This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
Sumea Challenge #7 - goodgod - Challenger #11
Hello!!
Yeah I'll take part.
My first concept sketches for this challenge, what do you think?
[img]http://www.sumea.com.au/forum/attached/goodgod/2005416202039_concept_1…]
I'll add the glowy bits later.
Alright, this is my texture so far. The colour scheme isn?t final but I don?t have much free time to spend on this project so I?m just going to have to do my best to getting it finished. Crits are very welcome as I need some more direction. Thank you.
Insert Image: [img]http://www.sumea.com.au/forum/attached/goodgod/2005628101233_space_nigh…]
I may add a money shot later if I can.
[img]http://www.sumea.com.au/forum/attached/goodgod/20057342712_untextured_w…]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057344733_textured.jpg…]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057344928_wire.gif[/img]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057351049_texture.jpg[…]
[img]http://www.sumea.com.au/forum/attached/goodgod/2005737104_colour_combos…]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057345541_close_up.jpg…]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057365925_close_up.jpg…]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057345714_high_ress.jp…]
[img]http://www.sumea.com.au/forum/attached/goodgod/20057310437_pose.jpg[/img]
Oops, I made the image too big, and yeah it has some resemblance but only a tiny bit because I only have my self to refer to most of the time, and I?m a bit stingy with money.
Souri, I really enjoyed taking part in this challenge so I?d like to say thank you for making it possible, and I am pretty sure, I wouldn?t have the 3d modelling skills that I have today if it wasn?t for these challenges. So any way, should I change the image size to 800x600?
oh yeah sould I have the poly count and texure size on the money shot?
hey dude... just want to say nice work..
yours was my personal favourite last time round... and same this challenge..
really tidy texturing... and a well balanced model... my only crit is that perhaps the armour looks a bit flat in areas and the rivots kinda make it look a bit retro .... not sure if that was what you were going for...
but overall it looks great and really is a pro effort..
thumbs up[:)]
Sumea Challenge #7 - 3DArty - Challenger #1
JETPACKJACK
Hi all. Here is some more on JETPACKJACK, I did not get as much done as I would have liked but it is slowly getting there, what you see is just the texture no lighting its just a stand max render. as you can see there is still a bit more to go but it should be all done soon I hope.
I will repost this one again once I get done.
Whilst its technically well done, the design is kind of...well, weird.
THe armour seems to be a collection of random detials. It just doesnt look like armour (well to my anyway). The chest piece is alright but the rest are just too noisy. Like the shin gaurds for example, its hard to tell what is going on as there is so much going on, it looks like you have just gone bananas with little indents here and there.
The colours also could use some toning down. There are a lot of different and bold colours going on, they all seem to be fighting each other for my eyes attention.
This probably sounds a little harsh, but I am only saying this becuase I think you have the technical skills to pull off a really nice texture.
You just need to think more about the design as it is soo important. When it goes ingame, poeple wont be care if it isnt 100% pixal perfect rendered, if it is a well constructed, well designed thought out character(or whatever) then it will really stand out.
Just my 02cents :)
gotta agree with makk and personally id like to see something that really breaks away from the basic human male silouhette in the design. a neat feature of armour or something. i know theres the jepacks and eyepeice but take like the silouhette of the front view and it becomes less noticable
like makk said you really have the technical skills, so itd be great to see them taken to their full potential.
No thats cool guys im just more or less playing around with it at the momment.
Im hoping it will look a lot better at the end im just playing with a few things till i see how it looks and what parts look better.
I gess I have a strange way of doing things lol[;)]
Again thx for the feed back its always good
too keep me on my toes,I find I work better
under (hi psi).
Hi 3darty, the texture is looking pretty good mate! I agree with Lechy, regarding the armour plates needing to be extruded away from the body. Whats the poly count? It looks like you would have enough polys to do this and also still heaps of time left too. How's the job hunting going, i just sent my cv/reel out to some of the local companies last week and plan to send it out to some others this week.
Here he is, All im going to do now is some more photo shots in hi-res
and with one of him flying.
Insert Image: [img]http://www.sumea.com.au/forum/attached/3DArty/2005520123221_jetpackjack…]
Sumea Challenge #7 - DamienP - Challenger #2
Hello, decided to register and enter the comp, been lurking for a while.
Here's some concepts, I'm thinking it will probably be the Light class soldier:
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200541410113_c1.jpg"]c1.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20054141025_c2.jpg"]c2.jpg[/url]
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Thanks mate. Yeah I went through a lot of pics of soldiers, swat teams and stuff for reference.
This is where I got to today, around 2500 triangles so far.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200541563047_guy01.jpg"]guy01.jpg[/url]
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Just a note on the proportions. Seems the crotch area is a little saggy and makes his legs look stumpy.
I don't know about the placement of the shoulders under all that upper armour either. I think maybe you should take notice of where the collar bone should be and then line it up towards the shoulders.
Otherwise good start!
IronHide, good call on the proportions. I should really use reference more. I've adjusted the shoulders and fiddled with his crotch a bit (you heard me). I'll finish the rest of the modelling tomorrow, bed time now.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/2005415105638_guy02.jpg"]guy02.jpg[/url]
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Just about done with modelling, he's at 3410 triangles at the moment, will no doubt add some more edges when rigging.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200541710429_guy04.jpg"]guy04.jpg[/url]
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Very early texture work:
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200542343955_wip01.jpg"]wip01.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200542344039_wip02.jpg"]wip02.jpg[/url]
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Probably going to take a while to texture, haven't really done much texturing and the Unwrap is fairly terrible :)
Hi, done a little more texturing. You're right about the colours, probably not that great for blending into the shadows, just thought I'd try something different. I've tried desaturating the colours a little, looks a little strange, I'll most likely change the colours altogether like you've suggested.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20054297269_wip03.jpg"]wip03.jpg[/url]
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Well my room mate asked for his Wacom tablet back today so had to put a halt to texturing briefly, so I decided to see if I could figure out how to import characters into UT. Well I got him in, but there is a slight scale issue hehe, cool to see running around in there though.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200543011106_Shot00034.j…"]Shot00034.jpg[/url]
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Anyone know if that's to do with the scale in Max, or something that can be fixed in UnrealED?
it is something that can be fixed in UnrealED (allthough i gotta say i reckon it looks cool to have a hulking giant :P ).
in the animations browser (assuming your using the default male skeleton) pull out "thundercrash" which will be by default in the packages drop down list. then go mesh>>copy mesh properties. switch back to your newly imported characters package and go mesh>>paste mesh properties.
this effectively scales and rotates your character to the right values for UT, usefull for when youve been modelling in a differnt setup (say X up, unreals Z up i think) and without real care for scale.
Hey, got back to some texturing yesterday. Changed the colours - got rid of the yellow, went for some urban-camo stuff in the lighter parts of his uniform. Let me know what you think of the changes so far.
[img]http://www.sumea.com.au/forum/attached/DamienP/200552185838_wip04.jpg[/…]
Minor texture update, still more to do. I'm not happy with the way some of it has turned out so far, might go back and redo some of it if I've got time, but my mate needed his tablet back so I doing the rest of the texture with a mouse, not fun hehe.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20056110044_wip05.jpg"]wip05.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/DamienP/20056110044_wip05.jpg[/i…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/2005611016_wip06.jpg"]wip06.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/DamienP/2005611016_wip06.jpg[/img]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20056110126_wip07.jpg"]wip07.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/DamienP/20056110126_wip07.jpg[/i…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20056110144_wip08.jpg"]wip08.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/DamienP/20056110144_wip08.jpg[/i…]
Very ncie work. I love the design and the overall look of this model, he definately looks like he fits in a game. You could probably be a bit more subtle on the face though. Too many strong creases, I think. I'd also give him more areas of colour in some areas, he has quite a fair bit of white/pale there apart from the creases. Anyway, nice work!
Great design, but the texture is not doing it justice. You have all that detail in the upper body but it is lost because it's too dark. The texture on the face looks like he had just taken off a pair of ski goggles and the area around got sunburnt, Maybe try and keep an even tone all the way to the edge of the headgear. The eyepatch looks like it's floating as well, maybe put a little shadow around the edges to show that it's in contact with the skin. Hope that was helpful.
Hi, didn't see your post until just now Lechy, thanks for the advice on the textures. Good point about the eye thing too.
[img]http://www.sumea.com.au/forum/attached/DamienP/200566221015_wip09.jpg[/…]
Been playing around with animations too.
[url="http://host343.ipowerweb.com/~damienpc/Gallery/movies/runtestpreview01…"]Run Cycle[/url]
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[url="http://host343.ipowerweb.com/~damienpc/Gallery/movies/runtestpreviewbip…"]Run Cycle - Biped + Bones[/url]
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Well I haven't had internet access at home for the past few weeks, so that's why I haven't been updating. So here's my final entry as I won't be able to submit tomorrow:
[img]http://www.sumea.com.au/forum/attached/damienp/20057212426_submit01.jpg…]
[img]http://www.sumea.com.au/forum/attached/damienp/20057212439_submit02.jpg…]
[img]http://www.sumea.com.au/forum/attached/damienp/20057212453_submit03.jpg…]
[img]http://www.sumea.com.au/forum/attached/damienp/2005721256_submit04.jpg[…]
[img]http://www.sumea.com.au/forum/attached/damienp/20057212519_submit05.jpg…]
Didn't have time to set up a nice money shot sorry about that hehe. I know it's not part of the comp, but I did some animation too so I'll attach that too:
[url="http://host343.ipowerweb.com/~damienpc/Gallery/movies/Run01.avi"]Run Cycle[/url]
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[url="http://host343.ipowerweb.com/~damienpc/Gallery/movies/Climb01.avi"]Climb Animation[/url]
1.7 Mb
Sumea Challenge #7 - Neuralstasis
Hello Hello
Here is a concept drawing (if I can get the post to work) for my entry for the Modeller Challenge #7!
Im going the full on heavy, as you can probably see. I thought quite hard about what armour a heavy would need and came up with a few ideas (not necessarily original).
1. The heavy can be more armoured on the left hand side. Because as with a standard right handed person, that is the side facing the enemy. Thus the larger shoulder pad on the left. I will probably extend armour in other areas.
2. The knee plates are configered so that, when kneeling, the joints are covered from the front.
3. It must have a fully covered head. No disrespect to other concepts but it is simply crazy to have a bare head when you are in a heavy armour suit.
Anyway here is a pic for everyone! Pic done first with a pencil sketch, digital photographed and then cleaned up in photoshop.
[img]http://www.mountgloriousbutterflies.com/sumea/SM_heavy_concept.jpg[/img]
Sumea Challenge #7 - Sinister
I've just been drawing up a few concepts lately for this comp. I'll post them soon for crits. [B)]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/2005413193534_Soldier1…"]Soldier1.jpg[/url]
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Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/2005413193534_Soldier1…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/2005413194341_Soldier2…"]Soldier2.jpg[/url]
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Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/2005413194341_Soldier2…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/200541319509_Soldier3.j…"]Soldier3.jpg[/url]
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Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/200541319509_Soldier3.j…]
Here are a few concepts I came up with. Crits and favourites are welcome. I haven't decided on one so comments may sway my decision.
The first one shows the general colour scheme I'm thinking of using.
Thanx conundrum. The flow just kind of came to me as I sketched him out. I'm still having a hard time choosing. After looking at him for a while, it dawned on me that I feel he looks a little too similar to the bald guy from the Goliath clan that's already in UT so I'm kind of stearing away from him now.
The first image is my favourite, I like the design of the body, seems very solid and heavy, and I really like the design of the boots and arm. Not so sure about the head though, I like the idea of having something like the third pic's head on the first guy, more of a human in armour than a full on robot. Or some kind of cool mask like in the second pic.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/20056267815_soldier.jpg"]soldier.jpg[/url]
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Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/20056267815_soldier.jpg…]
Here's a pic of my model pretty much finished. I'm now unwrapping it and hoping I have enough time to finish it in time.
Sumea Challenge #7 - Bunny
I'm going with a beetle-themed heavy, currently fleshing out the proportions and messing with a few details.
Boo! I'm back from the desolate wasteland of page 3 and I've brought someone with me...
Forgive my lack of progress, RL can be a beech at times. This charming fellow, now more or less complete, weighs in at 3498 tris. Crits would be appreciated, especially if they come soon because I really need to get unwrapping. :D
[img]http://www.sumea.com.au/simages2/460_beetle1L.jpg[/img]
ATM I'm messing around with a near-future military skin, but I'm not sure yet. I'm borrowing a few ideas from newer fighter jets, the zig-zag panel lines and such.
Now you mention it I'm not sure about the joint deformation, but there's room to cut some more polys and add another loop or two if necessary, so I'll see how it goes. Thanks for the crits. :)
Sumea Challenge #7 - IronhideNT- Challenger #7
Hey.
Alright this time I'll make a real effort to post regularly with my progress. Hopefully with the time allocated, I'll finish!
I sketched up 3 concepts - one of each class. I had like these stories for these guys, but I won't blab and I'll keep it brief.
On the left it's the light guy. He has practically no armour to maximise his use of bionic legs.
The middle is sorta based around Curtin's concept, sorta with the Arabic mysterious influence.
And finally on the right is the heavy character. I came up with her playing around with these shapes and it needs work but there's something there I reckon.
Anyhow, I don't know which one to go for yet so it would be great if everyone could critique and comment on them please! After that I'll begin to concentrate on one and go for it.
Thanks!
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/200541082232_first_ro…"]first_roughs.jpg[/url]
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They are all good concepts. I think I like the second one the best, which would make for a cool model, but the last one is also very unique which is a plus. It?s a tough choice since they are all cool!
If you were going to go for the last one, I think the concept might need a bit more fleshing out. I don?t know about those arms.
