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Sumea Modeller Challenge

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This is where you'll find all the details and contestants for the Sumea Modeller challenges!

Sumea Challenge #5 -3D- Shath - Challenger #6

this is my side kick character with the three forms,the main character still in the making.

[img]http://members.optusnet.com.au/silverchocobo/shath/the_shaths.jpg[/img]

Submitted by JonathanKerr on Wed, 11/02/04 - 12:22 PM Permalink

Good stuff - good movement of evolution from one stage to the next. Something about the face doesn't really fit from the first stage to the second, but I'm a fan of your consistency. Perhaps the first stage should be a little more weedier?

Good stuff - nice linework and colouring.

Submitted by shath on Thu, 12/02/04 - 4:27 AM Permalink

i guess i will add a little hair and teeth to the first evolution

Submitted by MoonUnit on Thu, 12/02/04 - 4:59 AM Permalink

yeh maybe just a weenie pony tail or something

like the whole sort of "larger then life" superhero look, very colourfull to :)

Submitted by palantir on Thu, 12/02/04 - 1:17 PM Permalink

That superhero main character is really good. I love the natural connection feeling you get between the main guy and the sidekick. The image makes me imagine of what possible adventures they might go on? It?s a good teaser for a game.
I hope you show us some more of this! Great work. [:)]

Submitted by bullet21 on Thu, 12/02/04 - 6:42 PM Permalink

That is really cool, the colour combinations are really eye cathching.

Submitted by Aven on Thu, 12/02/04 - 9:02 PM Permalink

They are all really cool. You have to call the sidekick "Expendable Lad", aka Freakazoid. That name has just always cracked me up.

Very stylish.

Submitted by JonathanKerr on Thu, 12/02/04 - 9:08 PM Permalink

Very nice - I love how you've incorporated many aspects of the brief into the design. Poses are cool, there's a logo on the hero's shirt that implies the growth of the sidekick. Great colour scheme and expresive poses. Should be easy to do the 3d aspects as they've all got a similar frame, namely bipedal/humanoid.

Excellent.

Submitted by WAR HEAD on Fri, 13/02/04 - 11:13 AM Permalink

Sweet. nice cartoony style - very over exaggerated proportions. Should look cool in 3d! Keep it up!

Submitted by smeg on Sat, 14/02/04 - 8:00 AM Permalink

BANANA MAN! oh no, wait. Sorry, my mistake.

Looks cool Shath, i love the hero's belt... damn junkies :D

cheers

Submitted by bullet21 on Tue, 17/02/04 - 6:24 PM Permalink

Looking excellant, nice to see the exaggerated features coming through in the 3D version as well.

Submitted by MoonUnit on Wed, 18/02/04 - 6:45 AM Permalink

yeah they certainly are, the difference between arms and legs in size is gigantic :P

Submitted by Doord on Thu, 19/02/04 - 8:14 PM Permalink

very nice, well done.

Submitted by Doord on Thu, 19/02/04 - 8:18 PM Permalink

Damn you are only 13, I wish I had the chace to do 3D art that age. Amazing!!!!

Submitted by JonathanKerr on Thu, 19/02/04 - 9:33 PM Permalink

Hard to tell if you're serious Doord - I think he might be taking the piss. Check this fromthe Sumea Registration form:

By pressing the "Agree" button, you agree that you, the user, are 13 years of age or over.

Submitted by shath on Fri, 20/02/04 - 5:39 AM Permalink

yeah sorry my profile said wrong , but is all good now!!

Submitted by bullet21 on Fri, 20/02/04 - 8:07 AM Permalink

Yeah there are a few people around on sumea who have 13 for age but i dont think they all are.

anyway back to topic, that looks great i can really see that in a game good stuff.

I just love the colours for some reason they work so well together.

Submitted by smeg on Fri, 20/02/04 - 10:20 AM Permalink

but i like banana man.

Looks cool shath - the model is very close to your concept.
cheers

Submitted by bullet21 on Wed, 03/03/04 - 7:17 PM Permalink

YAy, i was hoping you hadn't abandoned the comp. It looks great.

Submitted by Kalescent on Sun, 07/03/04 - 12:12 AM Permalink

Of all the entries ive seen so far, this is the most likely i think to be seen on a kids lunchbox, the superhero - sidekick combination is outstanding, as is the bright colours and overall simpleness of the characters.

Well done Shath [:)]

Submitted by MoonUnit on Sun, 07/03/04 - 11:49 PM Permalink

top stuff man, its so bright and colourfull!

Submitted by Kalescent on Mon, 08/03/04 - 4:16 AM Permalink

Looking good so far Shath, keep it up man.

Submitted by rezn0r on Mon, 08/03/04 - 4:27 AM Permalink

It could be a character in Freedom Force. Very nice.

Scott.

Submitted by bullet21 on Mon, 08/03/04 - 5:44 AM Permalink

Your doing a great job making it look cel shaded without cel shading. top stuff.

Sumea Challenge #5 -3D- Doord

Normal version, Concept: 100%, Model: 95%, Polycount: 998, Texture: 0%

[img]http://server5.uploadit.org/files/BrendanDoord-s5comp01.jpg [/img][img]http://server5.uploadit.org/files/BrendanDoord-S5CompWireNormal.jpg[/img]

Evil version, Concept: 100%, Model: 65%, Polcount: 1010, texture: 0% (Sorry about the bad render)

[img]http://server5.uploadit.org/files/BrendanDoord-s5comp02.jpg[/img][img]h…]

Good version, Concept: 50%, Model: 0%, Polcount: N/A, Texture: 0

(still working this one out, have idea, A little on paper)

Main Chatacter, Concept: 40%

(Have idea and have started work on it.)

Submitted by MoonUnit on Wed, 11/02/04 - 4:14 AM Permalink

so far so good man, nice work with keeping a little consistancy but managing to have interesting changes

oh and it has to be said about the second sketch, reminds me of "birdo" of the Mario universe in one way ;P

Submitted by Doord on Wed, 11/02/04 - 4:46 AM Permalink

quote:Originally posted by MoonUnit

oh and it has to be said about the second sketch, reminds me of "birdo" of the Mario universe in one way ;P

Cool, didn't pick it up. The idea was from LOTR and also to save polycount.

Submitted by hobonation on Wed, 11/02/04 - 4:56 AM Permalink

that is awesome. yeh, u could imagine seeing him shoot an egg out of his mouth. :P

I like the idea of his evil form growing goat legs. Very satanic. very promising concepts!

Submitted by BlackJack on Thu, 12/02/04 - 8:43 AM Permalink

Nice. They look kool. U thought of a third transformation? and any concepts for a good version?

Submitted by JonathanKerr on Thu, 12/02/04 - 10:49 AM Permalink

Is your good version going to build on from your evil version - ie twist the evil aspects into good whilst maturing even more - or will it simply be the opposite of the evil vers?

Submitted by bullet21 on Thu, 12/02/04 - 6:45 PM Permalink

That is some really nice work doord. Love the evil traits ie: wings, goat legs and tail. Can't wait to see it in 3D.

Submitted by Doord on Thu, 12/02/04 - 8:38 PM Permalink

quote:Originally posted by JonathanKerr

Is your good version going to build on from your evil version - ie twist the evil aspects into good whilst maturing even more - or will it simply be the opposite of the evil vers?

I'm still working out in my head what the good version will be (nothing on paper) but what I do know is that it will be opposite to the evil version. With that said you will be able to see more of the face then both the normal and evil versions. The character will be taking more of a wizardmagic feel, which is opposite to the evil versions demonmelee and puts the normal versions martial arts feel nicely in the middle I think.

Anyway there is a update above the first mesh.

Submitted by bullet21 on Fri, 13/02/04 - 7:46 PM Permalink

Cool the mesh looks great, I think i know which was the hardest part, the staff :)

Submitted by Doord on Fri, 13/02/04 - 7:57 PM Permalink

quote:Originally posted by bullet21

Cool the mesh looks great, I think i know which was the hardest part, the staff :)

Yeah the staff was damn hard, it was petty easy character mesh to model I have an update version which is I would said 95% done and look about 200% better[:)]. I will update as soon as I get time to render it.

Submitted by bullet21 on Tue, 17/02/04 - 1:20 AM Permalink

Cool Doord, That looks great and Sorceror Bob yeah it does kinda remind me of Kenny. It's really comin along Doord keep it up.

Submitted by MoonUnit on Tue, 17/02/04 - 5:32 AM Permalink

nice work with the WIP of the evil dude, your translating your sketches to models very nicely

Submitted by xEmilx on Tue, 17/02/04 - 6:52 AM Permalink

Awesome... need i say more?

This is one of my favourite concepts, I love the style.
Cant wait to see the 3rd evolution.

Submitted by Doord on Tue, 17/02/04 - 8:22 PM Permalink

quote:Originally posted by MoonUnit

nice work with the WIP of the evil dude, your translating your sketches to models very nicely

Thanks, I didn't think I was get the translation from 2D to 3D that well, and still don't think I'm getting it as well as I would like to. But if you saying that I have done well I must not be to far off.

xEmilx: Thanks, the little dude has been running around in my head for about 3 month before I put him on paper the other week. He was going to be made hi-res for a few one frame comics (and still will be.)

I hope I can do a good job on the good version, he not far off finished as well as the main character.

Submitted by Doord on Wed, 25/02/04 - 10:30 PM Permalink

Just a little update on what is happening. I have left my pen drive at my mum and dad place so I'm unable to transfer file from home to work so that I can post them.

The next update will be big, it will be the the last two concepts which are done now and the texture for the little guy which is unwarped and about 30% texture now, and maybe the model and possibly the texture for the good guy.

So I haven't left the comp just can't post.

Sumea Challenge #5 -3D- Pantmonger - Challenger #1

[img]http://www.sumea.com.au/simages2/56_EvolutionL.jpg[/img]

My concepts for the comp, gone down the two ?good? pills path rather then good and evil.

Pantmonger

Submitted by JonathanKerr on Sun, 08/02/04 - 12:05 AM Permalink

I was waiting for your entry. Top stuff - I love how the evolution makes sense. Eg - the wings are present in the final version whilst only being some sort of radar in the second.

I'm quite a fan of your colouring too. It's well suited to this piece.

Perhaps you could put some subtle detail in the wings of the final version? Kinda like how you've put it in the chest?

Top stuff. Any chance of seeing a hero to go with it?

Submitted by BlackJack on Sun, 08/02/04 - 12:26 AM Permalink

That is sooooooo Kool. I really like the idea. can't wait to see models.

Submitted by bullet21 on Sun, 08/02/04 - 12:38 AM Permalink

Even the concept looks like a toon shaded model, top stuff.

Submitted by WAR HEAD on Sun, 08/02/04 - 1:16 AM Permalink

Nice work Pants! Love the cartoon style - should convert nicely to 3D.
Keep it up man!

Submitted by MoonUnit on Sun, 08/02/04 - 1:26 AM Permalink

good work pants, reminds me of a bunch of old toys i have lying around somewhere in my cupboard, which is suited to the topic i suppose :D
keep it up

Submitted by Makk on Sun, 08/02/04 - 2:24 AM Permalink

Cool work pants, lovely style :)

Submitted by Pantmonger on Sun, 08/02/04 - 7:49 PM Permalink

JonathanKerr: Thanks, it shall be interesting to see if I can convey the cell shade well with the texture. I probably will add some additional wing detail in the final form as per your suggestion.

Blackjack: Thanks. I can wait either, I never ??cute?? model before

Bullet21: Thanks, Is it models imitating art or the other way around. ??

WAR-HEAD: Thanks, I hope so.

MoonUnit: Thanks, which toys by the way? You got me all curious now.

Makk: Thanks

Pantmonger

Submitted by smeg on Sun, 08/02/04 - 9:42 PM Permalink

Very nice pants. If i was in charge, he'd never evolve - the baby one is too cute. :D

cheers

Submitted by JonathanKerr on Sun, 08/02/04 - 9:54 PM Permalink

Well you're not in charge! So HA!

*ahem*

So Pants, how many sketches and concepts did you go through before you got these guys right?

Submitted by Pantmonger on Mon, 09/02/04 - 12:12 AM Permalink

Smeg: Thanks, yeah the little one had to be the cutest, doing the pokemon thing of them being more "serious" as they evolve.

The heads took a couple, but other then that a single profile for each before the 3/4. I find it easier to design the basic shape in flat side veiw before deciding how that translates into a "3D" pose.

I forgot to mention before, there will be a trainer but in 2D only. I have got another project Im working on at the moment so my time is being split as it is. The trainer won't be shown untill the final, poster style, pic.

Pantmonger

Pantmonger

Submitted by bullet21 on Mon, 09/02/04 - 12:24 AM Permalink

I like the suspense! Can't wait.

Submitted by MoonUnit on Mon, 09/02/04 - 4:06 AM Permalink

just an old toy of a terodactil (sp?). you could push a button on its back and its wings would flap[8D]

Submitted by Malus on Mon, 09/02/04 - 9:25 PM Permalink

Can't let anyone else have the thunder hey Mr Pants? [:P]
Nice ideas.

Submitted by Piss Poor on Tue, 10/02/04 - 7:40 PM Permalink

i really like this concept, i especially like the piece on his chest that opens out to be like a mechanical eye in the final evolution. really nice style too, the cell shading and thick black lines really work for this.

Submitted by Doord on Tue, 10/02/04 - 8:36 PM Permalink

Nice concept, my favourite so far.

Submitted by JonathanKerr on Tue, 10/02/04 - 9:39 PM Permalink

A strange request, but I wonder what this could look like in a vector program like Illustrator - just to give it 'extra smoothness?' With your colouring, did you do the three tones on three different layers?

Submitted by shath on Wed, 11/02/04 - 10:52 AM Permalink

its cool i like your colouring style

Submitted by Pantmonger on Wed, 11/02/04 - 6:34 PM Permalink

Thanks again for the positive feedback guys.

JonathanKerr: Cell shade stuff converts to vector real well, even just vectorising an existing bitmap done in cell shade goes over pretty well, not two much additional optimization needed. One of my first illustration jobs involved doing cell shade in flash.

Each colour was on a separate layer, the tones for each of those colour layer go on layers above, you bind them together and you cannot go outside the lines of the layer its bound to. Makes the whole thing fast and easy to do, but it is a memory pig. But that?s the way I work, and also the reason I have 2 gig of ram on my PC.

Pantmonger

Submitted by Aven on Mon, 23/02/04 - 4:04 AM Permalink

They look really cool Pants. Can't wait to see the texturing now :)

Happy Birthday as well.

Submitted by MoonUnit on Mon, 23/02/04 - 7:51 AM Permalink

wowzers, nice work, great transition from your sketches to 3D, allthough the perodactyl (sp?) thing looks a lot more bottom heavy and fatter in 3D then it did in your sketch, or perhaps the head is just smaller....

Submitted by palantir on Tue, 24/02/04 - 12:38 AM Permalink

Wow, I'm impressed. They look awesome. They look to me just like your concept art.
It's taking me forever to get my models done, and I was just wondering how long it took you to make those?
Great work, anyway.

Submitted by Pantmonger on Tue, 24/02/04 - 6:43 AM Permalink

Thanks for the comment guys, and the birthday wishes.

MoonUnit: Yeah, I will be tweaking the girth a bit on these, as well as trimming some bits adding to others etc, I just like to let a little time pass to distance myself first.

palantir: About 6 / 7 hours done on one hot Sunday morning.

Pantmonger

Submitted by FireFlight on Tue, 24/02/04 - 10:05 AM Permalink

Looks good, I like the colouring in the concept art. That is it's the 22nd your saying was hot, you weren't wrong. At about 4pm my pool was luke warm.

Submitted by Pantmonger on Wed, 03/03/04 - 8:32 PM Permalink

Edit Images removed due to load times
Stage 1.
The textured model shots are done with a high self illumination, if this is an issue just let me know and I will change it, but the texture was designed around having a high self illumination.

Pantmonger

Submitted by Malus on Wed, 03/03/04 - 8:57 PM Permalink

Aw shucks hes soo cute, [:P]
Looking good so far Pants, how are the others coming along?
Looks like you baked in some lighting, cool cell shaded feel.

Submitted by J I Styles on Wed, 03/03/04 - 9:02 PM Permalink

Looks good pants - Perhaps give a bit more attention to the green glass bits, solid gray and white highlights are looking washed out and detracts from it.

I'm a firm believer in presenting textured shots of your model at least over 50% self illum (I personally prefer to see 100% self illum). This is to see the texture on the model, to look at things such as the uv distortion, seam laying, and the model/texture as a whole. Anything less and I'd assume people are hiding things in their presentation [;)]

Submitted by Pantmonger on Thu, 04/03/04 - 7:12 PM Permalink

Malus: Thanks, the others are coming along ok, about 50% uvw?s done on both (benefit of using the same base mesh) The texturing should be faster as well now that I know how I?m conveying it style wise, though due to the 512 size it all feels so wasteful. I considered baking the lighting, but then just did it by hand instead. The whole thing feels so slow as I am making 1 hour at a time before I go to work each morning. I hope my sleepiness doesn?t effect to badly.

J.I. Styles: Thanks, I?ll look at altering the extremes on the glass.

Pantmonger

Submitted by smeg on Fri, 05/03/04 - 8:37 AM Permalink

you _didn't_ bake that lighting?

bravo.

Sumea Challenge #5 -3D- Mark - Challenger #4

hey guys
my concept for ?evolution extreme?
not sure if this will be my final concept or not (haven?t decided yet) i?ve had it done for a while now just had some isp trouble.
anyway he has psychic abilities, left is his evolution after 2 red pills and right is after just the one blue pill and of course the one in the middle is the original form.
i'll have the hero up pretty soon.
[img]http://www.markfilippelli.com/concept_art/sidekick.jpg[/img]

Submitted by hobonation on Sat, 07/02/04 - 7:37 PM Permalink

They are awesome! If you change any of them, I will be mighty peeved. I love the pre-evolved ones twig. I think your in with a good chance. :)

Submitted by JonathanKerr on Sat, 07/02/04 - 9:09 PM Permalink

'Tis very cool1 Great evolution going on -- any chance of seeing the 'main character' even if only in concept form?

