This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea Challenge #1 -3D- Dan Ward
Ok here goes my attempt for the challenge, this is my first none tutorial model (been modeling about a week now).
Im pretty happy with his shape although i think im going to work on his head alittle more before i start mapping.
enjoy and feel free to send me your comments.
http://www.steelkey.com.au/shrall.jpg (75k - jpg)
so far about 8 hours work.
ack i hate UVMAPPING.
took me all day and atleast 4 attempts but i have finally finished the model.
enjoy.
http://www.steelkey.com.au/shrallfinal.jpg (120k.jpg)
Sumea Challenge #1 -3D- StrkEagle
here is my attempt at Sumea Challenge #1
2954 polys so still room for some more details
and still tweaking the map
http://www.3dluvr.com/eagor/wip/soldier01.jpg pose
http://www.3dluvr.com/eagor/wip/soldier02.jpg pose
http://www.3dluvr.com/eagor/wip/soldier03.jpg pose
http://www.3dluvr.com/eagor/wip/soldier04.jpg texport unwrap (1/2 size)
http://www.3dluvr.com/eagor/wip/soldier05.jpg map (1/2 size)
has taken me around 10 hours spread over 3 days
Peter Gillespie
http://www.3dluvr.com/eagor
Sumea Challenge #1 -3D- Beatsta
Ok, here is what i have done soo far, maybe about 10 hrs of modelling , altho i sorta went off on a tangent as i was trying to do a poly smoothed version as well and realised i was going to blow the poly budget by heaps. The body is 2698 tris at the moment and the shield weapon is 293 tris. Total: 2991
http://andrewbertram.freeservers.com/sumeachallengemodel.htm
hope i can get some feedback [:)]
Well i guess i have finished my uv coordinates, woohoo.
Here is a screengrab of the model with the uvs, Time to start painting the texture, its going to be so much fun with a mouse....
http://andrewbertram.freeservers.com/uvscreengrab.htm
sum feedback wld be nice [:)]
hmmm and hmmm again. I just finished my 12 hours at work and well who cares!!
anywayz, i reckon i might be out of this comp (hohum) i goota be back at work at 4pm and its 5:00 am now, im goona keep workin on my textures until i need to sleep, but either way i reckon im out...sorry to you and to me. I blew out last night and go too tired, i shldnt have gone and seen 8 mile, but hell it was my day off!! anywayz i shldnt have gotten tired and all the rest and sum of you might wanna say excuses excuses , but until you walk in my shoes or if you cant relate to the walk thats got to be walked, then you dont know!!! i will see what i can do before i pass out from exhaustion and the logical part of my head says "you got to go to sleep andy you gootta work another 12 hours today" ...... i will post when im done. I really wanted that industry feedback but hell if ya cant even get it from the peeps here then whos to say they will give me the time of day.... (thats prolly a negative on my part, i cannot be certain to say tho)
peace to you all. [:p]
oh yeah, i went and did a bunch of research on toads and frogs as they have really amazin textures and i thought i would use sum of them as insparation for the beasty man texture, which is what i am doin. Texture painting is the one area i need the most work in and as such i will texture this baby as best i can and to me its ironic (prolly not the exact right word) that i didnt get the wacom a week ago, better yet two weeks ago. [:(!]
and in saying that texture painting is the one area for me to work on i mean in paractice as the theory is all there and has been since is was prolly 10 and picked up pencil and paper, which i took further to after school lessons in drawing and shading. We all know that not parctising your drawing skills isnt like fallin off a bike tho or not riding one for a long time....... WHATEVER. i just felt i better explain meself.. [^]
Don't stress to much, comments in general on this forum are slow if any. I personaly havent givin feedback on anyones models due to conflict of interest, anything that I say while the comps on could be perceved in a slightly different light then post comp. After the comp is done I will crit your animal and the others who have posted and are sitting around going I wish I could get some feed back. Hell if everyone who entered the comp went though and gave everyone else who entered some feedback, that would be good.