Hey, thanks for your responses, and yes I don't have a scanner so all my drawings you see on Sumea is from a digi cam!
Alright there was something in the heavy woman concept, but since there were enough heavies in capable hands, I switched the basic design to a "light" soldier.
I've done a colour study of the character and I hope it's still in the "urban primitive" style of curtins and sumeacools. It works in red and blue and has those glowy bits everyone's talking about.
What do you guys reckon? Does it follow the game look and feel? Need opinions!
By the way, do I have to design the weapons for it too?
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/20055153630_smc7_ligh…"]smc7_light_woman.jpg[/url]
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I find it hard to imagine how this creature would walk looking at the physicality of it's legs, it's hard to make out whether it can actually bend at it's knees or not. If you're going for the bird/raptor style of leg try shortening the lower limb and lengthening the mid limb. I like it overall but maybe needs some refining.
Hey IronhideNT,
I like where you're going with the design of the 'light', and i think perhaps you could push it even further.
But I agree with Wizenedoldman that the legs need to articulate better, and to me it looks a bit top-heavy with those retro shoulder pads. Although, i could see it working if the 'light' walked and ran more like a dog and only stood up to attack and to look ahead (Like a Meerkat) [:D]
Maybe the design of the light class makes it the least human looking of the three, because it's built for speed and reconaissance? You could push the form to be more dog like, or expand on your original drawings for the heavy and bring in multi-jointed arms?
Hey thanks for your responses, they were helpful!
Actually puck I was heading down the animal deformation path, but I was thinking more insect like a grasshopper. I was also debating what type of head this thing should have. I originally planned for a scary looking human head, but as you said, it may not fit the design very well. hmmmm.
I had to get on the modelling stage so here's just an overall shape of the concept into 3D plus the various changes that everyone suggested.
Yeah, the mesh is ugly but I was wondering what you guys thought of the look of it overall?
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005517103330_smc7_mo…"]smc7_modelblock.jpg[/url]
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I hope you don't take this the wrong way but I think the legs look kinda goofy at the moment. Maybe it's the rounded bend at the back, are they going to be mechanical? Because if they are maybe it would look better if there was a mechanical joint there instead of a rubbery like bend. The body armour looks pretty cool. I'm not sure I like the arms though, a little thin. Anyway that's just my opinion. cheers.
Yeah thanks for picking that up guys! Seemed like I totally forgot my concept while modeling. Ah well.
Here's a new update I've been working on and it's 3376 polys with abit more refining to go.
Right now the arms are sticking into a hole on the main body armour - it's actually not attached to anything. It's all good but on occaions you can see through the gap between the arm and the armour. Is there a way game models get around this problem to patch it up?
Once again feedback on the character would be great.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/200552191637_smc7_mod…"]smc7_modeling_001.jpg[/url]
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That's looking cool, is he all robotic now or does he have organic bits to him like in the original concepts?
I wouldn't worry too much about seeing the gap between the arm and armour, I'd imagine it's very rare you see that close up when playing UT, though you may have some issues with the arm crashing through the armour at the more extreme poses. Again, this will be hard to pick up in UT anyway. I know that a few of the UT models that come with the game have the same issues with arms crashing through shoulders, and they've solved it by sticking huge shoulder pads on the character so you can't see it :)
Maybe now would be a good time to do a quick rig to see how it all works?
Hey Damien thanks for your advice!
Yeah, compared to my original idea it's gone more robotic than I wanted. But somehow, it looked okay in my sketches, but when I did it in 3D it was beginning to look strange ...guess I need more experience.
Cause there's not long to go I've told myself to go ahead with unwrapping and texturing. Now I haven't fully decided on the colour scheme, but I was playing around and came up with this:
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/20056194919_smc7_mode…"]smc7_modeltextureflats.jpg[/url]
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What do you guys reckon? It's meant to be a female type thing.
Texturing wasn't really working for me and I've figured it's because the design's a little shoddy. I've reworked the modeling side of things to try to get a more feminine look out of her. Gone are the "I'm about to take off" shoulder pad wings and replaced with a more subtle fabric cape. I also got rid of the head shell with a spikey anime type pony tail thing. Anyway its 3470 polys and there's no turning back now....I hope!
Does fabric have to be attached to the model?
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005649582_smc7_model…"]smc7_model_002.jpg[/url]
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Alright here we go again.
In typical me fashion I have remodeled parts of it again and re-unwrapped them. Now when I look back at it, her body did look too big, so thanks for picking that up! She's got a more "small but quick" feel that I wanted so yeah, modelling is done done done!
Now texturing. I don't really understand UT2k4, but if I read those UDN docs correctly, I'll be using spec maps - is that okay? Also do I have to paint in the glowy bits myself or does UT2k4 magically do it for me?
I've just roughly blocked in the colours for the moment. Any feedback will be great!
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/20056138736_smc7_mode…"]smc7_modeltextureflats2.jpg[/url]
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After a horror couple of weeks I'm back on this thing. I'm crossing my fingers that I'll finish!
Here is more texturing progress on my character. I have to put in more detail, shadows, etc.
Comments and suggestions would be great again!
I'm still confused as to whether or not I have to model a weapon of some sort???? Also is it due on Friday the 1st or Sunday the 3rd?
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005625102040_smc7_mo…"]smc7_modeltextureprogress_1.jpg[/url]
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Oooo the rush of trying to get things finished! But yay I'm done! I've only used a colour map just in case we can't use specs and I've added the insignias of Curtin's concepts.
Thanks everyone for helping me out and good luck to all the challengers!
1. 1024x512 pixel default software lit orthograpics
[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057313827_smc7_pres…]
2. 1024x512 pixel untextured wireframe
[img]http://www.sumea.com.au/forum/attached/IronhideNT/2005731397_smc7_pres_…]
3. 1024x512 uvw wire layout of character and head
[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057314058_smc7_pres…]
4. 1024x512 version of your texture flats of character/head.
[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057314239_smc7_pres…]
5. 800x600 money shot which can be lit and posed
[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057314330_smc7_pres…]
Sumea Challenge #7 - Wizenedoldman
Early stages yet, wish I could post my concept but I don't have access to a scanner at the moment. I'll be doing the fighter class and it should fit somewhat with the style of Curtin's concepts.
[img]http://www.sumea.com.au/forum/attached/Wizenedoldman/20054619018_fighte…]
Scannerised my concept at last, just wish I hadn't run out of paper for it and was able to draw the whole thing, never the less, here it is.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/2005415103154_Comp…]
Futurism is a hard concept to nail, I mean really, it could be anything.
Yeah, futurism ? the way things are going, we?ll probably be running around with stones and pointy sticks [:P]
Interesting concept, which looks aligned with Curtins concepts. With those extremely lanky proportions, he looks kinda alien. Good work so far.
Do you plan on showing a full-bodied concept? That would be cool. [:)]
Here's an updizzle, nothing super exciting going on.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/20054241232_fighte…]
C&C welcome.
A much more worthy update this time, still unsure of the handgun thing, tell me what you think. I'll probably put some time into it later, add some details. Tri count of 2358.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/2005426105854_figh…]
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/2005426105943_figh…]
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/200542992756_fight…]
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/200542993148_fight…]
I'm thinking I should put a little story with this guy now so here goes:
Bred from the biomass vats owned by the Pollo Peace Solutions corporation, the genetically engineered SS-23 model soldier has been designed for battle, stripped of all unnecessary parts and programmed to eliminate.
The SS-23 comes fully loaded with an arm-mounted, close-range phase cannon which upon firing lets out a wide spread blast of super-kinetic plasma discharge which can bring down an African bull eliphant at full speed.
Installed in SS-23's spinal nerve port is the optional 'senseboost?' functionality. 4 chambers contain a seperate neurotransmitter for the sense of sight, hearing, touch and smell and can be deployed at will by the individual soldier with a mere thought. These highly developed chemicals produce a hyper-sensitivity for the said senses and can aid the soldier during battle in many ways. Of course discretion should be taken when using these as there is a limited supply in each chamber, but refills can be purchased at your local Pollo reseller, and if they're not in stock, ask them to get them in!
Fitted into each SS-23's helmets are scopic lenses that have the ability to pick up almost any specified electromagnetic wavelength. This includes audio pick up which, through sensors connected directly to the brain, enable the soldier to 'see' sound, a truly unique feature to this model, and almost unprecedented on the modern battlefield giving the SS-23 model an even greater edge against your enemy.
Standing at over 7 feet tall and coming in a range of colours such as vermillion, turquoise and fuschia, head on down to your local Pollo Peace Solutions reseller and pick up an SS-23 for yourself today, with a launch price special of $2.1 million US, how can you say no!?
disclaimer: Pollo Peace Solutions takes no responsibility for any fatalities of customers caused as a result of the removal of the SS-23's helmet, you've been warned, NEVER TOUCH THEIR HELMETS!
Thanks Moony, what I plan to do is model him some shoes/boots and maybe keep him in that pose, so the shoes would have some thick soles at the back, but maybe not up that high. Gives him a more 'ready for action' look. I've also ditched the hand gun for the moment, unless anyone likes it, but I'm not sold on it.
Now that I've modelled his boots I'm disliking the look of his pants and will be undergoing modifications in that area, just not sure what to do with them... What do futurepants look like?
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/20055582929_fighte…]
C&C welcome.
Been nearly a month since I updated, scrapped the drug thingy on his back, changed a few things here and there, need to finalise the model soon so I can start texturing., but anyway, what do you think?
edit: forgot to add he's ~3000 polys at the moment.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/20056264441_fighte…]
aaaah i cant beleive i never noticed it till now but your dude looks sad! Its because of those little handles (i think) above the eye holes on the helmet, especially with the circular eye holes they look like little cartoony eyebrows, slanted in a sad/worried expression. He's also lacking fine detail, i mean i know his attire is pretty minimalistic but maybe a buckle on the shoulder straps? things like that (lol yes i know, i just told you to take something away and complained there wasnt enough detail).
Thats like.... refinement though, its a great model
This'll have to be the final model, he's bang on 3500 polys, which is nice.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/200561364515_fight…]
Basic colour scheme, going for an autumnal look, don't ask me why.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/200562922212_fight…]
Feedback welcome, although with the time left I doubt I'll be able to implement any suggestions.
cant say im a fan of the colour scheme :( the helmet in particular... i imagined something more metallic then yellow and it seems like everythings just getting muddy and your loosing things like the multiple straps around his waist which have just blended into one right now. The skin looks like someone has been hitting the fake tan too hard. sorry to come down on it so harsh but i think you could pull off a lot better
Ok, universal panning is a good indication I need to change something, you guys are right, I'm much happier with this one, got a naval theme going on now.
[img]http://www.sumea.com.au/forum/attached/wizenedoldman/20056302020_fighte…]
I think this'll have to stay cause I gotta try and get some texturing done and at least submit something.
Sumea Challenge #7 - DarkAngel
Hey there, just reserving my little spot :)
Most likely going for the "Heavy" type character - but i'll see how it pans out hehehe... will try and get the concept up asap :)
Sumea Challenge #7 - Palantir - Challenger #16
I?ll be entering again. Hopefully this time I?ll actually finish ? third time lucky! [:P]
I?d like to try my own concept, but I?m not sure what style to go with. I was thinking of a cyborg style of dude if that?s okay.
Here?s my first concept sketch:
[img]http://www.sumea.com.au/forum/attached/palantir/20054594840_concept01.j…]
I?m aiming for the support class - medium armour, construction/engineer class guy.
Since I?m posting, here?s a tiny update:
[img]http://www.sumea.com.au/forum/attached/palantir/20054632640_concept02.j…]
Just a bit of tweaking ? lost the oversized shoulder pad and the backpack, and changed a couple of minor things. I tried a few different head types, and while a typical futuristic helmet suits him (ala Halo), I feel it?s too clich?d. Plus we?ve got 1024x1024 res to play with on the head, so I really wanted something with more detail then a simple full-faced helmet.
I?m a bit concerned with this guy actually since he?s so metallic and I?m inexperienced with painting metal. But that?s why I want to try it ? to challenge myself.
Right, onto the reference sheets then (and figure out what the rest of him looks like!).
Here are the reference sheets, with some minor changes. I?ve tried to make his proportions more realistic. I?ll still need to draw up some detailed images for both his head and his robot arm, but for now this should be enough to get me started on the 3D model. I?ll no doubt change things a bit as I add detail to the model.
C&C always welcome. [:)]
Well then, time to fire up Max.
[img]http://www.sumea.com.au/forum/attached/palantir/20054885015_ref_sheets_…]
Uninspiring end of weekend update. I?ve only begun to block out the general mass. Thought I?d show where I?m up to, since I probably won?t have time to do any more until next weekend.
[img]http://www.sumea.com.au/forum/attached/palantir/200541044816_update01.j…]
Update on my slow progress. At about 1500 tris ATM.
Wireframe:
[img]http://www.sumea.com.au/forum/attached/palantir/20054198627_update02.jp…]
And just for fun here?s a shadowy render of the weird abdomen section:
[img]http://www.sumea.com.au/forum/attached/palantir/20054198656_update03.jp…]
I made the changes and it definitely looks better. My original idea with that heel was to put a piston type thing going from the large heel up to the calve, but it looked too much like Robocop. I think this is a better design.
I?ve also started adding some detail to the legs.
[img]http://www.sumea.com.au/forum/attached/palantir/200542075621_update04.j…]
I?ve started working on the robotic arm. Still working on it, but I thought I?d update my progress. I plan on having the mechanical hand on both arms, with the right arm being mostly flesh, and the left completely robotic.
It?s over poly?d and under detailed ATM unfortunately. [:(]
[img]http://www.sumea.com.au/forum/attached/palantir/20054289256_update05.jp…]
First off I'd work on the weight of your model a bit more, his looking a little off, his legs were the first thing I thought were off. I like the weight of your character in your original concept alot more then your model.