Submitted by smeg on Sat, 07/02/04 - 10:50 PM Permalink

Cool. Great work with the evolutions.

Submitted by JonathanKerr on Sun, 08/02/04 - 12:08 AM Permalink

It'd be quite cool to see what their powers are. Has he got a name?

Submitted by bullet21 on Sun, 08/02/04 - 12:42 AM Permalink

I love how everything links together, like the twig and d the white markings. Hurry up and model them, c'mon c'mon.

Submitted by MoonUnit on Sun, 08/02/04 - 1:24 AM Permalink

awesome work! very creative!!!

i know the mouth plates are a part of the culture your mimiking but it does look a bit odd in the sketch.

oh nice drawing skills too :P

Submitted by tojo on Sun, 08/02/04 - 6:27 AM Permalink

these rock!

makes me want to model yours not mine!!!

10 out of 10 on the creative side!!

Submitted by Malus on Mon, 09/02/04 - 9:27 PM Permalink

My Favourite so far. [:)]

Submitted by Wizenedoldman on Tue, 10/02/04 - 2:19 AM Permalink

Sweet pics man, I'm oh so jealous. One thing though, I thought the evolution had to follow one single path, and you're saying your guy goes from one blue to two red? Maybe I'm wrong, but I interpreted it as though you would then have to follow on from the blue pill with either another blue or a red one. But this is irrelevant really, cause they look cool.;)

Submitted by JonathanKerr on Tue, 10/02/04 - 10:48 AM Permalink

You can put a blue onto a red - it just means that you might twist some of the blue characteristics. I really like this design, I just wanna see the attacks or maybe the 'hero' (if he has time).

Submitted by Goldenchocobo on Tue, 10/02/04 - 11:58 AM Permalink

If you ever wanted to animate his blue pill form you'd have a bit of trouble having legs that short and feet that large, other than that I think it's awesome (easily my favorite). It'll be tough competing with you.

Submitted by inglis on Tue, 10/02/04 - 12:07 PM Permalink

he'd just walk like marvin the martian :)

Submitted by Piss Poor on Tue, 10/02/04 - 7:26 PM Permalink

Thanks guys it?s always good to get some encouraging comments

Jonathan - I don?t really have a name for him but I figured he would have voodoo style attacks such as causing unexplained pains, take control of and use other characters attacks and a hex/curse that would make opponents have a 25% chance of their attacks not working.
Also I have done the hero and will post him as soon as possible I?m still having some trouble with uploading stuff (I change my isp this week)

Wiz ? I read over what I typed before and it wasn?t really very clear, what I meant is that the one in the middle is the original form if you gave him one red pill he would change into a form that I haven?t drawn, if you gave him another red pill he will change into the form on the left. From the original character again if you gave him one blue pill then he would evolve into the drawing on the right, if you gave him another blue pill then he would evolve again to one that I haven?t drawn??uuuuuuhhh ?.yeah[?], clear as mud

Goldenchocobo ? Like what inglis said, he will have a real penguin type walk, he?s not designed to be fast for melee attacks.

Hope that?s cleared up a few things, I?ll post the hero asap[:)]

Submitted by inglis on Wed, 11/02/04 - 3:50 AM Permalink

the leg stance reminds me of the aliens in "the arrival".

Submitted by MoonUnit on Wed, 11/02/04 - 4:13 AM Permalink

lol yeah i was thinking of a similar thing, an animation with aliens that have backwards legs :P

has quite the "pokemon trainer" look about him, does it really suit the theme of voodo guys? i mean hes a neat design but i reckon you could mesh him better with the "creatues"

Submitted by Aven on Wed, 11/02/04 - 4:32 AM Permalink

Awesome creature design. Very original looking.

I have to agree with MoonUnit about the trainer. He wasn't what I was really expecting. Perhaps someone more tribal?

Submitted by JonathanKerr on Wed, 11/02/04 - 12:12 PM Permalink

Love the pose, the shoes are cool, but there doesn't seem to be a connection between the sidekick and hero. I like how you've incorporated the pill into the image.

Perhaps if you gave him a wooden carved amulet or maybe a mask (like Crash Bandicoot) or something?

Very cool.

Submitted by LiveWire on Thu, 12/02/04 - 2:49 AM Permalink

i think the hero pic is great, suits the sidekick in my oppinion. very pokemon/digimon/etc style hero-sidekick connection. if you somehow understand what i mean.

Submitted by Piss Poor on Thu, 12/02/04 - 6:15 AM Permalink

when i was designing the hero i wasn?t thinking about relating him to the sidekick. i assumed that the sidekick would be one of many (like in pokemon) so the hero would have a separate identity.
i?ll have a bit of a draw and see what i come up with along the tribal line.
i may have gone a little overboard with the lanky stance as well:)

Submitted by Piss Poor on Fri, 13/02/04 - 7:15 PM Permalink

i started to draw a hero concept that was more tribal, but got carried away and started to change it heaps so that is was more like my usual style rather then one that suites the sidekick characters. because of this I?ll probably stick with the original?see what you think anyway.

http://www.markfilippelli.com/concept_art/masai.jpg

Submitted by Aven on Fri, 13/02/04 - 8:19 PM Permalink

If she had a few more items of clothing (seeing as it is a kiddy game), she would be perfect :D Very cool design.

Submitted by Malus on Fri, 13/02/04 - 9:00 PM Permalink

Aven: thats not that far off of what certain tribes would wear.
Doesn't really seem all that offensive to kiddies to me, considering half the tribes are nearly naked.[:P]

Looks really good Mark, can't wait to see your models.
How are things going for you and the other guys since leaving Qantm? Haven't seen any reels come thru our doors.

Submitted by FireFlight on Sat, 14/02/04 - 10:09 PM Permalink

I like the lil ones twig he has, very nice. You went to Qantm did you, thats where I want to go.

Submitted by bullet21 on Sat, 14/02/04 - 10:24 PM Permalink

I definately like the second tribal hero more than the original one. And i don't think that she does need more clothes coz as Malus said most tribes are fully naked, at least shes covered up wut counts.

Good forbid she's showing her naval :)

Submitted by matias on Sun, 15/02/04 - 2:51 AM Permalink

Oh yeah, I would definitly like to see the second hero/trainer, she fits the part nicely, I know it seems obvious but alot of the time I think the simplest idea works best! Plus I like the second drawing better! Can't wait to see how they come out in the modeling process!

Submitted by MoonUnit on Mon, 16/02/04 - 3:58 AM Permalink

i also like the second trainer

im not sure but i think ur little characters are kinda for your own game thing, the evolution extreme can be adapted a bit. So having the trainer and characters linked up is ok (this is my takings, you want to know for sure ask the people running the comp :P )

Submitted by Piss Poor on Mon, 16/02/04 - 10:07 PM Permalink

Aven ? it wasn?t really the semi-nakedness i was worried about, if you?ve ever watched ?what?s up doc? when it used to be on, you?d see that television companies aren?t that worried about having a scantily clad woman on a kids show. to me the style just doesn?t suit that of the other pic. but then again in final fantasy x that woman has that freaky doll thing, the two together look weird but it works.
everyone seems to prefer this 2nd one so thats the one that i?ll go with.

Malus ? doing good mate, how about you, did you get my e-mail?

Fireflight ? i can only speak for the diploma (because that?s what i did) but i found it excellent. very up to date as well as very helpful and knowledgeable teachers and best of all you have the opportunity to work with programmers on games. but it?s really up to you to get the most out. (can?t stress that enough)

?and here are the wires for the good evolution, still have a few issues with a couple of parts in the mesh. should be able to cut it back a few more polys. i?ve set an allocated amount of polys for each model but i?ll still wait till i?ve done the other 2 just so that i have a better idea of what is need for each design.
btw haven?t done the staff yet

[img]http://www.markfilippelli.com/3d_mesh/sidekick_wires.jpg[/img]

Submitted by Aven on Mon, 16/02/04 - 10:45 PM Permalink

I did not mean to have a go at the trainer at all. As I said, I really like her. I'm sure that small children wont have troubles with her, or will the fathers of the children (well most). The trouble comes from the uptight parents who do have troubles with it. It is funny that you mentioned 'What's Up Doc?', as my mum hated the way the hosts used to dress. The only thing that relaxed her was the fact that they had cartoons and it wasn't just some lame attempt at softcore porn :)

The mesh is looking really good so far.

Submitted by Piss Poor on Tue, 17/02/04 - 12:22 AM Permalink

sorry if i sounded a bit harsh, i took no offence, i know what your saying totally and it's certainly true about uptight parents, i was just making a point as well:)

Sumea Challenge #5 -3D- FlyingMonk

"The time has come," the Walrus said,
"To talk of many things:
Of shoes--and ships--and sealing-wax--
Of cabbages--and kings--
And why the sea is boiling hot--
And whether pigs have wings."

So if every one's still with me. My sidekick/buddy will a WEATHER pig, as in a pig that can control the weather,.. and have wings.

The evolved versions will be a summery/good weather good guy, And a wintery/stormy bad weather bad guy. havn't worked out much more about the concepts or the main character but I'll post some crappy concept art soon to make sence of it all soon.

Submitted by hobonation on Sat, 07/02/04 - 3:48 AM Permalink

haha sounds awesome. your hero should be the walrus.

Submitted by xEmilx on Sat, 07/02/04 - 4:30 AM Permalink

Nice intro....
Sounds like a real cool idea, will the evolved versions maintain some/most/none of its pig form?

Submitted by xyz on Fri, 12/03/04 - 11:08 PM Permalink

I like your style, it makes a change from gamer geek speak and shows depth. when do we see a concept drawing.

Submitted by Pantmonger on Sat, 13/03/04 - 1:25 AM Permalink

Its usually good form when quoting from a novel to credit the writer ie Lewis Carroll, stops people not in the know from getting the wrong impression.

Other then that, interesting idea.

Pantmonger

Sumea Challenge #5 -3D- Aven

This is just a place holder at the moment. I am just finishing off my TD7 comp against Camper, and then I will start on some concept art for this. After thinking about it for the whole week, I have come up with my idea. More soon :)

Submitted by Aven on Sat, 07/02/04 - 9:36 AM Permalink

It is good to see that you can read as well as you can type. I will post it again just for you. I am currently in a competition with Happy Camper. This competition ends on the 10th of February. I am nearly done. I have two of three images completed, and I would like to finish the final image before I focus all of my attention on this comp. Therefore, I will not post any images until next week. I hope that this is a little clearer for you to understand.

Submitted by Doord on Tue, 10/02/04 - 8:32 PM Permalink

No NO I can read, just gets to me place holder comp posts. I can't remember if it was the last comp or the Hi-res one but there were like 10 of these which didn't end up even doing a concept.

Submitted by Sorceror Bob on Wed, 11/02/04 - 3:19 AM Permalink

Yours didn't have a concept either brendan haha :D

Submitted by Aven on Tue, 17/02/04 - 9:27 PM Permalink

Meet Joey. He is your average six year old. Well except that he is incredibly afraid of the dark. [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/joey.jpg[/img] The night ended like any other night. His mum sent him off to sleep with a tale of how there aren't monsters in the dark, and there is nothing to be afraid of. Like every other night, Joey fell asleep listening to his mother's words. That night though, Joey did not sleep well. He had terrible dreams all through the night. When he awoke, it was much worse than he could have imagined. He jumped down from his bed only to be met with a very odd feeling. His bed felt as though it was a lot higher. Come to think of it, so did every thing. He started to walk uneasily through the house, feeling a type of fear that he had never felt before. All the colours were off and shadows were darker and sharper than usual. He made his way down the oh so long hall way, all the way to his parent's bed room. Then he saw the unthinkable.... His parents weren't there. He walked into the kitchen, and that is when it started. An uneasy feeling came over Joey as he turned around to see a shadow jump right out at him. Scared, he flinched and closed his eyes. Hoping for the best. After what felt like ages, Joey opened his eyes to see that his shadow had come alive and grabbed the rouge shadow. His shadow -without much effort- ripped the rouge shadow to bits and turned and faced Joey. Joey was so amased that his shadow had saved him. Joey turned around to have a look at the kitchen and to make sure that nothing else was trying to hurt him. He turned back around to his shadow, and that is when he learnt a terrible lesson. His shadow was standing there holding a butcher's knife. Aimed at poor little Joey. His shadow only stopped the other shadow from killing Joey, so that he could have that pleasure. Joey now has to try to find out what is wrong with his world, try not to be killed by all the shadows in his house, and try to avoid his own shadow. Poor lil' guy. This is how his shadow starts out. It is just a very dark for of him, without any eyes. [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/shadow_01.jpg[/img] After progressing through the game, Joey starts to live with his shadow and is becoming less afraid of the dark. Well, the evil boss doesn't think much of that. With a wave of his all powerful hand, the boss makes Joey's shadow more scary. Joey's shadow is even more relentless chasing Joey around. [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/shadow_02.jpg[/img] Now the final form for Joey's shadow arrives when Joey finally comes to grips with his fear. How does he come to grips with fear? By learning that it is all in his head? By having a heart to heart with his shadow? Nah. He traps it's arse in a magical jar. His shadow also evolves into three gaseous forms that will swarm out of the jar and attack anything it sees. Joey can then call them back into the jar before it attacks him. [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/shadow_03.jpg[/img] All feedback is welcome :)

Sorry it took so long to get these pictures up. If anyone is interested, this is how Thunderdome7 ended up http://www.conceptart.org/forums/showthread.php?s=&threadid=15180 Thanks again to Happy Camper. It was terrific fun man. Thanks for bringing me in on it :)

Submitted by Wizenedoldman on Tue, 17/02/04 - 10:12 PM Permalink

Reminds me somewhat of Kingdom Hearts Aven, nice work. Be interesting to see how you pull off the modeling of the shadows. Remember it is meant to be entertainment for kids, so don't make it too dark.

Submitted by Makk on Tue, 17/02/04 - 11:31 PM Permalink

Wow, great idea Aven :)
How are you going to model this so they look like shadows? opacity maybe?
Not a big fan of the jar thing though, to e honest. Though I love the first two versions, especailly the glowing bits.
Great work :)

Submitted by Aven on Wed, 18/02/04 - 12:15 AM Permalink

Thanks for the feedback. Wizenedoldman - I have never played Kingdom Hearts. My friend has it, but when I went to his house, he didn't have a memory card and didn't want to play it too much. My biggest inspiration was an old PC/PS game called 'Heart Of Darkness'. I had awesome animation :D I wanted to make the shadows scary enough to give little kids slight goosebumps. When they play it, they should come to grips with any fears of the darkness they may have. I will make sure that they aren't too scary though. Makk - Opacity all the way :) I am hoping that I can get the 3D models to look like they have been painted. I am still unsure of the third form as well. Any suggestions would be really welcome at the moment :) I wouldn't just leave it as a jar with a blook pool in it though, I would actually make the three shadow spectres that go in there. Some other ideas I had were to make a really big beefy shadow monster. Fortunately in the process of evolution, the shadow lost a bit of it's inteligence. It still wants to destroy all the other shadows attacking little Joey, but it can't remember why (ie, it wont attack Joey). I also thought of making it either a dark angel (gown, harp, halo), or some little shriveled, old shadow that floats around in a meditated state. I will start modelling the other forms, but will leave the final form for now.

Submitted by MoonUnit on Wed, 18/02/04 - 6:08 AM Permalink

Nice work, i love the topic youve got going there. It can be fun to make a sort of childs work in the dark if you know what i mean, its not new, its been done many times before but if done right it can still have the desired effect.

Not really a fan of the third one either, the whole idea seems to come to a abrubt holt there and it seems like it was a bit rushed or something... like the second one tho :D

Submitted by smeg on Wed, 18/02/04 - 8:07 AM Permalink

COOL. I really like the extra mile you've gone with this.

I feel the jar is a bit of a copout... maybe the shadow can be shackled to something (or joey?). I like the idea as it is, but i just feel the shadow should be contained some other way.

I also find the graphic style of the first evolution interesting; at first glance, the accurate ribcage, pelvis and spine look quite graphic (inappropriate for youngens), but they are quite stylised.

All in all very cool. I love the style you've drawn them in.
cheers

Submitted by doyle on Wed, 18/02/04 - 2:08 PM Permalink

great idea and story to go with it !!!!! alot better them mine !! :P
i like your drawing style the work you have done on that td7 comp is great your a great drawer i wish i could draw like that !

i also think you should reword the 3rd idea with the jar its just lacking compared to the others

great work
!

Submitted by bullet21 on Wed, 18/02/04 - 6:47 PM Permalink

Great idea mate, incredibly original can't wait to see the models.

Submitted by Aven on Wed, 18/02/04 - 9:16 PM Permalink

Moonunit - Thanks. I just wanted to do something a little different from what other people were doing. Saves having to look at the same thing 20 times over. Smeg - The third form was always going to be one of two things. A bigger, better version -or- some bizarre reverse evolution cop out. I guess I should have done the first :) I will have to be really careful when modelling the second character, so that it isn't too detailed. I just hope that people here will let me know if it is looking a little too intense. Thank you for the comment about the painting style. I was trying to be really loose and free. So that it would look like a kids painting :) Doyle - Thanks man. I am still trying with my drawing. I hope that I can still continue to further myself. I have worked on the third form a little, so I hope that it isn't quite so weak. Bullet21 - Thanks. I will hopefully start having some WIPs of the models out in a few days. I expect lots of crits in return :)

Now for the updated third form... [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/Shadow_03_02.jpg[/img] Seeing that Joey is still coming to grips with his fear of the dark, the 'Master Evil Type Guy' tries to evolve Joey's shadow once more. Instead of trying to scare Joey even more, he decides to just evolve him into something that will have a better chance of beating the crap out of him. It isn't how you use it, it's how big it is. Unfortunately for him, something went a little wrong during the evolution. All the bulk that exsisted in the shadow's mind, was pushed into it's body. The shadow still realises that it should stop all the bad shadows from hurting little Joey... but why again? Please let me know if this is a little better, or if I need to go back to the drawing board (er... Wacom).

