This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea Challenge #8 - codyalday -
Going to really enjoy this challenge. Looking at a fully decked out stylish male, raver, chick magnet with attitude. Glasses, low cut top, tight jeans, mad hair style, and awesome sun glasses. Hopefully get some concepts started up soon.
Edit: A quick draw up on what I am thinking the character is going to look like.
[img]http://www.sumea.com.au/forum/attached/codyalday/20066814318_concept_2…]
Sumea Challenge #8 - Blackjack
OK...I'm up and concepting, will have a few of my initial ideas up when i can find a scanner :)
..... Ok, after much messin around, heres my first concept idea...
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/blackjack/20066282440_cha8-1.jpg"]cha8-1.jpg[/url]
52.76 KB
He is going to be an old, wirey mage...kinda a wiley fighter, old and with alot of experience...still working on body and props ideas... but got a few ideas :)
Sumea Challenge #8 - UniqueSnowFlake-CH#6
There we go, hope you enjoy. Glade I got in and did this, was alot of fun. Good luck to all.
Special thanks to:
Nicole, Heath, Neil, and Mother dearest. UniqueSnowFlake2006-10-01 10:18:03
Ok.. I really just wanted to be first on the board you got me.. well a few minutes ago I was a little board so thought I'd draw up something and try and crack this model out in record time.. pft easy :P (you never going to see a model :P) so yeah here is my 15 minute drawing [:D]
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/20068269712_quic…]
Oh well guess I did get a bit of modelling done, see if I can finish off the rest tomorrow. stupid wooden chair. anyone want to buy me a nice computer chair [:D] Night all
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/200682611928_Sum…]
Just an update.. lunch time
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/2006826234752_Su…]
and one more [:)] Oh done.. apart from the 3000 other polies I forgot to use.. guess I'll throw in some more detail
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/200682783957_Sum…]
ok... This render is just for laughs.. Well really I did it for Sorceror Bob. Because he loves the style so much [:p]
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/2006827928_Sumea…]
thought I should post another update. doing the feet first. So much to go on it.. but here it is so far.
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/200682911739_Sum…]
Sumea Modeller Challenge #8
Sumea Modeller Challenge #8 - The Exploding Fist Challenge
[IMG]http://www.sumea.com.au/css/spn/Microforte.gif"/>
(1st prize sponsored by Micro Forte)
[IMG]http://www.sumea.com.au/css/spn/pandemic_studios.gif"/>
(2nd and 3rd prizes sponsored by Pandemic Studios)
Competition Rules:
Open to Australians and New Zealanders only.
STARTING DATE: Thursday, 1st of June, 2006.
CLOSING DATE: Monday, 2nd of October, 2006 (Midnight). 4 months Total!
THEME:
Create and model one combat fighting character in the vein of Street Fighter, Mortal kombat, Soul Calibur etc
RULES AND GUIDELINES:
CONCEPT AND STYLE:
Your character has to be original and of your own creation, or based on the characters from Melbourne House's Exploding Fist / Fist II. Your character must be bi-pedal (two arms, two legs) and human (this can include zombies and vampires), and cannot be from any other games / films. Style can be of any genre you like (yes, we're leaving this pretty open), *except futuristic*.
Hand / combat weapons are optional, but strictly no guns!
MODELLING REQUIREMENTS:
1 Normal mapped character
Contains:
required (model) : 6000 polygon (tris) maximum (one single mesh).
Optional (model) : weaponry (swords, hand combat weapons), no guns! 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.Souri2006-09-29 02:53:37
'required (model) : 6000 polygon (tris) maximum (one single mesh).'
So what if I want to create some geometry that clearly isn't part of the characters anatomy, like a big chunky pauldron, loose dangling belt, or even hair on seperate planes? Does this mean every part of the model must be attached vertex for vertex, or does the model just have to be one complete element (right-click "attach" :D)?........ or have I missed the point on something? Anyway, Just thought I'd double check before I go to work since I love characters that gear themselves up like crazy.
EDIT: and does 'Your character must be bi-pedal (two arms, two legs), human' mean no dog, goat, or lizard legs?
quote:cannot be from any other games / films
Just to clarify, our concepts can't be based directly on or set in other games? Of course I can't steal characters directly from Street Fighter (etc), but can we base our original concepts in an existing game?
Also, I've had a quick hunt on Google and apart from the standard gi-wearing or shirtless dude I can't find anything on Exploding Fist/Fist II characters. Unless there's some interesting Fist II stuff I haven't seen this seems kinda pointless. Am I missing something here? I'm trying to get Fist II up on the Flashback page but my connection ain't happy today and it doesn't seem to be working.
/edit Oops, almost mised that bit - as the previous poster mentioned, does human mean humanoid or specifically human? No mutants or undead or anthropomorphic wierdness? No fantasy stuff? No 16th century steam-powered robots or ancient ninja golems?
'required (texture) : one normal map, and one diffuse map (all textures are to be either 2 * 1024 x 1024 or 4 * 512 x 512)
optional (texture) : any other texture passes you want (specular, gloss, alpha, emmissive, translucence, reflection etc)'
so can i have 2 * 1024 x 1024 of diffuse, and 2 * 1024 x 1024 of normal, and so on? or is it 1 * 1024 x 1024 of diffuse and 1 * 1024 x 1024 of normal?
quote:
Your character must be ? human
Would it be more accurate to say ?humanoid??
For example, genetic mutation/engineering on animals seems to be a recurring theme in combat fighting games, and the same with robots/cyborgs They are usually just variations on humans (they are humanoid), but they are based on animals or robots.
Virtually every fighting game has it?s share of non human characters, so I think we should consider allowing them in the challenge ? provided they are humanoid.
Or are we worried that people might just create variations of Ninja Turtles?
-Great challenge brief BTW :)
Maybe people should be able to do a futuristic/semi-futuristic humanoid if they can justify it in the context of an existing franchise. Eg - Tekken has some futuristic characters (the cyborgs Jack-5 and Bryan Fury) as does Mortal Kombat (Cyrax, Sektor, Jax with cybernetic arms, even Kano had some cyber stuff going on with his eye).
Thats what I thought too Troy :)
As for the whole humaniod thing, I would assume as long as it has two legs, two arms and one head it wouldnt really matter if it was a lizard, zombie looking thing so long as it FITS the THEME of the challange.
Ive already got my idea and am going to start concepting it soon. Wooo! :)
edit: I think its only fair that its your own concept as well. So no concept art by any other artist except yourself. Though you dont have to actually doing some concept art you could go straight into the modelling aspect.
bi-pedal human I take to mean, literally, a human being.
If it were bi-pedal humanoid, I would take it to mean a humanoid creature (two arms, two legs) that walks predominantly on it's legs.
I'm fine with the comp being humans only, complain all you want about it limiting creativity, but I think that's rubbish. There's plenty of creativity to be had with just humans. And I've seen too many comps where the criteria has been so open that few of the entries resembled the theme they were supposed to be based upon in the first place (the polycout/cg chat "Generals" comp for instance - just how many of them could you actually identify as a war general?).
Whoops, the 2 * 1024 x 1024 texture sheet was a mistake, it's really 1 * 1024 x 1024.
No futuristic style - we had a futuristic theme last challenge, and so I'd rather we not repeat any of it for this challenge. No space age metal armour, robots, and all that. I haven't really followed Mortal Kombat since #2, so I didn't know about the characters after that (and frankly, when you think of Mortal Kombat, you don't generally think of futuristic characters).
Bi-pedal - ok, I should have just left it as human. So no monsters, no lizards, no creatures with one eye and two mouths etc. No double jointed limbs either. I know it sounds a bit restrictive, but the reason why I wanted this is so that we have at least some level of common ground for all the entries. There's still a tonne you can still do with these rules.
Concept idea must be your own, so you can't get someone else do come up with the idea for you. Your concept drawing is't required for the final submission, so the judges won't be judging on your concept drawing. You don't have to create something that is really "far out" and a totally original design - I mean, it could be a modern day character with a few design adjustments to make them looking a bit unique and aesthetic. A few of the characters in, say, Street Fighter 2 are pretty general looking characters (Zangief (wrestler), Guile (marine)). Although if you do take that path, I do suggest that you add something a bit more to sex up the design a bit (insignia's etc).
hmm to add to the whole human only debate - there's lots of room for creativity with your basic human beat-em-up character. Most fighter characters have one "hero" element -- Something special about them that enables them to fight at the level they do... a special ability which usually has physical roots. That can either be transparent visually or visually obvious. Dhalsim is an obvious physical human oddity with stretchy limbs, but ryu doesn't have any physical difference to enable him to use the dark hadou. Likewise with mortal kombat, you have a flaming skulled ninja with a harpoon. Obvious. But sonja really doesn't look physically different from a 'normal' tight slacked blonde bimbo.
My assumption is that you can still "stretch" the rules within the domain of a human fighter like these examples. I'd say common sense dictates what's in those restrictions, but otherwise you're not limited to simply bare-chested muscle man who punches and says "hya!" a lot.
I don't think that anyone is actually complaining about the human restriction. I think it's safe to assume that most of us are simply looking for clarification - it's the same question I would have asked my art director if given this brief. I'll have to modify my concept but that's part of the job, I'm easy either way. [8D]
At this point I'm assuming that human is definitively homo sapiens, including no vampires, demon-possessed swordsmen, demigods, chainsaw zombies, undead ninja, genetic freaks, werewolves, etc. Correct me if I'm wrong.
Can I just reiterate the steampunk thing? I was going with kind of a 17th century inventor with a massive steam-powered arm - sci-fi but not really futuristic. Is this stretching the brief too far? If so it's cool, I just want to be clear before I start on my concept.
I too was considering a steampunk avenue but with the whole HUMAN ONLY - NO ROBOTS rule, now I'm having doubts. Though it would have just been more mechanical than robot but oh well.
Souri, you never got around to clarifying the questions about single mesh restrictions. Are single planes for hair allowed and/or are we able to use geometry that isn't actually welded vert for vert but very much apart of the model (sun glasses/piercings/buckles/straps/loose items)? Thanks.
-caseyjones
A few people have been asking me what about the texture space as well. I think it needs more clarification - for example.
1 x 1024 Diffuse OR 4 x 512
1 x 1024 Normal OR 4 x 512
1 x 1024 Specular OR 4 x 512
1 x 1024 Reflection OR 4 x 512
1 x 1024 Translucency OR 4 x 512
Would I be right or wrong in saying that I am allowed this much pixel real estate?
A steampunk robot is definitely not human, so I'm afraid that would be out. A guy with a steam-powered mechanical arm is certainly human, but I'm more concerned about the spirit of the futuristic restriction - technically it's not but some might take exception.
I'm pretty sure that's dead on for texture space, although any passes beyond normal and diffuse are not required (most of us are gonna do 'em anyway [:)]).
Sumea Modeller Challenge #8 chat
The next Sumea modeller challenge this year will be in a few months time. I'm hoping at around the beginning of June, so be prepared!
You can use this thread to make suggestions and discuss what the topic you'd like this challenge to cover.
Oh boy oh boy oh boy....
Yep, as always I'll be in this one too, should keep me up at night during the World Cup.
I'd like to see a normal mapping challenge too, but I'm sometimes worried about the participation levels or drop-out rates when people have to learn extra things and on top of that, cope with software quirks (or at least I'm at that point now). Is there a way we can fairly run normal mapping as an option? It is quite a time consuming extra step.
I'm all for those certificates Souri - this comp is getting a lot of industry recognition, and judging by the quality last time, I think anyone would love to have a Sumea certificate on their wall - framed ofcourse.
Souri said:
quote:
I've also been thinking about producing a certificate for the top 5 placements
That would have to be worth more then any prize. :)
Makk said:
quote: As for a topic, maybe something simple yet open to interpretation like "RPG character".
That definitely sounds like a good idea. Anuxinamoon also mentioned a similar idea a while back that was pretty cool ? create a class for an MMORPG.
It would be good to give people the chance to design a detailed character where anything goes, rather then restrict all entires to a single genre. It might also encourage some 2d/concept artists to enter.
Totally agree with Steph on that - way too much work at the moment to even think about doing personal stuff, but I'm just itching to do something still. Longer term and structured comp would be great.
