boths methods have advantages and disadvantages.
A developer really wouldn't care (i would think anyway) which method you use so long as the end product is good.
I will probably join in but mine won't be as good as anybody elses.
So does it need to be a bi-ped or can it it something like the tank at the end of ghost in the shell?
"A developer really wouldn't care (i would think anyway) which method you use so long as the end product is good."
Well that would depend on how you got your hands on the original photos. If you did not take them your self and you don't have permission from the one that did, then you are in breach of copyright.
Thats the kind of thing that the average Dev does care about.
Pantmonger
[img]http://home.iprimus.com.au/Evilbunny/Jagged/GamaPantsWeb.gif[/img]
If you create the textures using photos and sources that aren't licensed you are safe as long as you've changed it enough so that it's isn't recognisable as the source (I think legally it's like 25% difference or similar). If an artist takes a photo and just planarmaps it to a mesh then they deserve to be sued.
Photos aren't an 'easy' solution as it takes quite a lot of work to integrate it adequately onto the mesh so the lighting, depth and colours are believable. Photos can be a great basis for a texture allowing you to get that 'realistic' edge that would take hours and hours of 2D 'rendering'.
From my experience sourcing 'unlicensed' reference is common practice when creating game art since it is so dramatically changed before it's considered finished.
>So does it need to be a bi-ped or can it it something like the tank at the end of ghost in the shell?
I think that is bordering on a vehicle rather then a soldier, it's got to be an autonomous soldier - not driven.
Rod.
Hey guys,
Just to clear up the confusion, I use photo sourcing myself for certain models and maps, its an excellent way of creating textures in development, Max Payne for example.
what I was trying to say was for a "challenge" i believe its a more accurate representation of your skills if you only hand draw, but hey its not my comp so I'll do it my way and others can do it theirs.
Check out my all terrain vehicle in the exhibition thread, chockers full of photosource goodness. :P
Wonder how many people here knew about the copyright issue too, didn't realise about the 25% thing, good to know Rod.
God I high jacked the damn thread, argh !! Back to the sexy challenge.
Dean Ferguson - 3D/2D Artist
quote:Originally posted by rgreen
>So does it need to be a bi-ped or can it it something like the tank at the end of ghost in the shell?I think that is bordering on a vehicle rather then a soldier, it's got to be an autonomous soldier - not driven.
The tank at the end of ghost in the shell didn't have a driver. The guy in there was fused with the tankand was part of it.
I just want to know how "human" it has to look.
Can it be like a dog robot like AMEE from red planet?
"The tank at the end of ghost in the shell didn't have a driver. The guy in there was fused with the tankand was part of it"
My understanding of Ghost in the Shell is that no one is ever permentantly fused with any machine, they can plug into robots, but they are not part of them. anyway.
Where this distinction all gets weird is also from Ghost in the Shell in the Manga and TV anime series there are little supamobile spider tanks called Fuchikoma, they can be controled from within, but are also independant. So they are by def techno soldiers. But to keep it simple I'll prob go for the biped.
Pantmonger
quote:Originally posted by Pantmonger
My understanding of Ghost in the Shell is that no one is ever permentantly fused with any machine, they can plug into robots, but they are not part of them.
I reckon that he was in there for good
I mean the guy looked like he had only an upper body and all the wires and cables and shit coming out of him and going into the tank.
He wouldn't be getting out of there any time soon.
anyways
so will it be a soldier that was at least at some point human?
The closing date is three weeks from the start of the challenge.
FINISH DATE: End of the day Friday 4th April (3 Weeks Total)
OK, some clarification on the soldier vs Tank debate:
A tank type character is OK as long as we can visually identify that it is being controlled by an organic creature. So no pure tanks with the statement "There's a guys brain in side" ... if it's got a brain show it (i.e. Krang TMNT) So it's got to be self aware and visually so - Not just a vehicle.