Submitted by JonathanKerr on Wed, 18/02/04 - 9:24 PM Permalink

If I can play devils advocate for a bit:

I really like the idea and I like your artwork on a technical level, but to me, it looks like art that you'd see in a childrens storybook, with the lack of detail etc. I don't say it in a bad way - it's got flava, but I wonder if there's a reason why Poke/Digimon use the black outlines thing that seems to be so popular?

The idea of the shadow is very cool - but perhaps a bit of tweaking could be in order. Maybe turning into different forms? I'm not sure what to suggest -- it's a tough idea to make work. I'll be interested to see how you approach the 3d aspect of it.

Submitted by Aven on Wed, 18/02/04 - 9:55 PM Permalink

Um, you are a little unclear there Jonothan. I will try to make a response, but it is kind of difficult :) The reason why a lot of kids fads are done with black outlines is because they are based on cartoons. It is just easier for them to have black outlines filled with colour. There are a few (very few) cartoons that will change the colour of the outlines. Why, I am not too sure. Since this is for a game, we have the freedom of not being bound to what is done in traditional animation (both good and bad). I know that getting a painted look in 3D will be very difficult (more so on a texturing level than a modelling one). That is why i wanted to know if ramp shaders are allowed to be used. If not, that is cool. I have thought about it quite a bit (another reason why it took so long for art to be posted), and as Joel said, there is always inverse mesh methods to achieve it :evil grin: The final comment is a little confusing. Could you please expand on that at all? There was a game released in PS2 a little while ago called 'Herdy Gerdy'. Very few people have even heard of it (I have never played it). The cartoon effect in that is awesome. It looks more like 'Who Framed Roger Rabbit?' as opposed to 'Pokemon'. It has this really amasing charm that I would like to achieve. [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/herdygerdy_02.jpg[/img] [img]http://home.netspeed.com.au/mlanham/SumeaComp_05/herdygerdy_04.jpg[/img] It doesn't have lines at all, yet it still looks like a really well made cartoon :)

Submitted by JonathanKerr on Wed, 18/02/04 - 10:54 PM Permalink

I see. Herdy Gerdy does have some great style. TBH - I'm not even sure what ramp shaders are (!). Getting lots of technical questions in the other thread - I assumed alphas would be mainly used for opacities or whatever although, Malus' reply to Doords comment (hinting at normal maps) are probably not what I was hoping for. I was mainly referring to opacity but the more technical minded guys seem to be hinting at all sorts of shit I know bugger all about. So if you're reading this Doord - no normal maps please (to keep everyone on roughly the same footing). Is everyone cool with that?

To extrapolate on previous comments: I love the idea you've got, but Im not really a fan of the first two forms. The first shadow and second shadow seem... bland. I like the third one tho - but maybe have things like a big hammer for a hand etc. They saw that you can tell a great character by it's silhouette -- perhaps try to expand the shadow concept in some way? Devil May Cry and Ico for PS2 had good shadow enemies.

Submitted by Aven on Thu, 19/02/04 - 10:24 PM Permalink

Basically a ramp shader (Falloff shader in Max) is a type of shader that works with the angle of a face and it's orientation to an object (ie, the camera) to change how the material will look. This is used to get a variety of cool shader effects from X-Ray shaders, to adding in Fresnel Reflections (great for glass and Car Paint), softer materials (silk, velvet), and of course, Cell Shading. I am not too sure if ramp shaders are used for real time rendering, or if it is through another technique. It is generally how it is achieved through pre-rendered scenes though. I noticed that Doyle has some renders up that use cell shading, so I was just wondering. Cool, that's what I thought you were saying. I just wanted to check :) The first shadow is meant to be very basic as it is based around the character. I didn't want to fool around with the design for that too much, as it would make very little sense to have a 'sidekick' that is based on the hero if it doesn't look even remotely like him. DMC did have some sweet enemies full stop, but they would look slightly out of place in a game aimed for 10 year olds right? It seems like I am treading very thinly at the moment between kiddy and adult. I really don't want to push that too much further. I have only seen very few shots of Ico, and from what I can understand, they do the game no justice at all. I didn't want to add in weapons as such (like the hammer hand you suggested), as there is no point for it. They are fighting shadows, so a hammer would hardly do much to them :) Thanks for the advice, it did make me sit down and think about the characters a little more. At this stage though, I am quite happy with it :)

Submitted by Kalescent on Sun, 07/03/04 - 12:29 AM Permalink

Sweet idea aven, i really wanna see more of your work [:)] i demand the models!!! [:D]

Submitted by Aven on Thu, 01/04/04 - 6:40 PM Permalink

Sorry to everyone. I was unable to complete this for two reasons. 1. Computer troubles. My system has been dicking up a bit recently. I just upgraded my Mobo and HDDs yesterday and am currently setting it all up. 2. Plain out procrastination. Hey. At least I am honest :) I do forfeit, but I will continue to work on them in my own time.

Sumea Challenge #5 -3D- Blackjack

Ok, I'm in. This is my first concepts, they need tweaking and need to work on the Good / Bad versions, but this is the general creature. Kinda a wombat thing, but not really. Any suggestions would be really appreciated.
<>

Submitted by hobonation on Sat, 07/02/04 - 1:13 AM Permalink

wicked. The second one is awesome, dont change it at all! :)

Submitted by xEmilx on Sun, 08/02/04 - 5:06 AM Permalink

Nice work doode, should make for an interesting model. Looking forward to the third evolution. Does the creature have any special abilities/powers?
Have you thought much about the main character?

Submitted by BlackJack on Sun, 08/02/04 - 5:20 AM Permalink

Working on an alternate version of the creature now.

I was thinking it is a very natural creature, so no real special powers. However it is based off of a wombat, so probobly digging, and powers to do with rocks and the earth.

I have a kind of idea, for elemental god kind of things, but still concepting it.

Submitted by BlackJack on Tue, 17/02/04 - 10:53 AM Permalink

Well this is my final 3 concepts, gonna try to start modeling them and make a few coloured versions asap. I would really appreciate and advice on them.

I'm also working on there Bio's and the Hero character and should have them done by the end of the week, unless something mucks up my cosmic plans! (always the way [:)])
<>

Submitted by xEmilx on Tue, 17/02/04 - 1:00 PM Permalink

Coming along really well, great consistancy with your character. You can clearly see the evolutionary process.
I want to see the models! HURRY HURRY! :D

Submitted by MoonUnit on Wed, 18/02/04 - 6:46 AM Permalink

i think that maybe there should be more change between the second and third evolution... by looking at the toes it seems like all you did was do a bit of rubbing out and adding...

Submitted by BlackJack on Wed, 18/02/04 - 8:28 AM Permalink

Ok after careful consideration, and disscusion with ppl, I'm going to tweak the concept even more, and try and get away from my Pokemon style.
It will be hard, as I find all my sketches come out cartoony. Suggestions on character changes are more than welcome, I need all the help I can get.

Submitted by BlackJack on Wed, 03/03/04 - 10:30 PM Permalink

Alrighty then, the new concepts should be up this week, been really busy. Pretty much decided to stay with originals, but clean them up for polycount, dropping a pair of legs to make the final evolution bi pedal, the middle and first stage evolutions are quadrapeds.

Going to keep my style, u got to work with what u got! And going to try to get the first two evolutions out by end of the next week.

Also working on the character storyline, and the Hero concept, both which should go up with the concepts. General idea is hero found an artifact, lets him command, befriend the creature of the elemental device he has, in the case of the current creature, Earth. The creature evolves along the lines of creator or destroyer depending on what kind of life energy it is fed, Red or Blue pill like crystals left behind when monsters are destroyed. When enough of theses are collected it determines creatures powers and disposition to the world in general. But this is all still a working concept.

PLEASE any suggestions are welcome.

Submitted by FireFlight on Fri, 12/03/04 - 10:02 AM Permalink

Thats a big change from your first ones. Now it has sort of japanese sonic style.

Submitted by BlackJack on Fri, 12/03/04 - 10:26 AM Permalink

Do u like the concepts? or should I just give up?[?]

Submitted by Kalescent on Fri, 12/03/04 - 10:46 AM Permalink

no way dont give up man - go for it!! [:D]

the first concept only has 2 legs yesh ?

i really like the last one - it looks really cool and has a bit of attitude :)

Just a quick note tho - from the second to 3rd stage doesnt look THAT different. but really cool idea man it will be a shame to see you give up!!

Submitted by BlackJack on Fri, 12/03/04 - 10:49 AM Permalink

Kool, I'll try and tweak it a bit to make evolutions a bit different, I'm so used to drawing this thing now I could knock him up in my sleep.
Shame the modeling isn't the same.

Submitted by bullet21 on Fri, 12/03/04 - 6:30 PM Permalink

Yeah that look really good,i like it way more than you first concept. just one question how old are you. it's just that you say you were busy with school.

Submitted by BlackJack on Fri, 12/03/04 - 8:23 PM Permalink

I'm 22, I just started the 1st year game development (art) course at the Acadamy of Interactive Entertainment (AIE)

Submitted by Kalescent on Fri, 12/03/04 - 9:06 PM Permalink

That character would make a sweet platform character man, i can already see him digging around the screen , throwing dirt all over the place, sratching the hell outta the enemies etc !!

and the colouring helped lots [:D) good work man

Submitted by bullet21 on Sat, 13/03/04 - 6:52 AM Permalink

oh ok i thought you were in high school or something.

Submitted by BlackJack on Sat, 13/03/04 - 7:24 AM Permalink

nah, just tryin to get into games, not sure if I'm gonna be good enough though.

Submitted by Kalescent on Sat, 13/03/04 - 8:52 AM Permalink

Practice man, thats all it will take - some damn long hours and lots of dedication :) theres not one single guy i know ( that lasted long ) in the industry that didnt get there wihtuot working seriously hard at modelling / texturing for a good few months, and some even years.

A smidgen of luck does go with that too though ;) thing is not to give up hope man.

theres always going to be someone better than you - but theres only one of him and lots of possible places for you to work ;) thats the way i look at it anyways - sounds kinds corny, but provides me with what i need to keep going [:D]

Submitted by BlackJack on Mon, 15/03/04 - 8:39 AM Permalink

thanks, i just gotta gety my stuff together and bust out some kool stuff. just really busy and a little stressed

Submitted by BlackJack on Tue, 16/03/04 - 7:26 AM Permalink

hey this is prob a stupid question, but how do I render out the edge faces? or do I need a material?

Submitted by BlackJack on Tue, 16/03/04 - 9:41 AM Permalink

Thanks Inglis, but ended up using Edgemap plug.

Well here is evolution 1:

[img]http://www.members.optusnet.com.au/chaosbs/blackjack/title.jpg[/img]
[img]http://www.members.optusnet.com.au/chaosbs/blackjack/front.jpg[/img]
[img]http://www.members.optusnet.com.au/chaosbs/blackjack/top.jpg[/img]
[img]http://www.members.optusnet.com.au/chaosbs/blackjack/side.jpg[/img]
[img]http://www.members.optusnet.com.au/chaosbs/blackjack/per.jpg[/img]

Should have evolution 2 done by end of week, and hopefully 3 if I'm lucky. So what do ppl think of my first ever 3dsMAX character?

Submitted by palantir on Tue, 16/03/04 - 10:32 PM Permalink

yeah, that's very good for your first max character. I like it. [:)]

It looks like the mesh would deform nicely for game animation, and I'm sure with a good texture, something like this would come off well in a 3d platform style of game.

Well done.

Submitted by bullet21 on Wed, 17/03/04 - 4:10 AM Permalink

It is great, especially for your first ever max model. Just one thing about edge map plugin, it doesn't render the edges very clearly, i used to use it but Hazard told me this way:

Go into Edge sub-object level, select all your edges ( make sure ignore backfacing is is turned off ), scroll down until you find the create shape from selection button. Click that then make sure linear is checked in the box.

Now press 'h' and select the new spline shape you just created.
Click on 'renderable' and adjust the thickness which is just above (?) or below - from memory.
Now hit the render button and view your new thick and clean wired goodness

Also you can change the colour of the wire just like you would any other mesh object.

The edges will be alot clearer. and it isn't much harder.

Submitted by BlackJack on Wed, 17/03/04 - 5:07 AM Permalink

Kool thanks, I'll do that and repost em when I get number two up, which should be tonight, I'm kinda on a rool, cept for potential polycount problems

Submitted by MoonUnit on Wed, 17/03/04 - 10:54 AM Permalink

wait wait... ur first time using max? no way

Submitted by bullet21 on Wed, 17/03/04 - 6:38 PM Permalink

Is it your first ever 3d character or just your first max character. THat is awesome either way. I'm just hoping it's not your first ever character cos otherwise i will be put to shame.

Sumea Challenge #5 -3D- WAR-HEAD

Hi all. I've done a bit of sketching but im still trying to finalise concept. This is what i've come up with, thus far.

http://www.boomspeed.com/warhead/sumea_concept.jpg

The guy on the left is the main guy (villain) and the little guy on the bottom right corner is the companion. It's a bit of an ambiguous creature - so you can't really tell if its male / female, cat / dog. So his evolutions will be a nasty, male canine-warewolf-guy, and a nice, female feline-cat-girl.

Im aiming for more of a cartoony / manga style for the final concept though.

Submitted by JonathanKerr on Sat, 07/02/04 - 12:12 AM Permalink

are the evolutions going to be two different versions of the same creature or an evolution of one strain?
ie - Pika -> Pikachu -> Raichu? that's three versions of the one idea.

Submitted by xEmilx on Sat, 07/02/04 - 4:41 AM Permalink

Wicked concept art! I cant wait to see it modelled and textured. Great idea to evolve the character into either a male or female form based on their good/evil evolution.

Submitted by Sorceror Bob on Sat, 07/02/04 - 5:23 AM Permalink

Nice sketches, I don't usually go for that kind of style, but can still appreciate the artistic quality. Anyhow, good, solid stuff, look forward to the finished piece.

Submitted by WAR HEAD on Sat, 07/02/04 - 6:11 AM Permalink

Cheers.
I spose my sidekick guy evolves into two different forms, as opposed to a progressive stage evolution.
The evolution doesnt neccessarily have to involve the sidekick getting larger and meaner does it?

hmmm....

Submitted by xEmilx on Sat, 07/02/04 - 6:18 AM Permalink

I dont think so, because I'm pretty much doing the same thing, except both my evolutions will be male. I have one good/light evolution and one evil/dark evolution and the initial nuetral state.

Submitted by MoonUnit on Sun, 08/02/04 - 1:22 AM Permalink

love the wolf sketch, someone did something like that for the last model challenge i think (with scythe blades on the wrists n stuf.. help me out people).

Submitted by JonathanKerr on Sun, 08/02/04 - 5:13 AM Permalink

quote:Originally posted by xEmilx

I dont think so, because I'm pretty much doing the same thing, except both my evolutions will be male. I have one good/light evolution and one evil/dark evolution and the initial nuetral state.

I suppose that's a different way of looking at it. Initially I was thinking "1 direction -> 2 iterations" but considering that I've been trying to get people to think outside the square, I don't see why "2 directions -> 1 iteration" wont work. I just think that you can show a process of evolution a bit better with 3 steps as opposed to two.

Can anyone think of a Pokemon that does this?

Submitted by Pantmonger on Sun, 08/02/04 - 5:38 AM Permalink

The Eevee, dependant on what you give it you get Flareon, Jolteon or Vaporeon.

Pantmonger

Sumea Challenge #5 -3D- xEmilx

It's taken me a while to come up with a solid concept, but im still not sure if this is such a good one. Im going for a samurai as the hero, and a ninja as the sidekick/companion. The little ninja can evolve into a cool half ninja/half samurai or an even cooler evil third ninja/third samurai/third demon.

It will have a very Dragonball Z look to the characters. As for the 6-12 age thing... hmmm, not sure if it will exactly fit into that age group.

One final thing, before i go ahead and submit some proper concept images, since guns and projectile weapons are not allowed, are swords/knives not allowed as well? Whats a ninja without his katana?

Here is a quick sketch i did, this will be the second evolutionary state of the good ninja/samurai:
[img]http://users.tpg.com.au/adsldcki/sumea/modchal5/g_evo01.jpg[/img]

Suggestions/Comments are welcome.

Submitted by JonathanKerr on Fri, 06/02/04 - 1:51 PM Permalink

It'll fit in just fine - kids today are smarter than we think. Read the brief - the answers are all in there (regarding guns etc - be creative in order to get around restrictions).

Submitted by hobonation on Fri, 06/02/04 - 10:43 PM Permalink

hey thats cool. maybe to fit in with the age group, you could go for a more chibi manga look?

Submitted by xEmilx on Sat, 07/02/04 - 1:00 AM Permalink

Okay, I've been working overtime on this, trying to refine my concept and its going quite well. Thanks to hobonation for suggesting the chibi manga style, ive done a few quick sketches in my notebook and found that it works better and could be more appealing to the 6-12 age group.

We've been told to think outside the square, so i happened to drift a few kilometers south of it and came up with an idea to use a sword (hopefully its a valid idea - id like to thank Jonathan for getting me to think about this).
Well in his initial evolutionary state, the ninja carries with him a small sword (still working on a name for it), which was used in ancient times to give samurai's supreme power in battle. This sword is what makes the evolution of the ninja possible.

example: blue/red pill are useless if taken on their own, but if you carry a sword of evolution, the blue/red pill enduce a state of meditation to draw power from the sword and evolve into a stronger more powerful character.

Also, as the ninja evolves into either is good or evil state, the sword too evolves into a good (sword of light) or evil (sword of darkness) state.

Let me know what you think of the idea, or if this is against the rules of the breif.

Submitted by JonathanKerr on Sat, 07/02/04 - 2:06 AM Permalink

That seems fine to me. Will the sword evolve as well? It's a good twist on the brief. What do others think?

Submitted by hobonation on Sat, 07/02/04 - 3:08 AM Permalink

sounds cool. I think that could make it more interesting. can a 'light' character have a 'dark' sword?

