This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea Challenge #9 - Coyote Ninja
Yeah I'm new to all of this but figured what the hey... what better way to learn to character model!?!?
I know I'm up against some serious talent - I'm hoping the competition will force me to excel!
Good luck to all!CoyoteNinja2007-07-03 01:51:21
Sumea Challenge #9 - Ponkavitch
I?m finally going to enter one of these. Mainly just to keep my motivation up.
I?m going to do something that I have been thinking about for a while now and that is a Bipedal Centaur. Think a minotaur but based on a horse instead of a cow.
-Ponkavitch
OK so here is the basics of the head.
http://i22.photobucket.com/albums/b316/ponkavitch/Head_left.jpg
http://i22.photobucket.com/albums/b316/ponkavitch/Head_Front.jpg
Working on th body now. More to come later. Still need to work out how I am going to arm and armour him. A lance would be cool but they are a bit post greece. maybe a spear and I should look up what I can on Greek horse barding.
-Ponkavitch
Grrr! My original post didn?t work so here it is again. But shorter.
Here it is so far.
I?ve been reposing the legs a bit so they don?t look as silly and long.
http://i22.photobucket.com/albums/b316/ponkavitch/Body_Left.jpg
http://s22.photobucket.com/albums/b316/ponkavitch/?action=view¤t=…
-Ponkavitch
You can choose to have an animal head or animal features on the head of your character if you like, but other parts must be human looking. So no hooves are double jointed limbs, sorry. We're trying to keep this strictly a humanoid god contest. If your entry is allowed then people will be questioning why they can't have animal limbs too.. Souri2007-07-09 21:22:26
looks like your back on track ponk, great stuff. I think if you make the head more realistic and beef up the torso (super hero proportions) + give it some heavy amour, it would look rad. Killa Dee2007-07-12 03:25:13
Thanks Killa,
The head is based on photo reference but I?ll have another look at it though it probably won?t matter as I will be adding a helmet that will obscure a lot of the details.
I based the model on a template for a muscular man but I guess it was for a ?real world? muscle man not a ?comic book? muscle man. So I have widened the shoulders and beefed up the muscles.
http://i22.photobucket.com/albums/b316/ponkavitch/muscledback.jpg
http://i22.photobucket.com/albums/b316/ponkavitch/muscledfront.jpg
http://i22.photobucket.com/albums/b316/ponkavitch/muscledleft.jpg
his legs are in a funny pose because I moved the legs into the right position for the extended legs before I had to modify them. But it is a pretty good position since it is about half way though each joints movement range. The arms would be in a similar pose but I was using a template for the musculature which is in that pose.
Now I need to work on clothing and armouring him. I was thinking I was going to equip him in standard Greek hoplite armour since (in case you haven?t figured it out yet) this is the ?Trojan Horse? the won the battle of Troy. But that may be a bit boring.
I was also thinking of giving him some ?stilts? to make his feet look more horse like if that isn?t breaking the rules.
Here is a little something i wipped up for the B5 fans.
Look it's a Cenatauri!
-Ponkavitch
Ponkavitch2007-07-16 17:30:47
OK. So I have finished the breastplate, greaves and helmet. Next up is the ?Pteruges?(skirt thing). I?m not really sure how I want to do that. I think I will just make a skirt and ass the armoured strips on to that.
Perspective.
Front (remember the legs are bent so they will look rather short.)
Left
-Ponkavitch
Sumea Challenge #9 - Shika
May as well make a thread, eh?
cowabunga!
No skimping on the concept stage this time around, hells no!
I'm inspired by the concept of Ares, the Greek god of savage war, and the practical implications thereof.
Sooo I scribbled many thumbnails and picked a few shapes that I like:
I plan on taking a couple closer to a finished level in terms of fitting the brief(these things dont look Greek enough!) and solving design elements, no rendering
Guaccamole
thanks doods
The concept of a god of savage war is what inspired me, not the image of Ares himself(not sure ive even seen him come to think of it)
I decided to start a concept sculpt based on a couple of silhouettes in the above thumbnails to see how I like the weight(I want him to be a big dude!)
on his chest is a bronze embolon, his back holds a lion
Thanks for the encouraging words, guys :)
Jess: I was originally hoping to push the brief a bit(or appear to) by designing some wacky armor just to trick the eye and make the viewer wonder WTF is really underneath it all.
I'll do some more sketching to see if I can bring some of that feeling back...
caseyjones: awesome! glad to hear that CJ. You're off to a good start
not much of an update, just didnt want to post without an image ;)
Here's the base mesh, but it'll change as I add to the design
Very unique design! I love the hints of "Silent Hill" and "Final Fantasy" - though they may not have been intentional inspirations for this design.
My only 'critique' would be that this character - at least imo - appears to be more of an antagonist, rather than protagonist. My eyes tell me he's more a villain than a hero. But there's something to be said about 'beauty and the beast' archetypes. Unexpected sentimentality and compassion in something that otherwise appears brutal and murderous is a nice juxtaposition.
looking good shika, I really like the idea of masked characters, makes them more mysterious. I also like the armour style, he really does look like a dude who doesnt want anyone standing in his way, thumbs up 4 me.
Waiting 4 the awesome texture and normal map 4 this guy, which is not surprising as ur work is always awesome
[QUOTE=faultymoose] Very unique design! I love the hints of "Silent Hill" and "Final Fantasy" - though they may not have been intentional inspirations for this design.
My only 'critique' would be that this character - at least imo - appears to be more of an antagonist, rather than protagonist. My eyes tell me he's more a villain than a hero. But there's something to be said about 'beauty and the beast' archetypes. Unexpected sentimentality and compassion in something that otherwise appears brutal and murderous is a nice juxtaposition.[/QUOTE]
thats a good thing that u see that
quoted from wikipedia
Ares is the son of Zeus (ruler of the gods) and Hera. Though often incorrectly referred to as the Olympian god of war, he is more accurately the god of savage war, or bloodlust, or slaughter personified.
Among the Hellenes, Ares was always distrusted
so pretty much hes a badass angry son of a bi*ch and i think Shika has portrayed that pretty well :PMassius2007-07-23 20:54:46
woot internets!
faultymoose: I'm glad you got that impression. After reading the wiki description for Ares I had imagined he would be a huge scary barbarian you'd hope only to meet in a nightmare - "slaughter personified" has all sorts of scary connotations :)
drewus: he only needs one steed
shadowbreeze: good question, I'm usually surprised at how much a 1024 can carry, but in any case I'll be instancing and mirroring UV's like crazy. Guess we'll find out how much detail will come through soon
Thanks for the kind words, everyone!
I took a break from this guy, so I don't have anything new to show except this self critique, which isn't too interesting heh.
http://i32.photobucket.com/albums/d3/shika01/bodyrender05crits.jpg
One thing that I didn't put in there was his narrow shoulders.
Sumea Modeller Challenge #9 - Happy_Virus
Just reserving my spot :) looking forward to seeing what everyone comes up with... good luck to all competitiors:)
happy_virus2007-07-02 20:37:27
Demionosus
The New God Of War
I have decided to make my own god of war instead of picking an
existing greek god, e.g. 'Hades, Ares, etc..,' as I want to try and come up with
a completely original design. My god of goes by the name 'Demionosus'(pronouned
"dem-eye-o-nosis")> BAsically the story behind my character is that he was a
demon that escaped the underworld, whom wanted to overthrough Ares and
take Ares's places as god of war in order to wreak havoc and destroy
all factions across Greece.
I was aslo wondering if this character is within the guidelines, if not any
help towards making changes so that it can be accepted with the guidealines.
this is the first concept of my character, it is not finished but it is a start, the design style I am going for in my 'god of war model' is my own design and it's head is half goat half human. It will be in a full greek armour set but I will be modifying the armour to my own style in order ot keep it original. I wouldnt quite say it is a 'god of war' model yet atm it is more like a warlord, but then again the concept still needs to be built up and updated:)
happy_virus2007-07-22 22:44:07
This is full body concept of my character and some earlier ones collaging around it.
I have also posted a concept of the character from front, side and back views. I will be later posting these two as textured photoshop versions with the 3/4 full body model being a teaser concept. I was thinking of adding deomn wings on the character, but then I thought maybe it would start moving into a monster design and falling out of the guidlines. If anyone thinks it stilll maybe possible to ad wings on my God of war dude just send me a buzz
Also any helpful crits to extend my idea dont hesitate to post them
happy_virus2007-07-08 20:53:39
sweet your cranking it out, great stuff. Here is a link may be some good reference for u proprtions and character pose .Killa Dee2007-07-09 04:28:31
I have done the final poses for this character, now Im gonna start modelling, as well as the finished shiled design. Im going to leave myself these 4 months for textures so that I have enough time to make an excellent texture job for my character.
As u all might notice, I have changed the design of the shoulder guards and that is because I wanted them to look more badass. His body has also been bulked up a bit.
Ill Put one in each post to make it easier.
Shield
happy_virus2007-07-13 19:31:20
And Finally, this is the fullbody Concepts from all four views.
I have kept some of the areas on the concept untextured, e.g. from the rear view of the character he has a cape on so I decided not to go nuts with the drawing there.
Final Pose from Front, 3/4, Side and Back
happy_virus2007-07-13 19:35:41
cheers hope Im allowed to use them in the armour piece tho
Also will be posting my first WIP shot of my model. So far, atm it is around 2800tri's which means I still have a lot of tris left to eork with, so every1 stay tuned soon .
Also once WIP is added, as usual any crits on how to make it better please post them happy_virus2007-07-16 16:32:34
I have a few WIPS of the model so far, 2 were taken yesterday and the other 2 were taken today
Here are the 2 I took yesterday:
For the other 2 Ill make another post in order to keep all images neat.
These were the first WIPS before I had changed a few things and as well as updated the model. One change which might easily be noticed if u look closely in the newer WIPS is that the horns are much neater and more believable than be4, also some smaller changes whould be the face shape is more gaunt now.happy_virus2007-07-17 08:06:14
These are the other 2
Here are the 2 I did today
As for the shoulders piece what I could do is maybe tilt them back so that the shoulder pieces go behind his neck which might allow more raising of the arms, but as stated I cannot tell this without doing a test rig.