As for going over your limit. I noticed on your arm in your last post you have a wire on his arm at the front. When you see your guy in UT you are hardly going to see something as small as that so I would cut alot out of that, then when you are texturing it make it a brighter color so it stands outs so you can see it.
You might want to move polies to areas like the head and breast plate which are large areas that should have more detail in them.
-USF
Thanks for your comments USF, very helpful. [:)]
I think where I went wrong with the weight was making him too tall and slender in the reference images. Actually I didn?t realise how odd the legs looked until I focused on that small full-body image on my last post. Zooming out from time to time is probably a good idea. So I?ll play around with the general mass a bit more.
Good point about the small detail not showing in-game. I?ll definitely work on that.
Now I?m not so sure about having fleshy bits. Maybe making him a completely robotic-like character would look better?
I?ve done a few concepts for a helmet based head, and this is my favourite so far:
[img]http://www.sumea.com.au/forum/attached/palantir/2005517637_concept03.jp…]
Any comments and crits appreciated.
I believe it?s some sort of scope/camera thing on his head, but I intended for it to be part of the glowing team colours. No good?
It does look a bit too Star Wars, doesn?t it? I was actually trying for a modern fighter-pilot style of helmet evolved, but I think Star Wars style got in the way.
I think I like the basic direction of this concept, but I think I need to experiment with it a bit more. I?ll probably lose the Darth Vader style mouthpiece for one thing.
About time I updated.
I?ve been a bit uninspired with the cyborg concept, so I?ve gone for more of a straight robot kind of thing ? well, less flesh, whatever it is (I?ll know for certain when texturing).
I played around with some different concepts for the head and liked this style the most.
This is pretty much what it?s going to be, I just need to make a few adjustments to various areas, and then go tri chopping mad ? it?s about 250 poly?s over budget as is. Should be okay though, because I can see several areas over-detailed, I?m just happy I?ve got the bulk of the model done.
[img]http://www.sumea.com.au/forum/attached/palantir/200551584548_update07.j…]
Grrr, still progressing slowly. I really need to spend less time playing Guild Wars and more time working. Evil mmorpg?s? [}:)]
Lechy, thanks, yeah the tri culling was easy, leaving a fair bit of room for tweaking, especially with the arm redesign. I gave up on those complex arms after wrestling with some animation tests. And I?m not sure what happened with those legs, but I?ve fixed them.
Anyway I thought I?d post the update before I begin the unwrap:
[img]http://www.sumea.com.au/forum/attached/palantir/200552934013_update08.j…]
Edit: It's at 3496 tri's.
Sooooo?
I?ve got to get back to Guild Wars now; I?m almost level 20!! [:0]
Edit to include poly count
Ergh *grunt of frustration* - I think I should win the slowest worker award [:(]
I finally got it unwrapped and packed:
[img]http://www.sumea.com.au/forum/attached/palantir/20056984718_update09.jp…]
[img]http://www.sumea.com.au/forum/attached/palantir/20056984759_wires.jpg[/…]
It took even longer then usual because I?ve never packed for two textures before, so had to figure out how to do that. I don?t know if the way I did it was the best way or not. After unwrapping the UV?s I packed them into two separate sections in the edit UV window, then converted to edit mesh and selected every poly from one of the unwrapped sections and then detached them so there are two meshes. I can then reattach them when I?ve finished mapping. But this seems like poor workflow, there must be a better way? That?s the only way I could figure out how to do it, anyway.
Well then, looks like I?ve got 2 weeks to learn how to paint metal and get this sucker textured!
I?ve tried a bunch of different colour schemes, and have decided to go with a simple blue and grey worn metal look. So far I?ve just really worked out the colour scheme and began some detail on the legs. I?m not sure what I?ll do with the eyepiece though; maybe just straight black would look better? I really need to get moving now.
[img]http://www.sumea.com.au/forum/attached/palantir/200562375158_update11.j…]
[img]http://www.sumea.com.au/forum/attached/palantir/20056237538_update10.jp…]
Hey Palantir, its looking good so far. I like the idea with with the exposed sections.
Dont forget you could play with shaders in UT2K4, for example a nice reflective shader might look good for the eyepiece. Dont know anything about ut shaders so I cant help you there buddy :)
Also dont be afraid to up the brightness in youur highlights. picking a yellow-ish white and going in with a 1 pixal brush and painting in highlights where any sharp edges catch the light can help.
Goodluck with it and I hope you get it finished :)
Thanks for the tips Makk. I did find that exploring a broader colour range gets a much better result, especially in the highlights. I don?t know anything about UT shaders either, so I?ll leave that until the end ? if I get time.
I went back and made a few changes to the mesh, I?ve unwrapped and repacked half the model again, and now I?m just started the first texturing pass again. [:P]
Probably not the best move to go back, because now I?ll really be pushing to get something complete by Sunday, but I just wasn?t happy with some of the model. I have a reasonably good idea of what I want now, so if I apply myself I?ll get there.
Here's a render of the modified head with just preliminary texture sheets set up:
[img]http://www.sumea.com.au/forum/attached/palantir/20056291460_test_render…]
Thanks guys. I?m still stuffing about with the mesh, which is probably bad considering the looming finish line, but it?s still got things I?m unhappy with (I could use another month on the mesh alone!). My last image is WIP, I didn?t want to show it in detail yet, but just to clarify the idea for the head.
Now onto some texturing ? eek!!
I guess I?ll just try to think about the highlights, about where the light source would be coming from, and remember to vary the tone more.
?Should be a fun weekend! [:D]
sumea challenge #7 - Lechy - Challenger #9
Like picpoc I was also thinking of doing a big beefy dude. I'll post some concepts later. cheers.
Ok here are some concepts. Now to start on max.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/20054254642_HeavyArmour.jpg"]HeavyArmour.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/20054254713_HeavyArmour2.j…"]HeavyArmour2.jpg[/url]
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Ok this is the basic shape of the model at about half the polys. I'm not sure how to tackle the shoulders yet. I'll start work on the details now. As this is my first model for quite a while any technical crits will be greatly appreciated
[img]http://www.sumea.com.au/forum/attached/Lechy/200553203439_heavyassaultw…]
Here is another shot with some more detail. Still only about half the poly amount, so it will look quite a lot different when done.
[img]http://www.sumea.com.au/forum/attached/Lechy/20055914110_heavyassaultwi…]
Ok here is another update, it is currently at 2400 polys. I added some shoulderpads because I wanted him to look a bit bulkier at the top also added some bits at the back and other things. Still not to sure what to do with the extra polys.
[img]http://www.sumea.com.au/forum/attached/Lechy/200551422457_2400b.jpg[/img]
Thanks picpoc. Here is the final model with a dodgy physique, I'll clean it up later. It's about 3000 polys, I changed the back a bit, added polys to the head and made adjustments to the forearms. I'm currently in the process of unwrapping. I'll post some textures soon. cheers.
[img]http://www.sumea.com.au/forum/attached/Lechy/20056190845_MechfinalSL.jp…]
[img]http://www.sumea.com.au/forum/attached/Lechy/20056190859_MechfinalSL2.j…]
Thanks Makk, here is an update. He's almost finished, just a few more adjustments and I'm done.
Insert Image: [img]http://www.sumea.com.au/forum/attached/Lechy/2005622113042_Colour1.jpg[…]
quote:He's almost finished, just a few more adjustments and I'm done.
Hmmm when I first saw that pic I thought you had just started the texturing and had laid down the base colours for you to start painting on.
Please tell me you will be adding texture, colours and contrast to it. I'd hate to see such a cool model be spoiled by some sub-par texturing.
Dont give up lechy! :)
A few tips that I use when painting any texture. please note that this isnt they only way to go about texturing, just my basic method yadda, yadda, yadda :)
Something to keep in mind when you are texturing is a light source.
Generally, its a good idea to have it above the player. So therefore highlights would be the strongest at the top of the model and weakest at the bottom. For shadows they would be the lightest at the top and stronger below, but be midnful of areas that wont catch light very much, for example the under arm area.
Painting with a light sourde in mind and trying to pull out the forms of the model is the basic foundation to good texturing.
If your not completly comfortable picking the different colours for shading, work in greyscale. By that I mean just picking shades of grey. You can add colour easily by making an overlay layer filled with the base colour (red for example). Also I like to lay down the colours that Im using somewhere on a new layer, that way I can easily refer to them and the colours are more consistent
Once you have got the base shading down for you texture, its time to add some surface texture. Find a good photo of the material your painting (metal in this case) (and dont forget, dont use any copyrighted photos!!) and on a new layer above the bsae shading, fill in the areas that you want to be metal. Next simply change the layer mode to overlay or softlight (matter of fact try them all out and see what looks best) and WOOP! WOOP! your texture should look more realistic.
The last stage is general tweaking, making sure you highlights are bright enough, sharpining up any areas that arent well defined or blurry, etc.
hehe, thats about it lechy.
Hopefully you havent fallen asleep and this is of some help to you :)
Ok, I think I've finally decided on what I'm going to do with the texture, here is the start, no spec maps yet.
[img]http://www.sumea.com.au/forum/attached/Lechy/2005624103739_MechTexturin…]
[img]http://www.sumea.com.au/forum/attached/Lechy/200562410383_MechTexturing…]
Thats looking sweet. you probly know this but where you have the gray where the paint is chiped add some lighter gray or all most white as well, more so on the sharper parts but with spacers, so if the light is not hiting that part of it.It will still have the same look. just to give it a bit more of a tin look.
keep it going its looking good.:)
Here is my effort so far, I'm fast running out of time because I won't be able to work on this after thursday. I spent most of the time so far trying to figure out what to do with the orange painted metal.
thanks for that tip 3Darty, I used a lighter shade of gray on the edges and it did look kinda better.
[img]http://www.sumea.com.au/forum/attached/Lechy/200562785633_MechTexturing…]
looking good but you might just want to tone them back just a bit as some of them just look a bit to white just try and get them to blend into the gray a bit more. the ones on his arms look spot on but there is one or two on his sholder and above and around his head are a bit strong.just tone them back a bit. it needs to work a bit like the background you have for that render from dark to light a good way to fix it is to use the blend tool where the white and the gray meet.
Lechy: This is my favourite I think so far, Im really liking how the texture is coming along, Especially down near the legs where it looks like a bit of oil has been seeping out between armour panels or just general grit has gathered in those areas over the years.
Try not to get too carried away with the black smokey parts though between armour etc and like 3dArty pointed out just take the edge off those highlights. Bring the remainder of the texture up to the same level and give the model a good looking over before delving in for another detail pass.
Overall its looking really good though - finish it [:)]
Sumea Challenge #7 - Picpoc - Challenger #3
Hi guys.
Once again going to try my skills in the challenge. I?m going to try to do a big dude, and have started doing some concept art. Soon should have some to post.
cheers
Hi guys. Here?s my big guy character concept pics. I?ve tried to come up with something more original, but it all just looked bad. So I went with this one. I hope it will look better in 3D.
Let me know what u think, all comments are welcome especially critique ones.
Cheers
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005420174342_blueprint_a…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/200542017451_blueprint_ca…]
just an update
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/20054301218_update_01.jpg…]
it stands at 1010 tris now, i think i'm gonna use about 1000 for head and arms and an other 1000 for backpack and the cannon. if i won't go over that then 500 tris left i'm gonna use to more details.
cheers
its coming along well, a very close to the concept and you have managed to keep the poly count relatively low which is good. one thing that sticks out is the feet, they make him look unbalanced, i think the best way to fix it is just flatten his feet so that the front doesn't curl up, when bipeds stand up straight they put distribute the weight over the whole foot. other than that its very nice and i'm looking forward to seeing it progress.
Hi guys.
Finally I have managed to finish the model. I?ve been a little busy lately and couldn?t spend as much time on it as I wish to. Currently the model is 3499 tris. Let me know what u think, should I change anything?
Cheers
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005520223648_inf_wire_2…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005520223839_inf_model_2…]
Looking good! I think the width of the hips in the model has made him look chubbier than what you had in mind when you drew up your concept.
I'm no expert on this topic but it'll also be interesting how much freedom of movement you get on such a solid looking character. During animation the space between his large feet, his low knees, and the bar across his gun could call for some unnatural movement.
Hi Guys
Thanks for the comments. I have updated the model a bit. I have stretched his arms and legs, I have also pulled his knees apart and cut his waist in more, I?ve shrunk his head and gave him a neck. Do u recon that?s any better?
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005527203616_inf_model_3…]
Hi Picpoc, the texture is looking a little blurry, especially around the arms. I'm not sure if the blue and red work too well together, maybe if the red was brighter and a different texture. I think you are suffering from the same problem as PK, where it looks like you have the same texture all over, but with different colors. Maybe try using different materials. cheers.
FINISHED!!!!!!!!!!!!!!!!
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/20057265943_picpoc_color_…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005727057_picpoc_wire_2…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005727348_picpoc_texture…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005727231_picpoc_unwrap_…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005727522_picpoc_money_5…]
Sumea Challenge #7 - FlyingMonk - Challenger #5
A new comp... seem like its time for me to de-lurk and start doing some 3d work again.
I don't have a concept just kinda sketching things in at the moment.
Going for a light or maybe medium class
[img]http://www.sumea.com.au/forum/attached/flyingmonk/200544101718_whatever…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/flyingmonk/200544101718_whatever…"]whatever001.jpg[/url]
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Bit of an update...
I like how the torso and head are working out. Now I just need to work out what to do with the arms, legs and any other bits. Poly count is around 2300 at the moment, time to start thinking about some more details me thinks.