Submitted by Aven on Sat, 07/02/04 - 3:22 AM Permalink

Cool idea so far. But if you are making him a Samurai, perhaps you should break the cliche of having a Katana, and give him a Naginata. This also allows for a bit more design freedom when evolving the weapon.

Submitted by MoonUnit on Sun, 08/02/04 - 1:19 AM Permalink

i like the idea of giving it a more "chibi" look for the whole kids audience if thats what ur after

if you want more of DBZ thing then your on the right track :) well done

Submitted by xEmilx on Mon, 16/02/04 - 8:15 AM Permalink

Well, its been a while since I updated this. Ive done heaps of sketching and concept art for this comp, but I've just started school again and I don't have the time to finish them all to upload.
I will most likely will be withdrawing from the competition, but I will be following the comp to see how it ends.
Thanks to everyone that has commented or given me suggestions and good luck to everyone.

Submitted by Wizenedoldman on Mon, 16/02/04 - 8:27 AM Permalink

Sorry to hear that xEmilx, hope to see you in the next one.

Submitted by bullet21 on Mon, 16/02/04 - 7:12 PM Permalink

Yeah, school sucks arse, I don't even have time to practice my shit any more it's either school or work. I'm in year 11, if your not enjoy school mate, it sux arse even morein VCE.

Submitted by MoonUnit on Mon, 16/02/04 - 9:00 PM Permalink

awww pity man, oh well maybe you can pick it up again when u have more time and show us in the exhibition board

Submitted by xEmilx on Tue, 17/02/04 - 6:39 AM Permalink

Only in year 11 bullet? I finished that years ago doode! Wait til you get to year 12. I just started 2nd year of the AIE course, just opened in Melbourne. Didn't do the first year, and I've never used 3DS MAX before, so i have to work 10 times as hard as anyone else.

Hopefully I get everything under control and I may show the remaining concept images and WIP models.

Sumea Challenge #5 -3D- hobonation

Well, I was bored so i decided to do some designs. I wont be modeling them ( because I CAN'T) but I did them anyway.

He is (obviously) based on a koala. I'm not too great at legs so I left them out on the evolved ones for now. I may try to 3D model them but all I can model at the moment, with lots of hard work, is a crappy looking bowl of rice.
I think I shall name him 'Kwala'

I plan on making the 'hero'/ pokemon trainer person a stereo type aussie. wide brimmed hat with the corks, blue singlet, and an exagerated steve Erwin accent. Ive done a few coloured designs, just playing around with the design.

[img]http://home.graffiti.net/hobonation:graffiti.net/kwNEUT.bmp[/img]
[img]http://home.graffiti.net/funnymolecartoon:graffiti.net/kwalaNeutral.png…]
[img]http://home.graffiti.net/funnymolecartoon:graffiti.net/kwalaEvil.png[/i…]
w00t!

Submitted by JonathanKerr on Fri, 06/02/04 - 1:27 AM Permalink

Cool. How would he fit in with the 'hero'? Does he have any special powers or anything? It's not easy to tell what they could be from the sketches.

Nice style tho'! and I like the differences between the dark and light versions. Perhaps a little more emphasis on the 'evolution' side of the challenge?

Jono

Submitted by palantir on Fri, 06/02/04 - 2:32 AM Permalink

Yeah, I like your concepts. I Especially like the dark/evil dude. Nice!

I think you should have a go at modelling them, even if you feel you aren?t that good. You can only learn from the experience, right? And who knows, some people might offer you useful tips to improve your models/skills. [:)]

(Besides, I don't want to be the only beginner modeller entering this thing! [:D])

Submitted by hobonation on Fri, 06/02/04 - 3:45 AM Permalink

lol Thanks. o and I'm worse than a beginer, i only modeled for like a week, using circles and squares then gave up.

I dont know what i'm going to be doing for the heroic type. I will start thinking soon.(after my coffee boost) and i might re-do the pictures with details on their personality, abilities etc..

Submitted by xEmilx on Sat, 07/02/04 - 5:21 AM Permalink

I love the idea of the trainer being a stereo-type aussie... very original! You should model that just for a laugh.

Sumea Challenge #5 -3D- Souri

If I don't get something done for a challenge at least once, I'm going to quit and live in the mountains.

Submitted by davidcoen on Thu, 05/02/04 - 9:44 AM Permalink

humps souri's leg, perhaps you need to send yourself a reminder email.

Sumea Challenge #5 -3D- Sorceror Bob

Yeah, I probably won't get any further than this.. But heres something i can do relatively quickly.

[img]http://www.boomspeed.com/sorcerorbob/baloonoban.jpg[/img]
Err. The idea is.. He's got a balloon for his head.

I have a feeling I've stolen this idea from somewhere.. But I can't remember where I've seen it.. I just think it would be funny to have a crazy headless guy beat on you, and have a balloon floating around his head.

Submitted by MoonUnit on Thu, 05/02/04 - 5:57 AM Permalink

lol youve so got to get a job with midway and have baloon head man as the next secret character in mortal kombat :D

Submitted by davidcoen on Thu, 05/02/04 - 9:37 AM Permalink

evil balloon twisty animals, cool, with the human sidekick as a kid mime?

Submitted by JonathanKerr on Thu, 05/02/04 - 11:00 AM Permalink

Could I suggest that the main character has a pump that he uses to create the balloon head guys attacks or shapes?

Submitted by Sorceror Bob on Thu, 05/02/04 - 11:34 AM Permalink

If i ever get round to the main character, thats the plan Jonathan.. An evil (nice cliche coming up) clown. Possibly sideshow luke perry.

Submitted by tojo on Fri, 06/02/04 - 12:51 AM Permalink

man and i thought my idea of an armadillo helmut creature was wierd!

i like it !! it is great !!

he could have a sonic attack....... with that thing you do with balloons ....... and a really cool party trick he could perform for the ladys [;)]

Submitted by LiveWire on Fri, 06/02/04 - 10:07 AM Permalink

wouldnt take much to take him out though, a small prick? a slight breeze? unless the poping of his 'head' os so deafening it stikes you to the ground, and then he re-inflates himself, agh! oh the horror! he is invincible!

Submitted by JonathanKerr on Fri, 06/02/04 - 11:12 AM Permalink

Your concept here is actually very strong. If you took away the human aspect of the balloon guy - and just had a balloon - you could really go to town. As a virtual shapeshifter it could do a number of things:

Got an idea? Turns into a hand with index finger pointing out.
Need to kick someone? Turns into a shoe.
Need a quick getaway - turns into hot air balloon and then deflates crazily.

And what is the hero? Pump guy!

Submitted by MoonUnit on Sun, 08/02/04 - 1:18 AM Permalink

wow thats actually an amazingly good idea, better then glover even (if anyones played that game)

Sumea Challenge #5 -3D- Tojo

i have been working on a kinda armadillo style little dude that fights as a
ball and doubles as a helmut of all things....

kinda wierd looking..... i am not sure if i will keep going with this
idea... as it may be too stupid and hard to model
[img] http://www.members.optusnet.com.au/todre/3.jpg [/img]

any thoughts....

and i am still not entirely sure if there are meant to be 3 different states
of the one evolution or 3 different evolutionary states

[B)]

Submitted by jwalduck on Thu, 05/02/04 - 4:01 AM Permalink

Very cool. Very cute.

Does he have a concave face and chest? [:)]

There are meant to be three evolutionary states. The brief implies you can shift between the states as required, so it is reversable and in that sense more transformation than evolution. The brief is pretty loose though.

What about designing some more of these guys who can be used as a weapon and other armour. You could then have a hero who can wear them or send them forth as a gang of minions. "Legion of Armour Attack!"

Submitted by jwalduck on Thu, 05/02/04 - 4:15 AM Permalink

BTW You should change the title of this topic to "Sumea Challenge #5 -3D- tojo"

Submitted by tojo on Thu, 05/02/04 - 4:55 AM Permalink

I havent really made my mind up on 'how' he wou8ld actually morph between states or whether he would have to have a concave face and chest..... was thinking about just not worrying about it... kinda giving a 'tartis-style-doesnt-really-make-sense' type approach...

other wise i could just make his body and face kinda retract slightly when he changes???

would be cool if there were like five of them or something tha madae a complete set of armour....each bestowing a certain amount of power apon te wearer?

"Legion of Armour Attack!"<<< cool idea!!

all different colors with different personalities

Submitted by MoonUnit on Thu, 05/02/04 - 5:56 AM Permalink

clever but like u said going to be a bit weird to model a little concave character, interested to see how it turns out :)

Submitted by bullet21 on Thu, 05/02/04 - 7:15 AM Permalink

Wow, that is all i can say, well actually it is not. This reminds me of a DBZ character Go tenks i think. Can't wait to see it in 3D

Submitted by tojo on Thu, 05/02/04 - 9:32 AM Permalink

i changed the image a bit to help market the idea to myself....

i think it is working ....... i really like my helmut friend...

i am going to start modelling him i think....[:D]

should do a pair of boots and a cod piece as well!

Submitted by jwalduck on Thu, 05/02/04 - 10:05 AM Permalink

The character who turns into a cod piece should be perpetually pissed off.

Submitted by JonathanKerr on Thu, 05/02/04 - 10:55 AM Permalink

Very cool - is this an initial version? What will the evolved versions look like? I'm curious to see what a piece of armour could turn into -- an armoured tank? Armadillosaurus?

Submitted by davidcoen on Thu, 05/02/04 - 11:35 AM Permalink

reminds me of an italian comic by Massimiliano Frezzato "the keepers of the maser 1' published in english by 'heavy metal', if you are over 18 you might want to check it out (has the occasional titty shot). It is very big on anthropomorphic robots which get straped to people.

like the scales, if you are not happy woth how the feet hang at the back of the head, then perhaps make it like a little child riding piggy back on there parent's shoulders, where the feet hang over the parent's chest?

(i'm boring, would do the evolution as different head/ shoulder armours, rather then try to get it to fit completly different body areas, that might be too difficult...)

Submitted by tojo on Sun, 08/02/04 - 3:40 AM Permalink

and another shot of the mouth in 2 x different states..

.........oh and poly count so far is 360 i think... i am happy with that??..... that is good??? although i have alot more head detail to go.......... and am not sure what to do with the scales and stuff............ wouldnt mind making the edges of them 3d rather than just flat..

http://www.members.optusnet.com.au/todre/chocho02.jpg [/img]

Submitted by Doord on Tue, 10/02/04 - 8:37 PM Permalink

nice start, rememeber to watch that polycount :)

Sumea Challenge #5 -3D- jwalduck

In its unevolved form the "sidekick" is a doll being carried by the main character (female child). The doll can be animated either into a small, flying fairy or a strong, giant. I started with good/evil versions then dropped them after the evil version just did not work out for me, something about having an evil doll did not sit right.

In game terms you would either play the main character (not shown) carrying the doll, or one of the two versions of the doll. The objective would be to get the main character to certain objectives. The two doll modes have inate abilities (small size and flying/strength) which could be used in different combinations to solve puzzles about getting the main character access to new areas.

I am also toying with giving each doll a signature "weapon". For the giant it will be the "Good Scissors" (the ones your mother never let you use, the poccession of which was the epitomy of being bad). For the fairy a wand or a bag of fairy dust.

[img]http://www.carpe.com.au/home/artwork/unevolved.gif[/img]
Unevolved

[img]http://www.carpe.com.au/home/artwork/evolved_small.gif[/img]
Evolved - Fairy

[img]http://www.carpe.com.au/home/artwork/evolved_big.gif[/img]
Evolved - Giant

I will try and complete this challenge on time but this is practically the first 3D I will have done since 1997 and 3DStudio.

Crits are welcome. Everything beyond these initial sketches will be new ground for me.

Submitted by Aven on Thu, 05/02/04 - 12:20 AM Permalink

That's a very cool idea you have there. I'm sure that the little girl will of course look very eerie ;)

Your art is very nice as well.

Submitted by jwalduck on Thu, 05/02/04 - 12:24 AM Permalink

Now that you mention it, in the initial very rough sketch she's looking like a slightly happier Emily Strange.

Submitted by MoonUnit on Thu, 05/02/04 - 5:58 AM Permalink

ooooh nice concept, especially love the giant sketch, innocence (child) mixed with brute is a interesting concept :)

Submitted by davidcoen on Thu, 05/02/04 - 9:28 AM Permalink

ohh, do like the giant. 'bongo not happy'

Submitted by Makk on Thu, 05/02/04 - 10:50 AM Permalink

Great idea :)

Submitted by hobonation on Fri, 06/02/04 - 8:45 AM Permalink

I'm liking it. Love the sideview of the fairy. and the giants eyes.

Sumea Challenge #5 -3D- Wizenedoldman-Challenger#5

Here's my initial sketch for my little dude, I think I'll call him wizzy, probably end up with magic of some sort.

[img]http://members.optusnet.com.au/~cmcmurr/mypic2.png[/img]

feedback welcome, early days yet!

Submitted by hobonation on Wed, 04/02/04 - 7:59 AM Permalink

Both the side and back view look wicked, but i think the nose on the front view needs to slope downwards instead of straight out. But i cant wait to see the model.

Submitted by JonathanKerr on Wed, 04/02/04 - 11:02 AM Permalink

Cool - any ideas on how he will evolve? Or is he the sidekick?

Submitted by MoonUnit on Wed, 04/02/04 - 11:21 PM Permalink

heh heh neat, love the big nose thing, looks very cartoony

Submitted by bullet21 on Thu, 05/02/04 - 7:17 AM Permalink

he looks like one of those characters that are always in the news and stuff. I think they are made by Leunig or someone.

Submitted by hobonation on Sat, 07/02/04 - 4:06 AM Permalink

I was just thinking that. they have the big noses

Submitted by Wizenedoldman on Tue, 10/02/04 - 3:51 AM Permalink

Here's phase 2 of my characters evolution, and he's taking the EVIL path! He's more or less a mini clone of his master that can't think for himself and only knows how to cast attack spells.

[img]http://members.optusnet.com.au/~cmcmurr/mypic3.png[/img]

The third phase is still in progress, having trouble deciding on a look, but stay tuned. Will also be posting pics of his master.

Submitted by MoonUnit on Mon, 16/02/04 - 8:57 PM Permalink

looking good man, have u done the third sketch yet? id like to see that cause youve got a intersting creature

Submitted by Wizenedoldman on Mon, 16/02/04 - 9:12 PM Permalink

I have something of a third sketch done, but I'm not entirely happy with it. Perhaps I should post it anyway and see what all you good Sumean folk think.

plus I need to sketch the trainer too, now there's a tricky one...

Submitted by bullet21 on Tue, 17/02/04 - 1:24 AM Permalink

Arrghh it's Leunigs interpretation of the Grim Reeper.
We're all goin to die Arrggghhh!

[xx(]

Submitted by MoonUnit on Tue, 17/02/04 - 5:37 AM Permalink

lol!!! too right bullet21, does look like a leunig dosent it

as for trainer... maybe some sort of elder wizard looking guy? not like a watery tart in a starry robe but someone that looks a bit battered and yet slightly regal (as far as wizards go)

Submitted by Wizenedoldman on Fri, 20/02/04 - 9:35 AM Permalink

Quick update to keep me on the first page;) Here's an early model for the second evolutionary stage, you can probably tell I just copied and modified his head, but things will change I swear. Need hands too. By the way I've been dared to post the word 'dildo' on this forum, so here it is!

[img]http://members.optusnet.com.au/~cmcmurr/mypic9.jpg[/img]

Enjoy.

Submitted by Wizenedoldman on Fri, 20/02/04 - 9:47 AM Permalink

BTW I figured out what my inspiration for this character is, DISCWORLD! It dawned on me all of a sudden...

Anyone else played it? The old adventure game that is...

Submitted by MoonUnit on Fri, 20/02/04 - 9:52 AM Permalink

dont know about any old adventure games but im a mad fan of the Terry Pratchet books

get to work on them long evil claws! :P so far so good man, shoes could use a little more details then the simple triangular prism things they are now though...

Submitted by Wizenedoldman on Fri, 20/02/04 - 9:56 AM Permalink

Oh yeah definitely, the shoes grind me as they are.

Submitted by Wizenedoldman on Tue, 24/02/04 - 2:13 PM Permalink

I'd say modeling on these guys is about 95% done, depends on what work needs to be done on the last guy. Total poly count so far is just over 1500, which leaves me some room.

[img]http://members.optusnet.com.au/~cmcmurr/mypic10.jpg[/img]

Also, I finally got some inspiration tonight for the final phase, did some sketching, and will scan them in as soon as I can, so stay tuned.

Submitted by bullet21 on Tue, 24/02/04 - 6:50 PM Permalink

It's rea;;y coming along nice to see you made the claws, and did you work on the shoes or does that angle make them look better :)
I also like how the evil one is skinny, EVIL PEOPLE ARE ALWAYS SKINNY AND SKINNY PEOPLE ARE ALWAYS EVIL............... like me muhuhhahahahahahhah!

Submitted by MoonUnit on Tue, 24/02/04 - 10:58 PM Permalink

interesting theory :P

now im thinking that the second evo could benifit from a bit more change, something small you could add like a staff or a nose peircing ( :P ) or something...

Submitted by palantir on Tue, 24/02/04 - 11:43 PM Permalink

yeah, I think it would be good to give the second guy some kind of item to carry or wear, and that item could become more complex in the last evo. Or something like that.

They make me think of an evil wizard type dude.
Nice work BTW

Submitted by inglis on Fri, 27/02/04 - 4:44 AM Permalink

does he have a really bad hunch?

Submitted by MoonUnit on Fri, 27/02/04 - 5:26 AM Permalink

good work, but you still need something more to differ them as he looks allmost the same as the second stage except hunched over

Submitted by inglis on Fri, 27/02/04 - 5:31 AM Permalink

make his cape longer and torn.
could put lumps along his back to make it look like his spine is protruding.

just ideas.