On a tangent, when I say structured, something to bind it all togethor to keep peoples entries not falling apart or being completely neglected and gather dust would be a great motivater... maybe like a milestone gauge which entrants update as they go along, and include all the entrants gauges on a centralised competition page? Just an idea at any rate [:)]
yeah i would like to enter to, but if it's short lik the polycount/cgchat one i entered i wont have time to finish (but that was very short compared to previous sumea comps to start with).
another +1 to the normal mapping
and i like the idea of milestones, as long as you dont have to stick to them, but if they are there it may give people goals to work to and we may see more completed entries.
normal maps should be in for sure... although they may cause a heap of greef for people with older software and cards.. let alone for people who have never done them before... so maybe they could be optional...
as for theme.... i kinda like Makk's idea ... of a simple rpg character... but maybe we could add to it.. ie.. like 'The Journey Begins' challenge XIX at cgtalk .. and focus on a character that has just began out on a quest... or maybe has just returned from a lower level quest sporting a trophy of some description like a +2 weapon of flamebreath or something?
That way the character would be interesting enough to model.. yet not overly saturated with massive armour and weapons as to not not be able to personally identify with the character...
would be cool to try and get everyone to stick heaps of personality into thier character rather than just go 'ape' and normal map everything from thier shoelaces to thier tonsils.. :)
I like the forum avatar/you in a game thing. Show us what your handle represents or some such.
And since I've been playing too much Soul Calibur, here's what I'm thinking. A character in a fighting game style (Street Fighter, King of Fighters, Soul Calibur, DOA, etc), based on your Sumea forum handle, armed with an appropriate weapon or fighting style to defend your honour in the mighty arena of Sumea Challenge Numba 8! Cheesy, cliched, completely over the top.
/edit
Here's a few examples for a clearer definition of what I mean by fighting game style. From the Guilty Gear series, the pirate chick, a typical anime babe with a pirate hat, armed with a massive ship's anchor. From Powerstone, the English flyboy, wears a bright red flight suit, scarf and goggles, turns into a mech in a WWII fighter/bomber style. Soul Calibur tends to recycle its concepts - the big, musclebound axe guy was originally Rock, then was recycled into Astaroth. Street Fighter's simplest examples come from the older games - the sumo wrestler, the flashy Vegas boxer, the Spanish ninja, the everyman martial artist hero, the evil supervillian, and so on. Essentially the style is a very simple concept, take a few key words, use them over and over, layer it on as thick as you can.
Am quite a big fan of the fighting game idea. The fighting genre has brought out some iconic gaming characters and some very strong series. The genre has seen some decline in recent years, so it'd be good to see some new designs.
The original Streetfighter 2 series and the Mortal Kombat series had some damn impressive designs. So did the King of Fighters (who ripped a bit from SF, but who cares?).
So yeah, I'll put my hand up on this one.
Jono
a stylised character for the fighting game genre is a cool idea.
what about making a boss character for a side scrolling beat'em up (double dragon, battle toads, streets of rage), they usually have special attacks that were reflected in their design.
im not so sure about the normal mapping idea now. how many noobs do you know that can produce good quality unreal 3 spec characters?
we could go for quake 4 specs like the polycount+cgchat challenge, normal maps optional. but there were still a lot of people that dropped out of that challenge.
I?m also questioning the normal mapping thing now. If it was compulsory, I imagine there would not be very many completed entries. Making it optional could work though ? if your dead keen on trying to win, then normal mapping would be essential, but if your just in it for the challenge of completing a model ? like many people ? then having the option to bail on the normal map might mean more completed entires. Besides, many people don?t have the necessary tools for normal mapping.
As far as ideas, in a similar vein to the fighting game character idea: create a super hero/villain. That could be pretty open to interpretation.
Modeller "Challenge" being the key word here. I do believe for the last 2 years or at least the previous 2 modeller "challenges" alot of the senior more experienced people would like to also be challenged, have suggested normal mapping tech but it has been pushed back due to alot of people simply not willing to have a crack at it at all.
Normal maps have been in development cycles since 2001 in studios worldwide. Its 2006 guys, and your still not ready to have a crack ??
I dont mind what angle, or idea it is - but my vote still stands firm as it has for the past 2 years that Normal Maps should 100% be apart of this challenge, optional or not is definately fine. But please, at least have that option for people who want to create them.
Of course that opens up a whole new area of judgement so I'm not sure how that would be handled. Maybe a Dual Challenge with 2 areas, which has been previously mentioned. Pro / Novice sections perhaps ?
i totally agree Hazard, i'll admit to being one of the 'lets not do normal maps yet' supporters in a past challenge - but that was two years or more ago at least. It's definatly time to get into it if you havn't already (if it wasnt already time two years ago).
I understand that normal map noobs might feel at a disadvantage. well to that i say - if you've been modeling for a while and havnt seriously touched normal maps yet, that's your own fault (i'm upset at myself for being included in that lot), and if you're a new modeler altogether, and feel you couldnt posibly compete, well, to put it bluntly, if you're a noob you probably wont win anyway - which of course brings up the point of: if you're only entering this for the prize you're missing the point of the challange in the first place.
Sorry, a little harsh, but i'm being just as harsh at myself in this as at anyone else.
Make them optional if you must, but involving them (normal maps at least, if not spec and what not aswell) is a must.
Perhaps instead of banning normal mapping alter what sway it has in the overall marking score. Im not exactly sure how you would structure this myself but perhaps just have it have less effect on your final score, but not so little as to make it pointless to include. So those that have done their research will be at an advantage, but there similary wont be no point for those who havent to enter (for whatever reason, myself im a student and would like to participate in such a task to keep myself working in the 3d enviroment but have simply not had the time nor the necesary experience needed before on the lower rungs of the ladder).
Oh and on the topic, im in favour of some with a bit of an edge towards non photorealistic rendering (so you know, cartoony and the like). Just to buck the trend :P
Sumea Modeller Challenge #7 Results
Message from Lava Injection Studios
I would like to congratulate each and every one of the challengers for the Sumea Modeller Challenge #7 and a special thank you to the judges for taking the time to look over each entry and mark accordingly.
Each year we see the Australian game development industry grow and it is great to see the local talent reflected in the entries in this
competition. So, it is my pleasure to announce the winners of the Sumea Modeller Challenge #7!
1st - Challenger #11 ? GoodGod.
For GoodGod?s effort he wins a brand new ATI Radeon X800XL 256M (PCI Express) to render all his high-quality goodness.
2nd - Challenger #9 ? Shane Lech
Shane receives an awesome Graphire 6x8 tablet for all his creative scribbles.
3rd - Challenger #17 ? Tojo
Tojo gets to practice his gawking skills with a brand new copy of Expose 3 (we just hope his dreads don?t get caught in the pages)
Congratulations to all winners and thanks to everyone that took up this
challenge!
Mick Gordon
Chief Executive Officer
Lava Injection Studios
Here they are! The Sumea Modeller Challenge #7 results!! HUGE thanks to all the judges for their time on taking part in this. I'm sure I can say on behalf of everyone that your effors are very much appreciated! the panel of judges for this challenge is:
Dale Pugh & Corie Geerders / Sidhe Interactive
Troy Nickel / Kalescent Studios
Andrew James / Irational Games
Rod Green / BioWare
[img]http://www.sumea.com.au/SumeaChallenge/SumeaMC7Results.gif[/img]
A HUGE thanks to Lava Injection for generously sponsoring this challenge!! We'll be revealing the prizes for the top 3 challengers very very shortly :) And a huge thanks to everyone who took part in the challenge. A fantastic job by all as usual! Congratulations to Goodgod, Lechy, and Tojo. It was really close at the end and any of you could've taken the number one spot!
Judges Comments
Comments by Rod Green from BioWare
I judged each entry on 5 core aspects giving it a rating out of 10 (10 being the best I've ever seen and 1 being the worst).
Where there were equal ratings I gave the ranking to the one with the better overall quality.
Modelling: The mesh (technically) and it's final silhouette.
UVs: Layout and space usage
Texturing: Texturing quality and final rendering level.
Aesthetics: Final overall look and feel to the model.
Concept: The idea behind the character and what was the intended outcome.
I've been pretty critical of everyone but I think this is important to gauge your individual ability and where you should spend time to improve.
As always I'm happy to respond to any questions regarding technical areas of improvement but when it came down to aesthetics and 'creativity' it's just my opinion and you should treat it as such.
General Issues:
I noticed that on a lot of these entries it seems that entrants used a default 'unwrap' which as a starting point is good however it needs to be hand sewn and cleaned up so that you maximise the efficiency of your UV space. With bad UV's your texture map suffers from lack of area to add definition.
Entries of note:
#9 - Lechy
The overall result of this model is very good!
#19 - Conundrum
The concept is great!
Challenger 1: 3DArty
Andrew James/Irrational: Model looks a little boxy, nice texturing work on the metal and edges of the armour, but overall it looks a little busy. nice job on the face too.
Troy Nickel/Kalescent: Topology is not too bad although the silhouette is very boxy and elongated. At close to 8 ? - 9 heads tall he?s definitely in the ?superhero? proportion range, but lacks the structure and subtleties of the human physique to support that height. There are quite a few wasted polygons on the jetpack and some strange mesh construction going on down the centerline around the chest and abdomen areas. There are some good patches of well painted metals in the texture but the highly saturated blues, are blinding everything else. The face texture also looks too much like a straight photograph with some dark / burnt areas to boot. UVW layout is not bad though a few empty areas in there.
Rod Green/BioWare:
Modelling:3
UVs:4
Texturing:6
Aesthetics:4
Concept:4
Total:21 - rank #11
The texturing is the best part of this submission. Model lacks shape and the final resulting model looks pretty average.
Challenger 2: Damien P
Andrew James/Irrational: I like the pose and organic form of the model, good siluette. Color placement on the model is nice, wear on the padding is also good. Looks like the skin part of his face is a little too clean and bright something ? Fingers are a bit fat. overall good job.
Troy Nickel/Kalescent: Traditional FPS looking character, executed fairly well.
Topology is good, some nice mesh construction and balance of polygons although the legs could have used a bit more which could have been taken out of the thigh armour. The texture looks like it could do with one or 2 more detail passes to get it right up to top notch level, the feet especially look like an afterthought. I really think this character with a few more hours of attention could have been right up there with a top 3 position. The UVW is nice and tight ? Overall a good job but has a ?rushed? feel to it. Also ? Presentation means everything, it looks as though when compositing your textured pose in photoshop you paint bucketed the grey background and its bled over your characters legs from the knees down on the front and ? renders.
Rod Green/BioWare:
Modelling:6
UVs:5
Texturing:8
Aesthetics:6
Concept:4
Total:29 - rank #5
Bit boring. UV's have a little too much separation. Some shape problems with legs especially.
Challenger 3: Pik Pok
Andrew James/Irrational: I like the original design, the texture is very busy (too many different colours and sections) and the overall form gets lost a bit because of this. I do like the intricate designs on the armour. Add some more polys to that gun barrel, so the end profile is rounded :)
Troy Nickel/Kalescent: More Mech! Quite like this guy ? nice job. Topology is not too shabby although a few areas could have used more polygons while others could go without. Not really a fan of the big perfectly rectangular ammo crate on his back (viewing from behind) ? it doesn?t work with his typically rounded / robotic silhouette ? perhaps some bevels on the corners would have helped this. UVW sheet is pretty tight ? but I think some parts of the texture could have been pushed that little bit further and perhaps an alternate colour scheme, as from a quick glance there is no clear definition or focal point with the Red, Gold, Black, White and Grey?s all mixed in.
Rod Green/BioWare:
Modelling:4
UVs:6
Texturing:7
Aesthetics:5
Concept:4
Total:26 - rank #8
The concept of this guy is pretty standard. The modelling is ok but seems a little confused. Texturing isn't so good looks to be a bit cut and paste.
Challenger 4: Makk
Andrew James/Irrational: I love this guys concept. Great character profile for a game, he's be instantly recognisable from any distance. Good distribution of the polys to keep him looking organic. The texture is letting you down. Too desaturated and low contrast. needs some black in there, some shadows, dirt and grime in the nooks and crannys.
Troy Nickel/Kalescent: Nice Simple Heavy Mech design, execution is not too bad.
Topology works well with the simple mech. Would be cool to see this guy animated. UVW is pretty wasteful lots of empty space and random chunks which could have been stitched together. Texture is fairly flat and bland, not really a good indication of the metals that this beast is made up of, not a lot of contrast in there at all, and the blue glowing parts should be bleeding over a fraction to the surrounding metals. Once again looks like a base texture which needs to have a few more detail passes detailing irregularities on the metals surface, at the moment the body looks like a solid piece of metal, not made form many panels some extra detail on panels / rivets / welding and joint marks could have gone a long way to making this beast stand out and make him look more ?constructed / fabricated?