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20054100141_whatever0…]
Hey Lechy, man its been a while. Hurry up and post something so I know what I'm up against.(and also so I can poke fun at your lousy drawing skills :) )
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/20054100141_whatever0…"]whatever002.jpg[/url]
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Palantir. Yeah, no concepts. I'm trying out this strip modeling thing, basicaly you just make the defining mesh loops to get the shape and fill in the rest later when you have the shape you want.
As for the circle thing on his back, I don't know but when it come to texturing I suspect its going to be glowing.
Horay! another update...er yeah
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20054208420_whatever0…]
I'm at about 3400, give or take a bit.
Next I'll add some doo dads to the legs and I think the mesh will be nearly done.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/20054208420_whatever0…"]whatever003.jpg[/url]
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awesome work, the poly distribution is incredibly even and everything seems to be contributing to the sillouhette which is great to see. nothing to crit, i'm looking forward to the textures. i'm expecting a slimy frog/amphibian look (with high tech armour embedded in his body), but without a concept i can't be sure (it would look cool though). keep it up
Thanks for the feedback guys. I've finnished modeling and unwraping, so I'll post something when I make some progress on the texture.
conundrum - that slimy frog idea sounds great. Defantly better than my origonal idea of a plain boring wetsuit sort of thing.
palantir - It got optimized out, but after everything was finished I relised I had some polygons to spare so its back in now.
Now if I can just get some texturing done, I might just be able to get something finished for once.
I've started on the texturing and laying out where all the glowy bits will be
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20055485918_whatever0…]
The comp rules said that they wanted to get away from the Red vs Blue cliche. So I'm thinking of going for Green vs Yellow...
Why you might ask, well its partarly to do with the fact that my Xbox controler is sitting near my desk and the colours are : red, blue, green and yellow. And if it was used in a mod we could always claim that its some kind of Australian thing.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/20055485918_whatever0…"]whatever004.jpg[/url]
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quote:i know they said they like glowy bits but i just se no sence in it.
I'm with you on that Shath, adding glowy bits just because they are cool is about the worst design descision you could make.
Only add them if they serve a purpose, make up the reasons if need be but saying "Because is like, rad dood." is never a good reason. :P
Like the progress so far Monk. :)
Oh Shane. if you say it like that, I'm just going to have to finnish it just for you.
With the whole glowing thing. Since this is suposed to be in the style of UT2K4, I'm going gor style over any kind of realism. Besides when did gameplay aspects have to make sence?
On another note...My internet is down, so my updates will be even less frequent, if such a thing is possible.
I'm alive again! So I have a place to live and an internet conection again. I'm realy trying hard to finnish this one. The texturing is getting there. There are still sections that havn't even been painted yet and I still have alot of tweaking and fixing to do.
With just over 2 weeks left I'm going to have to realy start doing some work.
Oh and coke and sugary snacks will help too. I'm going by the mis-guided belief that caffein and sugar make me work better.
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200561292913_whatever…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200561292913_whatever…"]whatever005.jpg[/url]
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DONE!
Wow, I don't think I've actualy finished an online comp since the Paul Steed did the 'Bad Girl' comp all those years ago.
So here we go:
Textured:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572124913_FlyingMo…]
Wire:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20057212505_FlyingMon…]
Texture Maps:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572125114_FlyingMo…]
Wire Maps:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572125213_FlyingMo…]
And the pretty render:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572125257_FlyingMo…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572124913_FlyingMo…"]FlyingMonk_colour.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572125114_FlyingMo…"]FlyingMonk_Colour_Map.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572125213_FlyingMo…"]FlyingMonk_wire_Map.jpg[/url]
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Sumea Challenge #7 - mikamika
well i thought i join the fun again and have a go. the concept is for a support class, so medium armour. and i'm kind of thinking of him as a moblie weapons locker.
ive even had a go at the head :)
[img]http://www.sumea.com.au/forum/attached/mikamika/2005443438_idea1.jpg[/i…]
[img]http://www.sumea.com.au/forum/attached/mikamika/2005443928_head_02.jpg[…]
small update, ive been working on the body, crit away
mikamika
[img]http://www.sumea.com.au/forum/attached/mikamika/2005413103056_body_01.j…]
[img]http://www.sumea.com.au/forum/attached/mikamika/2005413103119_body_02.j…]
thanks for the comments guys, everything should be in place now. just a few extra things to slot in, with what i have left on the poly count. maybe some tools or somethnig like that.
[img]http://www.sumea.com.au/forum/attached/mikamika/2005414233858_body_03.j…]
[img]http://www.sumea.com.au/forum/attached/mikamika/2005414233920_body_04.j…]
Sumea Challenge # 7 - Nibbles
reserving my spot...
am going to try curtins engineer character and possible if time permits some extra robot style characters.
curtins character
[img]http://www.sumea.com.au/forum/attached/Nibbles/200543235019_20053301820…]
or maybe one of my many chars from the sumea concept forum or the droid designs i didnt get time to enter into the concept forum... ah descisions descisions.....
[url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2682&whichpage=1[/url]
[url]http://www.sumea.com.au/sprofilepic.asp?pic=463_Droids.jpg&news=1450&id…]
CONCEPT PHASE -> Droid Style Scout Class
[img]http://www.sumea.com.au/forum/attached/Nibbles/200541224243_droid_desig…]
Okay finaly got my concept done for the light scout style class. I wanted to go for a lankey robot design so I worked from some of my unused designs til I was happy with the rough form (one on the left) then began to work it to a final design that I was happy with (the one on the right) feels good a post up, hopefully more before the end of the week.
[B)][}:)][B)]
NIBBLES
MODEL PHASE -> Droid Style Scout Class
beeen sooooo busy at work, so i thought it was about time to upload my progress on my model so far... as you can see started the droid character currently sitting around 3000 tris including weapons.
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203122_WIP_1.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203132_WIP_2.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203141_WIP_3.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203425_wip_5.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203412_WIP_4.jpg[/…]
Scrapped the old arms they didnt look anything like my concept! (thats what happens at about 2 in the morn when u forget your reference)
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203439_WIP_6.jpg[/…]
comments and crits welcome.. will update next week with more model shots and *'hopefully* texturing as well
CHEERS
NIBBLEs
Nice modelling job. [:)]
I think the legs are cool and actually realistic as they are (they don?t need muscle after all ? and thin steel is very strong!), but the feet just need some scaling down. I quite like the concept of a robot/droid with skinny legs and largish feet to weigh it down and stop it from toppling over ? just not feet quite that large. Of course considering the size of that weapon, it does need some sort of counter balance.
Oh ? and I love the camera head ? ?big brother? is watching!
Sumea Challenge #7 - XYZ
I think I will work on my own concept for the Covert sniper character.
Here is a concept image.
[img]http://www.sumea.com.au/forum/attached/xyz/200543222237_sniper_concept_…]
Good point re futuristic. I guess it is hard
for me to imagine people running round with
guns in the future in a robotic warhammer 40k style.
I might add some cyborg elements to the sniper.
Make him a bit more Aeon flux.
[img]http://www.sumea.com.au/forum/attached/xyz/20054521123_model_sheet.jpg[…]
Just working on making the sniper like
a ninja crossed with abc warrior elements.
[img]http://www.sumea.com.au/forum/attached/xyz/200545211829_helmet.jpg[/img]
Speed, Stealth, Camouflage.
Character will move bent over and spider like.
[img]http://www.sumea.com.au/forum/attached/xyz/2005419213711_front02.jpg[/i…]
I have been spending too much time trying to survive lately. Now thats on track I am going to finish this comp. here is yet another concept which I have started to model.
He is still the sniper, I thought way too much about this concept.
Basically I decided that he is going to have the legs of a cat, which are grafted onto his torso(might use the direct x fur shader?). He also sports an oversized shoulder guard and a helmet which covers one eye. His camo will reflect a cat mixed with a final fantasy character.
maybe no tail, but a cape which has balance elements.
now to the model, for sure.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/xyz/20056415039_ff02.jpg"]ff02.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/xyz/20056415039_ff02.jpg[/img]
I made the face with animation in mind. The helmet is a mix of shogun and base ball. The model will be more fanatsy then military.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/xyz/20056421734_ff_front_wire.jpg"]ff_front_wire.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/xyz/20056421734_ff_front_wire.jp…]
if you are going for animation (i'm not sure if the unreal engine needs facial animation capabilities) i'd suggest improving the edgeloops. right now it looks a lot like a grid which will cause a lot problems when animating, try finding some examples of top artists work and see how they construct the face. even looking at anatomical images of muscle structures in the face will give you a good idea of where to place edgeloops. its an interesting concept though and it'll be good to see how it develops
I had a look and understand now what was wrong.
I am not sure if I need to but for the sake of
the exercise I am going to remodel the head using
splines to trace over the original mesh in more
suitable curves. Hope this doesn't up the poly count?
This is the model with the bad edge loops.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/xyz/2005672455_ff_side.jpg"]ff_side.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/xyz/2005672455_ff_side.jpg[/img]
quote:Originally posted by conundrum
if you are going for animation (i'm not sure if the unreal engine needs facial animation capabilities) i'd suggest improving the edgeloops. right now it looks a lot like a grid which will cause a lot problems when animating, try finding some examples of top artists work and see how they construct the face. even looking at anatomical images of muscle structures in the face will give you a good idea of where to place edgeloops. its an interesting concept though and it'll be good to see how it develops
I have been working through a tute for face construction.
The poly count is too high, I hope to refine the mesh considerably.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/xyz/200561864841_grun_3.jpg"]grun_3.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/xyz/200561864841_grun_3.jpg[/img]
Sumea Challenge #7 - LiveWire
ok, i'm thinking i'll go with the support class for the myological based team, based off sumeacool's design:
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054435054_triton_02…]
probably wont model it 1 for 1, but alter bits as i feel like so i can get a bit of my own touch i there too. also i'm thinking of adding soe 'snakes' or something from the medusa concept cos i think they would be fun to animate. dunno, will have to look into it a bit more.
hey dude!
awesome!
i'll have a roughish csheet for this guy up either tonight or tomorrow if that helps.
post it in the concept section.
i feel i've go a bit too ancient with the ideas are you thinking more futuristic/ military?
it will be great to see what you change or add using bits of this as a base.
cool!
:)
one thing that has got me wondering from this guy and the medusa design is are they living or robotic? they have gears and other such parts. i guess i see it as a robot with it's design based around an ancient Greek theme, or something. the mod doesn?t have a story/plot yet, but whatever it is it will involve two heavily armored military teams going at it - so any character's basic design should be based around combat functionality first and foremost. i think this guy looks like a pretty mean soldier as is, but i'll probably change the feet to something more practical and less elegant. i'm thinking also that i wont give this guy many specific glowybits on his amour, but rather have glowy things in the construction underneath which illuminate though the open areas i the amour. i guess open areas sort of reduce it's combat effectiveness, but they look cool, so i'll just say it's light amour designed to protect the internals from bumps and light fire.
no rush on the model sheets though, unless there are other people looking at this one too. I?ve got some assessments for QANTM to get though before i commit myself seriously to this challenge. but QANTM finishes in four weeks, and we have 3 months for the comp so i should begin this guy in a couple of weeks when my assessments start to wrap up, if i cant find time sooner.
Hey there,
umm, i was thinking they are robotic with a bit of grey vat grown flesh for protecting the mechanics to a degree..
like the terminator but the technology is more archaic like da vinci's spring and gear based machines. so the majority of their insides are clockwork cogs and things.
made with finely crafted brass, steel and wood.....then the addition of the glowy stuff that could be modern fuel or eerie ghost energy..
:)
yeah plot wise i was thinking a future Deadelus had re-incarnated the spirits of dead gods through his technology and being a nasty future version he wants to take over the universe.
muah-ha-ha-ha-haaaar.
i dunno.. I'm really interested to see what you come up with!..I mean it'll be cool to see an idea realised in 3D and fascinating to watch it evolve into something better and more aligned with the ideas for the mod..
anyway there are super-rushed csheets in the concept section and i'll post an alternative head..it's cheesy but i thought people may not like the spartan thing or want to use it on something else..
awsome dude. cant wait to start modeling it. i now have three weeks of qantm left with my two major assessmnts due in the next couple, so it shouldnt be much longer now until i get a start on it :)
also, i like the helmet, but i also like the alternative version! choices, choices... i might have to see if i can come up with a compromise...
yesterday i was looking up stuff on ancient greek mythology for some ideas, when i started to get some ideas for a back story for him, which then went on to get bigger and bigger, such that it would be a backstory for his entire team/race.
a story for the sumea mod is probably not nessesary, the game is fairly simplistic and all we really need is a premis for the combat, setting, etc. but if i ever write it down i'll post it up here as a possible idea.
ok, finally finished qantm and had the celebration weekend, so now it's time to get on with this. however, i'm going to begin learning maya, so i'll be doing the model in that.
i've watched a bunch of video tuts, and the modeling part seems pretty straight forward, problem is they skiped over the hypershader, meanig i have no idea how to get a texture onto my reference planes to begin modeling in the first place! can anyone explain to me how to do this, or point me in the direction of some tuts so i can get started? i'm about to go looking for some now myself anyway.
so far maya looks pretty interesting, cant wait to get something going...
GARH!!! maya is giving me the shits. this interface is going to take some time to gt use to. Just having to use Alt to move the cmaera around everything is confusing.
I have a question though: i set up image planes, but i couldnt figure out how to move them around (i didnt want them intersecting in the middle of the viewport) so i just used their attributes to make them invisible, which turned them off in the perspective viewport and not the others. however now in the orthographic views anything behind the veiw planes i can select but not see, so i was going t oahe another try at moving them but i cant select them in the orthographic views, and therefore cant turn their visibility back on.
i figure once i'm able to navigate the viewports and fix these irritating problems i should be right for modelling, especially now that i have MJ Poly Tools installed. But it's just getting to that point in the first place that's the problem!