Submitted by bullet21 on Fri, 27/02/04 - 6:38 AM Permalink

It looks like your evo 2 but he is bigger and hunched. There are some definate changes required i mean like make him more distinguishable <--- Geez. i hope i spelt that right

Submitted by Wizenedoldman on Sat, 28/02/04 - 1:44 AM Permalink

Inglis, thanks for the spine idea, sounds good. Basically I see it that he's become so overburdened with the power that the pills have given him that he's collapsed under the pressure. Maybe I should make him more assymetrical...

Submitted by Kalescent on Thu, 25/03/04 - 5:05 AM Permalink

hah that looks cool man - i think it needs to be a bit more different than your other evolutions tho - try the spine idea of inglis's. At this stage it looks more like hes grown older and larger without any visually significant gains that scream " im the most powerful i can become, and im going to kick your ass if you touch my master ".....

Submitted by MoonUnit on Thu, 25/03/04 - 5:09 AM Permalink

neat, i suppose theres no real time for drastic changes so gw :D

Submitted by bullet21 on Thu, 25/03/04 - 7:52 AM Permalink

That actually looks quite cool, a bit scary for youngins but still cool, i thought you quit though, anyhu good work.

Submitted by palantir on Thu, 25/03/04 - 9:39 AM Permalink

cool. I love the pose - very evil looking! It is scary, but I think since it's the 3rd form (right?) that it's all good. Still make's me think of an evil wizard type guy. Looks like he's about to cast a spell or something. Very nice.

Sumea Challenge #5 -3D- David Coen

[img]http://www.dsc223.com/external/scon5_01.jpg[/img]

[img]http://www.dsc223.com/external/scon5_00.jpg[/img]

just thinking about design, running along the lines of time vampire, the friends of satan, or nofriendo, the happy home entertainmaent center with timmy, the large boned but happy with the way he looks individual. though the 'happy little saviour' concept is not shown yet

Submitted by bullet21 on Thu, 05/02/04 - 7:29 AM Permalink

I definately like the first one (very pokemon like), it is a pretty good idea and all the evolution stages seem to be linked, but i have no idea wut the second one is (no offence [:)]) is it a flower of some sort.

Submitted by LiveWire on Fri, 06/02/04 - 10:05 AM Permalink

nofriendo! hahaha! i love it!

Sumea Modeller Challenge #5

If you dont want to read the background go to the bold print. The background might give you a few ideas tho...

It's the first day of the week at your work since your last game went gold. The boss has called a meeting about his latest
'brainstorm.' A feeling of trepidation ensues.

"Soooo... I hear there's these new things called Poke-men," he proclaims. Your 'idiot sense' begins to tingle.

"Uh, sir? I think you mean Poke-mon. It's Japanese for Pocket Monsters," you reply. You've seen this look on
your boss' face before. The man's a buffoon and never up with the play in the industry -- it's a wonder the
company is still on its feet. His last brainstorm was a Hooters Waitressing Simulator where you served beer
and food to drunk patrons while trying to avoid food spills and groping hands. Needless to say, the game bombed
and several members of staff left to 'pursue other interests.'

"Well, whatever!" he blusters. "We're gonna make us a game where you have a sidekick buddy who can evolve every time
you feed it a special growth pill. It'll get new attacks and its appearance will change to reflect this. The evolution doesn't
necessarily have to mean getting bigger and stronger. The sidekick could get sleeker and meaner or maybe slower and more
heroic in nature."

Someone at work must have switched the coffee. The idea actually sounds half-decent.

"So tell me about these growth pills then," you ask, intrigued.

"Well I saw this new movie called The Matrix the other day," he begins. "The main character had to choose between a red pill and
a blue pill. So I figure that we could use that idea. You've got two red pills and two blue pills. Red pills make the creature more
aggressive/evil and the blue pills make the creature more heroic/good but you can only ever feed the creature a maximum of two pills or it'll revert to it's natural form. The changes to the creature should be reflected in it's appearance. A fully evilly aligned creature might have have scars, tattoos and red eyes or something. A heroic creature might have blue eyes and regal features. It's your call. It can be anything you want - a robot, a sea creature a pet mutant dog, whatever. It's gonna be aimed at kids and there's the potential for marketing spinoffs like stickers,
lunchboxes and Nickalodean cartoons."

You're genuinely intrigued. It's blatantly obvious that the boss has had a brain transplant.

"So, can you mix the pills up so that it can have features of both alignments or be neutral?" you ask.

"I don't see why not. It could be quite cool to have a sidekick that may not always respond to what you want it to do."

"Okay, so I've got to design 3 creatures then? One original sidekick, plus two evolved versions of the original creature, correct? You said it's a sidekick right? So do I have to design a heroic/villainous owner as well?"

"You can if you want, but we've got someone else doing the main character designs. However, if your idea is better, we'll use it. You might want to show some correlation between the two. A collar or communication device or something."

"Sweet. So what are the constraints and what do I need to submit?"

"Well, it's gonna be aimed at the 6 - 12 years old market so don't have guts and heads bursting out of bodies. You can draw it in any style you want but just keep the target market in mind. You'll need a concept for each of the stages that the creature is at. If you want, you can show thumbnails or roughs and working drawings. Since our entire 3d team left at the end of the last project,you'll need to do a 3d model for each of the stages as well and dont forget to show your wireframes. Since we'll be using the Hooters Waitressing Simulation engine to save costs, that means you'll have 3200 polygons
and you can distribute that over the three creatures as you see fit. If you want to do the main character as well - stick to a budget of around 2000 polygons.

For textures, you can use a 512 texture sheet for each of the evolutionary stages. If you decide to do the main character as well, you can use a 512 for that as well.
Don't forget to show your UVs.

Then finally we'd like to see some sort of a splash page that we'll show to publishers done in any way you like but we need to have it done before or on April 1st.

"So whats the game called then?" you enquire.

Gazing skywards, your boss stretches his arms out wide, "I was thinking something along the lines of: Evolution Extrrreeeeeeeeemmme!!!"

CLOSING DATE: 1ST APRIL, 2004.

THEME: Create a marketable sidekick character with one original form and two evolved forms (3 in total). It can be anything from a robot, a pokemon-eque creature
to a sea urchin. Make it appealling - doesn't necessarily have to be cute but G-rated is best. Creature can evolve as a hero or villain (read above brief) - what would happen
if the creature was heroic but the main character was villainous? And vice versa?

STYLE: Any you want. Just remember you're trying to appeal to the lucrative 6-12 year old market, so parents are also a consideration. Ideally your product would be
easily put on lunchboxes, stickers etc.

RESTRICTIONS: No blood and guts. No detachable guns or real world bullet shooters. ie - shooting water or lava is fine, bullets/lasers are not). Try and show the link between the first and third stage of evolution. Eg - why would a creature have
full flowing wings from one step to the next?

Kiwi's and Ockers only. Unless of course, you've got residency or you send me copious amounts of money.

SUBMISSION REQUIREMENTS: 3 concept illustrations/sketches/pieces (one for each of the evolutionary stages). Judged on design, not technical ability.
Include working sketches, WIPs (optional).
Default lit orthographics (side, front etc) as well as any shots you think might be necessary to convey your idea.
Untextured wireframe
Texture flats
Splash Page - be creative. Maybe you could do this as a sticker for a lunchbox?
A name for the character(s). Make it catchy.
A logo with the pair (optional).

OPTIONAL: the main character to go with the sidekick - as above, but include it/him/her in the splash page. Just one concept needed though.

EDIT/CLARIFICATION: In short, do a concept for your main character, but you don't have to model it.

TECHNICAL CONSTRAINTS: (not set in concrete - open to change if forum members are unsatisfied).

3200 polys over the 3 versions. Distribute as you see fit.
2000 polys for the main character/owner (optional)
1 512 texture sheet for each version of the creature.
1 x 512 texture sheet for the main character (optional)
Alphas are allowed.
Cannabilism allowed - but only from models used in this comp. ie - you dont have to remake each vers from scratch.
No photosourcing.

In case you hadn't noticed, this framework is based upon Malus' one from the last comp.

*EDIT* Due to popular demand, the comp has been adjusted so that each evolutionary stage can use a 512 map (instead of the 256 previously).

EDIT: Hero concept is required, but doesn't have to be modelled. The definition of 'no guns' has been clarified - basically, no bullets, lasers, mortar shells. You can twist this meanings tho' eg - maybe the creature fires stinkbomb pellets (kinda like mortar shells but not).

If you can find loopholes in the brief, go for it (it's called thinking outside the square). It's proof of good design to be able to interpret a brief in a different light.

Submitted by souri on Mon, 02/02/04 - 12:26 AM Permalink

Don't forget the naming conventions for your threads. Post a new thread (showing your progress and final works), naming it like:

Sumea Challenge #5 -3D- Yourname

If you have any questions on the rules and guidelines above, please post it in this thread.

Submitted by JonathanKerr on Mon, 02/02/04 - 12:32 AM Permalink

Obviously, this is a framework -- if there is a general consensus to have something changed, then we (the forum) can work something out.

Submitted by Goldenchocobo on Mon, 02/02/04 - 12:50 AM Permalink

Is it 1X512 texture sheet for all stages or 3X256 texture sheets(one for each stage of evolution)?

I think this needs to be clear because it says two different things in the brief.

Submitted by Ninja on Mon, 02/02/04 - 1:20 AM Permalink

Hi all,

This sounds like a very cool sumea competition and im sure everyone will enjoy doing it.

Good luck to all entrants and im sure we will see a number of great side kick characters.
It is also worth entering because there is a great prize for it and as usual it is a good portfolio work once it is completed.

good luck can't wait to see everyones entries.

Submitted by smeg on Mon, 02/02/04 - 1:34 AM Permalink

Hey wow - nice open topic Jonathan. Cheers! Excellent write up as well.

I'm not sure it's a great idea to have an optional main character, maybe limit that to concept. ie. if you want to show the main character as well, include a concept (not a model).

Sounds great. (No guns! wOOt)

Submitted by Makk on Mon, 02/02/04 - 1:39 AM Permalink

ooh, sounds like fun :)
*Dusts off "3d modelling for dummies"*

Submitted by J I Styles on Mon, 02/02/04 - 2:27 AM Permalink

quote:Originally posted by JonathanKerr

CLOSING DATE: 1ST APRIL, 2004.

Closes on April 1st? Does that make this some kind of sick April Fools joke? [;)]

Submitted by jacobt on Mon, 02/02/04 - 3:59 AM Permalink

This is a great brief, made me laugh a bit too, cheers Jonathan [:)]

One thing I would like to see is some photosourcing allowed. There are many different sides to the debate about this. I'm not sure what other's opinions are here on Sumea, but from what I understand photosourcing is an important part of an efficent professional artist's job, so I wouldn't mind practising it.

Submitted by palantir on Mon, 02/02/04 - 5:00 AM Permalink

I love this idea - I just hope I'm up to the challenge! Sounds like fun though [:)]

One thing I'm confused about though: 3 models, 1 of the original character, and two of the evolutionary states. So does this mean the two different possible evolution states (one good, one evil)? Or an example of how it would evolve (one blue pill, one red pill for example, or two red pills)?

I mean, with two of each pills, there a 4 different possibilities plus the original:
original -> blue -> blue, or
original -> blue -> red, or
original -> red -> red, or
original -> red -> blue.
- so are we supposed to pick one path and create each stage, or create 1 good, 1 evil, plus the original?

I like the idea that the optional main character should be limited to concept art... though I guess it really doesn't matter if it's just an optional part.

And I personally would like to see some photo sourcing allowed; since that's a skill I'm trying to develop.

Submitted by Aven on Mon, 02/02/04 - 5:13 AM Permalink

Sounds like a nice challenging brief. I like Palantir's idea of being able to design a good version and a bad version, or just a three step evolution.

Looks like I'm going to have to watch more kids cartoons again to get style ideas :)

And for those who need some help
http://www.angelfire.com/anime2/digipedia/

Submitted by JonathanKerr on Mon, 02/02/04 - 8:37 AM Permalink

quote:Originally posted by palantir

I love this idea - I just hope I'm up to the challenge! Sounds like fun though [:)]

One thing I'm confused about though: 3 models, 1 of the original character, and two of the evolutionary states. So does this mean the two different possible evolution states (one good, one evil)? Or an example of how it would evolve (one blue pill, one red pill for example, or two red pills)?

I mean, with two of each pills, there a 4 different possibilities plus the original:
original -> blue -> blue, or
original -> blue -> red, or
original -> red -> red, or
original -> red -> blue.
- so are we supposed to pick one path and create each stage, or create 1 good, 1 evil, plus the original?

I like the idea that the optional main character should be limited to concept art... though I guess it really doesn't matter if it's just an optional part.

And I personally would like to see some photo sourcing allowed; since that's a skill I'm trying to develop.

You can do it how you want. I mean, you could evolve your creature in a good way and then evolve it with a bad pill so that all the features it gained in the previous iteration take on a twisted form and then some.

BTW - having looked at some of those digimon designs, should we drop the 'no guns' policy?

Submitted by Aven on Mon, 02/02/04 - 9:01 AM Permalink

I think that the 'no guns' policy should be dropped to something like 'no detachable guns'. ie the weapon should actually be attached to the creature.

The poly count seems fine, but I do have a little concern with the texture limit. The low res is to force people to make it more simplistic and cartoony right? Are you allowed to use a NPR renderer (Non Photo-realistic render. Cell shading)? Make it like the JSR and Warner Brothers games.

Submitted by JonathanKerr on Mon, 02/02/04 - 9:36 AM Permalink

What do you think the texture limit should be? I meant to ask you to help out with the tech side of things for the brief, but I forgot. A 512 per model?

Submitted by davidcoen on Mon, 02/02/04 - 11:09 AM Permalink

must resist urge to design something subversivly deviant~ will see if i can think of anything 'nightmarishly cute' that would work :))

Submitted by Aven on Mon, 02/02/04 - 6:48 PM Permalink

I think that 512 would br a little more fair for each evolution. There really isn't much point asking me, I haven't made a low poly character in bloody ages :p

I still think that it would be cool if NPR renders are allowed. If they are, then 1x512 would be more than fine as you can get away with doing more simplistic flat texturing. You only need the texture space for faces and little decorations. Perhaps an option?

If NPR renders aren't allowed though, there is still another trick up my sleave ;)

Submitted by Pantmonger on Mon, 02/02/04 - 7:03 PM Permalink

quote:Also - are people okay with the poly counts?

I think they are fine, you set them, we do them, that is the nature of a competition, or a brief.

As for the texture limit of 1 x 256 each, I am also cool with that.

I recommend that no changes be made post the start of a comp, clarifications yes, but changes no.
Making changes to the basic structure after the start of a comp is bad form.
I don?t want to have to come back here every few days to make sure that any work I have done has not been rendered redundant by changes in the comp structure.
Once it?s out there, let it rest.

Pantmonger

Submitted by J I Styles on Mon, 02/02/04 - 7:58 PM Permalink

I totally agree with pants; Let it rest.

For instance, I'm a firm believer of the no-photosourcing, but I also have to grudgingly live with the concept technical/visual quality not being judged.

The brief is set. Go to it. With 4 possible evolutions and 1 512x512 texture sheet that = 1 256x256 each evolution, with overlaps possible; that's more than enough.

Aven - just use the old flat shade and inverted poly trick if you want that look; use what's given in the brief [:)]

Submitted by Doord on Mon, 02/02/04 - 8:26 PM Permalink

quote:Originally posted by JonathanKerr

What do you think the texture limit should be? I meant to ask you to help out with the tech side of things for the brief, but I forgot. A 512 per model?

Yes I think the texuture res would be very nice at 512 per character. 256 is very very small.

Polycount sounds very good to me, and with a highter texture res the challenage will be on the detail in the texture and saving them polys, kind of hi-end WC3 character or WOW character res :).

Submitted by souri on Tue, 03/02/04 - 12:43 AM Permalink

Usually we have a few days to comment and adjust the specs if needed (especially regarding the texture size, since no one would be up to that stage as of yet). So if enough of you want the texture sizes up to 512x512 each then I'm sure Jonathan will change it. I decided against photosourcing for this one because of the subject matter - doesn't seem appropriate to have realistic textures for these pokemon-ish models.
I know someone mentioned earlier that they didn't want a cute-ish model competition where all you'd do is stamp some balls on a sphere - let your imagination go nuts, people! You could decide to have fancy armour plates / mech armour, interesting animal / organism designs, wings, fur, weaponry etc.. it's just begging for some interesting models!

Submitted by JonathanKerr on Tue, 03/02/04 - 1:03 AM Permalink

I too am looking forward to the designs in this comp.

The texture size has been adjusted to a 512 per character -- it seemed more people preferred that by the looks of things. I think it's a good idea if people include the main character as well as the sidekick in the concept art so we can see the two in context. The other one doesnt have to be modelled tho'.

That's the only change I've really made (texture size) and it's probably for the better. So no more changes from me!

Submitted by LiveWire on Tue, 03/02/04 - 1:51 AM Permalink

so it's 3200 polys between 3 characters? that seems awfully low. a little over 1000 each. or have i misread it?

Submitted by Doord on Tue, 03/02/04 - 2:27 AM Permalink

quote:Originally posted by LiveWire

so it's 3200 polys between 3 characters? that seems awfully low. a little over 1000 each. or have i misread it?

I don't think so, that what makes it a challenge :) and there is a lot you can do with a 1000 polys look at quake 3, characters are not much over a 1000 polys.

Submitted by Malus on Tue, 03/02/04 - 7:10 AM Permalink

If your going to have around 1000 poly for the limit per version why not stay with the 256 per version limit too?
I work at 256 x 256 everyday and its tonnes especially for something that small and like Doord said it is a challenge right?.

But hey I probably won't enter, just stirring the proverbial crap. [:P]

Submitted by Aven on Tue, 03/02/04 - 7:12 AM Permalink

quote:Originally posted by J.I. Styles

Aven - just use the old flat shade and inverted poly trick if you want that look; use what's given in the brief [:)]

Yeah. That's what I meant by I have something else up my sleave. I just thought I would ask about NPR renders, as the brief doesn't say that they aren't allowed.