Rod Green/BioWare:
Modelling:5
UVs:2
Texturing:5
Aesthetics:6
Concept:8
Total:26 - rank #7
Illegal polygons visible (>4sided polygons). UV's not very optimal. Nice concept.
Challenger 5: Flying Monkk
Andrew James/Irrational: I like the overall idea, nice mesh. The texture is too desaturated and not enough contrast. Great original style to this one. Also a character without eyes it s little hard to connect with..
Troy Nickel/Kalescent: Interesting design, Amphibious assault type unit ? really nice topology, probably one of the best examples in the competition ? although the thighs could use some extra shape ? they look a tad thin and unshapely compared to the rest of the model. But the Topology isn?t fitting with your texture, there is a lot of depth painted into your texture which isn?t reflected on your models silhouette at all, which should be easily achievable given the budget. UVW?s are good, only a few chunks on the sheet, well done. The texture really lets this model down ? It looks like the base of what is to become a nicely detailed texture, with a suit built from otherworldy materials ? very bland ? soft, blurry and smooth. I also think this model could have gone a lot higher in the rankings if some more time was spent on detailing up the texture.
Rod Green/BioWare:
Modelling:4
UVs:3
Texturing:1
Aesthetics:3
Concept:5
Total:16 - rank #16
Texturing needs a lot of work. The concept isn't very developed.
Challenger 6: JohnN
Andrew James/Irrational: Model is very blocky and the details don't add much to the front profile to make it interesting. Good start on the texture but you need some more details in there, surface detail, dirt and oil stains etc. The painted shadows arn't working very well.
Troy Nickel/Kalescent: Quite a humorous design, reminds me of a hulking giant that would move like he was tip-toeing through the carnage trying to be stealthy ? but of course failing due to his bulk. Nice solid topology, polygons just where they need to be. UVW is pretty wasteful ? almost a 3rd of the texture space could have been salvaged if pieces where stitched together and packed a bit more tightly. Texture almost looks flat shaded in MAX with a few blemishes here and there. Very little contrast I think you could have done a lot better on the texture with a bit more attention to detail.
Rod Green/BioWare:
Modelling:2
UVs:1
Texturing:4
Aesthetics:4
Concept:7
Total:18 - rank #14
Good concept. However all aspects need more time. UV's are really inefficient, texturing is very basic.
Challenger 7: IronHideNT
Andrew James/Irrational: Interesting profile and good use of polys to create it. Nice texture, good job.
Troy Nickel/Kalescent: Unique Design, could work really well in a sci-fi FPS, Toplogy is not too bad, UVW map is fairly good too, but the texture I think could use a few more detail passes, sharpening up some edges and some well placed highlights / shadows from the chips, scratches could really add a new dimension to the texture ? heavy use of bevel emboss on the texture is really evident ? and where its not the hand painted areas are quite blurry. Not a bad job ? some metal reference might have really helped you on this one. Also the blue ?glowy? parts should have some light bleed on the metals surrounding them.
Rod Green/BioWare:
Modelling:4
UVs:6
Texturing:7
Aesthetics:6
Concept:7
Total:30 - rank #4
Looks good. Needs more attention on the modelling however in general good work.
Challenger 8: PopaWheelie
Andrew James/Irrational: The tiger doesn't look like he would animate very gracefully the way his legs are attached. The texture painting work is very good, let down by the fact there doesn't seem to be any straight lines in the texture, this really fights against the fact you are trying to make it look like metal :(
Troy Nickel/Kalescent: Very original design and not a bad execution, Topology is fairly even and although I feel that its an ambitious design with so few polygons ? you?ve managed to use the count pretty well. There are a few areas where you could have saved polygons ? but nothing major. The texture is really contrasty ? a lot of white / silver means that even an older engine like unreal 2k4 once you?ve got a spec map on this guys hes going to glow like a beacon of light ? not to mention the contrast hit if you ever injected him into an HDRI environment. Fairly detailed texture but I think you could have pushed that gold a bit further to take up some of that white / silver. Not a bad UVW, and lastly I think it would have a few problems deforming nicely at a full gallop with texture stretching and only a few boundary polygons linking critical joints.
Rod Green/BioWare:
Modelling:3
UVs:3
Texturing:5
Aesthetics:5
Concept:9
Total:25 - rank #9
Nice concept. A little more work on the uv's, Modelling and texturing would make this real good.
Challenger 9: Lechy
Andrew James/Irrational: Nice Profile, and some very cool shapes on the armour that work well together. Good work on the texture. I like the scratched paintwork (with undercoat!:) and dirt. The face seems to waste a whole lotta space, if you distribued some of the body to that 2nd texture u could have added even more detail to him. good job.
Dale Pugh/Sidhe: Great design! (if not a little too clich?) Tidy mesh, good shape, also looks like it will animate nicely. Good colour and nice dirty metal textures, the big thing that let this entry down was the poor use of space in the UV layout.
Troy Nickel/Kalescent: Mech! I can really picture the heavy mech sounds that this guy makes while running around ad wreaking havoc ? good job. Topology is not bad, but a few areas could benefit greatly from an extra row or 2 of polygons especially the shoulder pauldrons, while others could have done without (the waist section) The silhouette is the key point when working with low budgets, so if you have any polygons that aren?t adding much definition to the model you can usually get away with culling them out and using them to round out places that will be seen more. Alot of wasted space on the second UVW sheet, and many chunks on the other would have made a lot of unnecessary seem-work. Texture is pretty good although maybe a tad saturated and the areas around the glowy parts could have done with a haze of the same blue to help give them more presence.
Rod Green/BioWare:
Modelling:7
UVs:3
Texturing:5
Aesthetics:8
Concept:9
Total:32 - rank #3
Looks really good however could do with some major work on the UV's the core problem is that the layout is really inefficient.
Challenger 10: PK
Andrew James/Irrational: Well executed, but I dont like the design very much. proportions of the mesh look a bit out too.
Good work on the texture, but it looks a little blurry and hard to tell what surface is meant to be what.
Dale Pugh/Sidhe: The best entry overall. Good topolgy and proportion. UV layout very tidy (good use of the space available) Colour scheme and general design could use some work but it?s almost there ;)
Troy Nickel/Kalescent: Quite unique design, not a bad execution ? though I think his silhouette is very reminiscent of a transformer, fins sticking out and bits and pieces tacked on ? looks like he could flip and change into some kind of radar device! Topology is not bad although due to all the extra fins / amour he does look quite low poly in silhouette. Texture isn?t too bad but looks like a lot of black was used for darkening areas and whites used for highlights ? which really washes out the nice metallic greens I think you were going for. UVW sheet is not bad, very little wasted space but I think more of these chunks could have been stitched together with a more careful approach when unwrapping.
Rod Green/BioWare:
Modelling:5
UVs:5
Texturing:3
Aesthetics:4
Concept:3
Total:20 - rank #12
In general more work needs to be done on this model. The texturing needs a fair bit of work.
Challenger 11: GoodGod
Andrew James/Irrational: Nice Profile and pose, although the model seems to have very feminine proportions?? love the hair and face texture. I like the model shape but not the rivet construction, lets it down a bit for me :) . Good job Good God!
Dale Pugh/Sidhe: Cool looking character although maybe a little too ?effeminate? for the genre. Very nice topology. Love the hair! Textures are painted really well and the nice green bounce light from below looks cool. Once again, this entry is let down by the terrible use of texture space.
Troy Nickel/Kalescent: Nice clean, sharp design and execution. Polygon topology is good although some deformation areas may suffer from clipping/ stretching ? especially the shoulder. Its often difficult to execute a texture with many straight lines in it as it shows up any inconsistency in your UVW?s ? but you?ve pulled it off. Quite a bit of wasted UVW space on your face map ? and probably could have managed to stitch quite of few of those UVW chunks together to eliminate excess seem-work.
Rod Green/BioWare:
Modelling:8
UVs:6
Texturing:9
Aesthetics:8
Concept:4
Total:35 - rank #2
Everything looks really good. The only issue I have is that the concept is pretty basic. The style is nice though.
Challenger 12: BlueXcess
Andrew James/Irrational: Very boxy design, the testure is getting there, but the overall design looks very busy with too many colours, lines and shapes.
Troy Nickel/Kalescent: Reminds me of a robot that I?ve seen somewhere ? but cant quite put the finger on it. Quite a boxy / spikey little fellow! The simple topology works well with his simple design. The UVW?s are packed ?nicely? but quite wasteful and there is so many pieces that could have been stitched together to reduce a lot of seam-work.
Overall the texture reminds me somewhat of Spaghetti Bolognese ? I think he could have gone without the pink on his arms and bright orange on his feet! A lot of burnt areas in there too. Overall not too bad but needs more effort in the design phase of the character detailing and working with colour schemes that suit your character model.
Rod Green/BioWare:
Modelling:2
UVs:2
Texturing:3
Aesthetics:2
Concept:2
Total:11 - rank #19
Needs work in all areas. I think the concept of this guy needs to be developed further.
Challenger 13: AHarvey
Andrew James/Irrational: Not a bad job, but very cliche design. chicks wearing armourd bikinis are getting old too me. (but at least she's not wearing a G-Sting!)
Troy Nickel/Kalescent: Quite a nice design good to see a female in amongst this lot too. Topology needs improvement, as there is a lot of wasted and misplaced polygons, like the breasts and hands are almost black. Also the number of edges around your legs and arms could have been reduced to a 7 ? 8 sided cylinder to begin with.
UVW map is satisfactorily packed though I imagine the range of resolution made it difficult to make texture seams invisible on some parts. The Texture is quite blurry overall could have really benefited from some hard detail with a 1 ? 2 pixel brush ? especially the metal areas.
Rod Green/BioWare:
Modelling:2
UVs:7
Texturing:3
Aesthetics:3
Concept:1
Total:16 - rank #15
The concept isn't really anything too creative. In general the model needs work, uvs, texturing etc.
Challenger 14: Kizza
Andrew James/Irrational: This guy made us laugh (ina good way :) Nice work on the textures.
Troy Nickel/Kalescent: I can really see this guy as some unlockable secret character, Unique design and comedic proportions. Good Stuff. Mesh Topology is good although expensive in some areas like his bum and the front of his mask. Deformation will work really well on this guy though. Very simple texture but it works well on this style of character. Few open areas on the UVW?s that could have been closed up ? but overall a good solid effort.
Rod Green/BioWare:
Modelling:4
UVs:4
Texturing:5
Aesthetics:5
Concept:3
Total:21 - rank #10
Concept is a little boring. Work needed in all areas.
Challenger 15: CodyAIday
Andrew James/Irrational: Need more work on the shape of the model, good start on the texture, but you need to add some real detail in there
Troy Nickel/Kalescent: Nice stealthy design, The Joan of Arc tutorial is easily seen in the modeling of this character. The topology is really quite well done ? a good balance of polygons throughout the whole character also the UVW map is packed really well, although there seems to be some problems with her hair in the renders supplied.
The textures really let this character down ? they lack a lot depth and will look quite flat-shaded from a distance in any game engine. A Valiant effort, though I think investing more time in the texture department will help a lot.
Rod Green/BioWare:
Modelling:3
UVs:6
Texturing:2
Aesthetics:3
Concept:5
Total:19 - rank #13
Concept is ok but the development of this model needs more time.
Challenger 16: Palantir
Andrew James/Irrational: Lots of redundant polygons on the arms legs and chest of this guy, that dont add to the profile. The texture is very bland and desaturated, needs some detail and contrast.
Troy Nickel/Kalescent: Nice Terminator like design, Topology is fairly good though I think a lot of polygons where spent on areas that simply wont get much of a look in a fast paced FPS style of game. UVW map is coming along well, with a fair few of the pieces having been stitched together. Your texture is fairly flat and lacking a lot of contrast ? could have really benefited from another pass with a small 1 ? 2 pixel brush really getting into the nitty gritty details / blemishes on your metallic texture.
Rod Green/BioWare:
Modelling:2
UVs:4
Texturing:3
Aesthetics:3
Concept:3
Total:15 - rank #17
Not quite sure what you were trying to achieve. The model needs work in all areas.
Challenger 17: Tojo
Andrew James/Irrational: Nice model, not a very original concept.. great job on the texture, i really like his face.