Does this help or just add more confusion? ;)
Rod.
sorry folks, i gots ta disagree with you, i think the first challenge was a better idea.... one concept
sure the creativity side is good if you design your own concept but wouldn't you be modelling to a given concept if you were working in a game co. ?
and there may be issues when judging time comes round....
thats just my 2 cents
Peter Gillespie
www.3dluvr.com/eagor
Yeah you would be modelling from given concepts in development, but the fact that you can conceive, model, texture is a big thing for alot of us and I myself enjoy modelling my own concepts when its just for a challenge.
The challenge says model and texture so the only things that really should be judged are the those, not the concept anyway.
MESH:
-its use of polys
-their distribution
-its ability to animate well without deforming badly
UVW MAPPING:
-how well set out
-use of space
-seams created
-stretching
TEXTURES:
-this is different as no style has been set, so if someone does a cartoony one and another does realistic they should be judged according to there style.
The concept isn't being judged just the end product, saying that, if you concept a cow with guns and model it like a busty women you obviously did something wrong.
I tend to think most of the people saying why conceive your own are worried that if there concept isnt as good as others they might lose, don't its not about the concept.
Malus is correct. The quality of the concepts will not be considered when judging the entry. The focus will be on Modelling and Texturing (and as Malus said this includes good quality UVing). This is why I tried to provide some reference for the challenge, if someone creates a model directly from those images they won't be penalised. We didn't want to ostracise anyone from the challenge but wanted to give everyone enough freedom to create their own personal entry.
In any case we will see the results at the end of the challenge, and so far I think they are coming along quite nicely. Keep up the good work guys![:D]
Rod.
Challenge #2 Topic Discussion
While challenge #1 results are being sorted- thought we could discuss what the topic would be for Sumea Challenge #2.
Post your thoughts.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I was thinking of having a topic (e.g. Winter Beasts, Ancient Evil) (just made them up :)) and then everyone can come up with their own character concept for the topic choosen and like before document their process from concept sketch to the final submission.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I think that the one thing that needs to be done for the comp regardless of the topic is to set in stone the detail and be as comprehensive as possible. This means we need the following information.
Close date of the Comp: A date and time, can?t be changed once set.
Topic of the Comp: A general statement of what the topic is.
Rules of the Comp: A run down on all the tech aspects, eg.
Polycount
Texture Map number and Size
Max Number of people working on each entry
How original must the design be (entirely new, based off a legend, copied from someones art)
Details about polys, like seamless mesh necessary or not
Details about texture maps, like photo source acceptable or not
List of compulsory shots for entrance, like wire frame, textured, shot of texture map, etc.
And lastly some sort of prize, it only has to be a token thing, but something would be nice.
I think that if these details are worked out and stated at the beginning then there is less confusion in general, and you have clear lines by which you can eliminate someone if the need arises.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
i dont think it really matters...
they would just vote for themselves- would be the same result if they didn't vote.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
quote:Originally posted by Pantmonger
And lastly some sort of prize, it only has to be a token thing, but something would be nice.
I've sent emails to a graphics tablet distributor, and a 3ds Max reseller, but I've received no responses.. [:(] graphics tablets/gfx cards/software prizes would be great..
wow souri- they would be some really serious prizes.
how about a big gold star next to your name for a month :p
lachlan inglis
Showreel WIP: http://effectism.com/sample/
For the next challenge, a few more things would definately be required.. Wireframe shots, and multiple angle shots.. probably give models different poses (arms out pose, run pose, some other pose) so challengers can be tested on deformations as well.. so yeh, rig your characters.. just to up the ante a bit... what do you think?
It doesn't look like it's going to happen with prizes.. I am sooo over chasing people up, and I haven't received a reply with any of that stuff.. if anyone wants to chase companies up for prizes for Sumea, be my guest. [:)]..
I did not get the chance last time to try out for the competition....but next time around I will give it a shot...I hope!
But I agree with Pantmonger...there should be some serious guide lines set.