Submitted by Makk on Tue, 03/02/04 - 8:31 AM Permalink

I say we should have one 512 texture to use, so we can can use it for the largest creature so its not all blurry? and just 256 for the other two.

gah! just an idea

Submitted by Goldenchocobo on Tue, 03/02/04 - 9:26 AM Permalink

I think the limits in the brief are fine, its not called a challenge for nothin.

Submitted by JonathanKerr on Tue, 03/02/04 - 11:17 AM Permalink

quote:Originally posted by LiveWire

so it's 3200 polys between 3 characters? that seems awfully low. a little over 1000 each. or have i misread it?

It's intentionally that way. Think about it - your first character might only be about 500 - 700 polys. Then your middle design might be about 900, that would still leave you with quite a few to play with.

Although you can do it anyway you want, in theory, your first creature will be smaller or less detailed -- perhaps the successive iterations will blow people away? Although, if you're really good, all three versions will knock peoples socks off.

There seems to be a fair bit of discussion about the texture size - I've changed it once (from 256 to 512) so I'm kinda reluctant to change it again. I suppose there's a fair bit of work in this challenge (3, maybe 4 designs) and the polycount is a lot less than previous challenges so the current texture limits kinda balance it out a bit, I think. I mean, if it were completely tough all the way, it would feel more like a chore than a challenge.

Also, with the 512 per creature limit, it brings up the question: "Who's going to use their texture maps the best?" We're all on the same page, so now the challenge is not only in furthering ourselves, but in pushing each other. And for some, it might be about actually finishing a challenge for a change (I'm one of these).

To order the rest of my motivational speeches, send extra RAM or chicken and cheese sandwiches to:

Jonathan Kerr
Sumeacity
Plot 31.

Suggestions for next comp here

I thought the suggestions might get lost in that other thread so how about we start a new one to list them here.

Well? Go on then! Fire away!

Submitted by Makk on Sun, 18/01/04 - 9:39 AM Permalink

*shoots Jon in the head*

ooh, you meant ideas not guns!!

Well, going on that "nintendo kiddy" idea, how about design a pokemon monster. I have always enjoyed those designs. Plus they would be fairly simple to do.

Another idea would be "Weapons Master" Design an old, wise looking warrior who has spent many years mastering the many techniqeus of his chosen weapon. Doesnt have to be a warrior, could just enjoy usning the weapon. Obvisouly, you would have to design/model the weapon.

Pirates, they are always fun *shrugs*

And finally, it was mentioned awhile ago, but we could possibly do this in teams. *cough* since I cant model *cough*

Submitted by Aven on Sun, 18/01/04 - 10:03 AM Permalink

I had a bit of a think. How about,

Personify yourself as a God.
Basically, you have been honored to become a God. What would you be the God of? This should really be something that is related to your personality more than a representation of a physical thing. ie, the God Of Happiness as opposed to something like the God Of Death. This has the ability to suit both people who want to make a big warrior, and those who want to make someone a little more somber and less cliched. The God should also look somewhat like you (photos should be produced :) ). You wont be put down for either your physical appearance or your artistical skills. Obviously, if you wanted to make yourself buffer, that is cool, but you should look somewhat like you do now. Decisions should also bee made as to if you want to live in the real world (more realistic clothing), or some other plane.

Just a thought.

I like Makk's idea of the Weapon Master. It could possibly be broadened to include all martial forms (Tai Chi, and so on).

The team idea should be given good thought. It would be nice to see some 2D artists (like Makk), flexing their texturing skills :D

Submitted by JonathanKerr on Sun, 18/01/04 - 10:32 AM Permalink

Weapon Master is very cool - I'd quite like to do this but I guess I was harping on in the other thread about doing less aggressive concepts so I dunno...

The Pokemon idea was sorta along the lines I was thinking of too. Perhaps as part of that challenge could be to create 1.) A concept 2.) An illustration showing a range of attacks or the 'defining' features of the creature -- ie 'growing twice its size etc 3.) 3d model 4.)A card with the specs of the creature with a wee write up and mock stats.

The god idea is pretty cool. It could be tweaked to be yourself as a superhero/Xman. Not necessarily aggressive. Show your power and your alignment.

I'd like to see some more conceptual stuff in this challenge -- I keep hearing how traditional drawing skills are so important so perhaps incorporating some sort system like this into the challenge. Concept Design, Sketches, 3d with wires etc, Textures, Money Shot would make up the criteria. This gives guys like myself and other 2d artists a shot at competing on a good level with guys like (off the top of my head) Malus, Aven and JI Styles (among others) who have a broad spectrum of skills. It also puts those who lean more towards either one of 2d or 3d on even footing to compete with others. Or maybe I don't know what I'm talking about -- the point of the challenges is to challenge yourself, but I detect a bit of reticency in both 2d artists who cant do 3d and 3d artists with not-so-developed 2d skills. Those who can do both well reap the benefits of having put practice into both disciplines but (I think) I'm getting at that the criteria should have an equal number of 2d and 3d aspects (say three each).

I'm babbling.

Submitted by JonathanKerr on Mon, 19/01/04 - 7:53 AM Permalink

I've just completed Knights of the Old Republic (light side max) and I was thinking how cool it would be to take a concept for this competition and make an 'evil' as well as a 'good' version of the character or topic.

Submitted by Aven on Mon, 19/01/04 - 8:20 AM Permalink

Jonathan, the Good/Evil thing isn't too shabby an idea, but there are a few people just starting to get involved with the whole 3D thing, so it would be best not to throw too many people into the deep end. Plus I haven't made a low poly character since the first year AIE course (man I'm gonna be rusty :D). The idea of 2D and 3D teams could also help some people out. I'm sure that some of then newer people learning to model would love to have the help from someone like Mr. Kerr or Makk with design and drawing.

Another more varied character idea.

Create a character for an MMORPG. If you would want to play as a warrior, that is cool. If you want to be a merchant, great. If you want to be some fantasy Pimp, then even better :D I guess that a game would have to be picked to keep the style consistant (Everquest, Linage, Star Wars Galaxies, World Of Warcraft, so on), or it could be made freestyle.

Submitted by JonathanKerr on Mon, 19/01/04 - 9:04 AM Permalink

I think it was Doord who suggested this many aeons ago - but how about a challenge where the entrants find some reference art and they have to create a level/character/mech etc that is done in the style of that game. ie - show some pics of cloud, sephiroth and design a character for the FFVII universe - try and draw the concept in the style of the concept artists. Then create a model (for the battle part of the game) that would fit into the game. Alternatively, you could do something simpler like Pokemon or Yu-Gi-Oh! or you might decide to try and copy Yoji Shinkawa's brush pen style and design a character to fit into the Metal Gear Solid universe. Other examples might include: Mario, Halo, KOTOR, Viewtiful Joe, Shenmue, HalfLife2, Crash Bandicoot, Ty the Tiger or some other Australasian teams game and so on. If you're trying to get work in an Australasian company - what better way to show that you can do what they're doing!? (dont quote me on that tho')

You would be expected to provide:

1. 3 examples of the existing concept art so that judges can compare what you're trying to emulate.
2. create a concept that meshes well (ie looks like the original concept artists work) and fits into the universe. No copying the poses! If the artist uses a brush pen, you should too. Likewise for pen and ink, Manga or whatever medium the artist is known for.
3. a model that fits the universe with similar specs to the game. Could this mean that 2d artists could create a sprite? If you're fitting something into the DoomIII universe, make sure you use some normal maps. Viewtiful Joe or JSRF - get that cel-shading down fool! Texture accordingly.
4. (optional) If the topic choice is a sprite or some extremely low poly character -- do a 3d version of the model to competiton (standard) specs. This is to stop all you funny guys and gals out there from doing a Pong sprite. You know who you are...
5. Money Shot - 1.) of your character in a suitable environment 2.) Put your character in the game. Eg - find a screen shot (decent sized at least 800X600) and make your character look seamless in it. There are many numerous ways to do this... use your noggin.

I think this is a pretty good idea (not just coz I thought of it -- hold on, Doord thought of this. Don't tell him) although I think there's only one thing that I can think of that might hold it back - how would you compare a Pokemon emulated design and low poly Pokemon Stadium character against a Doom 3 character? That's why I put in No4 - create a model based on a standard specification. So even if you do decide to do a sprite (not that many will), you still gotta attempt a 3d model like everyone else.

Contestants judged on:
1. Design of character (unrelated to technical expertise)
2. How well it fits in the universe.
3. Copying of artistic style.
4. The usual 3d criteria (model, texture, poly usage)
5. Moneyshot/Fake Screenshot.

Submitted by J I Styles on Mon, 19/01/04 - 8:14 PM Permalink

This type of brief has been ran before on other forums - cgchat iirc; not too keen on the open brief idea like that.

Submitted by Aven on Mon, 19/01/04 - 8:41 PM Permalink

I don't particulary like the 'adopt someone else's style either'. I have always felt that the reason for running these comps is for people to further their own style.

The cutsie idea is cool, but I don't know if a Pokemon is the best thing to make. Half of the Pokemon designs are just balls with eyes. There are only so many people who could make Ballachu :p If you wanted to do something like that, you should perhaps have a look into Digimon. People could have to design the evolution of their own Digimon partner. Maybe just make it four levels. All the little monsters start off as balls with eyes and then start going up from there. When you start evolving it, you can chose to make a girly mon that will be cuter (or sexier as is mainly the case), or one of the more male oriented ones (a big grisly monster with massive cannons all over it). If this idea were to be done, it would be best to go for season 1,2 or 3 style evolutions. Stay away from season 4 (Digimon Frontier), as they start turning humans into digimons and the show was just crap :)

Otherwise xyz's original idea of a flying creature/character is a fairly good one.

Submitted by Doord on Mon, 19/01/04 - 10:54 PM Permalink

Cute Kiddy Funny

Can't every body just get along??

Submitted by JonathanKerr on Mon, 19/01/04 - 11:38 PM Permalink

The evolution idea is pretty good - it could be interpreted in either kiddie or 'adult' form.

Perhaps design a character and then do 2 or 3 successive iterations. OR (and this would be kinda cool) -- Souri finds a number of pictures of say 'anything' then everyone has to do 3 evolutions from that. It'd be cool to see all the different 'evolutions' from 1 original idea. Even if it were something as simple as a turtle or a carrot. A vege-mon, if you will.

Submitted by Sorceror Bob on Tue, 20/01/04 - 12:55 AM Permalink

Some great ideas here(I like the god one), cute kiddy not being one of them in my opinion :/ if that happens I guess I can skip this comp.

I think the best idea would be for Souri to give the topic to one of the people who finished the last challenge, as a prize. Maybe Ninja, or Joel. Someone that can come up with something finishable by the timeframe (taking into account most people have jobs and little spare time in which to do overly elaborate things).

Submitted by Doord on Tue, 20/01/04 - 1:31 AM Permalink

One cute character, with a 10-15 sec animation. Easy, fast, room for you mind to go wild and surly very funny.

Submitted by Sorceror Bob on Tue, 20/01/04 - 1:35 AM Permalink

with animation is a different story..

Still, I have a fairly big project lined up that is going to eat my spare time like a family of fat people at an all you can eat restaurant..

The topic is really going to have to inspire me to get me going.

Submitted by Fluffy CatFood on Tue, 20/01/04 - 1:39 AM Permalink

Shit I missed this thread well anyway:

Even though I havent bothered with these comps (Although I will one day in the distant future) How about architecture, like a castle, houses , buildinggs etc set in a scene. If you've played morrowind that has some very creative work, especially the buildings of House telvani which are organic, they are like twisted trees with seed pods or fruit that house all the rooms etc etc. I think the theme should be open to any sort of setting and you should be able to show either internal or external and it should be something that can be displayed in real time. Maybe a polycount of around 15000.

Another suggestion I have is for a nature scene (No Bryce models arent allowed) that has to show off certain things like a body of water, grass and shrubs, trees and maybe one or two man made objects if you like. I also think having a weather effect like rain, snow, a flood, a drought etc in the scene should be mandatory.

What do you all think?

Submitted by MoonUnit on Tue, 20/01/04 - 1:52 AM Permalink

i like the idea of picking something then everyone making there own evolved versions from it, that would be really interesting to compare and people have enough room for variation yet you can still judge them against each other

Submitted by Sorceror Bob on Tue, 20/01/04 - 2:29 AM Permalink

Fluffy, good ideas, but I'd say those are more level design.. Maybe it's something souri can make a seperate challenge about.

Submitted by Makk on Tue, 20/01/04 - 3:16 AM Permalink

I think we should try to keep it fairly simple. Not too much work that it gets time consuming and nobody finishes.

Submitted by jwalduck on Tue, 20/01/04 - 5:05 AM Permalink

I liked the suggestion for some form of industrial machinery/mech. How about a mech for cutting down trees, with the briefing including a scale image of the trees to be cut down in scale to a human.

Submitted by Fluffy CatFood on Tue, 20/01/04 - 5:09 AM Permalink

HMMM Ok then, a tree, simple enough, not something that you model every day.
How about vehicles?

Submitted by JonathanKerr on Tue, 20/01/04 - 5:31 AM Permalink

If we're doing mechs, robots and the like - why not create your own Transformer! (PS - if you wanna apply at Melbourne House, I'm sure this could be a cool thing to do). Include the vehicle and robot form - it'd be a good challenge to make a design that 'works'.

To Fluffy: could you be more specific about 'vehicles'? What sort of vehicles? Futuristic? Archaic? Organic? Automotive?

Submitted by Malus on Tue, 20/01/04 - 5:59 AM Permalink

Pretty sure they'd be full of guys doing transformer models myself. [:P]

Submitted by Aven on Tue, 20/01/04 - 12:00 PM Permalink

I have to agree with Bob on this one. It would be best if either Souri or a previous winner choses the subject. This may sound a little Nazi-ish, but their word should be final, if you don't like the topic then you don't have to participate this time around. You can just wait for the next time. After all, there really isn't anything stopping people working on their own ideas :) Between this thread and the other one, plenty of ideas have been surfaced. Let's just get one up and going :D

Submitted by Piss Poor on Tue, 20/01/04 - 7:45 PM Permalink

i agree that the job should be given to one person only, i?m doubtful that anything will be decided otherwise, but more importantly it?s good practice to work outside your comfort zone and to work on something that you wouldn?t normally do but still put your all into it. it?s good practice for work and will give you something different then all your other stuff in your showreel.
and as Aven said you can do your own thing whenever you want.

Submitted by JonathanKerr on Tue, 20/01/04 - 7:47 PM Permalink

This is just a thread for suggestions - in the end it will be up to one person, just like it was last time (Malus?). I find it unlikely that one person could have come up with as many ideas as people so far have.

Agreed -- if you don't like it, you don't have to enter.

Submitted by Doord on Tue, 20/01/04 - 8:39 PM Permalink

Yeah, this thread is just an ideas thing, there is no possible way that everyone will want to do the same thing.

Just a little side qusetion are poeple here scared doing animation??

Submitted by JonathanKerr on Tue, 20/01/04 - 9:22 PM Permalink

Tee hee - that sounds like a 7 year old trying to get someone to shoplift. "Do it man! Are you scaaaaared?!"

Animation is probably not everyone's strong suit (it's certainly not mine) but a.)lack storage space and b.)This is a *modelling* comp would probably suitable excuses as well.

Submitted by Aven on Tue, 20/01/04 - 9:59 PM Permalink

As Jonothan said, this is a modelling challenge. The first time I saw, it I was supprised to see that texture maps were a requirement (although mapping is fairly closely linked to modelling - displacement, bump). Animation would properly work best as a different challenge.

Another idea to throw around.

Mage
Not your typical wizard or sorcerer. Something that hasn't been seen before. A school of magic that isn't known. JI has a good example with his Quick Activity. Again, the mage doesn't have to be agressive. They can be rather placid and use their powers to aid others. Doesn't have to be human, doesn't have to be fantasy.

Submitted by Malus on Wed, 21/01/04 - 6:20 AM Permalink

I don't think people are scared of animation, just that its time consuming to first model, texture, rig then animate and peoples interest generally wanes alot on these comps.

Its hard enough geting 5 people to finish modelling let alone animating, man I'm notorious for it on these comps lol.

Maybe setup a seperate animation comp? Give out a generic model and let everyone go nuts.

Submitted by souri on Wed, 21/01/04 - 7:14 AM Permalink

I do like the animation challenge idea, but like what has been said, it'll have to be part of another challenge..

It might be nice to try something different this time round than doing the one detailed model. Cute character with 5 steps of evolution, or a team of models (could include a vehicle as well) with different capabilities (ala RTS game - someone mentioned this idea for a previous challenge). It won't be five times the amount of work though with lower polycounts and texture sizes for each model.. anyway, more suggestions!

Submitted by Aven on Wed, 21/01/04 - 10:23 AM Permalink

How about this for a RTS challenge.

Pick a type of RTS game. Fantasy based, Futuristic, Alien, Curent Military, Current SWAT. You get the idea.

Create a list of two to three dozen different units. Soldiers, Mages, Builders, Tanks, Flying Units. People can pick five or so, design how they think a 'heavy armoured rocket tank' should look, and then make the models for them. This will hopefully add a bit of spice and variety.

The squad idea is very cool as well.

next model comp

I just joined, when is the next model comp ?

Can it be a bird (flying thing), related ?

Cheers.

Submitted by JonathanKerr on Thu, 04/12/03 - 5:16 PM Permalink

I suppose you've got something made already, eh? Insert winky smiley here.

Good call tho' -- when is the next one? Souri? Should this be the beginning of suggestions for the next comp?

We've had so far: Feng Zhu interpretation, Rider and Steed, Demon Overlord. Have I missed any?

Submitted by Aven on Thu, 04/12/03 - 6:40 PM Permalink

So are we able to start posting up suggestions? I think it is a fair guess that this would be for the low poly comp?

I was actually going to make a bird recently for a Christmas card for my girlfriend. 'On the first day of Christmas, my true love gave to me. A Partridge in a pear tree...' Time has gotten the better of me though :(

Good suggestion though xyz.