These are still very WIP and the proportions are still quite incorrect but I guess it is a start happy_virus2007-07-17 08:01:37
Atm I am actually reworking the normal map, as for the strange cape that is just 3dsMAX's smoothing groups, this is not a Hi-RES model, tis mearly the character mesh smoothed with the normal map on it. The only6 reason I had the mesh smooth was to see the details betta.
None the less I am still reworking the normal map in Zbrush and well see what I can come up with . Btw thanks for the comments
Sumea Challenge #9 - Palantir
I?m not sure if I?m going to attempt any concept art, since I think my idea is fairly straight forward:
?Tonight we dine in Hell?
A valiant and loyal Spartan warrior dies in glorious battle, a free man, defending his home from overwhelming dark hordes. Yet despite his infinite courage and his honourable sacrifice for his Brothers and Sisters, he finds that the last words of his King rang all too true; ?Tonight we dine in Hades!? The defeated Spartan soldier finds himself condemned to the underworld, cheated out of the peace that was rightfully his. It seems his valour on the battlefield did not go unnoticed in the underworld, and the Gods permitted his soul to be bound to Hades until he fulfils his newly appointed duty as champion of the underworld.
Still bearing the marks of his mortal demise, the mighty Spartan is gifted with dark mystic abilities and powerful new weapons, which he must use to win his freedom and take his rightful place with the Gods above. Even in death, the lot of the Spartan warrior is one of struggle and sacrifice.
Sumea Challenge #9 - shadowbreeze
Ok so I'm in this should be fun.
so I'm thinking of doing either Hades or Atropos, she who can not be turn,hmm will decide shortly.
good luck everyone
killa dee - thanks a lot i'm going to put a lot more effort into this one now i know a few new tricks.
Anuxinamoon - yeah i usually don't make my characters so beefy, so i wanted to give one ago as he is the king of the dead, he needs to demand respect just on size alone.
HazarD - yeah it is meant to be zeus, but i might change it??
so here's a bit more work.
hawt! very nice work shadow, just gotta say love that last piece you posted on the main sumea page, that was pretty sick! I think maybe the dogs heads look a little tame, maybe you could make them mean like Cujo. Perhaps a rotting bear head carcass for the helm with the fangs just setting above your characters eyes. Seriously dude this is look rad, keep up the good work. Killa Dee2007-08-27 04:52:09
Sumea Challenge #9 - Anuxinamoon
Entering for fun. Hopefully it will get me a bit more motivated at home :P
http://www.kalescentstudios.com/Data/miscsteph/echidna.jpg
Its the daughter of echidna the mother of the monsters. Story still being formulated. She wields dual snake whips. Should be fun adding the scale detail to her face and back. Not sure on the clothing, will have to study a bit more.
Anuxinamoon2007-07-02 06:56:05
Sumea Challenge #9 - GuyBrave
Ok I'm in.... I think
ok, so... haven't really made much progress on this thing unfortunately, between spending a week in QLD, work kicking my arse, and generally not getting around to it, I'm pretty much behind the 8 ball as per usual on this one......
I have had an idea in my head of exactly what I want to do with this from the first week the comp started, however, I am anything but a decent concept artist...... which is why I always have so much trouble getting past the concept stage.... last night I managed to bash out a 5 minute scribble of the general shape I'm going for..... Hopefully in the near future I will find some time to try and concept some actual details so I can get started on modelling....
Sumea Challenge #9 - Bunny
Just farting around, researching armour and playing with concepts.
/edit - um... can't seem to upload images and Photobucket hates me. And carraige return ain't working?
Bunny2007-07-02 04:11:53
Sumea Challenge #9 - HazarD
Reserving my spot,
I choose Artemis, the daughter of Leto and Zeus, and the twin of Apollo.
Concept coming soon.
HazarD2007-07-02 02:59:29
First little sketchy
After doing a fair bit of research I've decided to emphasis 'the bringer of disease' side of Artemis.
She will be scantily clad at most, and fairly young around the 18 - 20 age. I will probably have to label this thread with a Nudity Warning.
I decided to go with a bow made from the antlers of a deer, though im not sure about this due to polygon restrictions, might change it a bit.
She will be quite alluring, but I'm going to go for a skin with am ever-so-slightly tainted/demonic/undead look to it, and its as if she infuses each arrow with a part of that tainted essense to spread disease.
Will continue to develop ideas...HazarD2007-07-05 04:03:36
Clothing idea 1:
pretty simple Lingerie style approach..
Will do a few of these until i find the right one, this might be a tad too new school lingerie...
Also the Quiver is on the wrong side for now, a bit awkward reaching for arrows from this side, but compositionally its working so itll stay .... for now. HazarD2007-07-05 06:10:13
Been working on my base mesh to throw into zbrush.
Alot to muck around with still, i think her feet maybe a bit small, belly button too big, and the head well i wont even go there.
As a rough putty stage most of the important things are there.
Im going to build, polypaint, light & render this high before ripping everything back to the final ingame mesh methinks.
Sumea Challenge #9 - Neffy
I is the excited
well i visited wikipedia, so yeah i read the list of gods and decided Artemis was close to my heart being the maiden goddess of hunting, and i play a hunter in Wow and draw elves lots with bow and arrows.Neffy2007-07-07 00:57:42
Sumea Challenge #9 - killadee
let the battle begin again...
Some random thumbnails to help get me started.
More thumbies
Current concept.
Mesh wip#
Killa Dee2007-08-21 04:51:45
hmm, it seems like you're already set on a direction here, but I'm curious...Why do those spiffy silhouette studies and go with the least interesting option? There's gonna be plenty of realistically proportioned females with fancy costumes in this comp.
Out of all your thumbs, the third and last *feel* god like. Which I think is an extremely important point most people will miss....shika2007-07-08 03:18:39
ID say a combination of the first and the third, as for the second it looks awesome although it seems to follow more of a japanese style trait than a greek trait.
Id say like have the cuirass from the first on the third design but I dunno, it is just what I think then again tis not up to me
Nice work though keep up the nice designs look forward to final render happy_virus2007-07-08 20:49:30
Nice looking concept, though I fail to see any Greek element at all. I agree with what happy_virus said regarding the WoW comment. It really does look like a fantasy style character especially with the dragon gauntlet. I don't really remember any dragons in Greek mythology. Maybe changing it to a head of a Phoenix, Cerberus, Minotaur or any other creature of Greek mythology would help push it further to the concept that is required to fit the brief.
In the end, it is your concept and your choice. Plus I don't know how strictly comps are judged here regarding the brief so it may be more than acceptable and it may only be judged based on execution of the concept and not the concept itself.
Overall, you're off to a great start and looking forward to seeing how this one pans out.
-caseyjones
[QUOTE=caseyjones] Nice looking concept, though I fail to see any Greek element at all. [/QUOTE]
Thanks for the great input Casey, my design is not intended to be generic, and I'm certainly not claiming to be an expert in the field of Greek mythology. I will read over the guidelines again and re-evaluate my concept and reference.
?Design and model your own God of War / fantasy Greek mythology character?
?The character for submission has to be an original design of your own creation?
?Your character has to look unique, superhuman, tough, suited and battle ready!?
#WIP# I didn't enter this competition to win the kudos or bionic implants (however teh bionic implants would be good), more to improve my skill level and talk shizzel Dizzle ma nizzel grizzel hizzel pizzel chisel fizzle with all you other like minded 3d warriors. [QUOTE=caseyjones]I don't really remember any dragons in Greek mythology[/QUOTE]Ladon, Typhon, Ceto, Phorcys, etc . Teh shield I guess could be 1 of teh 100 heads of Landon, but the phoenix or chimeras head would also look rad.
Keep it coming Casey your on the right track, I love your un-sugar coated response thank you.Killa Dee2007-07-17 22:38:15
[QUOTE=Killa Dee] Ladon, Typhon, Ceto, Phorcys, etc
Keep it coming Casey your on the right track, I love your un-sugar coated response thank you.[/QUOTE]
out of those guys listed Ladon is the only real one that comes close to being a dragon in the sence most people think of them, he was a serpent with 100 heads, so moulding that dragon head into a more serpent/snake like style could work well,
Typhon was a titan, serpent like from the waist down
and this is ripped from wikipedia, but i have somthing similar to this in a mythology book at home, In Greek mythology, Phorcys, or Phorkys was one of the names of the "Old One of the Sea", the primeval sea god, who, according to Hesiod, was the son of Pontus and Gaia(mother earth). In ancient mosaics he was depicted as a fish-tailed merman with crab-claw fore-legs and red spiked skin
and Ceto was the personification of the dangers of the sea, unknown terrors and bizarre creatures, and Phorcys wife
Casey's ideas of a Phoenix or cerebus are good ideas, looking at other dark creatures from greek mythos will help as well
the Primal goddess of night is a good choice, ill be interested to see how ur stuff comes out :D hope this was helpfull
Well put, yes thank you it was very helpful. I 2 read that wiki this morning http://en.wikipedia.org/wiki/Dragons_in_Greek_mythology
lol @ Phorcys, fish-tailed merman with crab-claw fore-legs and red spiked skin. (Maybe he would make an interesting shield)
Cerubus the 3 headed hell hound might be a bit of a squeeze, a phoenix isn't a bad idea either i will have to think about it some more. Cheers! I do need to work the night theme into it, maybe some cosmic flares
Killa Dee2007-07-18 00:20:46
yeah! hahaha it does look like 1 of teh heads of hydra http://www.pantheon.org/articles/h/hydra.html
I think your onto something Casey in your last post about it being a gauntlet, i like that a lot. This has been quite enlightening, thank you 1...
I don't really understand greek mythology, for example a fish-tailed merman gave birth to a hundred-headed dragon? orealy!