Dale Pugh/Sidhe: Great feeling of size/bulk from this entry. Nice posture and shape. Although another unimaginative design. Textures could use some work, a little too plain and shading of the metal seems to be a little directionless. Cool blue glow cast up under his chin but where?s the source?? UV layout not too bad. A solid entry.
Troy Nickel/Kalescent: Cool design, although the thin rectangular waist doesn?t really suit the bulk of the legs or shoulders. Topology is spot on and the main deformation areas will work quite well. UVW?s are packed tightly, but still many chunks that could have been stitched together to lighten the number of seems. Texture is nice although the highlight on his abdominal plate is really the first thing that breaks the mirroring illusion. Also the harsh gritty/real styling of the armour doesn?t follow through to the face texture which has much more of a painterly feel.
Rod Green/BioWare:
Modelling:8
UVs:8
Texturing:9
Aesthetics:8
Concept:5
Total:38 - rank #1
Great work! However the concept is pretty basic could be a little more creative. But in general great work.
Challenger 18: Rowan
Andrew James/Irrational: Not a very riginal concept. Nice job on the mesh. The clothes testure is good, the rest is very blurry.
Troy Nickel/Kalescent: Every FPS needs a Sam Fisher! Not a bad character and use of photo reference. The UVW?s are pretty good too ? good to see a lot of the chunks are stitched together to minimize seam-work. The Texture is quite blurry and I think that?s the part that needs the most work on this character ? especially the face and ears. The hair also looks out of place. I think this character could have gone along way should some more time have been spent on polishing it up.
Rod Green/BioWare:
Modelling:2
UVs:4
Texturing:3
Aesthetics:2
Concept:2
Total:13 - rank #18
Very basic concept and the development of this mesh needs a lot of work.
Challenger 19: Conundrum
Andrew James/Irrational: Original concept. The model looks a lot lower res than it is. The texture is very "paintly" so it looks more illustrated than "textured" to look like any materials in particular.
Troy Nickel/Kalescent: Unique mesh design and really bright painterly texture style sets this guy apart from most of the entries here. Topology could use some work, high density of polygons on his right arm and chest area, which could have been used to smooth out the headgear that he?s wearing, which at the moment really is the only thing that suggests ?low poly character here?. UVW mapping looks like a bunch of planar maps where used, pretty lazy, could have stitched together a lot of chunks and eliminated a lot of extra seam-work.
Rod Green/BioWare:
Modelling:5
UVs:4
Texturing:5
Aesthetics:6
Concept:8
Total:28 - rank #6
Really nice concept. Style and look is succinct. However some minor issues with the model and UVs as well as more time needs to be spent rendering the texture.
Yeah well done everyone and congratulations Goodgod, Lechy, and Tojo. Great work!
Thanks so much to the judges for the valuable critique and ofcourse Souri for your hard work in organising the whole thing.
And so ends another challenge (reflective silence)....
It was a lot of fun and I hope to see y'all again next time!
Whoa!, I can finaly get rid of my shitty old acecat tablet.
Congratulations to everyone that competed, it was a fun ride. Big Congrats to Good God who just missed out in the last competition.
Thanks to Souri and sumea, also the judges and Lava injection studios.
I'm over the moon.
ok time to go to work.
Well deserved goodgod Im glad u won, I was a bit scared that u weren?t going to win because of last challenge (u defiantly should have one that time), but I think the judges where really crap like always (exspecially some judges in the last comp) besides troys. The whole competition should have been judged from just troys judging because his was the only one with the fairest and the most unbiest results and he gave good feedback, the last competitions ended badly because of bad judging.
Sumea Challenge #7 - Rowan - Challenger #18
[img]http://www.sumea.com.au/forum/attached/souri/2005731344_money.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/souri/20057313424_standing02.jpg…]
^^ this needs to be resubmitted to show wireframes
[img]http://www.sumea.com.au/forum/attached/souri/20057313458_standing.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/souri/20057313559_unrap02.jpg[/i…]
[img]http://www.sumea.com.au/forum/attached/souri/20057313639_wire01.gif[/img]
Sumea Challenge #7 - a harvey - Challenger #13
WOW!!! I finished.. amazing.. it's been a long day.. :P
No doubt I forgot something ><
Anyway.. here she is.. I'm sorry I didn't join in the forums much guys.. have been soo busy lately :S
She is a sprinter (light/covert class). The armour is light and.. well kinda un-necessarily revealing.. but hey.. I am an artist!! I have a license!! hehe. She is primarily designed for running.. hence the focus of mechanical armour on the legs. Apart from that her upper body is protected be a strong magnetic field (on her chest) that is effective at repelling objects with high energy, but low momentum such as sniper fire.. however weak vs heavy weapons. She carries a sniper rifle.
There are a lot of things I would like to fix, but simply ran out of time.
I also made a weapon, but it wasn't really to standard so I thought it would be probably better to leave it out. I really wanted to focus a lot on her money shot >< but again ran completely out of time. I have heard some of the other guys talk about finishing that later? Well anyway if that is an option I would definitely like to do that also.
I know she is a little stereotype.. but actually I started with another concept and it wasn't working for me so I started over with this.
This was the headless concept I started with:
[img]http://www.sumea.com.au/forum/attached/a harvey/20057384937_sumeaconcept2.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385628_mech-foot.jpg[/img]
This is how she turned out:
(All textures are handpainted (no photo refrence)). I used a VISUAL refrence for the eye.
I thought for team colour the hue could be adjusted on the second mat (seemed to work ok).
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385113_shade2.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/a harvey/2005738524_shade.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385242_wire.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385324_textures.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385512_textwire.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385544_money.jpg[/img]
Here are the original unfinished concepts:
[img]http://www.sumea.com.au/forum/attached/a harvey/20057385728_sumea-man3.jpg[/img]
This is where I left the first model:
[img]http://www.sumea.com.au/forum/attached/a harvey/2005738583_archive3.jpg[/img]
***--- Have a look at the images below for more detail.. I realised after I finished that it is really difficult to see any detail in the shots above. The images below are also on full illumination ---***
Thanks :) Have to run..
Alex
Just thought I should add some closer shots for judging purposes (Can't really see a whole lot at that res). The images are on full illumination.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/a harvey/20057574440_FIlegs.jpg"]FIlegs.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/a harvey/20057574512_FIface.jpg"]FIface.jpg[/url]
38.64 KB
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/a harvey/20057574531_FItorso.jpg"]FItorso.jpg[/url]
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Just thought it might make things a bit easier.
Sumea Challenge #7 - roadrunner
Hey entering this real late but thought I would give it a go.
hey all I dont think im going to make the deadline but here it is. it is 3500 tri exactly.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/roadrunner/20057354525_h_marine…"]h_marine.jpg[/url]
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Hey all Im officially giving up. If I had 1 more day well who know but its not happening so not going to beatt around the bush.
Sorry Popwheelie couldn't get this finished. I will post it up as a game art piece so look out for it.
I will also make it properly. Intially it was going to cross class the head detaching as a sniper recon unit. So basically it could hide the mech sneak up to the enemy in the head sentinal part and activatethe beffy part of mech and attack with long rang weapons. Also if it take too much of a beating the bran matrix detaches for a quik getaway or it can suicide and take out whole base as the recon unit is also a bomb.
PopWheelie Good luck. Good luck to everyone who entered. Im going to see my mrs and get a massage. Need one after this comp. I will definatly enter the next comp.
Sumea Challenge #7- Makk- Challenger #4
LATE ENTRY!!!
[img]http://www.sumea.com.au/forum/attached/Makk/2005619204630_sumea_robo_wi…]
Well not exactly, I was working on a different model for a while but someone else modelled something that looked similiar and was better modelled then mine.
So I decided to use this guy instead :)
Started him yesterday as an excuse for having a break from UV mapping.
Not sure what Im doing with this guy, been looking at sparth's work alot for inspiration.
I may not get this finished in time to enter it but I do plan on finishing him eventually.
He is also modelled in seperate parts but the brief states it is to be all one mesh. If i just weild some vertices together, would this count then count as one "continues" mesh?
Its at about 1300 polies so far.
Im pretty n00bish when it comes to modelling so any crits in regards to the mesh would be great :)
heh, indeed it will be Lechy
arm...
[img]http://www.sumea.com.au/forum/attached/Makk/200562305611_sumea_robo_wip…]
almost done...
[img]http://www.sumea.com.au/forum/attached/Makk/200562395422_sumea_robo_wip…]
at 3462 polies
Moonunit: No concept just making it up as I go along. Though Ive been looking alot at Sparths work (www.sparth.com)
Thanks guys, between work and a billion birthday parties I may just get this finished.
However I have ran into a problem.
I cant get the highlighted areas of the mesh to join up...
[img]http://www.sumea.com.au/forum/attached/Makk/20056270025_sumea_robo_wip0…]
Since the rules state that its supposed to be all one mesh, this may prove to be a bit of a problem. Any ideas on how to connect them up, Ive got about 20 polies left on my budget.
One mesh should mean that it's all one object. But you could have two cubes totally seperate from each other and still call them one mesh. In Maya you just select your objects and go Edit Polygons -> Combine and you have a single mesh. I would hope that's a correct interpretation of the one mesh thing...
Ok, here is my final submission-
[img]http://www.sumea.com.au/forum/attached/Makk/200572112822_robo_ortho.jpg…]
[img]http://www.sumea.com.au/forum/attached/Makk/200572112952_robo_ortho_wir…]
[img]http://www.sumea.com.au/forum/attached/Makk/200572113344_robo_uvlayout…]
[img]http://www.sumea.com.au/forum/attached/Makk/200572113235_robo_texturefl…]
[img]http://www.sumea.com.au/forum/attached/Makk/200572113455_robo_moneyshot…]
The final polycount is 3442
Im so glad I got this finished :)
This is the first time that I have taken one of my models, uv mapped it and textured it.
I have learnt alot from this, so now I cant wait to start on another character.
[:D]
Sumea Challenge #7 - Idaho
My model, currently at 2654 tris
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/idaho/2005611225332_FS_001.jpg"]FS_001.jpg[/url]
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Heres an update, geez I better get cracking!
[img]http://www.sumea.com.au/forum/attached/idaho/200561910237_FS_002.jpg[/i…]
Sumea Challenge #7 - Kizza - Challenger #14
I toally forgot about this challenge, which is stupid because when I first read about it I designed a character, and then I've spent much of the time working on him. He's almost complete... although I noticed one small problem... he's over the polycount by 116. Damn! If I'd remembered that I designed him for this I wouldn't have let that happen. Oh well.
I'll post the original sketches and post some of the 3D wip a bit later.
[img]http://www.jackethead.com/kizza/junk/sumeasketches.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/male-side.jpg[/img]
I'm going for a heavy, with mid to long range, splash damage.
So... the work in progress pics:
[img]http://www.jackethead.com/kizza/junk/male-032-smooth.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/male-053-wires.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/male-076-wires.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/male-076-smooth.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/male-003b-texture.jpg[/img]
I'm currently working on his rig/weights
And I'm over the polylimit so I'm probably gonna go in, delete some faces I don't need, and maybe get rid of some of the utility belt items... maybe... at least for the comp.
Haha, excellent, thanks!
This is a little comic I put together after I tried to stick him into UT2004 using the default rig and animations.
The rig stretched his legs, and I forgot to place the weapon bone so I bound the weapon to his root joint, just a test.
He's actually using a custom rig and custom animations. I've just finished painting the custom rig's weights today.
Enjoy!
[img]http://www.jackethead.com/kizza/junk/mgc-ingame.jpg[/img]
Thanks!
He's now rigged! Just need to fix the placement of two UVs.
[img]http://www.jackethead.com/kizza/blog/wp-content/mgcyay.jpg[/img]
Hurray!
[img]http://www.jackethead.com/kizza/blog/wp-content/tinylegs3493.jpg[/img]
Yep, I got him down to 3493! Hurrah!
MoonUnit: Thanks for the comments. I know what you mean, the violently blue straps came up when I was modelling him and I thought about switching them to gray, or some more destaturated colour, but in the end they've grown on me. Yeah, terrible for camoflauge.
Took a bit of a break, modelled Gir from Invader Zim, and rigged a friend's character.
With the deadline looming I started his weapon models. The first of two the big gun.
[img]http://www.jackethead.com/kizza/blog/wp-content/mgcgun002.jpg[/img]
The second, the small pistol, is coming next, and is using the blank UV space.
Also thinking of revising his back, and the backpack on it.