Submitted by Malus on Thu, 04/12/03 - 9:04 PM Permalink

Actually a bird wouldn't be that bad an idea, or at least a bird like creature. I have first dibs on a prehistoric bird man!! [:P]

Submitted by MoonUnit on Thu, 04/12/03 - 9:08 PM Permalink

sure pick the one thing i cant draw, let alone model :P (well that and horses)

Submitted by souri on Thu, 04/12/03 - 11:37 PM Permalink

Sometime early next year would be the plan for the next modeller challenge, I think... Say mid-January.

Submitted by adie on Mon, 05/01/04 - 9:28 PM Permalink

yeah sweet.. a bird would be cool, good one Xyz. Or maybe just a flying creature. Come on lets get the comp started

Submitted by Doord on Fri, 16/01/04 - 9:25 PM Permalink

mid-January?????????

Submitted by JonathanKerr on Sat, 17/01/04 - 12:50 AM Permalink

Well, nows as good a time to start as any - I really liked that challenge thing from Thunderdome. Cool set up. Plus, I think that directly challenging someone would bring out the greater competitive spirit in most people.

Submitted by Aven on Sat, 17/01/04 - 7:54 AM Permalink

As long as the other person keeps on posting.... hint hint Camper :D

Submitted by Happy Camper on Sat, 17/01/04 - 8:16 AM Permalink

lol. I've been working on it. I'd probably have the first 2 done if I didn't keep changing Designs XD. I'd like to be involved in the next 3D challenge but unfortunitly I can't run any 3D programs ATM, but I'll try and find a way.

Submitted by smeg on Sat, 17/01/04 - 11:01 AM Permalink

Paper mache and a digital camera! :D

Submitted by Aven on Sat, 17/01/04 - 11:24 AM Permalink

I think that some of the challenges that are being thrown around in TD7 would make some sweet modelling comp ideas. I especially like the 'Tactical Sniper' duel. That just screams out cool looking character model :D

Submitted by davidcoen on Sat, 17/01/04 - 12:05 PM Permalink

@jonathan, you mean demented evil kiddy, or nintendo cute kiddy??

Submitted by JonathanKerr on Sat, 17/01/04 - 1:10 PM Permalink

Nintendo kiddy. Something different - like a level or something.

Submitted by souri on Sat, 17/01/04 - 3:28 PM Permalink

Ok, give me some more proposals, and I'll see what everyone likens to most.

Submitted by Aven on Sat, 17/01/04 - 7:33 PM Permalink

Here is the base of the TD7 thread.
http://www.conceptart.org/forums/forumdisplay.php?s=&forumid=48

Some good ones are:

Futuristic Mythological Creature
http://www.conceptart.org/forums/showthread.php?s=&threadid=15154

Ceremonial Gunship. This could be because I just love Panzer Dragoon Orta though :)
http://www.conceptart.org/forums/showthread.php?s=&threadid=15423

Bad Arse Alien Hunter/Warrior
http://www.conceptart.org/forums/showthread.php?s=&threadid=15283

Tactical Sniper.
http://www.conceptart.org/forums/showthread.php?s=&threadid=15150

Samurai or Shinobi.
http://www.conceptart.org/forums/showthread.php?s=&threadid=15106

Secret Weapons of WWII. May be a little too open ended though.
http://www.conceptart.org/forums/showthread.php?s=&threadid=15126

There is also one about the Four Horsemen of the Apocolypse, but rider and steed has already been done.

Othereise anything Victorian era themed would make a nice change :)

Submitted by tbag on Sat, 17/01/04 - 10:04 PM Permalink

quote:Originally posted by Souri

Ok, give me some more proposals, and I'll see what everyone likens to most.

Although i've got books on max 3 and 4 now and i can model (But my damn copy of Max 5 isnt working [:(]) i thought how about a demon lord, a violent destructive demon lord, or a biological creature. Or like previously suggested, a cute thing like a little fluffy wuffy puppy.

Oh and Souri how well are you known by Australian/New Zealand game studios. You must be known a fair bit, i mean you setup all these competitions and give up your spare time (Some of it anyway [:P]) to run a great site for the fellow Australians and New Zealanders.

Submitted by JonathanKerr on Sat, 17/01/04 - 10:08 PM Permalink

Although I'll participate in whatever is decided upon - I think there have been too many 'warrior'//aggressive type characters. If something aggressive is voted upon, I think we need some sort of 'restrictions' that force people to think outside the square more.

Eg - spaceship with no wings and not made of steel. A martial arts warrior who doesn't wear formal training gear (gi or otherwise).

In all seriousness, I'm not really wanting to do a kiddie type challenge but it'd be good to have a challenge that encourages people to expand from the 'aggressive' mindset.

What have you got in mind, Souri?

Submitted by tbag on Sat, 17/01/04 - 10:29 PM Permalink

Hmmm... very interesting thought there and it sparked my mind

How about a physic warrior, almost like (If anyone has played it, im sure they have) StarCrafts protoss race, physic warriors in heavy sort of armour with shields.

Im not saying Blizzards best game should be the base, but something similiar to the protoss race. Just for those who have never seen or heard of the game, here are two images of the protoss, physic based warriors. Here [url]http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=37&Set=2[/url] and here [url]http://www.blizzard.com/ghost/ScreenShot.aspx?ImageIndex=39&Set=2[/url].

Overall i think a physic warrior should be interesting too see what people come up with. Some people might make them using their physic abilities with swords etc.. or make the physic warrior an alien, human and whatnot.

Just a suggestion but something i would love too see.

Submitted by J I Styles on Sun, 18/01/04 - 1:31 AM Permalink

I completely agree with Kerr on this - How about we stay away from the cliches?

No warriors, no demons, no boobs-&-boots.

Here's a few ideas -
[B)] Environment - your take of an island with one "natural" feature (eg, volcano, giant tree, carved mountain etc). Restrictions would be 4k polys and 2 1024x1024 texture sheets (view distance would be god-view type of thing, you wouldn't be running around on this thing in first person).
[B)] Props - something challenging; maybe a bonsai tree, or umm... garden gnomes?
[B)] Working bots - A robot that is specifically built for a task - it needs to show exactly what that task is and how it does it. Design is a big thing with this, with working hydraulics and be feasibly designed (eg, point out where it gets it's power, what each bits purpose is etc).
[B)] Cute - someone mentioned something along these lines and I like this idea. Spin on it comes from the brief which is to make your vision of cuteness. It may be a puppy, a fantasy avatar of cuteness, or a person smiling [:)]

Anyways, there's a few ideas - i'd just really like to see us do something unique and not the cliche topics covered hundreds of times in the past.

Submitted by Aven on Sun, 18/01/04 - 8:26 AM Permalink

I started asking some friends at work about this (they love games). The biggest suggestion was 'A Porn Character'. Joking around more, another guy and I came up with 'A Fruit/Veg Inspired Superhero'. He said he would be Telegraph Cucumber Man.

I like the idea of a less cliched design. Maybe it should be decided what people want to model first. Characters? Mechs/Robots? Scenes/Environments? Vehicles?

I like the idea of JI's Props idea. Making a cool looking low poly Bonsai Tree would rock :D

Submitted by tbag on Sun, 18/01/04 - 8:35 AM Permalink

Since no one else is going to say it.

How about genitals, everybodys favourite!

Now thats sarcasm [:D]

Submitted by Doord on Mon, 19/01/04 - 10:47 PM Permalink

quote:Originally posted by JonathanKerr

Let's do something kiddy!

Yes I would be up for that. I have been trying to work out a character for a few one frame comics.

Submitted by JonathanKerr on Mon, 19/01/04 - 10:53 PM Permalink

Jump over to the other thread Doord - chip in with some ideas.

Thanks to Ironikart

A public note of thanks to Ironikart, the winner of Challenge#4.

Ironikart found out last week that he will not be able to attend the AGDC this year. However, he has gone out of his way to make sure that the pass does get used by a "Sumean" (it was his choice on where the pass would end up) and is to be commended for choosing to give the pass back into the competition to the next available placegetter whom can attend (and has not yet paid).

Thanks again Ironikart, perhaps we will see you in Melbourne next year.

Cheers,

Ross.

The Villain - Highpoly Challenge #1 - Doord

Well now that the polycount comp is done and stone fest is over I've had time to make a start on this comp :).

I haave only just started on the upper bit of the leg but I'm petty happy with the rest so far for a frist past.

http://earth.prohosting.com/~doord/SumeaCompPic01.html

Submitted by nealb4me on Mon, 03/11/03 - 8:57 AM Permalink

do you have some sort of concept to show of it or a description of what it is?

Submitted by Makk on Mon, 03/11/03 - 9:42 AM Permalink

ooh! looks nice, but what will the rest of him gonna look like though?

Submitted by JonathanKerr on Mon, 03/11/03 - 10:35 AM Permalink

Nice model so far, but I'm interested in seeing a concept. I don't believe that good design works 'backwards' but drawing a concept to fit a mesh.

Not that I'm saying you've done that, I just think the best designed characters/levels/games etc start on paper first. More of a thought than anything else.

Submitted by Doord on Mon, 03/11/03 - 6:10 PM Permalink

i have a concept and also an low res version of the model ;)

The Villain - Highpoly Challenge #1 - Mark

unfortunately i?m in the same situation as ninja and really don?t think there is any chance that i?ll finish this due to other commitments, but i think this is really cool topic and wanted to at least post a concept pic.

he?s based on the comical pantomime villain, but with a more psychotic serial killer twist

[img]http://members.optusnet.com.au/~mfilippelli/villain.jpg[/img]

Submitted by JD on Thu, 30/10/03 - 11:44 PM Permalink

Very nice classic Villian, but did he usually carry around a massive cleaver.

Submitted by Ninja on Fri, 31/10/03 - 3:08 AM Permalink

this concept is freakin cool !!! [:)] ehee i can just imagine him animated with a nutty expression [:D]

Submitted by smeg on Fri, 31/10/03 - 10:06 AM Permalink

YEAH, and his mostache would unroll like a party whistle (or whatever they're called)...

i like it. If you don't model him up, at least colour him in =D

cheers

Submitted by Aven on Fri, 31/10/03 - 6:51 PM Permalink

sweet concept. he would look very nice if completely modelled and animated.

i hope you get to make him one day.

Submitted by Makk on Sat, 01/11/03 - 1:31 AM Permalink

Nice concept :)

Submitted by Piss Poor on Wed, 05/11/03 - 1:06 PM Permalink

here are some shots of the start of my model, they are very preliminary i?m just trying to get the basic shape at the moment, then i?ll put in the detail
i?m not going to start the jacket till i?ve joined the model because it?s so asymmetrical

[img]http://members.optusnet.com.au/~mfilippelli/vill01.jpg[/img]
[img]http://members.optusnet.com.au/~mfilippelli/vill02.jpg[/img]
[img]http://members.optusnet.com.au/~mfilippelli/vill03.jpg[/img]

Submitted by Aven on Wed, 05/11/03 - 7:41 PM Permalink

Looking vey cool so far. He is going to look awesome when completely made.

Submitted by Ionized on Thu, 06/11/03 - 2:19 AM Permalink

Hehe... he looks freaky! I love it.

Good concept = Half the battle won. Good start on the model too.

Sumea Modeller Challenge #4 RESULTS

Judges are: Everyone at Irrational Games including Ben Lee (Art Director) and Andrew James (Lead Artist), Rod Green - Atari Melbourne House, Jason Dalton - Senior Artist at Creative Assembly, Stefan Kamoda - Blue Tongue, Steve Stamatiadis - Creative Director at Krome Studios, Richard Lyons - Bullant Studios. Thanks to all these judges for devoting time in their busy schedules to help out in the Sumea Challenge voting. Also thanks to all the challengers for taking part in it as well!!
And of course, *special* huge thanks must go to Bullant Studios for the first prize award - a full pass to the AGDC 2003! (worth $900!!).

Concept Rankings
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_RConcept.gif[/img]
Mesh Rankings
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_RMesh.gif[/img]
Texture Rankings
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_RTexture.gif[/img]

1st - Ironikart - 22,14,20 = 56 points
2nd - DavidCoen - 13,27,25 = 65 points
3rd - Ninja - 33,12,22 = 67 points
4th - JIStyles - 34,23,13 = 70 points
5th - smeg - 27,38,31 = 96 points
6th - Mark - 40,27,60 = 127 points
7th - Jacobt - 56,49,27 = 132 points
8th - Pantmonger - 46,56,38 = 140 points
9th - Animal - 45,46,57 = 148 points
10th - Goodgod - 58,56,65 = 179 points
11th - SorcerorBob - 58,78,51 = 187 points
12th - Adamant - 66,66,74 = 206 points
13th - nealb4me - 65,80,78 = 223 points
14th - Azmodai - 72,75,79 = 226 points
15th - Idaho - 82,73,80 = 235 points

Challenger #1 - Adamant

Rod Green / Atari Melbourne House:
__Concept__
Not evident. Nice idea however it didn't really fit the requested topic - From the final result the character seems to look more like a soldier then a "demonic dark lord".
____3D Mesh____
Looks clean but lacks shape and definition.
__Texturing__
Looks a little airbrushed (blurry) tones don't look very realistic. Highlights are a little rushed. Bit flat in places. UV layout is very basic and has a lot of wasted space. Definition given to the wrong areas (i.e. more space should be given to more important features like faces etc)

Stefan Kamoda - Blue Tongue
Concept wise I felt this guy was a little on the ordinary side and had a bit of a Quake feel. The giant blades on both arms didn't appeal to me either; I felt he should have had at least one hand, or claw, tentacle or something.
The mesh is perfectly symmetrical which I think works against it, a little asymmetry, especially on the arms in this case would've really helped.
Overall the poly count looks low and this really shows in the armor, which comes across as being quite thin and ineffectual in some places. The texture doesn't really help in covering up the low poly count on this model.
Decorations, dints and scratches would help hide the poly count and also give the character a bit of history. Soul Caliber II has some awesome armor textures that are well worth checking out.

Richard Lyons - Bullant Studios
Not a bad overlord, could do with some more polys in the torso to loose that boxy feel.

Jason Dalton - Creative Assembly
Nice big solid character, I think he could have turned out really well with alot more attention paid to the texture work.

Steve Stamatiadis - Krome Studios
The mesh is a little on the boxy side, mainly the chest area. You need to take a good look at some more reference for the body to see how muscles and stuff actually work and move against each other and bone. Texturing could use a bit more detail. You seem to be painting lighting in on some parts but not others.
Rating: Grunt

Challenger #2 - JacobT

Rod Green / Atari Melbourne House:
__Concept__
Looks OK, but is a little too normal. Character's wings are an interesting feature but could
maybe a little more 'demonic'?
____3D Mesh____
The mesh seems clean but needs some work to give more definition. Biceps are a little long.
Geometry detail could be used a little more efficiently.
__Texturing__
On a whole the texture is quite solid. Little too photoshop layered feel though, needs better
integration of sub areas i.e. feathers to skin, lining of clothing etc.

Stefan Kamoda - Blue Tongue
The concept for this guy isn't as out there as some of the others but I still think it's quite a good, subtle take on a demonic overlord. This is a pretty neat model; my only gripes are the wings and the shoulder/upper body area. The wings don't quite seem like they'd be able to unfold and the area where his arms join his body seems a little fudged and lacking definition.
The texture is awesome and suits the model perfectly.

Jason Dalton - Creative Assembly
Really nice texturing, keeping the colours rich and vibrant.

Richard Lyons - Bullant Studios
Nice and clean textures. The wings texture is fantastic.

Steve Stamatiadis - Krome Studios
I like the hair and wings better in the concept. Mesh and Textures are solidbut the final thing comes off a little bland for some reason. I do like thewing textures but they show up the lack on any really interesting detail in the rest of the model.
Rating: Right hand man

Challenger #3 - Smeg

Rod Green / Atari Melbourne House:
__Concept__
Nice original concept. Good work! Final mesh matches concept well.
____3D Mesh____
Well constructed and good polygon distribution.
__Texturing__
Nice skin tones and detail. Clothing and objects could use the same amount of attention.

Stefan Kamoda - Blue Tongue
I really like the concept for this guy although he doesn't really feel like an overlord. Maybe it's the lantern but to me he comes across more like a gate keeper. He doesn't look inherently evil either so I'm assuming he's been possessed. I like the model for this guy but I think the texture is fighting the forms of the model instead of bringing them out. The texture is quite nicely painted in it's own right but combined with the mesh neither seems to work quite as well.

Jason Dalton - Creative Assembly
Odd...odd...character, but cool! Nice to see someone taking a different path with the painterly look to the character.

Richard Lyons - Bullant Studios
Very nice transition from concept to finish. Love the style of the character.

Steve Stamatiadis - Krome Studios
Different and unexpected = good. Solid Model which looks like the concept come to life. Clean mesh and tectures. I like it.

Challenger #4 - Animal

Rod Green / Atari Melbourne House:
__Concept__
Nice concept. Fits the requested topic well. However not extremely original but still good.
____3D Mesh____
Legs are a little odd - proportion off. Distribution is good but a little messy - hard to tell
from images (bright light on mesh shot).
__Texturing__
UV layout has a lot of wasted space. Texture detail needs some work. Highlights should not just
be done with a white brush tones should vary.

Stefan Kamoda - Blue Tongue
I'm glad this was the only red horned demon with wings :) I felt this
concept was the most obvious of the lot and doesn't really offer anything new as far as red demons are concerned. The model though is quite good and I like that the wings will allow for a full range of movement. I think this character is most let down by a texture that is under developed and could do with a few more passes.

Jason Dalton - Creative Assembly
Great idea, model is pretty good although the legs come across as weak and clumsy, the texture turned out a little washed out too, but a good effort.

Richard Lyons - Bullant Studios
Nice concept art. The models legs are a little unbalanced, use photo reference from a goats back legs. Having a few problems with the alpha. Try modelling the hair as a separate strands losing the blanket look.