Killa Dee2007-07-18 02:12:06
[QUOTE=Killa Dee] [QUOTE=caseyjones] Nice looking concept, though I fail to see any Greek element at all. [/QUOTE]
Thanks for the great input Casey, my design is not intended to be generic, and I'm certainly not claiming to be an expert in the field of Greek mythology. I will read over the guidelines again and re-evaluate my concept and reference.
?Design and model your own God of War / fantasy Greek mythology character?
?The character for submission has to be an original design of your own creation?
?Your character has to look unique, superhuman, tough, suited and battle ready!?[/QUOTE]
It's also emphasized in the guideline that "The armour, clothing, and weaponry for your character *must* be influenced by the ancient Greek period." Now, that doesn't necessarily mean that you can't be a bit creative, but it does mean that it has to look like it was influenced from that period.
I know I used the word "fantasy" in there, but I didn't mean that to describe the Tolkien influenced fantasy that most people think of, but more in the sense that it has to be fantastical and "make believe".
Now, I'm not going to be part of the judging process (my specific role at the moment is to make sure challengers adhere to the guidelines so that their final submission is accepted), so any general artistic comments I make on concepts or work in here have no bearing whatsoever on the judges decisions, but if you look at the past challenges, the judges do treat the brief pretty seriously.
If there's anything they can pick you apart with, then they will do it without hesitation. If the general consensus is that your concept doesn't look like it fits with the challenge brief, then you can be sure that the judges will get you!
Bit disappointing to see you changed your concept, but sometimes the first choice isn't always the best.
I will say, you probably did make a wise choice because this new concept already feels a lot stronger than your last one.
I don't know if this is going to be your final concept, but here's a few links to some Medusa/Gorgon concepts by Charlie Wen for the God of War series which may help push your concept further. His work for both games has been a huge inspiration for my entry for the comp (which will be posted soon, so it will be your turn to start ripping into me :P).
medusa1_resize
71_resize
medusa4_resize
fat_medusa1
I hope these are of some use to you. I'd personally like to see you keep pushing your concept just a little further in the design and don't be scared to try new things. It is a 4 month comp so there's really no need to rush into anything. Experiment, that's what the whole concept phase is all about.
Quoting Jack Monahan (awesome dude and great concept artist) on concepting:
[quote]-don't marry your first girlfriend. you remember her, right? when you were like 13? (or 37?) is that really who you want to spend the rest of your life banking on to see you through? of course not. and so accordingly, you also shouldn't get married, which is to say, too immediately invested or committed, to your first idea or concept. you want to have a good look at several good ideas before you put serious time into any of them. and if it turns out the first one was the best after all, what's the harm? you've proven that it's a good idea, and probably refined it along the way too.[/quote]
-caseyjones
Sumea Modeller Challenge #9
Sumea Modeller Challenge #9 - The God of War Challenge
The Sumea Modeller Challenge #9 is sponsored by The Academy of Interactive Entertainment and Qantm
Competition Rules: Open to Australians and New Zealanders only.
STARTING DATE: Sunday, 1st of July, 2007.
CLOSING DATE: Sunday, 4th of November, Midnight. 4 months Total!
THEME:
Design and model your own God of War / fantasy Greek mythology character. Think Kratos from God of War, or the gods and heroes from Greek mythology. Your character has to look unique, superhuman, tough, suited and battle ready!
RULES AND GUIDELINES:
CONCEPT AND STYLE:
The character for submission has to be an original design of your own creation, and so cannot be a direct copy from any other games, films, or comics etc. Your God of War must be bi-pedal (two arms, two legs), and male or female.You could choose to have an animal head or animal features on the head of your character if you like (think: Minotaur or Medusa). Hand / combat weapons / shields are optional, but some form of fighting weapon is recommended. The armour, clothing, and weaponry for your character *must* be influenced by the ancient Greek period. Sumea recommends the watching of films like 300 and Troy for some inspiration!
MODELLING REQUIREMENTS:
1 Normal mapped character
Contains:
required (model) : 6000 polygon (tris) maximum (one single mesh).
Optional (model) : weaponry (swords, hand combat weapons) Weaponry will add to the model count.
required (texture) : one normal map, and one diffuse map (all textures are to be either 1 * 1024 x 1024 or 4 * 512 x 512)
optional (texture) : any other texture passes you want (specular, gloss, alpha, emmissive, translucence, reflection etc)
Note: No cannabalism of old models.
FOR SUBMISSION:
1. 1024x512 pixel picture of default software lit orthographics of character (front, back, side, 3/4 view). (*yourname*-1.jpg) ** Taken from basic scanline render
2. 1024x512 pixel picture of untextured wireframe of character (front, back, side, 3/4 view) (*yourname*-2.jpg) ** Taken from basic scanline render or viewport grab
3. 1024x1024 uvw wire layout of character (and weapon if you modelled one) (*yourname*-3.jpg)
4. 1024x1024 your normal map for your character (and weapon, if modelled) (*yourname*-4.jpg)
5. 1024x1024 your diffuse map (and weapon, if modelled) (*yourname*-5.jpg)
6. 1024x1024 money shot which can be lit and posed (or unposed) how ever you feel fit. You can include a background. Basic scanline render -- no light tracer, no skylight, no vray, no mental ray, no brazil etc; just vanilla scanline and your flare for presentation.
Please include your name, the polycount of your model, what extra maps you used (specular, gloss, alpha, emmissive, translucence, reflection etc) and your model's name in the picture. (*yourname*-6.jpg)
JUDGING CRITERIA:
Character concept, modelling work, texturing skills, and general aesthetics of the model.Souri2007-07-24 23:10:10
interesting....
to be honest, i wasnt expecting something so....narrow in scope.
but, its going to force everyone to do some research and think outside the box, otherwise all the entries will be very similar. unless i can think of something pretty killer, i might sit this one out (although i did want to make a spartan for my own projects =])
seriously though, is it all possible to make it just 'god of war', without the greek limitations? i guess not.PeterDavis2007-07-01 05:31:14
Like you said, if you don't be creative and you submit something like a simple muscle bounded guy with a toga, then you run the risk of not standing out from the entrants that do go that bit further with the concept.
But I think there's plenty of room to be creative, with plenty of possibilities with the character features, armour/clothes/helmet designs and weapons.
"Your God of War must be bi-pedal (two arms, two legs), and male or female.You could choose to have an animal head or animal features on the head of your character if you like"
does that mean the body has to resemble a humans? or is there scope for animal features in the body?(tail, wings,hoofs, etc) so long as its bipedal.
Cool brief, I like a lot.
Just wondering though:
"6. 1024x1024 money shot which can be lit and posed (or unposed) how ever you feel fit. You can include a background. Basic scanline render -- no light tracer, no skylight, no vray, no mental ray, no brazil etc; just vanilla scanline and your flare for presentation."
Why no fancy lighting setup for the money shot? I understand why not for the other images (so the model/texture can be accurately judged), but isn't the money shot, with the posed character and environment, all about having a bit of fun and showing off just how brilliant the model can be with no restrictions?
I can understand not being able to submit vray/brazil/mental ray renders with fancy shaders and lighting when its supposed to be a game-art challenge.
It also helps level the playing field when most of us are game artists and wouldn't know the ins and outs of an offline renderer.
edit: I got the impression from the last challenge that many people would even be happy just being able to submit viewport screengrabsshika2007-07-01 19:37:29
THEME: Design and model your own God of War / fantasy Greek mythology character. Think Kratos from God of War, or the gods and heroes from Greek mythology. Your character has to look unique, superhuman, tough, suited and battle ready!
Does this mean that it has to be an existing character from greek mythology? and you do your version of it. Or does your model have to look like it would fit within the realms of greek mythology?
Shika, yeh, I was hoping challengers would not head towards making their character too animal like. I wanted to restrict any animal features to just the head area so that we don't get the challenge turning into a monster / creature themed competition. So yeh, just the head area and probably a bit below the neck line if your character needs it.
You could come up with your own Greek god / hero or base it off existing ones. However, if you do choose to base it on an existing character from Greek mythology, please do make them more fantastical. The ones that you see in the illustrations are pretty simple and bare (like muscly guys with a toga for example), and I wanna see some kick ass characters.
"Shika, yeh, I was hoping challengers would not head towards making their character too animal like. I wanted to restrict any animal features to just the head area so that we don't get the challenge turning into a monster / creature themed competition. So yeh, just the head area and probably a bit below the neck line if your character needs it."
i was planning on doing a kinda satyr entry with armour... bipedal but with goat legs... this is really dissapointing..
i was wanting to detail a human head,(i dont really want to do just a straight human??) but was really hoping to be able to put animal reference in elsewhere...
wouldnt it be more fun to be a bit more open for interpertation? seems restrictive...tojo2007-07-02 19:38:40
/agreed, not that ill finish or anything, but its fun to watch the comp :), but a little animal influence should be there, like... some of the popular characters in Greek history have animal features, It also means people have more ideas to play with than muscles + weapon + toga + optional red tattoos.farmergnome2007-07-02 20:29:18
Ill jump in for some toga fun. I agree that the subject matter is quite restrictive & has been seen in various medias alot recently. But i guess its a challenge to present something fresh, so good luck everyone.
The god i will be focusing on is Chronos or Aeon......that guy who controls time.
Ill try and get some concept work up over the next few weeks.ENBE2007-07-03 19:45:06
[QUOTE=farmergnome] /agreed, not that ill finish or anything, but its fun to watch the comp :), but a little animal influence should be there, like... some of the popular characters in Greek history have animal features, It also means people have more ideas to play with than muscles + weapon + toga + optional red tattoos.[/QUOTE]
Yep, there are a lot of characters in Greek mythology that have animal features, or are even half animals. But they're usually villains or whatnot, not gods or heroes. I want gods, people! I did, however, leave it open for some animal characteristics on a tiny scale, but like I said, I don't want this challenge to get into a creature competition. Like someone has mentioned before, and it's something that has been brought up in the past, we need to have a more level playing field. I wanted a challenge where all the entries looked like they used the same theme. If the challenge was left open like was suggested, we'd have creatures with double jointed limbs up against humans.