EDIT: another question. is there anyway to make geometry transparent. in max you can simply hit ALT+X to make an object see through, making it very easy to work with image planes, i'm hoping there is a way to do the same in maya
Just make a polygonal plane instead of image planes (much easier) and attach the image to them. Simple.
As for double sided, press CTRL-a to bring up the attribute editor, search the tabs for one that say render stats and tick double sided on.
Transperancy is under the shading tab, top left on every viewport, look for X-ray and turn it on.
Alternatively just make a hot key that runs this script.
$p[0] = `getPanel -wf`;
modelEditor -e -xray (!`modelEditor -q -xray ($p[0])`) ($p[0]);
I'd advise going and getting some tutorials as these problems are pretty easy to solve if you just do a basic google search.
Wait until you get onto harder things. [:P]
thanks Dean.
and don't worry, i've been searching every time i get stuck, but i also post as there's a chance of getting both an answer and advice, such that script you just posted.
also i've watched several hourse of video tuts that came with the UT2004 dvd, which were realy handy, but skiped over things like setting up image planes or using the hyper shadder. once i get well into modelling i think i'll be right, with only the different tools and interface to get the hang of. then once i've got a basic hang of it i'll start re-arranging the shortcut keys to make it easier :)
EDIT: right, i've started my scene again, using image planes again cos texture planes run terribly slow for some reason, and dropping the render quality means i cant cant see the detail. but i've figured out move te images planes now (found it in a tutorial eariler today), so hopefully i can get started modeling now...
yes, still no pictures, but i have a reason: this is turning out to be one of the ugliest models i've done. i blame it on not knowing the tools - at the moment i'm having trouble re-ordering the flow of polys or adding detail. it seems that the methods available (at least that i've found so far) in maya take twice as long to use than Max, but maybe it's just my incopetance stemming from less than two days using the program. hopfully i once i've got the model blocked out and a bit o detail added, i'll have gotten used to the tools enough to make it look good [:)]
i guess the worst thing about doing the comp in Maya is knowing that if i was using Max the mesh would be almost done by now!
anyway, i'm sure few of you really care about my experience with Maya modelling thus far, so back to work...
I don't know maya at all, but i've heard the polymodelling isn't as intuative as it is in max...but that could just be extremist max fanboys talking.
It's hard enough modelling and texturing a character without having the learn the program at the same time [:0] Good luck with it!
Looking forward to seeing some pics.
yeah, got my copy of max 7 earlier this year, love some of the new tools.
i'm starting work at Krome in just over a week now, where i'll be using Maya, so i want to get into it as much as possible before i start to ease the transition.
oh, and still no pics, i decided i needed a few days off for R&R and games, seeing as i just finished qantm and am about to start full time work.
ok.
since i started work i didn't think i'd have time to finish the comp (foiled again!) but it seems i've had a reasonably amount of time to spare and i've been able to work on my entry afterall.
i started a few weeks ago when i was first learning maya, but scrapped that and began again a couple of days ago. reason being my original model was terrible, since i knew nothing about maya. now that i understand and have gotten over the interface and know a lot more of the tools i'm better.
in the end i'm still not happy with this model compared to some of my other work, namely my smaus model, but again i blame that on my proficiency in maya, and i can see in the model a timeline of improvement progressing from the earlist parts to the latest.
obviously still a bit to go, and once all the parts are done i'll be ging back over it and fine tuning it as much as time allows. though since there's less than a month to go that probably wont be a very large amount of time.
polycount is currently 2462 tris, not that that counts for much at this stage with a fair bit still to go and tweeking to be done.
[img]http://www.sumea.com.au/forum/attached/LiveWire/20056222844_SWorking.jp…]
oh, and one more thing, i'm going for a hybrid between the original concept and the reference pics, as you'll see latter. i figured i've bored you with enough typing already that i probably should explain even more.[:)]
yeah no smothing groups on it yet, all flat shadded. it's got arms now and i've had to take out some detail in some areas cos i had exactly 19 tris left with which to do the head. i want to add detail tot he torso to get the concave groves looking better, and i want to add all the little accesories aswell. i'm going to shange how the legs join the body to, i've never been happy with that since i started.
thanks for the crits though, i'll definatly have to look into the poly density/distribution. probably have to take some out of the neck to stay within the limit.
ok, still a lot to go. it's 3599tris at the moment. pleanty i can take out of the head (i worked from a smoothed cube cos a sphere didnt give me what i wanted) and a few other places. i went with the original head design simple cos i didnt have the polys to do the other one. i want to add accessories such as the shrukin (sp[:P]) and the loincloth, and a few other details.
but, that'l do for today- it's beer o'clock!
[img]http://www.sumea.com.au/forum/attached/LiveWire/20056322156_working2.jp…]
done and done... almost. if i change anything else it will be minor tweeking.
still not entierly happy with it. i'm sure i could have done better, but i'm ruing out of time to get it done so this will probably do. crits still welcome though cos i might adjust a few things before i finish unwrapping it.
at the moment i think th legs look too short, or too wide, or something. might be the loincloth making them look fat, but i think i'll lengthen them a bit. i'm leaving it all for now though until i get some futher oppinions.
oh, and i'm not sure if i should do the belt as a texture (see post above for a concept pic of belt). at the moment that's what i plan to do and i have placed two splanes accross the gap between the torso and the leg to paint on. that's not really who i would normally do it, but in this case that would involve quite a bit of detail and and my detail level at the moment isnt really that high cos i need all the polys for the mechanical parts, etc. any comments/ideas?
[img]http://www.sumea.com.au/forum/attached/LiveWire/20056603649_spar1.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/LiveWire/2005660374_spar2.jpg[/i…]
That looks really cool Livewire.
I think you do need to lengthen the legs. From the side he looks properly proportioned, but from the front it looks off, and I believe this is because of the long arms. Basically the leg proportions should match the arm proportions. If you think of a normally proportioned body, with the arms resting down, the hands would rest about mid-thigh, but with your guy they are down to the knees. I think if you just make the legs the same kind of length as the arms, so that the hands rest mid-thigh, it would look right. Extremely tall and lanky, but properly proportioned, and very cool. IMHO, of course.
Great job on the model.
heh, yeah shortly after posting this i looked at it again after a short break. i realised that the arms are far too long. normally i would model the arms at 45 deg. like above, but in this casei modeled them straight out like on the concept, and after rotating them down at the very end it showed how long they really were. i intend to shorten them and lengthen the legs a bit, then start unwrapping.
Sumea Challenge #7 - UniqueSnowFlake
Morning,
Don't have time to get myself a concept done, So just thought I'd start on Curtins concept.
Started yesterday afternoon, This is how far I got. Wanted to post 360 but render sizes were too big [:X]
Anyways heres my start:
[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/20054319410_USF_…]
question to curtin: In your back concept you have a metal plate on his belt near his lower back. This isn't on your side concept so just wondering which way you are going with this.
yeah, curtin said that he stuffed up there, the back plate should be on the side drawing too but he forgot it i was talking to him on friday or was it thursday and he did mentioned that to me ( i was going to model one of his characters guess ill do one of the others then or one of my own seeing as your doing a fine job of this one)
oh and sorry curtin for answering for you.... :)
NIBBLES
My bad.
Cheers Nibbles. Yeah I stuffed that little bit up and although I fixed it, I forgot to post the corrected image. Here it is. I'll also post a copy in the character concept thread.
By the way, that model is looking great.
c.
[img]http://www.sumea.com.au/forum/attached/curtin/20054411016_side2.jpg[/img]
looks like you're going for a defined human musclatorial system, but you've got some major groups way off -- hope this helps.
[img]http://server2.uploadit.org/files/jistyles-usf_paintover.jpg[/img]
Thanks for all your comments so far.
First off to Curtin, thanks for the great concept been fun so far. Down the road try and think about what engine you are designing to and if things would work when they are put into 3D. What I mean is that the arm join wouldn't work at all so I had to design that but trying to keep it as close as your concept. I won't be adding the cape because I don't see it technically possible in UT2004.
Conundrum: As you said I was following the concept and yeah, in the concept the shoulders were that kind of shape so I followed it. So it was intentional [8D]
Now Joel.. [:p] I am following a concept I'm not sure if you have seen it before you posted. I'm not totally blind I have seen a shoulder before, I do belive I have 1 or maybe 2 [:p] Either way this whole guys body is pretty random. Don't evern get me started about his face proportions [:X]
Major Pecs signing off. [8]
Well yeah,while I throw all that up I thought I'd put up an update, still working on the right arm alot but slowly getting there. No time for it apart from lunch time.
[img] http://www.sumea.com.au/forum/attached/UniqueSnowFlake/200545232031_USF…]
Enjoy!
I got a bit turned around with your answers to the last post. If you're changing the concept because you'd just like to tweak it, or for technical reasons that of course is totally cool with me.
Just in case there is any confusion though - the left (organic)shoulder on that guy is basically a rough ball that curves outwards. The armpit faces downward rather than forward. There isn't a deep cut. Again I don't know if i'm getting everyone's questions wrong here - sorry if I am.
And because the original concept had a cape, the upper chest is armour/clothing rather than musculature - so that may throw some people off. Just something to factor in if you want to ditch the cloak.
Its your own model though, so feel to reinterpret anything I throw up :)
Looking good. Though I do think you should listen to Joel about your shoulder and arm piece. He has years of industry experience under his belt and I think that his suggestions should be considered. No matter what the concept says, you should always have the basic rule of proportions and muscular flow in mind, because it WILL make your model look amature.
I had some time this evening so i snuck in a sheet for the rifle for you. I've posted it in the concept art thread but I'll put it here too.
c.
[img]http://www.sumea.com.au/forum/attached/curtin/200541293213_srifle01.jpg…]
Originally I saw the top part of the main piece of the gun (the bit that connects to the scope mount) as curved - so that the main piece was an arch with a square bottom. And the piece that connects the main gun section with the barrel was a cylinder (like the ring just near it).
But I kinda like what you have done there already so I wouldn't bother changing it - I think it looks great just how it is.
good work.
c.
Sumea Challenge #7 - Codyalday - Challenger #15
Going to participate in this, first time as well. This is good to test myself on a time limit. I havn't thought of a concept yet, but I will these following days.
Finally my brother let me install the scanner on his computer, so here it is. I had to scan it twice as the size of the paper was too large for the scanner, and the quality is not that good, though I am quite happy with it.
[img]http://www.sumea.com.au/simages2/429_Cody_Covert2L.jpg[/img]
The face and the left arm need some work, so I will probally change and add some things in the modeling stage.
Started modeling using GMax, ( not 3D Studio Max 2.5 as my brother deleted it, can't reinstall as my CD Player isn't working ). Anyways, here is the progress for a couple of hours work.
[img]http://www.sumea.com.au/simages2/429_Covert_WIPL.jpg[/img]
Attached the arms to the shoulders and done the hands......... still working on the buttox, shoulders - hands though. Around 1000 Tris at the moment.
[img]http://www.sumea.com.au/forum/attached/codyalday/200541022526_Covert2.j…]
Update, around 2000 tris at the moment. Comments and crits appreciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/20054170440_Covert5.jp…]
Done some more to my model, still very unsure how I am going to do the head, helmet, strap with mask, hairstyles, so I will probally model the head with a new hair style and a helmet. The little radio thing can paint a target or area so that a heavy character can shoot and it will go to the painted place, maybe. Around 2600 tris at the moment. Comments and crits appreciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/20054213441_Covert06.j…]
Done some more work to my model. Added a face helmet with a visor. As well as created a gun for the character, going to be two pistols that she has.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005429772_Covert07.jp…]
From a technical standing one thing that needs to be fixed up is all of your 5 sided polys you have on your character and also the gun. Simply cut where you want a line between two existing vertices and you'll be fine (don't worry it won't add any polys). Actually I can only see two on your character around the torso area, but there's a fair few on the gun.
I can't help much from a technical point, but from the back it looks like the models behind is sagging a little. It was too hard to explain so I took a leaf out of joels book and drew over your image, hope you don't mind.
[img]codyalday_touchup.jpg[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/200543031936_codyalday_tou…"]codyalday_touchup.jpg[/url]
50.61 KB
Almost finished of the head, need to touch up the hair a bit and optimize it. Also nearly finished modeling the whole character, so hopefully will get it doen by mid this week so I can start UV Mapping the model then on to texturing.
[img]http://www.sumea.com.au/forum/attached/codyalday/20055805323_Covert7.jp…]
Yeah, your using alot of tri's in that hair, and although it does look cool, you might possibly be able to do it just as well with flat alpha mapped planes as in the image below.
[img]http://users.tpg.com.au/edwarddv/hairexample.jpg [/img]
Looking very good so far codyalday, wouldn't it be nice if you could deck her out with those cool female assasin jumping animations from halflife 1. [:D]
Yeah, you should have a look at the ut models (free to download from fileplanet in 3dsmax form), they have heaps of completely seperate peices. No need to attach spikes and extras to the mesh by aligning edges and welding verticies, just have them separate and hovering on the surface or just inside. (as long as the skinning moves it all together it should work fine)
Have a look at this UDN guide about what is and isn't allowed when modelling for unreal.
Finished UVMapping the character so onto texturing. I had heaps of touble unwrapping it, always do, so this is good practice. Sorry about the quality, it had to be compressed.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005610232523_Covert_M…]
[img]http://www.sumea.com.au/forum/attached/codyalday/2005610232925_Flat.jpg…]
Yeah, unwrapping?s a bitch, eh? Definitely the part I like the least..
Anyway, looks like you did a good job of it. Can?t see any distortion on the model, and the uv?s are packed nice and tight. Only crit is that the right map still has some room that could have been used, but all in all it looks like a good unwrap.