Left it 'til the last minute, but I got it done. (All I had to do was the images)
[img]http://www.jackethead.com/kizza/junk/tinylegs_shaded.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/tinylegs_wires.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/tinylegs_uvs.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/tinylegs_textures.jpg[/img]
[img]http://www.jackethead.com/kizza/junk/tinylegs_final.jpg[/img]
Hahaha.
Thanks guys.
[img]http://www.jackethead.com/kizza/blog/wp-content/tinylegs_guns_large.jpg…]
I chucked together a quick turntable of Tinylegs if anyone's interested.
http://www.jackethead.com/kizza/blog/?page_id=38
Sumea Challenge #7- johnn- Challenger #6
I finally have gotten around to finishing my teamSumea UT2k4-team (I posted sniper and engineer characters some time ago.) So here are those two plus some heavy fire support to go with them. I really liked the idea of a remote operated piece of machinery, and have followed this through.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/20056934551_johnn_challeng…"]johnn_challenge7_MilitaryUnit_1.jpg[/url]
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The second image is some further planning/ experimenting/ developement sketches for the character.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/20056934521_johnn_challeng…"]johnn_challenge7_HeavyArmour_1.jpg[/url]
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I have since finalised the design, drawn up some model sheets, bought a book on 3ds Max, read the chapters on low poly modelling, read the chapters on user interface and basic shapes (because the other chapters didn't make any sense to me[8)])and finally started on my very first model...which I will post up soon (if all goes well.)
Don't know if I will be able to finish the project in time for the competition - I still have to read the chapters on unwrapping, materials and maps (?) and whatever else is required to get there, But I will be giving it a red hot try.
I think I have more or less finished the basic model! pics below are front/side/back and 3/4 views. Current poly count is bit over 2700 so there is room for some details to be added... like some glowing lights or something... but where to put them? any feedback and/or tips on the model would be appreciated.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/200561345638_heavyArmour_m…"]heavyArmour_model1.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/20056134584_heavyArmour_mo…"]heavyArmour_model2.jpg[/url]
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Hey John, sweet work there, coming along well, only thing that catches my eye are his legs, I notice in the concept he has some sort of piston type thing, will you be putting that in? Maybe try putting a bit more shape into them too, from they front they look blocky and could benefit from a chamfer on those inside edges.
I've held off critiqueing in here for a bit, but I'd just like to say your progression is great to see John! Since you posted your original portfolio up to now, you've had a steady and constant improvement, and it's really showing in your latest pieces. Your concepts have gotten cleaner, better designed, more aesthetically pleasing, and most importantly practical and viable for game designs/assets.
I love seeing models from people coming from design/visualisation/concepting backgrounds - the translation and execution always seems to be nice and fluid, and this is no exception. You're doing great, keep it up! [:D]
at last! I think the model is finished (apart for some technical details.) You will see there are some minor tweaks and 1 major change.
I revisited the upper legs and confirmed to myself the piston + ball joint was not quite the right look and the boxy legs conveyed slow, solid and strong better. I also beefed up the upper legs a little but skipped the tail (sorry Makk[;)])
The big change is the gun - the jumbo blaster was bugging me, I thought it looked like a plastic jobbie you would get from Toys'r'us. So it was replaced with a triple barrel minigun. More realistic and much more suitable for the overall style I think (I'm thinking about shortening the barrels and adding a flash suppressor at the front... ?). For those wondering, the boxy bit at the back with handles will (fingers crossed) appear as a removable/replacable ammo box.
3/4 view:
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/2005614102132_heavyArmour_…"]heavyArmour_1_14june.jpg[/url]
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front side and back:
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/2005614102227_heavyArmour_…"]heavyArmour_2_14june.jpg[/url]
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edit:edit:edit: had some question about mapping but I think they are sorted.
--thanks for the kind words JI. When I started posting at sumea I wanted to redirect my skills (and career) towards the CompGame industry. Whilst I haven't succeeded in securing a day job as an illustrator thus far(I do get the occasional freelance contract), I think I have made huge in-roads on my own skills and on understanding the industry (Due to a large extent on the existance of this forum and it's members.)
Fingers crossed it will only be a matter of time before my career shifts too.
I'm actually hoping that having some modelling skills will improve my chances, being the primary reason why I entered this comp.
maybe a little late, but I think you may still be quite interested in it as design referance -- the heavy design reminds me of the pka mecha designs;
[img]http://www.imasy.or.jp/~kiyo/model/pow_mel/melu_s.jpg[/img]
[img]http://www.imasy.or.jp/~kiyo/model/safs/safs09s.jpg[/img]
[img]http://www.imasy.or.jp/~kiyo/model/fireball/fb__02s.jpg[/img]
The link to the site these come off:
http://www.imasy.or.jp/~kiyo/model/index.html
edit! and another with english: http://users2.ev1.net/~jimbobwan/gij82sf3d.htm
...? thought I had replied to you last post JI... oh well, thanks for posting the cooool mecha designs. I promptly tracked down the larger versions and saved them off the for collection.
Thanks again to all who posted answers to my questions regarding the texture maps too - I would have possibly never figured it out and definitely not in time to finish the comp. As you can see the advice was not in vain [:D]
so this is where I am at - just starting the textures. My initial plan was to go with a 'Desert Storm' kinda cammo pattern BUT The competition rules suggest 'tried and true' team colours should be avoided and I suspect standard military colours may get the same frownie treatment come judging... so I'm thinking of getting some inspiration from classic racing cars (!) Not practical in a military sense but could work in a Futuristic 'Robot Wars/Running Man/Gladiatorial arena sports' kinda way.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/200562410147_heavyArmour_2…"]heavyArmour_24june800x600.jpg[/url]
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bit of an update: I think I have been tinkering pattern variations too long - I thought I was really happy with the basic pattern design until about 30seconds ago... now I think it might be too busy... I might try a more minimal pattern scheme before continuing with texture details. any comments regarding this point would be appreciated.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/20056271241_heavyArmour_28…"]heavyArmour_28june800x600.jpg[/url]
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Thanks for the opinions guys. Whilst Leachy says he is kidding about the logos and sponsors, I felt much the same way, The robot was ready to take the court with the Harlem Globe Trotters! So I did end up redoing the basic pattern - some thing a little more dignified, but more appropriate I think.
It's actually very close to finished too [:D] Just need to add some details to the cream paint and left arm and gun body and anything else people point out... actually its a long way from being finished isn't it!
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/200562892221_heavyArmour_2…"]heavyArmour_28june_v2_800x600.jpg[/url]
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edit: and a quick update before I pack it in for the night...now it is getting close.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/2005628122459_heavyArmour_…"]heavyArmour_28june_v2_800x600.jpg[/url]
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Here it is. I'm going to look at it for a day before I declare it finished, but I think it might be.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/20056292220_frontSideBack…"]frontSideBack.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/200562922514_3quarter_uvun…"]3quarter_uvunwrap.jpg[/url]
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well it is finished[:D] final touch of a very little texture on the flat areas, maybe could have introduced a little more tonal variation but time is up.
[img]http://www.sumea.com.au/forum/attached/johnn/20057312051_HeavyArmour_Mo…]
[img]http://www.sumea.com.au/forum/attached/johnn/20057312217_HeavyArmour_mo…]
[img]http://www.sumea.com.au/forum/attached/johnn/20057312313_HeavyArmour_wi…]
[img]http://www.sumea.com.au/forum/attached/johnn/20057312427_HeavyArmour_UV…]
[img]http://www.sumea.com.au/forum/attached/johnn/20057312526_HeavyArmour_te…]
I was really looking forward to your effort here JohnN, Like JI Mentioned earlier on in this thread seeing a concept artist or traditional 2d artist make the leap over to 3D is often a really nice smooth process.
The modelling came out pretty well - you actually did a really good job there for a first (??) attempt. As far as the textures go though - I thought you would have really got stuck in and attacked the sheets with some lights and darks - a bit more contrast etc. Overall good job man - you should be proud of that.
Next time I'd really delve into the texture and try to bring out and define what makes up your model a bit more in terms of materials and how light would present them. [:)]
Yeah Haz, as I progressed with the texture it became apparent that extra tonal variations could be incorporated. I initially thought that the modelling would provide all of the basic tone but discovered that it wasn't really the case - cast shadows, hot hightlights etc. But i'm using ignorance as my defence! This is the first time I had even looked at a 3d package (I bought a book on 3dMax at the start of the project) and same goes for the texturing too. So I figure I did pretty good just finishing a model for the comp :)
Taking nothing away from your entry at all man - The style you picked was perfect for a first shot.
Unfortunately like most newbs my first had to be the coolest character I could possibly think of - and of course it was also the trickiest son of a bitch to work on at the time and the result was a nice design, executed with skills from a negative dimension. I should have picked something like a mech which is basically extrudes and bevels.
You show wisdom and restraint beyond measure for picking something easy to do first up - and nailing it on your first go also.
Full marks from me [:)]
Sumea Modeller Challenge #7 - killadee
Waz up!!!
I would like to enter 2!
Here is my concept..I better get cracking on the model.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/killa dee/20056554127_vulture.jpg"]vulture.jpg[/url]
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Sumea Challenge #7 Melvosh
Heres my progress so far...Bits im not happy with are the legs which i think look to thin so i might bulk up the armour on the thighs.
And the cod piece looks a bit weird too...
Guess hes a light solider class...Not to worried how he turns out to tell the truth just want to actually
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200552722836_screen2.jpg"]screen2.jpg[/url]
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Heres is a wire view...I know theres alot of needless polys in the chest which i plan on cutting down...all i need to do is a head of some sort..and a bit of tweaking i think.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/20055319311_screen22.jpg"]screen22.jpg[/url]
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3000 poly?s? Are you sure your counting tris and not quads? Because that looks way to dense to be 3000 tris. It kind of looks like it would be closer to 10,000..
I know you said you don?t need it, but here?s a little reference I did with a couple of my models to show what I mean.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/palantir/20056161345_reference.j…"]reference.jpg[/url]
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The one on the left is 1000 tris, the middle one is the same with mesh-smooth at around 10,000 tris, and the one on the right is almost 20,000 tris. Compare the poly density to your model and it does look like your over budget.
Of course those models of mine are complete, so the poly count would be much less without the heads. But even if your model?s body is 3000 tris, you?d really need another couple of thousand just for the head, to keep the poly?s evenly distributed over the whole model. Basically that many poly?s for a low-detailed game model is poor design.
I don?t want to sound condescending or anything, I?m just trying to be helpful, but it really looks like you need to reduce the number of poly?s. [:)]
Hope the reference helps.
Ok pretty much finished except i dont like the back pack very much...
But might just start texturing so i do atleast finish.
Adam
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/2005634648_screen23.jpg"]screen23.jpg[/url]
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Ok, i think i should just finish it like this, didnt turn out how i really wanted i guess but if i dont start texturing i wont finish.
Im really wanting to just add a shoulder pad or 2 but....time..
I think he is a little to slender in the torso...
Cheers
Adam
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/melvosh/200561464354_screen123.j…"]screen123.jpg[/url]
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sumea comp# 7 - pk - Challenger #10
Hi all, there is some very cool work happening for this comp. I decided to have a go too. Here is the start of my model... obviously still needs lots of work, I can get rid of quite a few polys, fix up other areas and obviously certain things are missing - arms! I saw a pretty cool high poly robot on another 3d site with a similar backpack shield thingy that I liked, so I decided to do something similar on the back of my model. So far it is about 2700 polys (tris), so i think im on track, especially cause i can rid of quite a few, the upper body particularly needs lots of work. anyway i will try to put some time into the model this week and finish it off...
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005514195155_soldier-wip.jpg…]
Hi all,
Here's an update, I believe that the model is finished unless I get lots of feedback saying that things need work! and onto unwrapping, texturing and rigging. I think I should find out the go about UT shaders too! The model is 3499 polys (tris).
The gun is 600 polys - is this too much for this type of game?
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/200552003034_soldier-wipx.jpg…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/20055200318_soldier-gun-wipx…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/200552003142_gun.jpg[/img]
Hi all, thought it was time for an update... When upwrapping I was able to get rid of about 40 polys, and then put them into other areas. The polycount is now exactly 3500. I have now started texturing, and have a base texture for most of the main model, just need to start the back shield thingy and a couple of other bits on the back. I will probably get time next week to finish the texturing and touch up what ive started. Certain parts need it a lot.
Cheers for the feedback so far...