I'm not going to be a judge for the challenge, of course, but I'd love to see people really take this theme and push it as much as they can in terms of meticulous costume, armour, and weapon design, and a really charismatic figure to go with it. I think it's such a cool theme to tackle, and it's not something we've really gone into before in past challenges (fantasy, sci fi, etc etc)
We migrated the forum to a new server a while ago, and the new server doesn't have upload components installed. It also doesn't store sessions for very long, which means people have been having trouble changing their forum info, or even registering a new account.
So, we'll be staying on this new server until our lease is up, and then migrate everything again to another webhost which should fix all the problems. For the time being, if you want to show your images, you can either upload them to an image hosting service, or preferably, upload them to you Sumea profile account and upload them there. You can then embed them in the forum here.
Some links which may help ppl...
Greek gods..
http://en.wikipedia.org/wiki/Category:Greek_gods
Greek goddesses..
http://en.wikipedia.org/wiki/Category:Greek_goddesses
Hey all. Here is my first early concept. I'm sticking with the Amazon. I probably won't keep her as cute as in the picture. I want to keep her sexy, but tough at the same time (clich? I know). I just need to find the balance or choose one way or the other.
I also read some stuff that the Amazon's would cut/burn a breast off so they could archer and or throw a spear better, I'd like to incorporate it into my model, which I think would help me make her look really bad ass...
Sumea Modeller Challenge #9 Discussion
Well, it's March already and we should be having our annual Sumea Modeller Challenge in a few months.
Feel free to discuss some topics you'd like the challenge to approach this time, and any suggestions and things you'd like to give on the whole modeller challenge and what ever issue you may want to raise.Souri2007-03-01 08:43:32
I kind of agree with PeterDavis.
I believe it's too soon...for the same stuff.
We see very little personal work on here unless it's for the challenges and then it's all based on the same thing, a FPS character model with normal maps and a generic topic such as Uber soldier or Sci fi marine.
Why can't the next challenge be something that allows a broader scope in art direction?
Souri could set up an imaginary world/game with a list of possible models to choose from, (townsfolk, critters, heroes, whatever fits) then the entrant must display there vision of how they think there chosen character model should look in the game/world.
Be it by using an alternative shader, maybe a cel shader like in Wind Waker or by representing them using a very different art direction such Shadow of the Colossus.
I'd love to see something totally off the wall that is well executed and still fits all the specs a games model has to adhere too.
I just think it would be good to see some stretching of our imagination muscles.
If we had some time before it started then the budding designers could compete for designing the world and characters we choose from.
Malus
The challenge will start in June (3 months away), so I thought it would be nice to hear some suggestions early so I can organize things if needed. Challenge will only go for 3 months (till September) which leaves one month for the judges (October). That's usually the plan!
Some great ideas there, Malus. I absolutely agree that it's time we do something different this round.
I think it's never happened as it's hard to expect someone to complete an environment with all the props, buildings etc needed to do an ok job.
Characters, vehicles and props are just easier to get out in a comp format.
Not to mention the small fact that this has always been a character challenge. :)
I think if people want a different challenge it should be done in parallel with not instead of.
arrrrghhhh??? environmental... man.. as cool as that could be.. this competition is well known as one of the best annual character comps around... which i think is a great thing..... i look forward to every competition....as do others i'm sure...but im all for keeping it characters... also there is a good chance that those in the industry are more likely to be stuck in enviroment than characters anyways for a majority of the project... so character modeling could be a good change for industry people as well.. either way ill be participating most likely...
A creature challenge this time around would be spiffy. No limits on limbs or anything like that. Free range, apart from model+texture limits and a short description(similar to conceptart.org's COW - link for example)shika2007-03-05 20:45:42
Character + environment.
What about the most important character in any game, the shop keeper. You spend more time looking at these characters than any other NPC in the game so why not give them the respect they deserve.
Model the character (any genre) plus part of their shop. Like the counter top, display case or whatever they have.
Shika:
A more creative approach, it allows for something totally different.
Giving the entrants a chance to show what there twisted little minds can dream up. Boo ha ha.
Palantir:
Sorry to be harsh but WoW and it's ilk give me the yawns.
We may as well just set the topic as a space marine chick with big boots, size DD cybernetic boobs, tattoos, skulls around her waist, her arms replaced with guns and ....SPLORT... brain damage from lack of stimulus...
FlyingMonk:
Gives the props guys something to play with I guess. Could allow it to be a collaborative effort?
The props/level folk do a set piece and character peeps create the towns person who accompanies it.
Allow the entrant to determine what defines a townsfolk, anything from the generic blacksmith to something more exotic.
Souri could decide on the technical specs to follow while allowing each entrant to determine there own art direction.
the reason we play hero characters instead of shopkeepers and candlemakers is that hero characters are more heroic and therefore way cooler ;) ..that is my intellegent statement for the day.. so therefor way cooler to model... either way... i think it is time again to have higher polycount around 7000-8000 even 9000 with 2x1024 textures ...
i think shika's idea is the best so far.... im all for a creature comp.
although i could be tempted to model a 7000 poly chicken with lazers shooting out its boobies and huge space marine boots
These ideas sound great :D all of them would be super fun to do.
Another idea for the bucket!
What about having an object/item for example a blue bucket (though probably more interesting then that) then everyone has to make that the focus of there work. Either a character wearing it on there head or a large print on a t-shirt, or a farmer with one in there hand. Doesn?t matter how but somehow it has to be there. The more creativly you use that bucket the better your score is.
Don't you feel like doing something different though? I think the challenge needs a real change this year, because we really have gone through the entire gamut of interesting character themes in all the past challenges.
We often see the same names in the top five or ten finalists in the Sumea challenges, and I think it's high time we mix it up a bit. I know characters are the pinnacle for modellers, but I think a lot of you are getting too good at doing them, and too complacent. The challenge therefore threw normal mapping into the mix which was probably an attempt to offer you some sort of challenge, and it sorta made it tougher for the new challengers as a result.
It would be cool if, like I mentioned before, if it were an architectural challenge (with a common theme), or spaceship or something.. just no characters or creatures!
Creatures - there's the possibility that challengers will just run the same ground with creature design that they do with characters (muscle definition, chest, limbs etc)Souri2007-03-08 06:12:55
I'm up for a small scale architectural challenge, its all pushing verts and painting pixels after all :)- though I'd prefer a brief closer to "make a gateway" than "make a building"
I just fear we'll lose a lot of entrants since the majority of artists here seem to be character people and might not be interested in anything else(especially if they're trying to land a job making characters)
I agree with killa dee about risking changing something that is growing in exposure for what it already is.. people get really excited about characters.. and there has been some awesome enthusiasm put into the backgrounds of their characters...
the favorite part of the competitions for me is reading everyone?s ideas... very cool...
I know a couple of people who check out the competition and aren?t even interested in the games industry.. but they go through all the entrants each year just for fun... out of appreciation for the ideas behind them.. ultimately I put them on to it ..
but they have remembered the modeling competition and look forward to seeing the entries.. maybe they would feel the same about environment assets... not sure...
the other thing that might happen is that those who have been sitting at the top with their character models.. might even stand out more if they do environment models.. as the chances are they know all the tricks and have heaps more time to do them... and likewise the wow factor you can get from a cool character idea might give you a bit of extra cred in judging that you may not get with environments..
if we do go environments.. hopefully it will be open enough for interpretation... not just one theme... maybe a 'house of dwelling' or 'guild hall' which could be interpreted as space or medieval or whatever... would be a bit bland if it was kinda 'model a space marine dock' .....
What about a complete scene? The challenge could have an open styled brief similar to the cgsociety challenges (like The Journey Begins, or Grand Space Opera), with the main difference of course being that the scene must be within specified low-poly game environment specs.
This would allow for a high level of creativity and a variety of possible designs. People could make a character model or models as well as the environment (such as a scene of a hero character escaping an exploding army base, or a scene of a crowded castle) while others might choose to make something such as vehicles or creatures in their environments (a scene from a GTA style game, or a level from Doom before the hero arrives), or maybe something that is purely environmental (such as the bridge of a starship or a detailed landscape).
Admitedly a complete scene would be a lot of work, but it should be doable with the 3 month time limit, and of course, not everyone would need to make an overly complex scene. Beats me what theme to go with though.
Why don't we theme the competition to something rather then a genre or style.
I've noticed in a lot of previous competition people avoid doing things that are tricky, like good hair on a character, feet, hands or accurate human anatomy.
So I prepose we theme it on something that forces entrants to try face tricker challenges.
Suggestions:
Cool Hair competition- The character/creature can can be any style or genre as long as the focus is their cool hair.
Fat Character comp- The character just has to be fat or have some sort of obvious fatness going on.
Hands and feet comp- Focus character is the detail in their hands and feet. Preferably uncovered. Quake boots and boxing gloves wont do.
Flesh and bone- Character must explore texture and form of flesh and bone and this must be obvious on the character.
An idea that combines (what I think) are the good points of most of the suggestions so far would be to make a creature + its dwelling. The dwelling should be as much a focus of the comp as the creature, and they have to go hand in hand. It depends on the creature of course, but the dwelling has the potential to be a small, yet interesting environment peice to compliment the creature, which stays closer to the traditional vein of the comp. And of course laser boobies are obligatory.
many great idea's, a 'hands' comp could be fun.
With environment what spec's are we talking here? (Next gen games or cinematic)
What would the specs be like?
-10k polys
-4096x4096 texture (broken up however you like)
-HDRI GI Lighting (Vray and Mental Ray are allowed)
-2 months?
KILLA DEE2007-03-12 16:01:27
Unoffical Challenge #1 - USF
Well I'm going to a undead - scuba diver - alien possessed.. race YAY!
Backstory is a group of scuba divers were down checking out the fishies When a metor hit earth and killed the team down there. Then alien bacteria takes over the bodies mutating them and bring them back to life.