Lets keep it as real to a gaming senario as possible ( did that make sense)?
Be nice if someone from the Industry could set a challenge...hey!
And maybe the prize could be ......wait for it!...thats right a super-duper job!!!!...or a gold star,...,I like that idea too.
Thank you and goodnight!!!
*Mob Voice*
Yous guys wuss lucky last time. Nows git ons yours nees before Ise pump yous full of polys.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
Any end in sight for the Comp.
Just wondering as it's been 10 days now, how is the judging going etc.
Or has it all been lost somewhere in the void.
Pantmonger
Argh!!.. if anyone has Malus's entry, can they please post it up in this thread please? http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=330
Sumea Challenge #1 Final Results
Ok, final pics in these thread... no comments on the results in this thread, as I'm hoping to get a few creative directors/art people in the biz to comment on each of the entries and give their vote...
Challenger #1 - Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d15_BeastDone.jpg[/img]
Challenger #2 - Malus
[img]http://www.sumea.com.au/simages2/37_BeastL.jpg[/img]
Challenger #3 - Adie
[img]http://www.sumea.com.au/simages2/85_posedbackL.jpg[/img]
Challenger #4 - Dan Ward
[img]http://www.steelkey.com.au/shrallfinal.jpg[/img]
Challenger #5 - Eagor
[img]http://www.sumea.com.au/simagesmisc/eagorsoldier03.jpg[/img]
Still waiting on the others for their final pieces.. post them below if you have them done, and I'll add them to the list.
I will remove all the messages below, and then be contacting the creative directors and arty people in the biz to vote/comment on them all in this thread..
Steve Stamatiadis - Creative Director and co-owner of Krome Studios
Rank 1 - Challenger #2 - Malus
Most interesting variation on the original art yet it still manages to retain the feel of the drawing. The chainmail works really well with the armour. On the downside I think it's a little too monotonal in the colour scheme, hard to tell where the skin ends and the armour starts. Also there are a lot of spare polys that could be used to take a few off a few of the harder edges.
Rank 2 - Challenger #3 - Adie
Another good solid model, I like the colour scheme on this one better than #2 but it's misses top just by a whisker. Nice variation in the materials but texturing could use a little more contrast to pick out the details. Again if you have 3000 polys don't be scared to use them, there are plenty of places on this model that could use that extra bit of detail to define the silhouette better, like the toes.
Rank 3 - Challenger #1 - Pantmonger
The texture is a little to clean looking but there's some interesting details there. The shoulder pads are nice and smooth looking but his thighs are very angular - again work at the silhouette. The face could use a little looking at.
Rank 4 - Challenger #5 - Eagor
The mesh looks ok but the texture lets it down. Could use more variation in colour/material texture. A few more views would have been nice.
Rank 5 - Challenger #4 - Dan Ward
A lot of potential here which seems to be let down by inexperience. Definitely keep at it. Learn about smoothing groups and how to paint better textures but I like the color scheme best on this one. Again you have way more polys to play with so use them.
All in all nice work people. Looking forward to seeing what come forward for the 2D challenge.
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Stefan Kamoda (Blue Tongue)
1st : Challenger #3 - Adie
Best overall I thought, nice pose, nice texture, good proportions, nice heavy feel to it. Consistant.
2nd : Challenger #1 - Pantmonger
Nice texture but the proportions seem a little off, especially the thin neck, weakens the design. Still pretty damn good though.
3rd : Challenger #2 - Malus
Excellent, on par with entrys #1 and #3, would liked to have seen a pose.
4th : Challenger #4 - Dan Ward
Harsh edges where there shouldn't be, textures look bland and slapped on. Seems a bit too thin.
5th : Challenger #5 - Eagor
Only one view, poor textures, pose is symetrical, shoulders look oddly placed and lack strength.
----------------------------------------------------------------------------------------------------------
Rod Green - Technical Director Graphics, Infogrames Studios Asia
1st : Challenger #3 - Adie:
Geometry:
The shape (silhouette) of the character looks really nice.