DamienP - cheers, yeah the thing on the back is a shield, its a good idea to have it setup to rotate, i didnt do this and probably too late to go back. But i'll keep it in mind if i do something similar again.
Livewire - cheers for the info on the gun count
3darty - cheers, your model is looking great finished
lechy - cheers, hows ur model going? u better get it finished, i reckon u have a good shot at winning if u finish it.
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/200569234137_wip-pksoldier.jp…]
Hi all, here's an update...
nearly finished character texture, still needs touching up in some areas. I have done a rough skinning job on him so i can 'pose' him. I have started texturing the gun and will post an update of that too.
Cheers for the comments Kizza and Livewire, sorry for the blurry image i posted b4. Hopefully this new one will show the texture clearer/sharper. i changed the method of rendering for it. I will post the unwrap and texture flats soon.
Cheers popawheelie, here's an update with some more scatches etc on the armour.
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005616232616_soldier-wip-pos…]
Cheers Anuxinamoon,I agree with ur comment about rendering with Catmaull-Rom. This last pic I rendered using it after my mate pic-poc recommended it to me. I can definately see the difference, i think i will check out the different methods of rendering and see what is better for film/tv too. There's definately still areas that need more detail in the texture itself, i will do some touchups when i have time next week.
Another update... I have tried to put a bit more colour into the character, and also sharpen the texture. I am liking the chipped metal look of lechy's character and might try to do the same a little with mine. Can we use spec maps? if so I might do one too.
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/200562419441_wip-pk-soldierx…]
Not bad Pauly, Definetley and improvement over the last one, I'm not sure if the chipped paint will work the way you want it to because your texture is already pretty busy, but give it a go. I really like the look of the head. The gray middle chest plate has a fuzzy line going around the inside of it, I dont think that should be there as it looks a little odd. I still don't know about the specular maps so I'll just texture mine without for now. cheers
Finished!
Insert Image: [img]http://www.sumea.com.au/forum/attached/pk/2005734276_1-pk-fsb-tex-z.jpg…]
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Sumea Challenge #7 - Puck
Hello everybody.
I'm new here, and pretty new to 3d as well. I've always wanted to know how to make a ut2k4 model, so I'm going to participate and learn! I also entered the CGtalk challenge but soon realised that i didn't have the skill or the time to complete it, so I'm hoping to actually finish what i start here.
[img]http://www.sumea.com.au/forum/attached/puck/20055521284_concept-heavy.j…"[/img]
Anyway, here is a concept of a Heavy Futuristic Soldier. The stucture is inspired by Shirow's Appleseed Mechas.
I have to admit off the bat, that i have no idea how to get this into ut2k4, even after reading all the tutorials on UDN I'm still completely clueless on the process, so I'm just going to model and texture it up and hope that i learn before the end of the competition (any good complete tutorials out there?).
While I'm voicing my concerns, ill also say that i dont know whether I'll be able to put the detail required within the polygons allocated.
I'm mucho impressed by other people's models already well on their way, maybe there will so many good models after this competition that there will have to be more characters/variations in the Sumea mod? [:)]
Comments & Crits would be very much appreciated.
Thanks!
Cool, thanks for the replies!
Good idea Shath. I painted on some quick camo and it looks better imho. (who would pilot a bright yellow robot into battle anyway? hehe). I was just trying to bring in some sort of non red-vs-blue team colour, but maybe the colour can come out in a more subtle way, like painted-on markings, glowy bits or coloured smoke?
[img]http://users.tpg.com.au/edwarddv/concept-heavy2.jpg[/img]
Kezza, that would be cool if there was a way to make the robots skeleton react/align to the human's, you can do it in max with reactions...maybe unrealscripting?
For this challenge, I think i'll have to rig and animate it as one big character, but it would be alot more useful if it could be used like a vehicle . Maybe playing the characters movement animations at the same time as the mechs (or only the top half of the player like in a normal vehicle?). Are there already any good mech mods for ut2k4? I'd love to play a good mech mod...with missiles and jetpacks! :) hehe
[img]http://users.tpg.com.au/edwarddv/modelscreen.jpg[/img]
Here is a screenie of my current modelling progress. The tri count is already up to 1500 and thats just the blocking in without any arms, or details, or the main human character, so i might have to simplify some things.
Thanks for the feedback!
I'm off to cook some dinner.
Sweet concept man. These are the two tutes I used to get my guy into UT:
http://www.neomagination.com/tutorials/
http://www.planetunreal.com/identitycrisis/cabins/intertwined/htm/Tutor…
Nice idea Puck, like the concept.
You'll be fine with the 3.5K limit.
you could afford at least 1500 for the human and the other 2K for the mecha since its the focus.
In fact, you'll probably find you have some left from the mecha to go onto the guy if he needs it, since hes not really clothed hes not going to be too expensive.
Still, dark green camo is better than bright yellow :)
One option is to use a material combiner class in unrealed or unrealscript to apply camo/colour on a level by level or user selection basis at realtime. However this (like the vehicle idea) is outside what's asked for in the compo and so it's probably better to focus on other things.
Thanks for the tutorial links Damien, very helpful! I've always been a bit intimidated by 'game' 3d because of all the restrictions, but it's not that bad once you learn all the 'rules'.
Malus, that seems to be the ratio I'm going for at the moment, I've trimmed the mech down to 2k and am only up to about 500 for the human (no face, hands or feet yet though!). To keep the Mech under 2k ive had to trim so many things though; like the pistons and the 'eyes' above the pilots visor, but at least it retains the silhouette. I think, if anything, the human will weigh in a bit less that 1.5k so i might be able to go back to the Mech and "decorate" him. Low-poly modelling is a great challenge, it's like a puzzle, seeing where you can remove excess detail while retaining the shape. :)
[img]http://users.tpg.com.au/edwarddv/modelscreen2.jpg[/img]
re: texturing, I think the cammo will look cool, but like you say Moonunit, it doesn't really fit into the setting, although perhaps like Kezza suggests i could eventually make several textures on a level by level basis (urban cammo, hi-tech metal, decorated for 'tournaments' etc). Now that I've started I'm getting really excited about eventually making into a drivable vehicle, but thats for another time.
Thanks for all the support guys, It's really great to get all this feedback and suggestions, I wish i had discovered internet forums earlier :)
If anybody has any ideas on changes/improvements, please voice them and ill give it a test run, it's alot easier to make changes now then when its almost finished.
Hey puck
I really like the overall shape and feel. Purely from a conceptual point of view though can I suggest a little heavier armour on the human?
Being a heavy guy you expect it to take on bullets, torpedos, explosions and what not and you may think it's being anal, but people actually pick that up the fact that a human should die in that scenario and it loses the fantasy abit.
Case in point is the scene in the third Matrix movie where those squid robots take on those humanoid mechs. It looked cool, but you sorta realised that running around bare chested against some heavy ammo isn't such a great idea. Those humans deserved to be shot!
Anyway that's my view. Keep going though, it's coming along well.
That's a very good point IronhideNT. hehe, it is pretty silly, i mean, this giant gun toting machine stomping towards you and all it takes to put it out of action is to shoot the pilot, one bullet, the end.
It's something which I've been thinking about from the beginning but can't think of a good workaround for. Because it would make much more sense to have an armoured chest, but then you wouldn't be able to see the pilot...
[img]http://users.tpg.com.au/edwarddv/018.jpg [/img]
In Shirows Mech's, the front is completely covered and the pilots' arms have their own little tube-like armour as well, which still looks pretty cool (and Shirow is pretty anal about believability, which i think makes his work so cool. In the above pic you can see the front of the machine opening up to reveal the pilot). I just don't want the 'heavy' to go too far towards the machine end of the scale and lose the human aspect.
If i put an armoured chest on, it would save polygons because then only the pilots head would be visible. And maybe i can have more clear glass-like panels so you can still see the pilot a bit... I'll give it a try now and see how it looks.
Thanks for the input!
Ps: heres another pic with a different treatment of the 'enhanced' human/mech. I think the art direction of Tribes Vengeance was awsome, very proud of Aussie Irrational for that game.
[img]http://users.tpg.com.au/edwarddv/phoenix-heavy-logo.jpg [/img]
i don't think u should change it, it looks cool and for this mod thats all that matters, if u did wanna add some sort of protection u could have a transperant sheild around the human in tha shape of the mech's body, also that could be used for the team colour. if that make's sence, although that will add poly's
i don't think u should change it, it looks cool and for this mod thats all that matters, if u did wanna add some sort of protection u could have a transperant sheild around the human in tha shape of the mech's body, also that could be used for the team colour. if that make's sence, although that will add poly's
The main problem with any shielding is the arms, it's pretty easy to cover up the body, but because the arms need to move (to control the robot's arms) they either have to be armoured seperately or left uncovered.
Shath, i agree it has to look good first and foremost, because, realistically, most of these ideas arn't possible or practical anyway (I mean, if you really think about most sci-fi concepts, its easy to pick apart alot of their premises, but who cares if it's cool! -> Although, while im ranting, it really bothered me that the space marines in DOOM3 didn't wear armour on their arms, I mean, you're walking around on the surface of mars with bare arms! talk about getting a healthy raditation tan).... but, now that im playing around with the idea of armour, I'm starting to like it.
Infact, after looking at Shirow's work again, Im contemplating regressing into my teenage years and making the pilot a scantily clad woman... With curved peices of armour covering up all the rude bits...after all, to conceal is to reveal [:0]. Do you think that's a bad idea?
Heres a screenie of unfinished body armour (am i posting too many pics for dialup users?).
[img]http://users.tpg.com.au/edwarddv/modelscreen3.jpg [/img]
since were talking sci fi perhaps one of those good ole invisible sheild type things that only shows up when the player gets hit (think MC in halo) or you could even just have it visibile and concentrated on the pilot and mostly transparent. I dunno im sure you could play around with that idea im sure
Yeah Codyalday, I'm missing the yellow a bit as well, but I haven't really thought about the texture that much yet, so anything goes! Hot pink maybe?
That's a great idea MoonUnit, because I'm still not sure about the armour, and even in the version i have now, there are plenty of spots where bullets could get through. Do you know a way to implement that "visible on impact" shield? Like the super shield... (maybe that can just be implemented in the mod? like the heavy starts with a slow-regenerating super shield).
Here's some modelling update pics... I've been moving away from realism (and the initial concept sketch) at the moment and am just having a bit of fun, possibly at the expense of the character? [?][?][?]
[img]http://users.tpg.com.au/edwarddv/modelscreen4.jpg [/img] [img]http://users.tpg.com.au/edwarddv/modelscreen5.jpg [/img]
I'm not sure if I'm going down the right path with the "sexy girl in big robot" cliche, so any opinions on this would be great. Should i try to make it more realistic? or stylise it up? Go back to serious male soldier or continue with seksi anime chick? [?]
I may be biased on this, but for me it's seksi anime chicks any day of the week.
Not too sure about the headplugs though...
As for the shield, that's something that the mod can handle easily. It will probably need a surface mesh for collision and graphical purposes though. As for the effect on it, there's alot of flexiblity given to materials and emmiter effects in unreal. Even limited use of render to texture is allowed.
Thanks for the great feedback, it's really easy to get side-tracked without it.
I've really been enjoying modelling some feminine curves for a change (after learning to use max by modelling muscular men[:p])... but I think the girly-girl has to go (sorry Kezza!, i love em too).
Having a girl pilot just skewes the idea too much towards fantasy/anime and kinda ruins the futuristic soldier type theme. And in the game, it could make the model too specific/unique, making every heavy seem like the same woman rather than many different soldiers. (plus, the textures could be changed alot easier for variety). So, im going to start again on the pilot, this time going for a more realistic generic soldier type.
---
Kezza, that's good to hear about the over-shield, so maybe if i modeled a transparent 'shielded area' around the front for collisions and effects? I'd like to make the most out of the capabilities of the engine, like in the programming sticky you mention having particle-emmiting bones for smoke etc? Do you know of any tutorials or guides outlining what's possible with the engine?
---
I agree with you MoonUnit about the original design, especially the legs. In the concept the legs kind of folded back a bit so they could 'spring' up with each step, ill try to rework that area on the model. I also had to scale-up the middle section of the mech so the human could fit in, (in the concept, the pilot looks kind of curshed or leaning over, something which i had trouble translating to 3d).