Hope the texturing goes well. [:)]
Started to texture the model. Still learning how to texture, though can't find good tutorials on texturing real time game characters. Still needs a lot of work to it, just getting the base colours down, shading ect. Not sure if I will be able to finish it, got only around 10 days left, but I will see how I go.
[img]http://www.sumea.com.au/forum/attached/codyalday/200561942753_Covert_Te…]
Changed the main colour of the character to a darker colour. I am really uncertain where I am going with this texture, can't seem to get a good roll with it or flow. Any comments or crits would be extremely appriciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/200563025759_Covet_Tex…]
Sumea Challenge #7 - Conundrum - Challenger #19
The other concepts are great but i think, just to make it more challenging for myself, i'll make up my own. Hopefuuly i'll start working on it sometime soon
Update
[img]http://www.sumea.com.au/forum/attached/conundrum/2005419224238_Wip-Rend…]
ive decided to go for a "human explorers lost on mars" theme (probably in support or possibly heavy). i was inspired by the frazetta i posted in the ref section. this is very quick and ill do most of my concept work through testing once i have my basic model completed. i'm going for a 60's look and feel to it. i'll post the model sometime soon.
[img]http://www.sumea.com.au/forum/attached/conundrum/200541153657_Spaceman-…]
well, there wasn't much of a response on the last idea and i wasn't sold on it either so i've changed my mind. i'm going to just do conceptual work as i model and see what i come up with, this is the start of the torso so far, i think the stomach is a bit too narrow though. any c&c is much appreciated
[img]http://www.sumea.com.au/forum/attached/conundrum/2005413105711_Wip-01.j…]
thanks for the reply fire, yeah, i know what you mean about it being too modern. At this stage i think i'll do a stealth based character. i'm at 1700 tris for this, but thats including polys under the suit which i will either use if i change my mind or cull later on, plus i need to clean up the shoulders a bit.
[img]http://www.sumea.com.au/forum/attached/conundrum/20054147344_Wip-02.jpg…]
thanks,
this is the base of the model completed though its only 2074 tris so i'm going to model a head. i'll then decide whether i'll keep the helmet with a slit or remove it altogether.
[img]http://www.sumea.com.au/forum/attached/conundrum/2005415222745_Wip-03.j…]
thanks, not sure just yet, but seeing as he's stealth i'll try and go for that look. another update, just more experimentation, i'm beginning to like it. 2035 tris
[img]http://www.sumea.com.au/forum/attached/conundrum/20054177222_Wip-04.jpg…]
yeah i think accesories are the way to go, especially as i have only used a bit more than half the available poly count.
just a pretty render with a little bit of progress
[img]http://www.sumea.com.au/forum/attached/conundrum/2005417112825_Wip-Rend…]
going well :)
in terms of design, it reminded me of The Fury from metal gear solid 3 and the Tesla Trooper from Red Alert 2; here's some pic links for ideas:
http://www.cnc-source.com/gallery/data/media/35/SovietTeslaTrooper_2.jpg
http://www.cnc-source.com/gallery/data/media/35/tesla.jpg
http://www.konami.jp/gs/game/mgs3/english/pic/chara_fury_pic.gif
enjoy [:D]
thanks for the replies, those links should be handy as a reference.
just a bit more progress, i was looking through some of curtins designs and was inspired to do something weird with a helmet and this is the result. i actually quite like it and it means i only have to model the lower part of his face[:)]. its sitting at 2165 tris
[img]http://www.sumea.com.au/forum/attached/conundrum/200541943228_Wip-Rende…]
thanks, i really like your heavy soldier concept so if i can finish this in time i'm going to have a shot at that. this is the head completed, i'm going to start the texturing now and add in accesories as i think they're needed. its sitting at 2471 tris
[img]http://www.sumea.com.au/forum/attached/conundrum/2005419224238_Wip-Rend…]
thanks for the replies
wizend: i guess it'll be up to the texture to make him a bit more futuristic unless i can come come up with some decent fodder for my polycount. his helmet will definately have glowy bits
malus: yeah, you are right, i just need to work out what i'm going to use them for. probably developing the legs and torso a bit further with muscle definition and some more loops for deformation.
thanks for the replies.
palantir: thanks for the suggestion, but i think i'll keep his head hidden because i like the hooded look
bunny: i've altered the proportions so they should be better now, thanks for the tip
this is my latest progress, i pretty much just added junk and put some armour around the the thighs because i was beginning to dislike the skinniness (and what was mentioned above). its at 2992 tris so ive still got 500, ill probably use them to smooth some stuff out.
(edit) after looking at it i'll definately need to fleshout the upper thigh region, especially at the back.
[img]http://www.sumea.com.au/forum/attached/conundrum/200542211484_5Comp7.jp…]
thanks for the replies,
after reading kezza's post and thinking about my model i came up with an idea. seeing as its a stealth, light character i thought that a good addition for speed would be a horizontal rocket pack, so its not for flying, just moving quickly along the ground. considering how i'd already designed him it fitted well. so i've mocked a pose and comped in some smoke (from kezza's weapon post). basically he crouches and the little vent in his back gives him thrust. he can control the steering flaps using the two joysticks i mounted to his jetpack.
[img]http://www.sumea.com.au/forum/attached/conundrum/200542491541_Burn.jpg[…]
Curtin and Sumeacool concepts for Challenge #7
Curtin's sniper character
[img]http://www.sumea.com.au/forum/attached/curtin/2005322181639_front.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/curtin/2005322181912_side.jpg[/i…]
[img]http://www.sumea.com.au/forum/attached/curtin/200532218201_back.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/curtin/2005322182024_frontcloak…]
[img]http://www.sumea.com.au/forum/attached/curtin/2005322182047_sidecloak.j…]
[img]http://www.sumea.com.au/forum/attached/curtin/2005322182130_backcloak.j…]
[img]http://www.sumea.com.au/forum/attached/curtin/20054442758_soldierfront0…]
[img]http://www.sumea.com.au/forum/attached/curtin/2005411233356_soldierback…]
[img]http://www.sumea.com.au/forum/attached/curtin/20054442821_soldierscale0…]
[img]http://www.sumea.com.au/forum/attached/curtin/2005330182049_demolitions…]
[img]http://www.sumea.com.au/forum/attached/curtin/200541293213_srifle01.jpg…]
SumeaCool
[img]http://www.spakfiller.com/projects/tempfolio/jpgs/sumea_02.jpg[/img]
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434155_medusa_fro…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434353_medusa_bac…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434423_medusa_sid…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434757_minotaur_0…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054435054_triton_02…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213634_triton_fr…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213717_triton_fr…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213755_triton_ba…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213822_triton_ba…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213850_triton_si…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213914_triton_si…]
[img]http://www.sumea.com.au/forum/attached/sumeacool/20054722055_tritonhead…]
i was browsing through the internet and i saw your forums and the nice character sheets that it had. i wanted to practice on my modeling so i modeled the sniper character. i hope ppl like it and i want to comned the people involved in designing these characters they are really impressive. these are 2 screenshots of them i hope you folks enjoy them and please feel free to email me with any feedback. again this was only for leisure and practice training only. i only hope i dont offend anyone for my potential lack of knowledge.
Insert Image: [img]http://www.sumea.com.au/forum/attached/mashinboo/20056715512_donehighre…]
Insert Image: [img]http://www.sumea.com.au/forum/attached/mashinboo/200567155132_donelowre…]
Sumea Modeller Challenge #7
Sumea modeller challenge #7 is going to happen on the 1st of April till the 1st of July.
Ok, here are the challenge details!!
Sumea Modeller Challenge #7
Competition Rules:
Open to Australians and New Zealanders only.
STARTING DATE: Friday, 1st of April, 2005.
CLOSING DATE: Sunday, 3rd of July, Midnight. 3 months Total!
THEME:
Futuristic Soldier for the Sumea Mod.
RULES AND GUIDELINES:
Model and texture one of these character classes of your choice:
1. Heavy (In essence the heavy is a big guy, in an even bigger suit of mechanical armor who dominates head on combat at medium to long range with excessive splash damage fire.)
2. Support (Medium Armour, construction/engineer class)
3. Covert (Light Armour, agile, tactics class)
CONCEPT AND STYLE:
Concepts are not required and will not be voted on. You can create you own concept idea, or you can choose from the concepts of Curtin and Sumeacool. These are great concepts and can be seen at this link: http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2838
If you do choose to come up with your own concept, keep in mind that creative and unique concepts which stand out from other attempts in the futuristic genre are highly regarded!! Must be original work!
We have made a thread for some inspiration for you at: http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2679
Colour scheme ? we?re hoping to get out of the red vs blue cliche. You can come up with your own unique colour scheme to further enhance the look of your model. Green and white? Red and black, with yellow poka dots? Whatever suits!
*Important note, we love glowy bits.
MODELLING REQUIREMENTS:
2 x 1024x1024 texture sheet for character
3500 polygon (tris) maximum for character (one single mesh)
Photosourcing allowed, no cannabalism of old models..
Alpha maps and Unreal Tournament 2004 shaders allowed. Please visit http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2814 for UT2k4 specific shader info...
FOR SUBMISSION:
1. 1024x512 pixel default software lit orthograpics (front, back, side, 3/4 view).
2. 1024x512 pixel untextured wireframe (front, back, side, 3/4 view)
3. 1024x512 uvw wire layout of character and head. (Combine the two texture sheets horizontally then resize them to make one 1024x512 pixel graphic.)
4. 1024x512 version of your texture flats of character/head. (Combine the two texture sheets horizontally then resize them to make one 1024x512 pixel graphic.)
5. 800x600 money shot which can be lit and posed (or unposed) how ever you feel fit. Preferably within UT2k4, with shaders, and holding a weapon. Please include your name and polycount of your model.
JUDGING CRITERIA:
Modelling work, texturing skills, and general aesthetics of the model.
It's great news that there will be another modeller challenge soon but if it's to start in a little over ten days (April 1st), shouldn't we have a theme already? From past experience, it's taken 2-4 weeks to decide a topic then another 2-4 weeks to decide on the specifications.
(I just hope I haven't missed a thread discussing all this already 'cos I'll look like a wank [:D])
Anyway, here are a few topics I could think of:-
-A female lead game character
-A photorealistic game character
-A sci-fi character or transport
-An RPG style town or building
???
i'm affraid you have missed it, though it was in another section so it wouldnt have been hard to miss.
anyway Souri has posted here that the challenge will be themed around the sumea mod
[url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2740&whichpage=2[/url]
oh, and Souri - i'm about to post something on materials in UE which may have a bearing on the specifications for the characters and therefore the challenge. I'll pm you anyway once i've posted it.
The topic has already been decided, so there's not much to be discussed on that. Once the topic/guide is posted, we usually have a couple of days to iron things out or make any corrections, but it's all systems go! Sorry guys, no normal mapping this time. Maybe next time!
Anyway, I'm really excited about this challenge. It's a theme which is a favourite of mine and I can't wait to see what everyone comes up with, and also this will be the first time we'll be seeing challenge entries working in a game...
wow totally not what i was exprecting in terms of polycount and texture limit - should be able to go nuts with this!
one thing i that i noticed:
2 x 1024x1024 texture sheet for character (one sheet for body, one sheet for head)
3500 polygon (tris) maximum for character (including head, which is a separate model)
are you planning on swapping heads or head/body textures out? is that what this means?
I like the way all this community mod stuff is going.
This time I hope to finish my entry.
What is the prize for the winner?
When do we start posting entry threads?
I like the format that cgnetworks uses for comps (space opera).
Each entry has to submit a series of wip images, from
draft to final entry. They also have to post a certain
amount of feedback in other peoples threads, to get a community
score.
Just an idea, I know sumea isn't quite the size of cgnetworks but
thats not to say it will not be in the future.
thought of something: you have said unreal shadders are allowed, but for shadders you need masks, etc. if for example i wanted aninated glowy bits then i would need an animated material and the body texture would need a mask. i might be a good idea to specify exactly what is allow for shadders in terms of masks (the alpha of each texture?) and extra textures and whether thay come out of the total texture size.
it's probably not a too good of an idea to go overboard on shadders anyway for preformace reasons, but just illuminating parts of the texture shouldnt cause much of a hit, if any.
so, if we finish one category (heavy/support/covert) are we able to submit a second different entry or are we only allowed one entry each.
also, i use lightwave and dont know if its possible or how difficult it is to get models with textures and rigged into unreal. does anyone know as i havnt tried before. any help would be appreciated
You can submit more than one entry if you like.
Here's some tools/plugins if you want to export models with bones/animation from Lightwave into the unrealed.
http://www.kelpheavyweaponry.com/wiki/revision/Unreal%20model%20export%…
http://wiki.beyondunreal.com/wiki/Lwo2psk
hey there,
got a question to ask that someone has asked me to ask :P
just wanted to know if more than one person can work on the challenge for one character...
Eg. One person models and another person textures - with full credits for the tasks and its up to them to split the prize when one is organised
DarkAngel
Sure, that is fine.. I was actually going to add a gun to the requirements of the challenge, but I've left it out since that'll add more complexity to the challenge (another 1024x1024 texture sheet, shaders and whatnot etc).
Also about the head being a seperate model that was asked earlier - that's mainly because the heads in UT are seperate as well. Actually, I've noticed that your torse can be seperated from your legs when you die in UT2k4, so the brief will have to be changed a bit. Can someone look into the UT2k3/4 models to see if they are like that, please?
so if that was the reason for the comp stats, does that mean we can do it all as one mesh? and what about the head texture - can it contian other parts or just head elements? ok, so that might sound like a stupid question, but that's the way it's worded and i dont want to be caught out on a technicality is all.