The shape of the head looks good.
The layering on the armour is well done too.
Texture:
I really like what you've achieved with the texture. Over all it ooks very natural.
There is some areas that need to be made sharper (flat of the weapon).
The metal is a little too 'cloudy' it could do with a flatter texture (but still sharp).
The nicks and cuts in the texture are good but still could be a little sharper.
Nice cloth/leather.
2nd : Challenger #2 - Malus:
Geometry:
Good distribution of polys through the mesh.
Texture:
I really like the scales on the skin and around the face.
Horns, tails and claws look great.
The metal textures look a little too burnt and would 'blow out' when lit in an engine. However since a specular map couldn't be used it would be hard to achieve a good metal look.
This 'blow out' is evident on the gold chest buckle.
The chainmail looks good but the links don't interweave like chainmail should.
Texture looks a little too 2D, needs some work to make is more realistic ('render' it further).
3rd : Challenger #1 - Pantmonger:
Geometry:
Overall there seems to be a good distribution of polygons through the mesh. The upper body is well constructed with nice smooth curves to the armour.
There is a little too much detail in the feet and not enough in the legs. The silhouette of the legs shows some obvious facets.
There is some odd polygon construction around the knees and buttocks.
I know this wasn't part of the brief however the knees wouldn't deform well when animated.
Some twisted quads present that might cause issues.
Texture:
Is nice I especially like the metal fastener on the leather straps for the chest.
'Scales' on the back of the neck is a nice idea, might need a little bit of work to better integrate it.
Nice paint detailing on the armour pieces.
The texture looks a little hand painted/air brushed in places (esp. cloth, muscle shading and skin folds).
Face looks a little odd - mouth too small and too close to the nose.
4th : Challenger #5 - Eagor:
Geometry:
Shape looks ok - though it's hard to tell from the supplied image.
Armour is nice.
Texture:
Looks good but a little flat - again it's hard to tell from the supplied image.
Rank 5 - Challenger #4 - Dan Ward:
Geometry:
The area around the waist looks ok.
The shape of the character is very 'blocky'. The silhouette shows some obvious facets.
The legs look a little thin from the side.
Not much detail in the head, hands etc - very square.
Texture:
The textures need some work to get them looking better.
The yellow texture on the back of the next looks out of place.
The texture on the weapon is a little too saturated and it's hard to tell what material (metal, wood etc) you are emulating.
------------------------------------
Many thanks to Steve, Stefan, and Rod for their time in writing and ranking the results!!!!! I'm sure these guys are very busy, and commenting on stuff like this take a good portion of their time.. and thanks to the challengers too. You took to the challenge when a tonne of others even didn't.. And I thought all the works were fantastic, and it's pretty cool to see everybody's interpretation of the concept art.
1st rankings get 5 points, 2nd gets 4 and so on...
Adie 4, 5, 5 = 14 points
Malus 5, 3, 4 = 12 points
Pantmonger 3, 4, 3 = 10 points
Eagor 2, 1, 2 = 5 points
Dan Ward 1, 2, 1 = 4 points
Good Job Adie and Malus,
*Crowd goes wild*
And thanks to the Judges for your time and comments, (its nice to know).
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]
[:D]*bow* [:X]
I like to thank ...(struggling to hold back tears).. My dog Chewie, Wacom, Discreet, Right hemisphere, all the judges,this little monkey [B)]
And a spesial thanks to Malus, Pantmonger, Eagor, Dan Ward, can't wait to battle it out with you in round 2
And a giant thanks to Souri for the kick ass site !!hope u get some sponsors real soon.
oh yeah I'm still unemployed so if anyone knows of any work going
( nudge nudge [;)][;)] )
Sumea Challenge #1 -3D- Malus
Hey guys,
Well I'm just sneaking this one in! Started yesterday, modelled and uvw mapped in 7.5 Hrs. Started the texture just now, eeep only 6hrs 51 minutes till deadline. Fingers crossed.