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Deeper meaning Livewire?!!?? What could have a deeper meaning than shameless sex appeal! [:D] hehe. (she was going to wear a skin tight suit with straps to hold her in and an electronic pattern across the surface as in the initial sketch [seen on the legs]) But it's going to be a man now, so no id regression for me [B)]. Wireframes are below (although they're not very easy to read), the mech weighs in at 2212 tris, and the woman was up to 744(unoptimised), although i think I'm going to make the new pilot part of the same mesh as the torso section of the mech to possibly save on tris. Also, i think I'm going to keep the pilot pretty low poly so i can use the extra detail for the pistons and other widgets on the mech.
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Malus; agreed, it is a bit lazy and unorignal, the woman is about to take a serious dose of male hormones to break free of that sexist stereotype (although i have to admit that i do occasionaly enjoy a few sexual stereotypes [:0])
---
Thanks again for all the feedback, it's really appreciated.
[img]http://users.tpg.com.au/edwarddv/wireframe1.jpg [/img]
[img]http://users.tpg.com.au/edwarddv/wireframe2.jpg [/img]
Hello y'all
I'm sorry about the lack of updates... I've just started working again (i was on a break before) and i just can't seem to find the time to finish this character. I will try though, seeing as we still have almost a month to finish it, but i can really only work on it on the weekends now (don't get home until 8pm :( ). I don't want to let this entry fall by the wayside like i did with my CGtalk challenge...
That's all, thanks for all your previous support.
-Ed
Ps: I've modelled in a bit more (hands, feet etc),but the pilot is still a woman, and if i want to finish it, i might just have leave her like that.
Sumea Challenge #7 - tojo - Challenger #17
early days... i am going for the heavy
crudely put him in an action pose to see how the mesh was gearing up for animation
at the moment he is sitting at 2500 tris ...
bring on the feedback... good or bad .. i want it all [B)]
[img]http://www.sumea.com.au/forum/attached/tojo/20055352832_001.jpg [/img]
[img]http://www.sumea.com.au/forum/attached/tojo/20055352849_002.jpg [/img]
Good start Tojo, no concept to show though? First thing that stands out for me is the dudes neck, looks way too thick and I'd pull his throat back too. Interesting way that you've modelled him too, in segments like that, I imagine you'll weld him all together when you need to.
He's got a good solid weighty look to him, makes him look well planted to the ground. Can we get a front on pic of his face and maybe some wires? Looks like he has butt implants ;)
thaks for the comments Wizen i agree with you on the neck... although probably wont pull it back until i am sure on this guys size.. may make him even more stupidly bigger
he is all made from primitives.. hence the tight butt..
[img]http://www.sumea.com.au/forum/attached/tojo/200553184711_004.jpg [/img]
ok.. the model is finished and has been unwrapped..
pretty happy so far..
got to get into the texture now
[img]http://www.sumea.com.au/forum/attached/tojo/200562210058_019.jpg [/img]
Hi Tojo, great model. The face reminded me of Malcom (from UT200X), especially with the beret. Sorry, had to say it. You might wanna even out the sizes of the different parts of the uv map. So they all get equal pixel space, and you wont get parts that look blurry against parts that look sharper when the texture is on the model.
here is my big tuff hard ass character..
i have worked on him all weekend solid.. and i am a bit over it..
am happy with it.. although.. ran out of tweak time..
he weighs in at 3480 tris.. and i have used no photosourcing..
didnt have time to push him into ut4 .. probably will later on in the week if i can..
[img]http://www.sumea.com.au/forum/attached/tojo/20057394222_flatren.jpg [/img]
[img]http://www.sumea.com.au/forum/attached/tojo/20057394257_texren.jpg [/img]
[img]http://www.sumea.com.au/forum/attached/tojo/20057394331_uvs.jpg [/img]
[img]http://www.sumea.com.au/forum/attached/tojo/20057394636_01.jpg [/img]
[img]http://www.sumea.com.au/forum/attached/tojo/200574192927_money2.jpg [/img]
yes.. they are the bald patches of the beard... and i have done them in a slightly illustrative way..
that is why they may seem out of place..but it was intentional.. i always strive for a round about 85% realism..
they perhaps could have been blurred in a bit more.. but that is kinda just my style..
i actually really rushed the texture.. especially the face.. it was something that i was meant to polish a little more before submission..
cheers dude... i kinda needed another day to bring the best out of the textures.. but am happy all the same
before the competition started i had planned on modeling a fantasy hero.. big sword and all... so i might use this guys base model to start on that ..
not a big fan of sci-fi so it was good to do this challenge..
Sumea Challenge #7- popawheelie - Challenger #8
Hello all,
Some good work goin' on here.
Just like to join the party you guys got goin here :)
I think i'll have a shot at the covert class. i just hope i have enough time to finish it.(quite busy atm)
Heres a rough. (wacom.ps)
[URL=http://img51.echo.cx/my.php?image=tankkiller6ri.jpg]
[IMG]http://img51.echo.cx/img51/9595/tankkiller6ri.th.jpg[/IMG]
I'm heading towards a sniper type character that has the tuff job of destroying/disabling tanks from a fairly safe distance. She is quite armoured, as i believe she would be hit from a fair bit of shrapnel once the tank knew she was in the area..
I'll post up a wip 3d soon :)
awesome concept and a very good explanation, i particularly like the armour, its got a very nice look and flow to it. i'm certainly looking forward to the model, it should be great. i dont know whether you have thought about this ( u probably have), but make sure you plan out the shoulder armour properly for animation. i also tend to make bulky armour for my models and its a good to think about it beforehand. good luck
Hi all, thanks for the compliments :)
Conundrum- Hopefully the armor will deform properly, i believe (fingerscrossed) i have enough geometry for a appropriate deformation. ive made mistakes with over ambitious armor before :(
Thanks Kezza, im gunna put some more graphic images in the textures, a spin on WW2 nose art on planes.
Attached is an updated screen of the 3d model. Im trying to design the armor to form a shield when the character is in a firing position. I have modelled this figure very quickly (4-6 hours,how time flies) placing armor over the top of the initial figure to get a rough idea of how it proportions etc.. The proportions of the thigh, width of the hands etc, are a little off, and the character has no hair at the moment, (also the 2 sides of the face arent joined.) Anyways, any comments/crits most welcome.
To the left of the image is a rifle, its design incorporates itself into the armor, in particular the shoulder guard, (it bracers against it.) To the righ of the image is a hooded poncho for stealthy business.
[URL=http://www.imageshack.us][IMG]http://img134.echo.cx/img134/9277/sniper2…]
Ill post up some better wires soon. :)
hey guys, heres some updated renders...havent had much time to work on it, but here we go..
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/2005533132_sniper-re…"]sniper-renderfront.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/20055331436_sniper-r…"]sniper-renderback.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/2005533158_sniper-re…"]sniper-renderface.jpg[/url]
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On the side, covering the ear, is a gadget for communication, enhanced hearing and is so technologically advanced that it has less poly's than an ear.[:)]
Still got a bit to go,I'm close to the poly count,(3400) but once i got all the detail in, i'll distribute some poly's to give some better difinition to things like the shoes and other bits :)
theres also a cloak/hooded thingy that sits around here shoulders..dont think its in the shot.. :/
Nice model, I like what you?ve done with this. [:)]
Though, if you want constructive comments and crits, you really should show the model with a wire. Without the wire it?s hard to judge the poly flow, but it does look like your basing the count in quads and not tris - though it could just be the lighting.
Popawheelie: I hope this clears it up.
"A polygon is a closed geometric figure that consists of points (vertices)which are connected by straight line segments (sides or edges).
Generally the terminology is as follows, a triangle (tri) is a 3 sided polygon, a quad is a four sided polygon and an Ngon is a polygon of 5 or more sides.
For clarity when someone say 1000 "polygons" in the context of games, you can be pretty sure they mean 3 sided polygons as its the smallest unit of polygonal measurement, this information is used in conjunction with many other factors, textures size, vertex count, stripping etc to help judge the meshes overall memory cost. "
No offence to you btw but it scares the hell out of me that so many people don't even understand this yet want to work in CG industries.
editible poly rocks.... that is how i model as well... just give yourself a bit of space and dont go too overboard on the topography and you should have no problems culling it back...
your model looks awsome!
it has a great silouette and relatively even poly distribution.. shouldnt be hard to get a good tri mesh out of it at the end..
and just to state the obvious... tris can be treated like an end product thing.. as long as you are aware that the mesh is meant to endup in tris... the modeling process doesnt need to suffer for it... quads are a great way to model for both game and cg..
quad modeling from my experience can give you a more congruent topography and can tri-strip better in the long run...sometimes (correct me if i am wrong cos im learning as well) better to have a 10% higher poly count and something which tri-strips 30% better than the other way around..
keep up the good work...
Malus said:
quote:
No offence to you btw but it scares the hell out of me that so many people don't even understand this yet want to work in CG industries.
I know what you mean; it?s such a fundamental thing yet many people miss it. I spent a year studying game development with my Diploma, and through the many character creation classes we had (modelling classes/tutes), they didn?t once teach us about polygons. I only learnt about tris and 5-sided polys from this site.
I spent all that money to learn how to make games, and they didn?t teach us basic optimisation principles. Now that?s scary!
Malus-My mistake, Im working on 4 projects at the moment, all of which are around 3000-3500 polys, 3 of them are in quads or normal polys, (A polygon in which all the angles are equal and all of the sides are equal. ) One of which is in tri's, this one..
Wizenedoldman-true they do look a little blurry, i cropped em in PS, and then used bicubic smoother which would have done it,
Tojo- Yeah, im a bit fan of edible poly, i used to work with mesh a bit, and found it to be limited in tools.
I think ill just start agian with the model, It'll be easier(for me) to start agian than to strip a hell of alot of polys. Guess i just wasted 6 hours. This model is over, ill whip up a new one soon.
quote:3 of them are in quads or normal polys, (A polygon in which all the angles are equal and all of the sides are equal.)
Quads are normal polys? Never heard that terminology before.
As for the definition, a quad is a polygon with 4 sides, they don't need to be equal, infact you'd be wasting polygons just trying to keep everything equal.
I don't know how you could ever efficiently model something with all the edges and angles being equal.
Doh,i meant regular polys,not normal. :/ Its a mathematically term for the shape, basically its a 4 sided poly (quad), A polygon is basically defined as a closed plane figure bounded by straight sides. Anywho, u know that. its all much of a muchness, I messed up. I've modeled up another.
Heres a wire from the new model, its a rough start, the proportions look a bit squat in the jpg, its just under 2 hours work.(the helmet looks a bit well..not right
Hes the same light class solier, i'll make him look more agily as the model progresses. I got to head off to work.. :(
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/200553224451_newone…"]newone.jpg[/url]
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quote:Originally posted by Wizenedoldman
Is it just me or are your renders really blurry?
I had that problem about a year ago and couldn't figure out why all my renders came out blurry on my PC at school. It turned out to be the smoothing option in the 'JPEG Image Control' dialog. (Appears in 3DS Max when you save a render as a jpeg). I have it set to 0 by default now. Just thought I'd mention that in case anyone didn't know. [;)]
ok, gotta get crackin on this! been so busy with other projects.
After much contemplation on the topic of space marines...I think a space marine character really needs a ride, hell, everyone need a ride..Space marines, and i'm being quite general here, are the evolution of the Knight. I see the future battlefield of space marines to be a rough terrian, where a trusty steed, or wheeled vehicles can't cope. Inspired by nature ( and early ciivilisations), space marine engineers have look at nature to conquer the landscape and the battlefield.
Covert trooper, agile stalker
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/20056710144_rider_ti…"]rider_tiger_low.jpg[/url]
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I designed a Heavy mount(sorta cute lookin', i need to put on its angry eyes)
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/20056710232_rhino_lo…"]rhino_low.jpg[/url]
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Im gunna stick to my previous class and go covert..
Update REAL soon!
OK, Currently around 3100 tris, gunna cut in some more to take some nasty edges off. Its all unwrapped, started texturing (adding in some tone, just finalising the texture look. AT the moment, i'm thinkin' the metal work on the tiger will be inspired by WW2 planes and 1950-60's american cars. So basically riveted metal panels with some stylish trim. (No chrome thou, being covert and all) Although, i was thinkin of having some glowing bits behind the leg joints, so u can see the glow from behind but not from the front. The look of the rider will be a mixture of the tiger's metal panels and materials/plastics. Gunna add some decals to the tiger aswell, for giggles.
Crit/comments most welcome.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/200567104230_TR_pers…"]TR_persp.jpg[/url]
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I'll post an update soon as i start finalising some textures.