Probably went out to explore.. military finds then and all hell breaks lose.
I can see thes guys being like a plague as they kill people they get turned as well. etc etc etc.. blah blah blah.
Ok so concept for my melee character:
UniqueSnowFlake2006-11-25 09:01:56
Sumea Modeller Challenge #8 RESULTS!!!
Sumea Modeller Challenge #8 Results!
Thank you to everyone who took part in this modeller challenge, as well as all the Creative Directors, Art Leads etc who spared some of their personal time to go through, rank, and comment on all the entries!!
Your judges are:
Pandemic Studios (Mike Yeomans - Lead Character Artist)
Auran
Tantalus (Alister Lockhart - Creative Director)
Micro Forte (Nick Young - Art Director))
Team Bondi (Chee Kin Chan - Art Director)
1st: Challenger 11 = Asmuel
2nd: Challenger 10 = Tojo
3rd: Challenger 7 = Shika
4th: Challenger 8 = Ninja / Challenger 9 = Neffy
6th: Challenger 5 = Delmo
7th: Challenger 13 = Gogitason
8th: Challenger 2 = PicPoc / Challenger 12 = PoppinFresh
10th: Challenger 1 = Peter Davis
11th: Challenger 3 = Killadee
12th: Challenger 4 = SteinwayCG
13th: Challenger 14 = Jebus
14th: Challenger 6 = Uniquesnowflake
It was an extremely close race for first and second, but I'm sure you'll all agree that the top placings were well deserved. I will contact the top 3 placings sometime tomorrow (or hey, you can make it easier on me by private messaging me your name and postal address in the meantime :))
Challenger #1 (Peter Davis) Challenge Entry
PANDEMIC (ranked you equal 5th (points of rank 7))
Character Concept
Nice concept; a bit of Gorillaz, a bit of Fight Club, and I really like the hair where we only see a hint of these glowing eyes behind it.
Modelling
Modeling is nice, good distribution of polys and looks like he would deform well. Not crazy about the relation of the arms to the body; the way the shoulders blend into the arm looks a bit tubular. I like the sense of weight on the feet and his overall proportions.
Texturing
Colors work well together however would have liked to see some more patina?a bit more wear and detail. Would work for a more simplified flat color character but I don?t think that?s what the artist was going for in this instance. Skin tones could have been pushed more and colors between arm skin and face skin should be more similar. Not a big fan of the bump detail on the arm diffuse. Normals work well for the most part, some micro detail would have been nice to see. Leather jacket comes out particularly well in a lit environment.
Aesthetics
Nice presentation; always nice to see something posed. Good job overall; it all comes together quite well.
85%
AURAN (ranked you 11th)
Peter Davis : 25
concept : 7
modelling : 6
texturing : 6
general aesthetics: 6
Could add more detail to texturing, baked in lighting could pop-out the jacket and folds Uvs could be even tighter hand and shoes UVs chould be shared
MICRO FORTE (ranked you 10th)
Modelling
Good poly distribution. And details
Texturing
The face works the best. The other material need some detailing
Mapping
Mapping a bit wasteful. Essentially a symmetrical character, a lot of the textures could be mirrored
Concept
OK. Arms are a bit too long. Unsure if this was intentional or not.
TEAM BONDI (ranked you 10th)
Rank: 10th: Challenger 1
Good use of 'black' in the renders
Challenger #2 (PicPoc) Challenge Entry
PANDEMIC (ranked you equal 5th (points of rank 7))
Character Concept
Not too crazy about the concept of this one however the execution of it all is very nice.
I felt it was too many different styles/eras in one; he has a very powerful upper body but flared pants and big buckle on the boots does not convey this power to me.
Modeling
Modeling and proportions are both very good. Nice distribution of polys, just the right amount to bring out a nice silhouette without any waste. Good understanding of proper proportion as well; love the biceps and triceps! Good job! I think his face as well as his expression could have used a bit more observation; it looks like his eyes are too far apart.
Texturing
Fantastic use of UV space, great job
Really nice texturing and attention to detail. Metal is however not so believable and skin tones could have been more varied; there is actually a huge range of color in someones skin, especially the face. Little details like the striations on the sternum side of the chest muscle and the bicep vein are quite nice.
Aesthetics
Nice presentation overall. The poses are believable and your shader especially on the helmet and weapon makes me believe it is metal more than the texture. I really dig the skin tones on this models chest area.
85%
AURAN (ranked you 6th)
PicPoc : 31
concept : 7
modelling : 8
texturing : 8
general aesthetics: 8
Comments: Nice level of detail within the polycount, might have gotten away with a lower overall count by using triangles instead of quads sometimes.
Nice colours and detail in the texture
MICRO FORTE (ranked you 7th)
Modelling
Good poly distribution. Form around face a bit odd
Texturing
Good. Nice Details and Colour work
Mapping
Efficient
Concept
Nice layering of materials, and good silhouette
TEAM BONDI (ranked you 11th)
Rank: 11th: Challenger 2
Good modeling. Good body posture. Not too good a facial expression.
Challenger #3 (Killadee) Challenge Entry
PANDEMIC (ranked you 10th)
Character Concept
I?m not crazy about the concept of this one; it does not feel very thought out. It is not easy to understand why there is a radioactive symbol on his chest?is he part machine, or just a radioactive zombie? Seems a strange blend of different ideas that don?t really work together.
Modeling
Proportions are good and so is the overall modeling. Nice level of detail in the poly placement; the silhouette in the posed shot comes out very nice.
Texturing
Good use of UV space! Nicely packed. You have a nice even pixel size over the whole model it seems. I think the colors could have been more varied, particularly the red areas; they simply contain various shades of the same red hue whereas in real life, you would have maybe green or even some blues in the shadows, and some other colors in the hightlights. Same goes for the skin tone values. Overall, the texture detail is nice, and the normal map comes out quite well.
Aesthetics
Nice presentation overall. Nice pose. Although I didn?t like the idea very much, it is put together in a nice little package.
77%
AURAN (ranked you 8th)
Killadee: 28
concept : 7
modelling : 7
texturing : 8
general aesthetics: 6
Comments: Neat normal maps and good detail in the texture
Color sceme is sickly which suited the theme but could look better with more variations in hue. Skin, flesh and clothing are all a little similar in hue.
MICRO FORTE (ranked you 12th)
Modelling
Good. Sword lack detail for such a large form.
Texturing
Good detail, bit too dark in corners. Muscle work too sketchy, tonally a bit flat
Mapping
Efficient
Concept
The hat looks like it's an after thought. Unsure of time period and or world. Mixed signals, Nuclear symbol and skulls.
TEAM BONDI (ranked you 9th)
Rank: 9th: Challenger 3
Good textural details. Fairly well presented renders.
Challenger #4 (SteinwayCG) Challenge Entry
PANDEMIC STUDIOS (ranked you 9th)
Character Concept
Interesting idea. Would have been more believable with a mane or facial/chest hair?looks kind of like a big hairless catJ Perhaps a more feline posture as well, or cat-like legs would have helped push the idea.
Modeling
The back modeling is very nice, you have some great muscle volume there. Not a big fan of the exaggerated arm muscles and something in the face comes across as a bit cartoony. Legs are a bit tubular, not muscle bound enough.
Texturing
Fantastic use of UV space, great job
Really nice texturing and attention to detail. Metal is however not so believable and skin tones could have been more varied; there is actually a huge range of color in someones skin, especially the face. Little details like the striations on the sternum side of the chest muscle and the bicep vein are quite nice.
Aesthetics
Nice presentation overall. The poses are believable and your shader especially on the helmet and weapon makes me believe it is metal more than the texture. I really dig the skin tones on this models chest area.
80%
AURAN (ranked you 9th)
SteinwayCG: 28
concept : 6
modelling : 7
texturing : 8
general aesthetics: 7
Comments: Good anatomy in general but some polygons seem a bit excessive (e.g.chest and ribs).
MICRO FORTE (ranked you 11th)
Modelling
Good Anatomy. The eyes look too close together though
Texturing
Actual texturing work good. Tattoos look too pasted on.
Mapping
Mapping a bit wasteful. Essentially a symmetrical character, a lot of the textures could be mirrored
Concept
Could have emphasised the feline feature more successfully. Fangs or claws?
TEAM BONDI (ranked you 14th)
Rank: 14th: Challenger 4
The head don't match the body too well. The normal map could have been better to help accentuate the muscles.
Challenger #5 (Delmo) Challenge Entry
PANDEMIC STUDIOS (ranked you 3rd)
Character Concept
Overall idea is quite nice; the way the collar detail and forearm gauntlet was designed is really cool and works well.
Modeling
Modeling has a nice even distribution of polys with a good level of detail. However I would have liked to see more irregularity in the leg clothing?looks too tubular. Proportions are a bit off; head looks a bit small compared to the size of the feet and gets a little lost in the high collar.
Texturing
Fantastic use of UV space.
Good texturing overall, with some nice skin tones in the face and arms. Tattoo comes out a bit clean; I don?t sense that it is pigment in the skin. Folds could have been shadowed/highlighted a bit more in the fabric; on the final render they don?t show up so well. Overall the textures all together look a little busy; there is too much information. Hairline looks a little abrupt and unnaturally shaped.
Aesthetics
Nice presentation, very professional. Pose is nice as well as the lighting. Materials come out a bit like porcelain. As mentioned earlier, there is too much going on everyhere; too much texture information/patterns/detail I think.
88%
AURAN (ranked you 14th)
Delmo: 24
concept : 5
modelling : 6
texturing : 7
general aesthetics: 6
Comments: Good,clean texture and normal maps
The geometry is quite clean but might have issues with bigger bends in knee and waist
MICRO FORTE (ranked you 3rd)
Modelling
Good.
Texturing
Tattoo colour bit too similar to garments, loosing their impact. Material on pant shirt are great
Mapping
Good use of texture sharing
Concept
Good Silhouette
TEAM BONDI (ranked you 8th)
Rank: 8th: Challenger 5
Interesting character design. Quite a well-balanced colour palette.