Lets do that
Pantmonger
Sumea Challenge #1 -3D- Souri
[img]http://www.sumea.com.au/simages2/1_Souri_S1_sketch.jpg[/img]
My sketch for use as background pic. It's a bit wrong, the side profile is way tooo wide, and everything isn't perfectly lined up (should've used a ruler, but was too lazy).. maybe next time I should use grid paper or something..
[img]http://www.sumea.com.au/simages2/1_Souri_S1_1.gif[/img]
My model work in progress.. long way to go yet. [:)]
You can kinda see the direction I'm going with the sketch, but I'm sure I'll be changing my mind sooner or later. The models feet are pretty big, but I actually like it like that. Makes the character slightly more believable having larger feet to support his stature, I reckon. It looks pretty low in polycount, but I'll be adding much more detail (toes etc)..
Sumea Challenge #1 -3D- Aydam
Well this is my first attempt at doing any model that I didn't follow step by step from a MAX tutorial, so there is bound to be heaps of things wrong with it.
I decided I would enter this challenge to get some feedback and see the variation in people's modelling styles. Trying to learn, learn, learn. :)
Any advice / critiques would be more than welcome.
Thanks.
Aydam
quote:I decided I would enter this challenge to get some feedback and see the variation in people's modelling styles. Trying to learn, learn, learn. :)
thats one of the main reasons for the challenge :) get everyone active and learning from others.
whats your polycount on it so far?
remember to make him a bit different to the original concept sketch.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
Sumea Challenge #1 -3D- Pantmonger
Ahhh the joy of a good competition,
According to the run down on the comp guidelines, progressives are to be posted here so here they are.
First shot is the quick Orthographics I whipped up this morning (I prefer to do my own and use a projection box when making a model)
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Ortho.jpg
Second the mesh and wire frame images. Poly count 2986
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_MeshFa.jpg
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_WireFrame.jpg
That?s all for now, got work tomorrow so I may or may not get started on the UVW mapping.
Feedback welcome.
Pantmonger
I had the Day off yesterday so when I hit the site yesterday morning, I thought that's a nice looking concept image, I'll give that a go. Sure I should be doing other things, but what else is new.
For any interested in the time frame taken for this, the Orthograpic took 1.5 hours, would have been shorter but I insist on adding a little depth with the pantones.
The model took 6.5 to 7 hours, so all up so far it took a working day.
Pantmonger
Finished work Friday, and thought, yeah I?ve got time. So here is part two.
The next step for me was to cut the model up so that I could mirror sections of it and cut down on the amount of pointless repetition on the texture maps. After cutting it up I selected all the faces and gave them material id 1 (this counts as void in my error checking process). I then went over the model assigning different material colours to each of the sections I would be mapping (using a multi sub object material), This also allows me to look over the model and turn any edges I missed etc.
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_ColourBreak.jpg
Once the model has all the colours assigned I can select by material id, material 1. If anything shows up when I do this then something has not been assigned a colour, and would have been missed in the mapping process (hence the error checking part) The other benefit of this method is that I can collapse the mesh select/ Uvw map/unwrap stack at any point because all selections are made via material Id and can be reselected at will.
I now UVW map and unwrap the model, and lay the unwrap into a square ready for texturing.
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Checker.jpg
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Texport.jpg
After this has been done I rebuild the model, and assign smoothing groups.
http://home.iprimus.com.au/evilbunny/MTemp/SumeaComp1_Smooth.jpg
Next stage is the texture, which I will be working on today, next update sometime in the next 48 hours.
Hope this helps others, and if you can think of anything that might help me, please mention it.
Pantmonger
Very nice use of texture space! Model's comin' along faboo @:-)
Chris Bowden
http://brain.gamekey.com/
Fist off, the above images are now just links so that the page will not cripple 56k users, click on them if you want to see the progression.
Final Stage done, well the texture took the better part of a day and a half for do, Had a bit of a time trying to get the look I wanted on the skin, and although you can?t really se it in these shots it worked out quite well in the end.