The answer to the continous mesh question is that it doesn't matter. The heads don't have to be seperate, but they can if you want. I have made and seen unreal game character meshes that have parts seperated for easier deformation reasons. The head scaling is to do with scaling the verts to the head bone. The head texture is on a seperate texture from body because the body texture is used for team colours. The head texture doesn't change, just the body texture, as I understand it. And Flying monk has already explained how the parts get blown up works right, I think the pinched mesh it leaves looks crap, Soldier of Fortune had much cooler effect for that.
comp??
not an offical one but wondering if anyone would be up for a simple little challange
under 2k poly's and a 512 or smaller textuer
character
medivelil + realistic
no photosourceing
(at all includeing overlays)
anyone game??
Sumea Modeller Challenge #6 Results!!!
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2060"]Sumea Modeller Challenge #6 Details[/url]
[url="http://www.sumea.com.au/sumeachallenge/SumeaMC6.pdf"]Sumea Modeller Challenge #6 entries (PDF)[/url]
A MESSAGE FROM DISCREET:
Congratulations are in order for all the challengers of the Sumea Modeller Challenge #6. You have all accomplished a great level of work, and the standard of entries have been remarkable.
Discreet recognizes the growing talent in the local game development community and is happy to award the winner of the Sumea Modeller Challenge #6 with a copy of 3ds Max 7.
3D Studio Max 7 is the must-have 3D modeling, animation, and rendering solution for demanding artists, schools, and production environments. This landmark release of Discreet's award-winning software raises the bar once again, defining the new state of the art in 3D animation for game development, design visualization, feature film and television visual effects, and education.
It is, therefore, with great pleasure that I announce the recipient of the award to:
Challenger #27, DangerDave, for his model entry called "Shadow".
Congratulations and best wishes,
Peter Moxom
Animation Industry Mananger - Discreet Asia Pacific
THE JUDGES:
Judge #1: TORUS GAMES (comprised of several 3D guys at Torus)
Judge #2: ALISTER LOCKHART ? Tantalus
Judge #3: ROD GREEN - Senior Technical Artist, BioWare Corp
Good work again to everyone involved!
Due to the large number of entries I've given limited feedback - if anyone is genuinely upset by my comments or requires more feedback then give me an email and I'll be happy to help expand on my response.
Rod.
Judge #4: Jason Dalton - Senior Artist, The Creative Assembly
Judge #5: Dale Pugh ? Lead Artist, Sidhe Interactive
Judge #6: Steve Steve Middleton - Art Director, THQ Studio Australia
(for those who didn?t get a comment from Steve, he?s given you a general comment? )
Steve:
- Model for animation with increases in poly detail where creases and flexes are expected.
- Increase texture detail (use every pixel of the resolution you've got, it's precious..).
- Be cohesive. Sometimes fewer visual ideas are better and easier to 'sell' to the viewer.
- Present and pose your work well. Don't use darkness to cover details...
I hope it's useful and good luck to them all. All the work displayed a great amount of effort which is fantastic.
[img]http://www.sumea.com.au/sumeachallenge/SumeaMC6Results.gif[/img]
Challenger 1 ? PicPok : 11th
Alister Lockhart, Tantalus: Ranked 11th
A good model with some nice visceral touches.
Rod Green, Bioware Corp: Ranked 13th
Unique Design, texture could use a little more work - bit too plastic
looking?, UV layout is a little bit wasteful, modelling lacks definition.
Jason Dalton, Creative Assembly: Ranked 15th
Not sure if the blue and red really work well together on this one, kinda confused as to what the blue ropey bits are?
Challenger 2 ? PK : 17th
Alister Lockhart, Tantalus: Ranked 23rd
A good old-fashioned dark lord. Details get lost in the texturing, tidy up the mesh.
Rod Green, Bioware Corp: Ranked 22nd
Overall pretty sound, texture looks a bit washed out, face model/texture
needs some work, texture layout isn't very efficient.
Jason Dalton, Creative Assembly: Ranked 20th
The mesh is a little bit messy and once again, the textures are very murky and washed out.
Challenger 3 ? Moonunit : 22nd
Alister Lockhart, Tantalus: Ranked 20th
Good low-level game character- need to tidy up that mesh though.
Rod Green, Bioware Corp: Ranked 26th
Unique Design, model seems pretty sound - topography is a little messy, I
think the texture lets down the model - photo sourcing is a good start but
it needs a lot of work to be solid.
Jason Dalton, Creative Assembly: Ranked 22nd
His legs look rather week compared to his upper body, remember to try and balance out the character.
Challenger 4 ? DanMill : 12th
Alister Lockhart, Tantalus: Ranked 17th
Humourous touches work great.
Rod Green, Bioware Corp: Ranked 12th
Again great unique design, modelling is a little messy - more detail should
be given to the head, texture is good but could use more 'detailing', UV
layout is a bit wasteful.
Jason Dalton, Creative Assembly: Ranked 8th
The arm is cool, the rest is a little boring, could of maybe went into more details on the texture, added more sores and abrasions to spice it up a bit?
Steve Middleton, THQ Studio Australia: Ranked 4th
Another well presented render with a good choice of pose to demonstrate a tricky shaped character. I liked the ideas and severity of this guy. The model would need a little more adjusting and careful redistribution of the poly count to comfortable animate and the texturing, although good, could be made even better.
Challenger 5 ? RannyRoy : 23rd
Alister Lockhart, Tantalus: Ranked 24th
Good concept, more disciplined meshwork needed.
Rod Green, Bioware Corp: Ranked 20th
Looks good, model is a little boxy, texture layout seems a bit
disproportionate (real-estate given to wrong areas)
Jason Dalton, Creative Assembly: Ranked 24th
Bwhahahaha, made me and the other guys laugh with the render out the front of macca's :D Not too sure what you were going for here, what is the green stuff supposed to be?
Challenger 6 - Conor O'Kane : 9th
Alister Lockhart, Tantalus: Ranked 10th
An esoteric mix of genres, but a beautiful physique and an excellent mesh.
Rod Green, Bioware Corp: Ranked 6th
I'm quite impressed with this model, I like the design and the style, the texture could use a little more detailing (while still keeping the style), modelling is clean and the UV layout is clean. Good Work!
Jason Dalton, Creative Assembly: Ranked 9th
I like the wings and the scaly texture on the flesh, maybe could of made her a little more scary with some demon like cat eyes and maybe mess up her hair a bit, looks kinda neat at the moment.
Challenger 7 ? Bubsy : 27th
Alister Lockhart, Tantalus: Ranked 27th
Ill-conceived. You won?t get work with this one in your folio. Keep trying.
Rod Green, Bioware Corp: Ranked 25th
Looks good, needs more attention to detail in the texture and model, way too much detail in that little head.
Jason Dalton, Creative Assembly: Ranked 27th
Again, poly distribution, why does the little head have so many.
Challenger 8 ? Conundrum : 14th
Alister Lockhart, Tantalus: Ranked 21th
Great concept, execution lacks finesse.
Rod Green, Bioware Corp: Ranked 15th
Love the design, the texture looks a little muddy, modelling could do with some cleanup.
Jason Dalton, Creative Assembly: Ranked 7th
Mesh is really nice, I like the idea behind this one alot. Once again, i think it's the texturing that let this one down, too murky and rough. Textures should enhance the look of the model, not detract from it.
Challenger 9 ? GoodGod : 2nd
Torus Games: Ranked 2nd
-excellent uv layout.
-quality texture work.
-Model quite detailed, but the spikes being a separate model placed on the arms surface not ideal for game modelling.
-Concept of model good but seen similar concepts and designs before.
Alister Lockhart, Tantalus: Ranked 4th
Beautiful textures, a great game character- very professional.
Rod Green, Bioware Corp: Ranked 1st
Great stuff! The design is really cool, others tried a similar design but this one pulls it off. The model, texture and layout is really clean and sharp, I could really see this guy in a game! Only criticism is that maybe the face could get more texture space at the sacrifice for the hair. Other then that this is a top notch model!
Jason Dalton, Creative Assembly: Ranked 1st
Outstanding stuff, the lumpy stuff on the arms really is quite repulsive, mission accomplished!
Dale Pugh, Sidhe Interactive: Ranked 2nd
- cool design, fits brief.
- clean topology, reasonably well distributed.
- the same problem here with using far too much geometry to describe the shapes, ie: the tentacles, toes/feet, fingers/hands.
- hair looks great!
- once again, the uv's could be packed much tighter (especially the
clothing uv's), the more of the uv space that is used the more efficient the model will be.
- the uv layout for the hair could've been much more efficient, only one chunk of hair needed to be painted... given each piece looks the same.
- there appears to be a large gold button on the clothing map, if this
is the button shown on the shirt then this is far too large.
Good work.
Steve Middleton, THQ Studio Australia: Ranked 1st
A well presented render with a great sense of realness and proportion that could easily be imagined within a horror-genre game. Excellent textures and uv mapping. With only slight concerns regarding the 'flexible' joint areas that would be necessary for real-time use, this is my number 1.
Challenger 10 ? UniqueSnowFlake : 3rd
Alister Lockhart, Tantalus: Ranked 3rd
I?m a sucker for an evil clown. Great stuff.
Rod Green, Bioware Corp: Ranked 3rd
Again Great stuff! This one has a great design and modelling, texturing
could do with more detailing and maybe a bit cleaner UV layout.
Jason Dalton, Creative Assembly: Ranked 6th
Great idea, but i think where this one falls short is the character looks a little stiff.
Steve Middleton, THQ Studio Australia: Ranked 4th
Cool ideas, fun and inventive. Well executed and posed, perhaps lacking in the correct polys needed to adequately animate, but is still a good design for a surreal horror game.
Challenger 11 ? Gabester : 19th
Alister Lockhart, Tantalus: Ranked 16th
Good concept- cuddly but scary. Tidy up the meshes.
Rod Green, Bioware Corp: Ranked 23rd
Novel concept, modelling and texturing could do with some work (a little
shapeless).
Jason Dalton, Creative Assembly: Ranked 25th
Mutant toxic panda? Again the textures are too wishy washy....
Challenger 12 ? Airblaster : 6th
Alister Lockhart, Tantalus: Ranked 2nd
Sick, sick, sick. An extra point for you.
Rod Green, Bioware Corp: Ranked 8th
Cool design - very spooky, texture looks a little washed out and UV layout
could be cleaned up a bit.
Jason Dalton, Creative Assembly: Ranked 11th
Pretty freaky little character, cool idea.... the textures are a little washed out tho, let's try and keep those colour a bit richer.
Challenger 13 ? Fullmoon - equal 25th
Alister Lockhart, Tantalus: Ranked 22nd
A tidy model, but may only be scary to very young children.
Rod Green, Bioware Corp: Ranked 24th
Looks good, needs more work on the model, texture and UV layout.
Jason Dalton, Creative Assembly: Ranked 21st
It's green! Some more variation and detail would have helped. Should have looked at reference of real world scaley beasts to get some ideas.
Challenger 14 ? Lucas : 20th
Alister Lockhart, Tantalus: Ranked 26th
Unconvincing physique and way, way more poly-heavy than it needs.
Rod Green, Bioware Corp: Ranked 17th
Good design, the texture and UV layout could deal with some work, model
seems sound.
Jason Dalton, Creative Assembly: Ranked 23rd
Keep practising those textures!
Challenger 15 ? IronhideNT : 8th
Alister Lockhart, Tantalus: Ranked 6th
High scores on all counts- nice work.
Rod Green, Bioware Corp: Ranked 9th
I really like this one, even though it's a bit simplistic what was
attempted was done well. Texture layout needs to be optimised a lot. Good work try to be a little more adventurous.
Jason Dalton, Creative Assembly: Ranked 14th
Nice for what it is, textures turned out a little murky tho.
Steve Middleton, THQ Studio Australia: Ranked 7th
A wacky evil fish! Perfectly captures a menacing feel and you wouldn't be surprised to come across it in the right game. What texture there is is great.
Challenger 16 ? Mikamika : 24th
Alister Lockhart, Tantalus: Ranked 15th
Twisted and hilarious. Get some help.
Rod Green, Bioware Corp: Ranked 27th
I'm not a huge fan of the design of this one, needs more work on the model, texture and UV layout.
Jason Dalton, Creative Assembly: Ranked 13th
One word....."weird"..... :p Unique and cool idea tho.... :D
Challenger 17 ? Shath : 15th
Alister Lockhart, Tantalus: Ranked 13th
Good physique- a reasonably tidy mesh.
Rod Green, Bioware Corp: Ranked 19th
Nice design, I think the texture lets this one down - more detail needed.
Jason Dalton, Creative Assembly: Ranked 10th
Cool idea, probably would have turned out better had the artist studied more on the anatomy aspect of things for this creature, especially around the head area and muscle structure.
Challenger 18 ? Delmo : 4th
Torus Games: Ranked 3rd
- good model very detailed like the organic and non symmetrical feel
- some geometry not welded into mesh but rather placed through the main meshes surface, this is not ideal for game modelling. Some of this detail could of been left off or done via texture.
-the texture is generally good but has a slight hand drawn look, think there is room for bit more definition and detail in the map.
-unwrap hard to make out what's going on and very complicated but would of been very hard model and quite an effort to unwrap.
Alister Lockhart, Tantalus: Ranked 6th
A true nightmare- for animators. Scary- but cull the wiggly bits.
Rod Green, Bioware Corp: Ranked 4th
Again great design, I can tell a lot of love went into this, texture and model are good, UV layout seems pretty efficient, model could be a little cleaner/shapely in places.
Jason Dalton, Creative Assembly: Ranked 3rd
Nice solid mesh and cool looking character, the texture is a little "busy" and detracts detail away from the mesh, when it should actually be adding to it.
Dale Pugh, Sidhe Interactive: Ranked 3rd
- very appropriate design, nice, dark and scary.