Challenger #6 (Uniquesnowflake) Challenge Entry
PANDEMIC STUDIOS (ranked you 13th)
Character Concept
Not a very original idea. What is the purpose of the kneepads? There should be a reason for everything.
Modeling
Proportions are a bit off; shoulders look like they are positioned wrong and arms are over inflated. Bum area looks a little flat as well and long. Almost no elbow when arm is bent.
Texturing
Nice UV layout, nice straight edgesJ
Normal map is quite subtle; it could have been exaggerated quite a bit more. Hardly shows up at all in final character pose. Diffuse texture could use some work; skin tones look a bit dead and the other elements overall look rushed. For example, would blood stains really look like that on a shirt? Little edge highlights on objects such as the gloves and boots can add a lot as well.
Aesthetics
Nice posing. Overall character looks a little rushed; more attention could be paid to little details and polishing, especially at the texture level. With a more exaggerated normal map especiall on the clothing folds and boots, certain elements would be a lot more believable.
67%
AURAN (ranked you 13th)
Uniquesnowflake: 24
concept : 6
modelling : 6
texturing : 7
general aesthetics: 5
Comments: The model seems clean, though modelling of belt loops and knife serrations is almost definitely unnecessary.
texturing could do with some baked in lighting for more realism
normal maps derived form a highpoly model would give more convincing results for things like cloth.
MICRO FORTE (ranked you 14th)
Modelling
Good
Texturing
Blood work bit too blurry, more emphasis on the arm muscles would help
Mapping
Could be more efficient.
Concept
Not a fan of the concept at all.
TEAM BONDI (ranked you 13th)
Rank: 13th: Challenger 6
The body curvature suggests that it is a female character but its muscle-bound arms, posture and action say it is a man.
Challenger #7 (Shika) Challenge Entry
PANDEMIC STUDIOS (ranked you equal 5th (points of rank 7))
Character Concept
I like the concept a lot. A nice mix of amazon and gladiator! She has the physique of a lanky 12 year old however?was this intended?
Modeling
Modeling is nicely spaced and has all the detail necessary to convey the shapes. Proportions look a little strange, unless you are going for a very young girl in this model. For example, the head looks a little big or long, and also the neck. Legs look a little short, and on the side view there is not nearly enough thigh muscle nor calf muscle in the back. Feet are very flat and fingers are too thin, even for a woman.
Texturing
Nice normal map with a lot of detail; just a couple of normal errors there. The diffuse texture has beautiful tones and really works well together..its really unified. A lot of texture space is given to flat areas of color while the hands and face should be bigger. Sword looks a little rushed. Normal map works really really well!
Aesthetics
Overall high quality level?looks like so much more detail there than there actually is. Shaders work really well; leather looks like leather while the gold looks like gold. I really like her serene expression.
84%
AURAN (ranked you 5th)
Shika: 32
concept : 8
modelling : 8
texturing : 8
general aesthetics: 8
Comments: Good work overall and the colour scheme is well refined
The details are nice but improvements could be made with the general anatomical form/structure (e.g.torso too long, legs a little short etc. )
MICRO FORTE (ranked you 2nd)
Modelling
Good.
Texturing
Overall good. Only really the sword stands out in being lacking in detail
Mapping
Could be a bit straighter. It helps on lores textures to align the uv's to 90 straight lines to prevent too much filtering.
Concept
Great. Character has attitude and her costume says a lot about her and here she comes from.
TEAM BONDI (ranked you 2nd)
Rank 2nd: Challenger 7
Good model, good colour palette and tonal balance. The face expression is slightly lacking to match the body posture.
Challenger #8 (Ninja) Challenge Entry
PANDEMIC STUDIOS (ranked you 8th)
Character Concept
Concept is kind of neat; I really like the silhouette. I would be a little concerned how such big shoulder pads would avoid going through the mesh during movement?
Modeling
Modeling is great. Perhaps a few too many rows of polys in the weapon but overall very nice. Nice silhouette and attention to detail.
Texturing
UV layout is very clean and nicely organized. Texturing must have been a nightmare with all that detail; nice attention to little thinks like worn off edges and highlights. Does not come across as photoreal but I don?t think that was the intention. Colors are very dark and contrasty beside the white detail areas?A lot of the dark detail is lost in the pose shot.
Aesthetics
Kudos for the level and attention to detail in the patterning?does not come across as too busy, although perhaps a bit too much contrast for most TVs?a lot of flickering would occur. I like the less photo-real feel to it. Good job!
Pose is a little hard to read (arm in front like that) partly due to lighting and the contrasty detailed bits. Perhaps a rim light would separate it more from the body.
82%
AURAN (ranked you 4th)
Ninja: 32
concept : 9
modelling : 8
texturing : 8
general aesthetics: 7
Comments: Original design but may like to swap some small details with some bolder designs.
Heavy and contrasting ornamentation makes the character seems a little cluttered and hard to read in the perspective shot.
Nice, clean normal map and texture overall.
MICRO FORTE (ranked you 4th)
Modelling
Good. A complicated model
Texturing
Too contrasty. The black hold very little information.
Mapping
Good use of texture sharing
Concept
OK. Silhouette is good but the texturing lets it down.
TEAM BONDI (ranked you 3rd)
Rank: 3rd: Challenger 8
Good use polys for all the features on the body. An interesting character design.
Challenger #9 (Neffy) Challenge Entry
PANDEMIC STUDIOS (ranked you 11th)
Character Concept
Concept is very different. I can?t say I?ve ever seen anything like this before?
At first glance I found it quite confusing; what is happening on the leg, and what is that on her stomach? But then I figured it out. I like how the color of the hair is tied into the colors of the rest of the characters outfit.
Modeling
Modeling in general is pretty good; I would say that the shoulder area looks a little messy . Hands are kind of strangely shaped, the wrist is too small or twists. I like the pant/boot junction, it reads really well.
Texturing
Nice texture packing. A lot of detail was given to smallish, unimportant areas of the character, while areas like the pants and hands got very little space. Diffuse texture lacks depth and detail, as well as color variations?for example, skin usually has many tones, from blues, to greens to reds and yellows. Notice hair is really only one blue, with different lightness levels. Hair really does have much darker areas and lighter areas, and varying hues as well.
Aesthetics
Character seems to deform really well and has a nice balance of colors. Introducing some similar hues to shadow areas and light areas would be nice.
76%
AURAN (ranked you 3rd)
Neffy: 33
concept : 8
modelling : 8
texturing : 9
general aesthetics: 8
Comments: Good UVs, clean texturing and solid modelling. Nice work overall.
MICRO FORTE (ranked you 9th)
Modelling
OK.
Texturing
Lack a bit of detail. The colours are complimentary but too simple. I.e. Blue of hair is too similar too the blue of her pants
Mapping
Mapping a bit wasteful. Essentially a symmetrical character, a lot of the textures could be mirrored
Concept
OK for a urban manga ninja clone
TEAM BONDI (ranked you 4th)
Rank: 4th: Challenger 9
Good modeling. The textures can do with more contrast.
Challenger #10 (Tojo) Challenge Entry
PANDEMIC STUDIOS (ranked you 1st)
Character Concept
Concept is super original, funny and very creative. I love it! Makes me think of PowerPunch He-Man. Great proportions and a really nice style as well.
Modeling
Modeling is very well done; perhaps a bit more poly detail in the legs would have been nice with a nicer leg profile from the front view...a more exaggerated thigh, with a smaller ankle perhaps would have been more interesting. All in all, the detail is placed where its needed, and works very well.
Texturing
Nice texture packing. Super style; not photo real, but really tight painting and very polished. Nice job! Great normal map as well; it works really well as you can see on the posed shot.
Aesthetics
Super concept, solid modeling and interesting silhouette combined with a really tight texture job?a great character overall. Love the colored lighting from below in the posed shot.
95%
AURAN (ranked you 2nd)
Tojo: 34
concept : 9
modelling : 8
texturing : 10
general aesthetics: 7
Comments: Original design, well textured and modelled.
MICRO FORTE (ranked you 1st)
Modelling
Good
Texturing
Good tonal and colour variation. And emphasis of form with edge highlighting
Mapping
Fine
Concept
Cool. Very strong silhouette, and styling. Has attitude and very recognisable.
TEAM BONDI (ranked you 5th)
Rank: 5th: Challenger 10
Interesting character design. Good modeling. The lighting in the renders is a slight overkill.
Challenger #11 (Asmuel) Challenge Entry
PANDEMIC STUDIOS (ranked you 2nd)
Character Concept
I like the concept very much; has hints of Final Fantasy as well as Dune. Looks like this character has a well thought out backstory or history. Hair style is interesting as well.
Modeling
Really super modeling! I think this character would deform really well. He has really nice proportions and a great stance. All the right amount of detail is there without any waste that I can see.
Texturing
I would have liked to seen tighter packing, as well as more UV space given to the face. Also, in the normal map, not much facial detail is there?partially as a result of not enough definition, but depth is lacking as well. Colors could have used some more variation in the hues and to introduce a few more saturated parts as well?it comes across as very dull, especially in the skin tones.
Aesthetics
Super concept, great modeling and understanding of form?overall very nice. Would have been nice to see a more interesting lighting setup in the final posed render.
90%
AURAN (ranked you 1st)
Asmuel: 35
concept : 9
modelling : 8
texturing : 8
general aesthetics: 10
Comments: Nice presention and design. Good form and proportion.
More interesting variation in specularity may give more suggestion to different material/fabric types on the model.
MICRO FORTE (ranked you 6th)
Modelling
Good, especially considering how many polys in the cloak!
Texturing
Too low contrast. The tonal value are too similar. Overall lack detailing
Mapping
Fine
Concept
Strong form.
TEAM BONDI (ranked you 1st)
Rank 1st: Challenger 11
Good modeling, good normal map, good character design. The pose and look of character gives it a commanding presence. It can do even better with more dramatic lighting for the renders.