Here is also the wire frame from the final mesh, not that different, just a couple of small fixes and a few turned edges.
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d13_BeastTexture.jpg [/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d14_BeastWire.jpg [/img]
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d15_BeastDone.jpg [/img]
Well its been fun (a little tiring with work as well, but whose faults that, mine that?s who)
Time to run off and pimp this around (comments are a little thin on the ground round here) Oh and there that other competition with Dean I have to finish, oh and that other model?
You got to love it, have fun all.
Pantmonger
Looks sweet, I'm especially envious about your UVmap it looks very neat and simple yet your skin is still really nice, I can see i still have alot to learn about Mapping.
Cant really pick anything on the model either (not that im in a position to comment on its technical merits just yet) if i HAD to pick on something i would say his feet look a bit unformed, but thats a stretch as they look fine on the skinned model.
good work.
Thanks for the comments guys, yeah the armour prob could have done with a bit more dirt and the like (even some rust) But Im so out of time so much stuff to do. (I love it though, If I wasn't busy what would I be?)
Anyway Im currently doing work for HalfBrick (have been doing so for 3 months now but christmas was in the middle) But that all ends tomorrow (friday) so I get my referance and must start the great pimp and post in search of paid work.
Again thanks for the comments
Pantmonger
Sumea Challenge #1
Yes, this is the Sumea challenge. Model and skin this character by concept artist, Feng Zhu. http://www.artbyfeng.com [img]http://www.sumea.com.au/simagesmisc/beatsta.jpg[/img]
Rules - as Inglis mentioned, make it under 3000 polygons..
Make a thread in this section of the forum, with the subject as "Sumea Challenge #1 - (your name)", and post your updates and progress!!!
The best model/skin combo will get the very prestigious "Sumea Challenge #1 WINNER" title. You can't beat that!!!! [:)]
quote:Originally posted by mochumbo
Great idea, but why don't you also write a small brief for the 2D artists and have them work on a similar comp so that we have some concept art for the next round?
Yeh, I think the 2D challenge would be more interesting and beneficial if they make up their own character, rather than rescketching Feng's concept.. the winner of which would be used for challenge #2 modelling..
Just to add a little bit more to the challenge, I'm thinking of bugging 5 artistic industry types to vote on the results..
Brad Welch from Pandemic
Steve Stamatiadis (Creative Director, Krome)
Rodney Green (Art and Technical Supervisor Infogrames Studios Asia)
..and two more.. (any suggestions? maybe someone from Irrational)
** oh, Feng Zhu on the voting panel would be nice too. [;)].. hope he answers my email..
I'm sure they can spare us a few minutes of their time to comment on their choices, what they liked and their opinions. It would be a good insight!
Oh I?m going to get into so much trouble for this.
This comp need to be locked down with no further changes real fast, as it stands when I did the model the comment was do not re-create it exactly, which I took to mean, subtle changes please. Now it?s the image is not to be modeled, just the same species, which is a bit of a change, especially considering I have already modeled it.
Also the break down for this comp still states that it is a modeling and texturing comp, but if the map is to be UVW unwrap only its not really a texturing comp.
Changing aspects of the comp post receiving entries is a little weird. How about we stick with the original construct of.
That Picture at the top, with slight variance.
3000 poly limit.
1 x 1024 texture map.
All to be done by one person.
Oh and can we have a finishing date, the quality of a model can differ greatly if you know you have 3 months opposed to a week.
Pantmonger
Oh man... make it 3 months, please.. [;)].. I don't have as much time to put into my model, and I'm sure there are plenty of people who still don't know about the challenge yet who would love to have a go.. no real rush... plenty of time to refine on your model and texture and make it kick ass. [:)]
If it's going to be changed, I'd say make it 3 weeks. This still puts a fair time constraint on the challenge, with people still able to come in late in it and have a whack. As to people who don't know about it, there'll be future challenges, no? @:-)
Chris Bowden
http://brain.gamekey.com/
Hey, very nice work [:)].. I agree, you've captured his shape very well.. Can't wait to see you texture this one!