I changed it up a bit as was mentioned, even gave the dude a tail as Its really unbalanced with that long neck out the front. The concept doesnt show his back so I thought what the hell.
Poly count: 2966
[img]http://www.inkmancomic.com/dean/Portfolio/Images/beast-uvw.jpg[/img]
[img]http://www.inkmancomic.com/dean/Portfolio/Images/Beast-facet.jpg[/img]
All done!! woohoo. Man nothing like stress to get you working.
Did the texture in 5.5 hrs.
Cutting it fine, this is posted @ 11.32pm by my pc's clock. [:0]
[IMG]http://www.inkmancomic.com/dean/Portfolio/Images/back.jpg[/IMG]
[IMG]http://www.inkmancomic.com/dean/Portfolio/Images/closeup.jpg[/IMG]
[img]http://www.inkmancomic.com/dean/Portfolio/Images/front.jpg[/img]
Midnight on the 13th? Crap. Oh well, shows i can work under pressure though hey :P
Yeah not that happy with the armour but like you said, I was texturing like a mad man and thought I would miss the cut off If I tried to dirty it up. I'll fix it and repost it soon, hope it doesn't let my chances in the challenge down.
Sumea Challenge #1 -3D- Adie
ok here it is ...its all a bit rushed ..only 656 polys so far I'llhave to go back and add more detail.. started him yesterday.. but i dont think hell be ready till tomorrow lunch time[:(]
[L]sprofilepic.asp[L2]pic=85_BEASTY.jpg&news=264&id=85&name=Adie&forum[/L]
woops that link didnt work [xx(] awwwh well u can see him in my profiles [img]http://www.sumea.com.au/simages2/85_BEASTYL.jpg[/img]
man i dont know what im doing with these links freeken html
I wld only say, look at the proportions of the character, the concept drawing looks as tho the character is hunched over but if he was upright then his hands wldnt be past his knees, as the proportions look unrealistic, and those calves are way too short.... ( calves.shins are the same lenght as the tigh. Think of balance for the character and the lines of the character flowing. yr texturing looks good, but if you used a pen then they cld be much better..(teehee) and why rush it? why only use 656 polys when its supposed to be 3000? why not use as many polys as the requirements and use it for yr portfolio? and use the time up until the deadline
Hope you wanted sum feedback like this.... [:)]
even still its a good effort for that many polys
and i wish i could texture that well
Peter Gillespie
http://www.3dluvr.com/eagor/
yeah i see what u mean about the claves there a bit shawt hey ...but i like the arms a bit longer and i dont realy think hes that hes hunched over because hes got that gerdel thing on and he wouldnt be doing mutch sloutching with that thing on ..ow and i am using a wacom how'd u thik i drew that skin without one ..he he he
Going well, but (and I?m sorry to be picky) that model is in no way 656 poly, just a quick count not including the head puts you above 800 and I wasn't picking out the little ones when I counted. Are you counting triangles or quads? Because quads aren?t polys regardless of what your program tells you. If your using max convert to editable mesh before using the poly count utility to get a correct count.
Pantmonger
thanks beasta it took me about 6.5 hours to texture
Man my eyes are saw [:0] I need to get a good monitor
[img]http://www.sumea.com.au/simages2/85_posedbackL.jpg[/img]
yes i did scan in a cane toad key ring my bro broght back from QLD then made a brush using deep paint and paited the bits i wanted then fixed it up useing photoshop the face & the hands of the creature I drew by hand it was a lot qicker than cloning bits of the scan
it woud have been qicker to hand draw the hole thing now I look back at it because the half the time texturing was spent cloning and stuffing around geting the bits i wanted ...
[?]hope i dont loose any marks for using a scan because it ended up harder thand just drawing it
That is an awesome concept man. I particularly like the hut on the back of the pack beast. I want a house like that when I grow up.
Scott.