Challenger #12 (PoppinFresh) Challenge Entry
PANDEMIC STUDIOS (ranked you 12th)
Character Concept
Mildly interesting take on the pirate concept. What are the armbands around his shoulders?
Modeling
Nice flow to the edgeloops in this model, however I think there is a lot of waste of polys, particularly in the head and waist area, while very few were given to the red cloth, which is an area that would deform a lot Proportions are a bit tubular, without much care taken to approximate real anatomy, particularly in the arms. Boots look kind of clown-like. I like the approach taken on hair.
Texturing
I would have liked to seen tighter packing, as well as more UV space given to the face. Large areas of texture space given over to almost solid areas of color. More wrinkles/shading could have been given to the clothing areas to define shapes a bit more. Love the tattoo?looks like a treasure map. Would have been nice in color!
Aesthetics
With a bit more work this could have been a very interesting character. There is not much ?character? to his face, which is a shame. Still, I really like the large weapon grafted onto his arm like that!
70%
AURAN (ranked you 10th)
PoppinFresh: 28
concept : 7
modelling : 7
texturing : 7
general aesthetics: 7
Comments: Neat presentation. The polygons might be a little excessive around torso which could probably be used aroung the pelvis and elbow.
MICRO FORTE (ranked you 5th)
Modelling
Fine, if too many poly in the face. Facial animation? Also arm pits could be higher.
Texturing
Colours good. Some better details on the hook arm would be good.
Mapping
Not too efficient.
Concept
Appreciate the direction, but the face lacks the personality of the body.
TEAM BONDI (ranked you 12th)
Rank: 7th: Challenger 12
The tattoos are looking too sharply focused when compared to the rest of the texture details. The lack of a convincing facial expression is its main weakness.
Challenger #13 (Gogitason) Challenge Entry
PANDEMIC STUDIOS (ranked you 4th)
Character Concept
Concept is very original and quite funny. He really looks crazy;that?s a great expression! Love the hairstyle as well.
Modeling
While I really like some areas such as the head, upper body, I am not a big fan of the legs and feet. Muscle mass should be more defined in the polys, and the shoes look very cartoony, and not aggressive enough. He also has a very strange pelvis, with almost zero butt space. Still, good distribution of polys and I love how the shoulder muscles dwarf his head like thatJ
Texturing
Probably the best normal map I have seen in this contest?great detail and depth. Too bad it doesn?t show very much in the final posed render for some reason?! Great UV packing as well as nice photoshop painting on the diffuse map, despite the fact that it does look a bit ?airbrushy?. Some more variation in skin tones would have been nice (arm veins with a bluish tint, some pinks in the face, etc)
Aesthetics
Overall nice job, this guy has a lot of character. A more interesting lighting setup might have brought out the normal information more.
87%
AURAN (ranked you 7th)
Gogitason:30
concept : 7
modelling : 8
texturing : 7
general aesthetics: 8
Comments: solid work over all, nice detail on the hair
MICRO FORTE (ranked you 8th)
Modelling
Good poly distribution
Texturing
Skin work good, if a bit blurry
Mapping
Mapping a bit wasteful. Essentially a symmetrical character, a lot of the textures could be mirrored
Concept
Strong form.
TEAM BONDI (ranked you 6th)
Rank: 6th: Challenger 13
Good character design. Good modeling. The normal map hasn't helped enough on the outfit or the ripping muscles.
Challenger #14 (Jebus) Challenge Entry
PANDEMIC STUDIOS (ranked you 14th)
Character Concept
Concept is not very creative or original, however it is rare to see an American Indian model. Might have been nice to see a different take or style on that theme.
Modeling
Sort of a strange default pose for a game character; the arm placement as well as heels being off the ground like that. Modeling has some strange sharp edges in the anatomy, such as that round tight loop across the shoulder blades and the tight bevel above the kneecaps.
Texturing
Next gen characters are a lot more interesting if their faces are not mirrored; for one it gives more variation to the face and secondly, it avoids a normal seam down the middle. Nice UV packing. A lot of variation in the skin tones here which is nice however using unmodified low rez reference photos (head gear, boots, etc) really shows in the final product. Texturing all around could be a lot more polishedl, particularly the normal map, which in many cases does not interpret the diffuse texture at all (boots for example).
Aesthetics
I don?t feel that much effort was put into the texture nor the final posing; there is no lighting, nor any presentation to the character. Normal map is virtually nonexistent on final posed render which is a shame.
60%
AURAN (ranked you 12th)
Jebus: 25
concept : 6
modelling : 7
texturing : 6
general aesthetics: 6
Comments: Polygon placements show anatomical knowledge but a more relaxed pose should be used for better rig/skin could have better integration with textures (e.g. baked shadows, overall grading to unify the character)
MICRO FORTE (ranked you 13th)
Modelling
OK.
Texturing
Phot ref and hand painted is working on this one. Foe example the hair needs detailing
Mapping
Very Efficient
Concept
A period piece but has no attitude.
TEAM BONDI (ranked you 12th)
Rank: 12th: Challenger 14
The textures are looking quite flat. Not a very imaginative character with little expression on its face. A more aggression stance would have helped.Souri2006-11-21 04:34:05
well done guys. its great to get some more feedback. congrats! and i do agree with Asmuel winning. he just turned up out of the blue with a killer model, well done!
next challenge! cmon im ready! start it while the judges are still fresh from the panel!
by the way, what were the prizes? i never remember them being listed anywhere....PeterDavis2006-11-20 11:16:38
OMFG!!!!
I honestly cant believe it, I seriously thought I would fourth or fifth, clearly I guess I am my harshest critic.
Thanks to everybody that was envolved, I had to check over and over to make sure I was reading it right, which I will continue to do for the next half hour.
[QUOTE=shika] Congrats Asmuel and Tojo!
Looks like YOU ended up kicking MY ass, Asmuel ;)
[/QUOTE]
Yea I cant believe it, dont wory shika I liked yours the best personally ;) Anyways I had a great time trying to catch your ass over the duration of the competition you were the one to beat for me
again thanks to all the judges and to sumea and souri, and congrats to all the competitors for your placings and making it the one of the toughest contests austrilasia has ever seen
:)
Sumea Unoffical Modeller Challenge
Hi all,
With the current challenge wrapping up and the fact that these challenges only come around once a year these days. I wanted to throw out the idea of starting up an Unoffical challenge.
If you have any ideas for a topic feel free to throw them in. I'm thinking about the same time frame as the last challenge with the same set of rules for polies and texture space.
So yeah like I said lets get some ideas down if your interested
Hope this is ok with you Souri
Glade to see some keen people.
Ok, So we still need a topic
I've been playing a bit of Warcraft 3 again and thought RTS units might be a cool topic idea. The idea being that you would create a race for an RTS and then build a few of the units/buildings:
Units:
worker unit
melee unit
Range unit
Caster/magic unit
Hero
Builds:
Barracks
main
Defence
As an example if you wanted to do the christmas theme you could do buffed up elfs with santa as your hero and ground defence candy canes :P
So yeah just throwing that out there, anyone keen to do this??
If so we will have to do some sepcs on the characters because we don't need massive poly counts and texture sizes but I'd still like to keep normal maps for everything.
I'm not a regular poster here, but am a long time lurker and I haven't yet seen an environment modelling contest.
I suggest making an RTS environment built to a specific theme (be it sci-fi, fantasy, realistic... not really important).
Entry constraints:
- 10k tri budget for the entire scene
- 256x256 max texture res (limiting the number of maximum allowed textures would be cool and more challenging)
- diffuse map required
- bump/normal/alpha/specularity/glow/occlusion map optional
- 2 month time allowance
- any characters built go towards texture and poly budgets (characters are not a requirement)
But seeing as its not a character comp, and there probably won't be any prizes offered. People probably won't bother.
-caseyjonescaseyjones2006-11-30 02:10:02
Ok, it looks like this idea fizzled out somewhat. However, I will be organising a small 3D activity real soon to give the modellers around here something fun to do.
The idea is to extend the idea of Sumea Pixel Town and do a Sumea 3D Town, where everyone can claim a bit of land and develop on their property what they like.
We'll be using a specific bit of technology for it, but I'll be letting you all know about it next week!
Sumea Challenge #8 - Asmuel - CH#11
Hi Everyone!
I am a late entry into this competition, started at the start of September so I have decided just to dump everything at the end to save time. I will post all my work within the next couple hours, I am from New Zealand so lets hope I calculate the time difference properly and am able to hand it in before Midnight aussie time.
Cheers, thanks mate. Now that I look at it that render is pretty bad. I had to use modo's viewport shots which means no shadows, which is a shame with all the overhanging geometry, It also f**ks up transparency too. Oh well thats what I get for not owning good rendering software, I guess youll have to use your imagination when looking at it ;)
Sumea Challenge #8 - Tojo
Sumea Challenge #8 - SteinwayCG - CH#4
hi, guys ~ I am a CGer in Brisbane, the following pix are my semi-finished works and working progress pix for SUMEA 2006, critique really welcomed~
First comes concepting and researching sketch --------------------------
steinwaycg2006-09-21 21:50:39
hey Shaofang..... great to see you entering!! great work.. didnt realise you were such a great drafstman .. although i wouldnt have doubted it!!
In continuation of our slang lessons;) yo'l be da grand #$%#ing master... your sh*t drops bombs on ol that other toy sh*t, straight up d.o.p.e. and $%%^#&'s will be reaching for there f*#$*ng watches when you be telling da time ;)
make sure you finish!!
Sumea Modeller Challenge #8 benny_s
a bit of a late entry, I was advised to enter this comp from my teacher so ill give it a go. Here is a rough concept
[[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/benny_s/200681923057_benny_conce…"]benny_concept.jpg[/img][/url]
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here is some renders of my high poly model nearly finished
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/benny_s/200681924258_benny_front…"]benny_front.jpg[/url]
87.9 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/benny_s/200681924346_benny_back…"]benny_back.jpg[/url]
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Is this a new model you made specifially for this challenge? One of the challenge rules is that you cannot cannabilise any pre-existing work - you have to make it completely from scratch - to enter. Obviously, this rule needs to be in place otherwise the challenge would be open for some serious abuse.