Hey guys, started texturing, wacked a rough coat on the head of the tiger. Quite fun to texture this model, im used to working with 256x256.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/popawheelie/2005613134758_tex_st…"]tex_start.jpg[/url]
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pop
Goodgod- The reflections are just photoshop tricks, real easy to do.
Firstly- U MUST have a wacom, from there in Phopshop, you lay down colour and then burn and dodge the edges. I paint from estimating where the light source is coming from. Also, u can try overlaying or multiply layers to get nice effects.
I usually work with minimal colour and then overlay a texture to give it some zing.(the above attachment hasnt been thru this.)
I'll update in the next day or so. Nearly done...............sorta
Oh, i forgot to add for reflections and shiny business, i use the smudge tool, with a textured brush, actually most painting i do is with a textured brush. Alot of ppl dont like the smudge tool, i love it. I used to do alot of chalk/pastel/oil painting when i was studing visual arts, so im kinda used to it. It can get muddy looking so i tend to retouch with the paint brush for a sharper image.
pop
Sumea Challenge #7 - Blackjack
Better late than never, hopefully will get time to finish, concepts will be up asap. :)
Everyones work is looking so kool, so gonna have to come up with something really good :)
Programmers are here to help!
When modelling your creations, don't forget that there's alot more to asthetics in the unreal engine than just materials and polygons.
Custom particle, mesh and trail emmitters can be linked to specially named bones on your mesh. Light trails from glowing points, and steam from exaust vents are just examples of what is possible in this area.
While there are some means to work with these things using unrealEd, it IS unrealscript based work... so it's a good idea to get some help from myself and the programmers on the team.
We'll even be able to do a few prototype weapons ([url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2908"]Example[/url]) if anyone's interested in using these to show off in their submitted screenshots.
Anyway it'll give us something to do, because we've been quite disorganised up to this point.
Alright, here's a question for you then since this whole game engine thing is something I'm clueless on. I'm having some trouble with the glowy bits in my design. Ordinarilly I'd just ignore that but from what I've read they have to be there as a way to tell the teams apart. So then I got to thinking about smoke.
Would it be possible to have part of a model, say the eye sockets, emit coloured or glowy smoke? I'm thinking that may be one way to solve my problem without covering the figure in little lights.
I'm working redesigning the head at the moment so hopefully I'll have some drawings for you to get an idea of what I mean.
It's very easy to attach emitters (which cover most effects) to extra bones on a mesh. If the effect uses or has to be oriented to face a certain way (such as wall hit effects) then the bone must orient itself in that direction.
This can probably be rigged up even just using property settings in unrealEd, though i'm not sure if 100% of effect types are visible in the editor views.
you can also have "emmisive" materials and submaterials that are applied at full brigtness regardless of lighting. This effect is present on the walls of many levels (such as phobos2, where a texpanner and alpha mask are used to make a glow that runs up the cracks in the walls every second or so)
I don't know much about that area. You'll have to read up the ActorX plugin documentation to find out what's allowed.
Here's a tutorial on how to use ActorX in 3dsmax: http://udn.epicgames.com/Two/ActorXMaxTutorial
It appears that you're able to use either.
either should be fine as far as i know. i've only used physique, and that's what the UT characters use, but i'm pretty sure skinf works too.
also, i have a skin-physique converting script if anyone wants it:
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/LiveWire/200543054625_phy2skin.t…"]phy2skin.txt[/url]
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works in both max 6 and 7 (and is quite reliable too!). rename the .txt file to .dlu after you download it
Sumea Challenge #7 - Azazel
Figured I'd have another go at a comp, just to see if I won't screw up on the last day like I did with the last comp that was held here. LIke last time I'm probably going to go into more detail than I need to, mainly because its what I like to see in other people's work.
So here's some sketches I did in the last hour or so while I'm stuck here babysitting my brother (which I thought as going to be easy but apparently when my mum says 'sick' she acyually means to say 'pale, shakey and vomiting') so I can only hope you'll ignore the roughness of them. Just for clarity's sake they're only about 10cm tall at the most.
[img]http://img.photobucket.com/albums/v16/Azazel/scan_01.jpg[/img]
[IMG]http://img.photobucket.com/albums/v16/Azazel/scan_02.jpg[/IMG]
In order:
1) This actually based off a colour one I've been working at occasionally. I want to see if I can have any sucess working straight into digital without bothering with any pencil sketches. I'm still on the fence about the results (see below).
Pro: Big, bulky, looks like it could be hit by a truck and still work. COuld easily be bulked up even more with more hardware.
Con: Doesn't lend itself well to glowy bits and bright colours which seem to be some measure of talent when it comes to models (its also a pet peeve of mine, I get sick and tired of hearing how a game lacks graphical skills just because it wasn't full of bright bubblegum colours).
2) I think I was trying for something hawk-like here but I'm not too happy with the end result. It just looks to round and soft, not formidible enough. Could maybe be worked into something better though.
Pro: Could easily be covered in glowy bits and fancy colours.
Con: Just not menacing enough to be seriously considered as battle armour in my opinion.
3)I submitted something similar to this in the original proprosal thread but I can only assume from the fact it got no replies that everyone hated it. Too bad, I'm using it again [:)] This one's probably not big enough to be in the heavy armour group (I actualy based it off the ninjas in Ninja Scroll) but could maybe go in the middle class. I could actually make this a theme, use samurai designs for the heavy armour and geishas or something for the medic.
Pro: Godd silhouette and workable design that can be brought into other classes. Can be accesorised quite easily which will probably be my next step with it.
Con: People seem to hate it [:D]
4) This is basically something I doodled on a post-it note at work. As you can see its not finished but there's something I like so I may try to develop it further. Its just an option at this point.
[IMG]http://img.photobucket.com/albums/v16/Azazel/paint_01.jpg[/IMG]
This is just the original colour for number 1, just for completeness sake.
Step one in my endless noodling of a design, just a quick sketch I've done in the last hour. Right now the chest and upper arms are bugging me. I'm thinking the chest may need more detail and the arms need to just look cooler while remaining funtional. The cut lines in the thighs will probably get some work too. Once that's all done it'll be time to noodle out all the details no one will ever see. Basically I'm trying to do the thing that usually kills me on these things: making something that looks cool and functional. I think if I just concentrated on cool for 80% of the time I might be better off.
[IMG]http://img.photobucket.com/albums/v16/Azazel/scan_03.jpg[/IMG]
I'm glad some of you guys seem to be digging the ninjas as well since that's pretty much the one I'm going with at this point. I like the big hulking one as well but the big armoured guy seems to a popular topic so I thought it'd be a bit more challenging to do something a little different. Regardless of what happens I'd still like to have a go, at a later date, with making a heavy armour guy based off samurai armour and the sniper/medic (if I'm remember the brief right...I'm tired).
So anyway, here's the final drawing of the day. I'll probably have a go a colouring it later, I'm not sure if I'll try and design the back first (I'm going to see if I can try and apply the automotive design rule: "It should look different going than it did coming"). I've still got to go back and see exactly what this character class was meant to do, engineer/demolitions type of thing if I remember right. That means bags and pouches and the like for tools and stuff.
The swords are most likely a temp thing for my own kicks, they'll wind up being replaced by some sort of bull-pup rifle, might keep 'em though. Reminds me, I should really give him some sort of neat looking side arm for completeness sake.
God, I'm doing that rambling thing again.
[IMG]http://img.photobucket.com/albums/v16/Azazel/scan_04.jpg[/IMG]
Back to work today so I can't give as big an update. Doesn't help that I spent more time on this one than I meant to.
[IMG]http://img.photobucket.com/albums/v16/Azazel/paint_02.jpg[/IMG]
Done in Painter 8, maybe two hourse, possibley longer. I wasn't really paying attention to the time. I actually did the opposite here of what I meant to. I'll switch to greyscale to be sure later but originally I meant to make the banded metal pieces the darkest bits and the solid bits of armour the lightest, it looks like I've done the opposite here. I'll have a go at my original attempt in Photoshop, just to switch things up a bit.
I'm still not too sure on what final colour I'm going to go for, either a deep red or a very dark blue. I'm also going to add some sort of symbol to the left side of the chest and possibley the shoulder pads, most likely some sort of kamon.
What's left now is the back design and the gear which I hope to have all finished by the end of the weekend.
The head's been bugging me over the weekend so I've had a go at redesiging it. Originally I was trying to simulate the look of the hood and mouth scarf you'd normally see in ninja attire but I had a go with doing it without the hood and I'm not minding the look.
This has sort of helped solve the lack of glowing things problem as now the exposed side of the cranium is leaving itself open to glowy, wirey madness of some description.
Aside from these four I did one with the mouth expose which would have been the main glowing area. I'm still not too sure about since it just look more evil and demonic which I'm not exactly sure is the look I'm going for here. I might go back to it later, howere.
[IMG]http://img.photobucket.com/albums/v16/Azazel/scan_05.jpg[/IMG]
[IMG]http://img.photobucket.com/albums/v16/Azazel/paint_03.jpg[/IMG]
Finally - I've stumbled upon your thread! Robo-ninja is progressing very nicely - surely it would work best at a sniper/assasin class. I was really expecting to see light armour and dark metal banding as I scrolled down, and think it might look cooler than the reversed tonal combination.
I also noted that the design is progressing toward more traditional ninja looking details rather than a tech-future look. I really liked the 20/04, 16:51 post where the ninja reference is almost just the outline and the details are smooth, uncluttered curving forms.
Sumea Challenge #7 Bluexcess - Challenger #12
Well, decided I might as well take part.
(removed previous concept, it was a fairly generic heavy trooper if you haven't already seen it)
I assume your going for the heavy then? Concept looks good; my only crit is that with all that heavy armour, it does look a little weird having the head so exposed. Maybe turn that mouthpiece into a helmet? You could still leave the eyes open, I just think it?s a bit odd giving a soldier all that armour but not covering his melon.
Just a suggestion, anyway. Nice concept, and good luck with the challenge. [:)]
i have decided to can the heavy trooper concept, and finalised on a robot entry (did this a while ago just didn't update), this render is a bit old as i have done some more work on him and started to texture but it shows the basic model. any crits/comments are welcome. currently at 3334 tris [img]http://www.sumea.com.au/forum/attached/bluexcess/200562611281_robot.jpg…]
well... the texture is coming along, a bit hard when you've never used photoshop before apart from a bit of photo resizing, anyways here is my current state of progress. please crit/comment
[img]http://www.sumea.com.au/forum/attached/bluexcess/20057185613_perspectiv…]
[img]http://www.sumea.com.au/forum/attached/bluexcess/20057185531_front.jpg[…]
finished... sigh... as a first model it took a bit longer than i expected, had to do a few very late nights but got it done in the end, so here it is.
[img]http://www.sumea.com.au/forum/attached/bluexcess/20057375920_models_wir…]
[img]http://www.sumea.com.au/forum/attached/bluexcess/2005738130_textured_mo…]
[img]http://www.sumea.com.au/forum/attached/bluexcess/200573824_wire.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/bluexcess/200573847_texture.jpg[…]
[img]http://www.sumea.com.au/forum/attached/bluexcess/200573144151_money_sho…]
yes, i also agree about the texture work, the main reason i didn't change it was that this is the first time i have used photoshop and I didn't have the time to go back through and change things. I also had my computer (a laptop) crashing at regular intervals from overloading with both photoshop and 3dsmax running, i think it crashed about 5 times in 30 mins at one stage, factor in re-boot time and there you have it.
(Thats why the money shot was late Souri, sorry)
Sumea Challenge #7 - Junkers
Hey guys, how are you all.
Heres some pics of my model model so far, still [wip] so thats why you can see the gaps down the middle. I have to do legs and redo the top of the arm.
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/1wip_sumea_soldier_f…]
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/2wip_sumea_soldier_f…]
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/3wip_sumea_soldier_l…]
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/4wip_sumea_soldier_4…]
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/4wip_sumea_soldier_4…]
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/sumea_model.jpg[/img]
Current poly count is at: 2060 tri's ... so lets hope i can put the rest of the 1500 to good use. :)
Comments and crit most welcome, hope you like my effort and best of luck to other contestants.
thanks for the reply, much appreciated. I got some free time today so i plugged away at making the mechanical arm...
[img]http://whatsbeef.net/junkers/2005/models/sumea_mod/sumea_model_mecharm…]
Hehe, i really like it :)
More soon, hopefully :)
HE HAS NO HEAD!
-caseyjones