- overall shape very nice if not a little too jumbled/cluttered
- topology pretty tight overall, maybe a little too dense in the
characters face, the texture would've taken care of a lot of that. The
mouth interior appears to be really geo heavy (maybe it's just too dark
to see)
- uv layout is very tight, nicely packed. They to do appear to be very
cluttered though, if this model were to be passed onto a texture artist, I think they'd have a tough time figuring out what's what :)
- texturing is nice and morbid, good colour use. Suits brief well.
Steve Middleton, THQ Studio Australia: Ranked 5th
A complex and impressive character with a number of ideas floating around.
Challenger 19 - Me109 - 5th
Torus Games: Ranked 4th
-favourite concept as it to me looks original and stood out from the majority of other models submitted.
-texture lets this down as it looks hand painted, with more defined and realistic looking textures this could've been my number one pick.
-simple straight forward model with a good set of uvs.
- mirroring seen down the centre is of concern as it's noticeable on the textured model, I think could of been minimized it a little.
Alister Lockhart, Tantalus: Ranked 5th
An excellent game character, great physique.
Rod Green, Bioware Corp: Ranked 7th
Nice design, texture could do with more work, model is nice and clean, UV layout could be cleaner.
Jason Dalton, Creative Assembly: Ranked 4th
Good stuff but could have been alot better, the texture really let this one down. Try and stay away from black and maybe tighten up the texture alot more with finer details. From looking at the texture page it looks like it's at the point where you've roughed in the details and should then go in and finish it up.
Steve Middleton, THQ Studio Australia: Ranked 6th
A cool, believable and fitting model let down by a lack of pixel detail in the texture map.
Challenger 20 ? Tojo : 7th
Torus Games: Ranked 5th
-again another hard one to unwrap maybe could of kept the uvs in larger sections a bit more.
-good concept but reminded me of other characters and designs I have seen else where.
-very nice texture work however visible texture seams on arm and main body detract from the overall model.
-the model has some nice detail but could run into some problems when it comes to animation. (slug tail has been unwrapped and textured while modelled into pose, should of been modelled and textured straight).
Alister Lockhart, Tantalus: Ranked 12th
A scary character- especially for those that might have to rig it..
Rod Green, Bioware Corp: Ranked 5th
I like this design, the model is nice, the texture could do with a little more work and the layout is a little sparse.
Jason Dalton, Creative Assembly: Ranked 5th
Good idea and well exectuted, maybe a little too much on the texture overlays but get's the job done.
Steve Middleton, THQ Studio Australia: Ranked 9th
Good model, odd, scary and memorable. Interesting colouring but it'd be nice to see a little more definition of uv mapping and texturing.
Challenger 21 ? Thardswrothe : 13th
Alister Lockhart, Tantalus: Ranked 7th
Great concept- an original nightmare.
Rod Green, Bioware Corp: Ranked 10th
Even though I'm not a fan of the design, I think what you've done you've done well, the texture and model could do with a little more work.
Jason Dalton, Creative Assembly: Ranked 16th
Good idea, relatively good mesh, but like many of the others the textures let this one down, too washed out and murky.... Not sure if this is because u guys are using too much dodge n burn? If it is, try and get ur colours in first, paint in the basics and refine them, only use dodge n burn in the final stages of adding in detail, that way things won't get out of hand and turn out washed out.
Challenger 22 - Golden Chocobo : 18th
Alister Lockhart, Tantalus: Ranked 19th
A good mesh, textures need work, a good concept overall
Rod Green, Bioware Corp: Ranked 18th
Looks good, model is sound but could be more shapely, texture needs detail, UV layout is good.
Jason Dalton, Creative Assembly: Ranked 17th
Need to hide those texture seams, i can see where u were going with this.... having the woman attached to his chest is cool but u need to make them flow together alot better. Looks like she's just stuck on with glue, maybe some more grotesque detail here, also keep in mind the lighting when painting the textures for both these characters, they have to look lit from the same environment. What i mean is, look at the womans flesh tones, they are really bright and rich where as the monster's are really dull and have a lower saturation.
Challenger 23 ? PauliG : 16th
Alister Lockhart, Tantalus: Ranked 8th
Good model, a solid occult genre shocker.
Rod Green, Bioware Corp: Ranked 11th
Nice concept, more work needed overall though, UV a bit wasteful.
Jason Dalton, Creative Assembly: Ranked 18th
Probably would have been better had the "guts" been a real mix of organs rather than just loose bits of intestine.
Challenger 24 - Wizened Old Man : 21st
Alister Lockhart, Tantalus: Ranked 18th
An odd mish-mash of concepts, but a good model.
Rod Green, Bioware Corp: Ranked 14th
Nice design, 'end' bits integration could use a little more work, texture needs more work.
Jason Dalton, Creative Assembly: Ranked 19th
I have no idea what those things are he's holding in his hands. Flesh tones could be more varied to look alot more realistic.
Challenger 25 ? Idaho : 10th
Alister Lockhart, Tantalus: Ranked 1st
A great-looking model, but with some potential animation issues.
Rod Green, Bioware Corp: Ranked 16th
Good design, overall the model needs work though. UVs are a little 'square'.
Jason Dalton, Creative Assembly: Ranked 12th
Nice mesh and cool character design, i think the only thing that let this down from being right up there was the texturing. The artist really needed to keep going with this one. Keep adding details and tightening up the texture and it would have been really good. One other thing to note on this one is texture space, notice how the feet have such a large space on the texture sheet as opposed to the head? You need to prioritise what's most important detail wise when laying out your uv mapping.
Steve Middleton, THQ Studio Australia: Ranked 8th
A funky model demonstrating a neat idea. A bit more detail could go into the texturing.
Challenger 26 ? Whitetip : 26th
Alister Lockhart, Tantalus: Ranked 25th
Not a bad game character, but the mesh is a mess. Back to the tutorials.
Rod Green, Bioware Corp: Ranked 21st
Average design, model/texture/UVs need work.
Jason Dalton, Creative Assembly: Ranked 26th
Poly distribution people! Way too many poly's in the face....
Challenger 27 ? DangerDave : 1st!!
Torus Games: Ranked 1st
-nice model with good rez and distribution of polygons from what I can make out hard to see with the model triangulated (however small concern could of put a few more in the tail for better deformation when animating).
-Clean and simple uv layout for a relatively difficult model to unwrap.
-liked the concept which to me was original. The eyes on body and arms however could of been left off or made into spikes. As for me they made the character not as scary and have less impact due to it being more unbelievable and cartoon like.
-texture was effective and clean with a nice amount of detail.
Alister Lockhart, Tantalus: Ranked 1st
Awesome- a truly professional piece of work.
Rod Green, Bioware Corp: Ranked 2nd
Again this model is fantastic, I think you have a real chance of winning and there was little separating you from entry #9. Good Work!
Jason Dalton, Creative Assembly: Ranked 2nd
Really cool design and execution, could have done better had it been a little less cartoony.
Dale Pugh, Sidhe Interactive: Ranked 1st
- nice topology, even triangulation.
- The artist could've used a lot less poly's to describe the shapes he has created even without losing the look.
- good design/concept, maybe a little too cartoony
- maps are a little too bright and saturated, dulling them down would make the creature a lot 'scarier'
- UV mapping very tidy, although given the resolution, the artist could've made the packing a little tighter
-the final image states that a bump map was used but there is no evidence of this map.
Overall I think this is the most solid entry. The artist shows a lot of potential.
Steve Middleton, THQ Studio Australia: Ranked 2nd
A great monster that is perhaps better than the sum of its parts... The modelling is solid but could do with additional work on the muscle shapes around the legs and arms. The texture work is stylised somewhat, but lovingly detailed and when it all comes together, this artist presents a great visual piece that is easy to envision prowling the confines of the genre.
[:0]OMG......... and i mean [:0]OMG...[?]
First off this is a big shock for me...[xx(]
I just want give a BIG THANKS to SOURI(Sumea),DISCREET and HYPERFOCAL DESIGN for giving away such great prizes and organizing this cool challenge.
And of course THANK YOU to the judges for giving me an insight and most importantly the critism i needed. :
**TORUS GAMES(3D artists at Torus)
**ALISTER LOCKHART ? Tantalus
**ROD GREEN - Senior Technical Artist, BioWare Corp
**Jason Dalton - Senior Artist, The Creative Assembly
**Dale Pugh ? Lead Artist, Sidhe Interactive
**Steve Middleton - Art Director, THQ Studio Australia
Also want to thank the forum members of sumea who have helped me along during the challenge.
Cheers.... DD [:D]
conrats everyone. a lot of great work. i'm looking for the next challenge next year, lets hope we have another great prise so we can see a lot of entries again (cos that's seems to be what brought everyone out, which is a pitty cos i would like to see this many quality entries all the time).
anyway, congrats everyone, specially DD, for obvious reasons (duh)
Well done guys, and well done to DangerDave! As you can see with the ranking table, DangerDave and GoodGod got nearly all of the 1st and 2nd place choices from all the judges, so it was a really tight one. And goddam, you get 3D Studio Max 7. How awesome is that!!!! [:D] There was a great level of work in this challenge - it says a lot when GoldenChocobo's entry receives some nice comments from the judges and gets 18th place! A LOT of the entries were really good quality stuff, and I had thought that a lot of others were in contention of winning also (like Tojo's etc).
I have to mention that Discreet have been extremely supportive in all of this - it was actually Discreet that proposed a prize to the winner, I didn't have to twist any arms at all. I've noticed that, out of all the major 3d software companies around, Discreet seem to be the most supportive out of the lot, and go out of their way to help and sponsor such things like the Sumea Challenge.
A huge thanks to the judges as well - especially those that wrote out comments for each and every challenger's entry. Hey, you try and write 27 insightful comments and see how long it takes you [:)]. I consider the judges participation a highly invaluable and important part of the Sumea Challenges. These guys are busy people, so I'm very thankful that they helped out!!!.
Er ... Guys. What's going on with the Dale Pugh judging. From what I can see it would appear that he didn't mark all the entries ("Only ranked 20"). So the unmarked entries get a score of 4! This is very unfair, because it means that some people (my self included) do not get an oppurtunity to score more than 4 from that judge. The only fair way to resolve this situation is to remove all Dale Pughs judging from the competition totals. I've thought about it and you can't give people the equal lowest score because their work was not marked! If my perseption of the situation is correct the Dale Pugh score must all be pronounced void and the totals recalculated or Dale must remark the WHOLE lot again so he can compare ALL the work submitted. (you can't just ask him to remark the ones he missed as this is still unfair.) Dales judging must be removed.
People worked hard on this competition and the prize is worth a lot of money......
I'd like to say thanks to souri for organizing the comp and the judges for there time for judging. Congrats to DangerDave and GoodGod for there outstanding entries.
Danmill: Dont take the judging too seriously. Your entry beat mine for one of the judges. There were some bad judging but a hell of a lot of good ones and some nice crits too that we can learn from. I think it all balances out in the end.
Sorry, I should have mentioned it earlier.. Unfortunately, Dale only gave his top 20 challengers a rank, which means I had to give the other 7 challengers an equal slice of the remaining points. That's where the 4 came from.
I'll ask Dale to rank the rest, but I don't think we'd see any changes in the order of the top 2 challengers.
Congrats to those who entered and especially those who placed in the top end.
And a big congrats to Dangerdave for the win, I would have voted for you too man, great technically and although the texture was a tad clean and stylised, it really showed you've got the abilty and patience to get alot better.
I'm also glad to see the judges voted for your work mainly on the technical aspects, alot of the others seemed to get kudos based on style and although its important, as a modeller your role would be to keep it in spec, the style is given to you too follow by the designers and this is a modelling comp after all not a design comp. [:)]
Congratualtions to everyone again and thanks alot to the judges and Discreet.
Enjoy Max 7 Dave.
First off congrats to all entrants, job well done. Now I feel like a whinge/rant...
I'm just not sure how I placed 22nd in this comp, I know my texturing skills are poor but is my entry really that bad? I feel disillusioned from this and wonder if this is a fair placement. I honestly felt that my entry was average (I could tell it wasn't a chance at top 10), and so was expecting a placement around the 15 mark so this just feels like a big kick in the pants for me.
Ok, end rant, I guess I should take this as a wake up call to work on my weaknesses and try, try again. :|
Thank you all [:D]
I just like to congrats GoodGod and all the other entrants. I rekon goodgods model all the way through to texturing is really professional standards, it truly suited the topic of the challenge. Once again totally great stuff. It was great seeing all of the artists work unfold right to the finish.
Malus: Thank you very much [:D]. Im glad that the judges and yourself also recognised the technical specs of the challenge. I know my texture is very clean and very stylised i should have gone for a more natural look... but lots more practice i guess [:)]. I also totally agreed with the judges about the model being cartoony as well.
Thankxxxx DD[:I]
Congratulations DangerDave, UniqueSnowFlake and everyone else who entered the challenge. A big thanks to: Souri for organising the challenge; all the judges for taking the time to judge; and, of course, Discreet and Hyperfocul Designs for sponsoring the comp. It was extremely fun to be part of, and a great learning experience.
Thanks for the compliments DangerDave, really great to hear that from you. Enjoy your 3ds 7 ;)
Crystalmesh, I?ll be in touch. [:)]
Sumea Challenge #6 -3D- Gabester - Challenger #11
And here is the final character. If I knew how to display the images instead of having to click on a link to view them, I'd definitely.. get that going :)
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PhotoSourcing from www.corbis.com (only references for Panda) and google image search for Intestine reference.
The textures were divided into 5 seperate pieces. A 512by512 using an alpha transparent texture, and 4 times 256 by 256 for the tongue, bones, rocket, and intestines inside the character. An alpha for the intestines were also used.
judging by your entry last comp this should be pretty good. the only thing i'd suggest is a bit more variation in the suit so that its less symetrical. thats all though, i'm looking forward to seeing it in 3d.