I ask this because I thought this model was familiar and was reminded that it is from your [url="http://www.sumea.com.au/sgallery.asp?p=B&news=2112"]Sumea gallery[/url].
oco & neffy: thanks for the compliments ive put alot of work into this and its good to see its appreciated.
Souri: i was told about this challenge just after it started when i began this model, i just wasnt sure if i wanted to enter the comp. Im only a new member so the stuff in my gallery is only some previous renders before i posted here.
Sumea Modeller Challenge #8 MudBrush
[img]http://www.sumea.com.au/forum/attached/MudBrush/200682344247_FullModel0…]
Am I too late? Just got a little bit time in next few weeks. I don?t know if I can finish this guy on time. But it is always good to do some thing. I skip the concept drawing part. I will do the concept in the same time I am modeling.
Who is he? Vargas, a vampire. His heart has been taken. There will be a weapon, which is a simple wood stick with blood on the to...Maybe you can give me more story about it.
Cheers,
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MudBrush/20068163957_002.jpg"]002.jpg[/url]
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Or do you guys like this one more. I just spent a little time to modify hem in Zbrush...hehe, I may keep working on the other one unless anyone stop me.
nice work man, after you upload the picture there is a html code which is really long contain the picture name within it, find that sentence in your thread, then simlify it to [ img ] http//www......name.jpg [ / img ], then your picture will be shown in the site directly.
Really cool modelling work so far. I think he really needs a bit more character though (maybe you're adding more to it, I dunno). Plus, his boots are a bit too feminine, I think. Should make them more chunky, I reckon [:)] Really like his pants with nice folds. Is there a way in Zbrush to make the lines or strokes more consistent / less blotchy?
Thanks, Lakestone and Souri. You are right, I don?t have very strong idea about this guy so far. It just started, I always got ideas when I am doing it.
Souri, I haven?t done anything with the boots yet. Those will be cool parts of this character, hehe.
Thank you Openanewworld, that is really helpful.
Here is the hi-poly mesh of the face. Rendering from Zbrush. I make all the details a little bit big to make sure it can be carried by normal map well later.
C&C please!
[img]http://www.sumea.com.au/forum/attached/MudBrush/200681782555_FaceInZbru…]
Side veiw from Zbrush.
[img]http://www.sumea.com.au/forum/attached/MudBrush/200681785820_FaceInZbru…]
Cheers 3ddada,
[img]http://www.sumea.com.au/forum/attached/MudBrush/200681884732_HalfBody.j…]
Stronger character? Too evil? I love this stage of work...tweaking the model to characterize him.
[img]http://www.sumea.com.au/forum/attached/MudBrush/200682065011_HalfBody02…]
Just some more details modeling in Zbrush.
[img]http://www.sumea.com.au/forum/attached/MudBrush/200682065135_HalfBody03…]
Do you guys like those scars? I may need build this guy as few parts in Zbrush later. Then I can get more polygons to work in the same area.
[img]http://www.sumea.com.au/forum/attached/MudBrush/20068234440_Boots01.jpg…]
Haha, I got it. Thanx Killa, I didn't use the image host, but I found out the reason. The size of my image wasn't right like 800x600 or 400x300.
Like those boots? Such fun models to work with[:)].
No part of this guy has finished yet. I might build more elements for him as well. So please tell me any of your ideas, thank you guys very much for your time.
[img]http://www.sumea.com.au/forum/attached/MudBrush/200682342836_Boots02.jp…]
An other side of view of those boot.
[img]http://www.sumea.com.au/forum/attached/MudBrush/20068278754_InGame01.jp…]
Hehe, too many drinks in last two days.[xx(]
Here is my first test as a low poly model with normal map(1024x1024). The image was rendered in Max.
[img]http://www.sumea.com.au/forum/attached/MudBrush/20068278186_WirFrame01…]
The poly account is 5686 tris right now. I might add more later.
[img]http://www.sumea.com.au/forum/attached/MudBrush/20068278268_UV01.jpg[/i…]
Sumea Challenge #8 - kakikueko
Hi everyone,
few monthes that I was lurking, so here is my first post!
A bit late to enter the challenge but I was on hollidays :P Now I came back, I hope I'll be able to go until the end of this motivating challenge :P
here is the concept of my entry, I hope it's clear enough, I dont have any scanner..
[img]http://kakikukeko.free.fr/sumea/front.jpg[/img]
Hi,
I decided to profit of this challenge to learn Zbrush..
So I spent hours to understand the logic behind this obscure software^^
Finally I did this little exercise,
http://kakikukeko.free.fr/sumea/main.jpg
I imported a quick hand from LW and did the details in Zbrush.
not perfect but glad enough of the result to believe I'll be able to do something with this software for the contest :P
So I started the model today..
finished the cage of the legs and the short. The rest is mainly to block the shapes.
http://kakikukeko.free.fr/sumea/sumea.jpg
and here is an early test of the short in Zbrush (not subdivided enough ;) )..
http://kakikukeko.free.fr/sumea/short.jpg
thanks for the comment,
yeah I'm a bit worried about the time I'll have to texture.. ^^
but I hope it will be fine ;)
update:
http://kakikukeko.free.fr/sumea/latest.jpg
still need tweaking a bit everywhere.. the elbows are not at the correct place, and the folds of the trousers are temporary ^^
cheers
the cage of the face; I was looking for a blend between asian and western style but it maybe not asian enough though.. (especially from the side) I'll see what I can do in Zbrush later:P
[img]http://kakikukeko.free.fr/sumea/head.jpg[/img]
thx guys for droping by... ^^
glad you like the face Neffy, yeah sexyness [8D]
here is a small update.. ears and shoulders!! ^^
http://kakikukeko.free.fr/sumea/shoulders.jpg
the bevelled stuff is temporary..
hi! long time no see.. didn't have time to work on this those last days.. here is a small update.. hope I'll have more time in September otherwise will be difficult to finish on time..
[img]http://kakikukeko.free.fr/sumea/belt.jpg[/img]
the hair are nearly finished.. so bored with that [:D]
I'm going for something slightly different from the concept on the kimono finally..
I spent few hours to find the way to normal map on some planes ^^
http://kakikukeko.free.fr/sumea/test_normal%20map.jpg
and finally finshed the torso..
ready to Zbrush!!
http://kakikukeko.free.fr/sumea/buste.jpg
UPDATE!! ^^
I finally changed my method, and decided to get my low poly mesh done first.. so here it is, 5670 tris so far, without the hair..
[img]http://kakikukeko.free.fr/sumea/test.jpg[/img]
quote:Originally posted by TDK
Kick-ass!
thx ^^ still a long way to go though..
I just finished the model completely hair and teeth.. 5996 tri! :P
+ unwrap done ..
http://kakikukeko.free.fr/sumea/unwrap.jpg
now I'm wondering if I should start by painting the texture and use it as a guide for the Z brushing or the opposite :D
finally decided to work on the color map first.. at least on some part where I will do the normap map from a painted bump map..
for the folds on the clothes and other parts where I'll need Zbrush, I'll do the details of the color map later.. :)
here is the colormap base applied on the mesh with the UV (before , the color was vertex based..) + specular map base..
[img]http://kakikukeko.free.fr/sumea/colormap.jpg[/img]
start to paint now :P
here is an early test of the full normal mapped body..
[img]http://kakikukeko.free.fr/sumea/normalmap.jpg[/img]
I just worked on the skin parts so far.. the rest is just the subdivided model without work..
Looking cool man, You've definitely captured a lot of character in this guys face and the tone in the arm muscles is working well. I think there's something strange going on with the knee caps though, maybe it's just the light but it looks to me as if they either protrude to much at the top or are set in too far just above them. Interested to see what you do with the hair, Opacity map?
littl' update;
finally finished the belt..
[img]http://kakikukeko.free.fr/sumea/normalmap3.jpg[/img]
will redo the trousers , I was trying different kind of folds..
Sumea Challenge #8 - Vivin
Hey all. Im in the process of making a game character for my new demo reel, and I thought I might aswell give this challenge a shot aswell.
Only have a basic concept right now. So far Im thinking of a Solid snake/wolverine type character. The hero who doesnt give a dam whats right or wrong. He just does what he thinks is right at the time. He will have alot more accessorys/clothing, just not 100% sure right now.
I have also entered the blizzard Fanart comp, so I probably wont get any model updates for this guy for another few days. Plan is to spend a few weeks on him in September.
[img]http://www.vivin3d.com/images/3d/profile_colour.gif[/img]
[img]http://www.vivin3d.com/images/3d/frontOn_sketch.gif[/img]
Sumea Challenge #8 - PresentalooBATTLoo ELFalooo!
guys, i have to quit this comp, my private life is stopping me from comleteing my very-mediocre model.
hopefully in the next comp ill have the maturity to atleast complete the model, other wise good luck to all of the hard workers who have made some amazing model for challange 8.
Mat?TDK2006-09-25 07:47:25
Ok I looked thru some of the concepts.. and scared myself silly at the level of shear talent around these parts!
but here are some pics for my ideas
at first he was going to be a warrior getting a gift from each of the goods - but then the ixnay on the wings happend!
I was going to do the gryffon as a sidekick (classing it as a weapon *grins*) but after messing with it he turned out to take about 1000 tris and didnt feel like making such an expensive sacrifice
so the basic idea is that he will be the son of Hephastus... and have some cool gear - including a shield with the head of the gorgon on it
I figured that there were so many wargod warrior greek games chars out there that i wanted soemthing different - so no he isnt a dwarf (well maybe he is) but I figured I would go for the mangaish super deformed style - and make him small stocky and have big oversized bits...
weapons and shield pics to come later
the gryffon idea
Aerion the warrior
more than happy to have some feedback - thanks
edit: tried adding the pics directCoyoteNinja2007-07-09 14:33:50