Steve Stamatiadis - Krome Studios
Kind of what I expected to see but pretty solid none the less. The mesh is good but the texturing could stand some more detail.

Challenger #5 - Pantmonger

Rod Green / Atari Melbourne House:
__Concept__
Not submitted but the idea is nice and very original but I'm not sure if it fits the requested topic well. Looks a little frail.
____3D Mesh____
Looks good but shape are a little simple.
__Texturing__
Looks a little too burnt. The detail is there though.

Stefan Kamoda - Blue Tongue
This design makes no sense to me but in some ways I kind of like that fact.
Although I find the concept rigid and nonsensical it is quite frightening.
Perhaps, being a demonic lord, the methods and logic of its construction aren't for my puny mortal frame to understand. The model is of a good standard and all the forms are well defined but over all it is perhaps a little stiff. I quite like the pincer arms and I wonder what it would look like with a few more of differing sizes. Texture wise I like the iron work best of all. The contrast on the skin areas is a little too high and I suspect the colour dodge/burn feature was used a little too heavily in these
regions. The floating symbols would also look pretty groovy in a game engine if rendered using an additive effect.

Jason Dalton - Creative Assembly
Good to see a very different approach to the character, very unique design and good texturing.

Richard Lyons - Bullant Studios
Love the concept, big hellraiser fan. Next time include the guts in the mesh. Fantastic textures.

Steve Stamatiadis - Krome Studios
Another different entry. The model looks a little too stiff although I guess a lot of this is due the concept. The texturing is good but I think the "alien-ness" of the concept makes it hard to read what it actually is. In the end I really think it loses a lot of its potential impact.

Challenger #6 - Goodgod

Rod Green / Atari Melbourne House:
__Concept__
Nice original concept but again doesn't seem match the requested topic.
__3D Mesh__
In general it looks nice however it's hard to tell from that one shot.
__Texturing__
Looks a little simple from the screen shots.

Stefan Kamoda - Blue Tongue
This was one of my favorite concepts, I like the idea of demons possessing ordinary beings and I thought this was a pretty good take on the idea. I also like the method of possession this demon uses, while not quite as nasty as the South American "pee hole" fish, it's still pretty brutal:) I don't feel the model and texture quite do the concept justice though. The method of possession looks like it would leave the host in an extremely broken state; the host here looks a little too intact. I'm not a big fan of gore so
I'm not suggesting bones and internal organs bursting through the skin but the skeletal structure of the host would be radically altered by the presence of the demon. The texture I felt needed a bit more work; it's a little flat and uninteresting overall. The background colour makes it a little difficult to see the model as well.

Jason Dalton - Creative Assembly
Cool character, very bizzare, probably could have stylized it a bit more on the proportional side of things to really bring out the character a bit more.

Richard Lyons - Bullant Studios
Original concept, next time included the parasite as a whole otherwise the concept remains unclear.

Steve Stamatiadis - Krome Studios
Interesting idea but again this one is a litle hard to read. The fish thing comes across as a tail sticking out the side of him.

Challenger #7 - Nealb4me

Rod Green / Atari Melbourne House:
__Concept__
Good concept but maybe the claws could have been integrated as part of the actual character rather
then strap on.Little simple.
__3D Mesh__
Mesh looks simple. How many polygons are used in that little ring on the back of the character?
Wouldn't deform well.
__Texturing__
Again it looks a little simple. No real detail on the texture.

Stefan Kamoda - Blue Tongue
I didn't like this one much. Although I like the concept of possessed
demonic animals I think this one fell a bit short of the mark. The model is quite weak and boxy in places and lacks the power and majesty of a regular polar bear let alone one with horns and extended claws strapped to it's arms. I thought he looked a bit silly.

Jason Dalton - Creative Assembly
Design was a little weak, probably would have been better to make him more beast like, at the moment he just looks like an animal with "stuff" strapped to him. There are also alot of wasted poly's there, especially in those metal claws, also the modelled in claws on the feat are probably not needed, just wasted polygons.

Richard Lyons - Bullant Studios
Cute concept, the mesh still desires a lot more polys to bring out the character. Keep yourself surrounded with photo reference.

Steve Stamatiadis - Krome Studios
This was another cool idea but the mesh comes across as a little low poly looking. I'd be speding more polys on the character and less on areas like the claws where they won't be noticed.

Challenger #8 - DavidCoen

Rod Green / Atari Melbourne House:
__Concept__
Nice concept very original and scary!
__3D Mesh__
Well constructed - triangulation on the drapes might need to be done by hand so that faces don't
clip though each other.
__Texturing__
Drapes and skin look really good. Adequate detail given to areas that need it.

Stefan Kamoda - Blue Tongue
This little dude nearly gave me nightmares, he's so damn creepy! I like the concept of a baby like demon lord. I definitely wouldn't want to be around if this kid threw a tantrum. The sword feels a little out of place but that's a minor gripe. The model is a little boxy in places and I like the proportions in the 1st concept a little more than those of the model. The texture is really creepy and works well on the model. I think the fleshy flag works quite well.

Jason Dalton - Creative Assembly
Lots and lots of character, mesh and texturing both really well done, although the texture does suffer a bit from over contrast.

Richard Lyons - Bullant Studios
Love the ugly little dude. Can just imagine him barking orders at huge hellspawn armies. Were can I get some of those underwear?

Steve Stamatiadis - Krome Studios
I prefer the initial sketch with the skinny arms and legs. The final model is pretty solid looking but it's all a bit hard to read. The textures tend to blend in together and its just hard to work out what's what. Still it's a cool little demonic baby thing.

Challenger #9 - Idaho

Rod Green / Atari Melbourne House:
__Concept__
Basic concept maybe could be more original.
__3D Mesh__
Seems clean but distribution of detail might need a little work.
__Texturing__
UV layout needs work. Lots of space is wasted. Texture is very simple.

Stefan Kamoda - Blue Tongue
There isn't really that much to this concept, it comes across as being a pretty standard, if a little emaciated, centaur. The modeling on this character is not bad but let down by an odd choice of proportion. He doesn't quite look strong enough to wield the hammer he's toting. The rear legs look a little sausage like from the side and I'm not a fan of the painted on mouth. I felt the texture looked unfinished. There only appears to be about two levels of shading and it looks like it could use several more passes.

Jason Dalton - Creative Assembly
Good effort, no major flaws, just need to give it a more individual look, at the moment it suffers from feeling very generic.

Richard Lyons - Bullant Studios
Not a bad concept, make sure you use photo reference for the horse body. Must add some fingers.

Steve Stamatiadis - Krome Studios
Model wise it wouldn't hurt to look at a lot more reference to get the shapes right. You'll find a little knowledge goes a long way to making things look better. The bad thing is you've wasted a lot of space on the texture.

Challenger #10 - J.I.Styles

Rod Green / Atari Melbourne House:
__Concept__
Great concept. Nice idea!
__3D Mesh__
Hard to tell from wireframe shots however it looks good. Can't really tell how good it is in the
face though.
__Texturing__
Well laid out and great work on the skin details. On the whole this texture is very good.

Stefan Kamoda - Blue Tongue
Whilst it isn't super original the concept is tight, has a subtle sense of humour and has been executed flawlessly. The model is great, there's a lot of nice detail and the polys have been spread out nicely to accommodate it all with out leaving any areas boxy.
This texture was my fave. Well rendered with great attention to detail. Love the deep colours and the rim lighting on the skin.

Jason Dalton - Creative Assembly
Good overall effort, nice strong texturing and uv layout. Mesh is solid with good polygon distribution.

Richard Lyons - Bullant Studios
Great concept art. The attention to detail in the textures is outstanding.

Steve Stamatiadis - Krome Studios
Nasty looking - good use of polys and textures.

Challenger #11 - Mark

Rod Green / Atari Melbourne House:
__Concept__
Good but doesn't seem to match the requested topic.
__3D Mesh__
Clean and good distribution of polygons - could do with a little more shape definition.
__Texturing__
Layout seems a little wasteful and texture needs a little more polishing to be called finish game
art.

Stefan Kamoda - Blue Tongue
This entry has great character but isn't as unique as some of the other entrys. I can't see how he'd be able to use those embedded blades but they still look pretty scary. The concept has been carried through perfectly and the model rocks, he'd animate and pose up quite nicely. The texture is sketchy in places but I think this works quite well. The cloth work is also quite nice.

Jason Dalton - Creative Assembly
Very cool stylized proportions, the character has alot of personality.

Richard Lyons - Bullant Studios
Nice 2d work. It transfers well into a mesh. The textures need more attention, especially the teeth. Try making the hair into separate clumps from the tie back, might look nice when animated.

Steve Stamatiadis - Krome Studios
The model is a good representation of the concept. You may be better served by mirroring most of the UV mapping and get a higher texel detail.

Challenger #12 - Ironikart

Rod Green / Atari Melbourne House:
__Concept__
Great concept but I can't see the 'demon lord' in it.
__3D Mesh__
Well constructed but could be cleaned up in a couple of areas.
__Texturing__
Texturing looks good but could be organised a little better.

Stefan Kamoda - Blue Tongue
This entry really jumped out at me, I think it's great. It's not the most demonic but I still think it's one of the coolest. The model and texture are striking and work really well together. I love the spots of orange on the arms and legs and the detail work is just right. Top stuff, my favorite entry.

Jason Dalton - Creative Assembly
Really good design, the bow weapon really suits the character well, probably didn't need to slap the sword on there, looks like it just gets in the way.

Richard Lyons - Bullant Studios
I really like the creature. Great work with the textures especially the metal etching on the bow.

Steve Stamatiadis - Krome Studios
This one is my favorite - not really much to say except good job all around.

Challenger #13 - SorcererBob

Rod Green / Atari Melbourne House:
__Concept__
It's original however doesn't really seem to sell to work maybe one too many torsos on the tail?
__3D Mesh__
Very hard to tell from image however looks clean and with good distribution.
__Texturing__
Space is wasted a little and details could do with work (rear of arm is nice).

Stefan Kamoda - Blue Tongue
I like the concept behind this one and it's quite repulsive but I think it failed to hit its mark. It may look a lot scarier in the right lighting conditions but here it looks a little goofy. The skin texture is rather well done though and my only gripe with it is its uniformity. I'd expect to see blackened or extremely rough, hardened skin on surfaces that have a lot of contract with the ground. Currently his body surface looks, oddly, very soft.

Jason Dalton - Creative Assembly
Pretty cool idea but doesn't seem to work, character seems a little unbalanced and lacking the feeling of mass, some decent texturing showing alot of potential in the artist.

Richard Lyons - Bullant Studios
This is the strangest creature design in the comp. Very original. I'm not sure how animation will go on the main body of the creature. Great textures.

Steve Stamatiadis - Krome Studios
Interesting idea that's not easy to model and you've done a pretty good job of it. I think the textureing lets in down mainly for being plain flesh coloured. It could really do with a more varied texture quality - smooth and rough skin variations etc.

Challenger #14 - Ninja

Rod Green / Atari Melbourne House:
__Concept__
Great concept but doesn't look at all evil. To me this character looks like a good guy i.e. soulreaver.
__3D Mesh__
Very clean and well constructed. Very good distribution of polygons.
__Texturing__
Layout is a little simple and texturing could do with more detail.

Stefan Kamoda - Blue Tongue
The original concept for this guy makes him look like one of the good guys and isn't quite as daring as some of the other entries. Although the model changed a fair bit from the concept the style carried through 100%. The model is ass kickingly good with a good sense of weight and proportion and really jumps off the screen. The texture is a little soft in spots and looks a bit dark on the multi angle image but still works well on the model.

Jason Dalton - Creative Assembly
Really cool design, good mesh, overall a very unique and interesting character.

Richard Lyons - Bullant Studios
Awesome. Very tidy work. Nice 2d work, great colour code. Very professional. Would love to see him animated.

Steve Stamatiadis - Krome Studios
My second favorite. While the mesh matches the art almost perfectly apart from the wings I think you could have gone a little lighter on the texture to match the drawing. Very cool though.

Challenger #15 - Azmodai

Rod Green / Atari Melbourne House:
__Concept__
Looks a little frail. Doesn't look scary enough.
__3D Mesh__
Hard to tell from images but looks ok. Work could be done on distribution of polygons.
__Texturing__
UV layout is a little wasteful and texture needs much more detail.

Stefan Kamoda - Blue Tongue
Overall this entry felt unfinished. Although the model shows promise it feels undefined and lacks any strong features. The form of the figure is also a little hard to define against the dark red of the cape. The colour scheme is okay but I'd make the inside of the cape a much brighter red. The texture needs a lot more work, as currently the model looks almost completely untextured.

Jason Dalton - Creative Assembly
Nice design, the silhouette works very well.

Richard Lyons - Bullant Studios
It's great to see a female character. When making the cloth think of how it will animate. The textures could still do with a lot of attention.

Steve Stamatiadis - Krome Studios
Textures are a little bland but the mesh seems solid enough. You really should have spent sime time to pose it for a money shot.Something to show off the thinness of the arms and such.

Oops.. I forgot Stefan's closing comments..:

Final Thoughts.
Boy, this one was tough. The number and range of the finalists made it quite hard to place the entries in numerical order. There were many times I wished I was giving scores out of 5 as I felt many of the entries were of equal merit. I didn?t get to spend as much time as I?d have liked to on some of the comments so if you have any questions/comments just shoot me an email.
Anyways, congrats to everyone who finished, ignore the stupid numbers and get crackin on your next entry, it?s a lot more fun than judging that's for sure :)

Submitted by jacobt on Fri, 17/10/03 - 8:31 PM Permalink

Well done Anthony, great entry and what a prize!! [:D]

Thanks Souri and guys for all the comments... there is a lot to learn from here, your help will be used. And good onya everyone who entered :)

-Jacob

Submitted by Pantmonger on Fri, 17/10/03 - 8:49 PM Permalink

Well done to Ironikart, congrats.

And I maintain my middle standing, I'm so consistent [:p]

Pantmonger

Submitted by JonathanKerr on Fri, 17/10/03 - 9:04 PM Permalink

Well done to Ironikart - and to David Coen: Hard luck, it was very close by the sounds of things.

Big thanks to the developers who contributed to the judging -- even though my computer didn't turn up on time, I've learnt a lot from reading the critiques on other peoples models. It's also given me a bit of insight into what developers are looking for (which is usually the hardest thing for me to guess).

As a side note: I'm also quite glad that Smeg's entry was well received. It was very different and original so it's good to see that a daring entry was well received -- it fills me with the confidence to try something a lot more outside the square for the next challenge.

Also - high fives to all to entered!

Submitted by Ninja on Fri, 17/10/03 - 9:05 PM Permalink

Congratulations ironikart [:)] great work. [:)]

Everyone did a great job and lotsa awesome entries. This is a great way to see in what the industries want in their artists.

Special thankx to all the judges and for their time.. and to Souri & Bullant Studios in making this all happend.[:)]

Submitted by ironikart on Fri, 17/10/03 - 9:30 PM Permalink

Hey wow! Thanks. [:D]

Big shout out to the generous guys at Bullant Studios and Souri for setting this competition up! Thanks to all the judges who took time out of their busy schedules. There were heaps of fantastic entries and I feel pretty damn lucky to be considered in the same company. Well done guys!

Submitted by Makk on Fri, 17/10/03 - 11:29 PM Permalink

Congrats ironikart :D
And also congrats to everyone who got their model finished :)
Thanks to the judges aswell!

Submitted by Malus on Fri, 17/10/03 - 11:59 PM Permalink

Well done everyone and congrats to Ironkart. [:)]

Thanks to all the judges also.

Submitted by Sorceror Bob on Sat, 18/10/03 - 12:07 AM Permalink

Thanks Judges!

I'm pretty happy with my results. The character I was trying to do was over ambitious, and having the computer die on me towards the tail end of the comp didn't help.
I think I let myself down a bit with the rushed renders at the end, they didn't show the mesh off that well.
http://www.boomspeed.com/sorcerorbob/bogrog.3DS
Heres the 3ds for anyone who'd like to look.

Next time, I'm going to do something much simpler :)

Submitted by smeg on Sat, 18/10/03 - 12:33 AM Permalink

Congrats Ironikart! (and everyone else)

That's quite a panel of judges! Great comments guys, cheers!

Its certainly adds another element to have industry judges involved. Good work roping them in Souri. :)

cheers

Submitted by Aven on Sat, 18/10/03 - 9:33 AM Permalink

congrats to all. i thought that a great job was done by all. however, at the end of the day, it is Ironikart who deserves the most appluase. well done.

Submitted by davidcoen on Sat, 18/10/03 - 10:18 AM Permalink

congrat to Ironikart, though i will hunt you down at some AGDC function which has free alcohol and force you to buy me some :)

note to self, never show anyone a concept that you didn't follow, they might prefer it.... also if making a mesh for a contest, use quads, they waste a lot of polys, but people like seeing straight lines in wireframes rather than soomth profiles from any angle (ok, now i'm being bitter)

can see why J.I. Styles was voted the best texture, and Ironikart the best overall, but really don't agree with the judging conscencus on a quad model being the best mesh.... i look at it and see 30% wasted polys to have quads.... quads on car = good, quads on organic = why? but i'm a dinasour that uses lightwave

i go finish writing the game i working on. i will show them, I WILL SHOW THEM ALL, BWHHAA BAHHAHHA HAHAHAA

_edit i'm happy with 4th on texture when i was my first texture using a wacom tablet, the oversaturation was an attempt to purcase visual confidence and is overdone... and guess i should have stuck with the skiny leg concept, just seemed stange with the fat arms out of the head....

Submitted by rgsymons on Sat, 18/10/03 - 8:41 PM Permalink

Big thanks to Souri, the mods (J.I.Styles and Malus), and the judges for running a very good, hard fought competition with Ironikart as a very worthy winner.

Congratulations to all of the contestants for producing a stunning set of models, I have no doubt that some of these will lead to further work in the industry.

Bullant Studios certainly look forward to sponsoring another low-poly competition whenever people here are ready for it,

Cheers,

Ross.

Submitted by J I Styles on Sat, 18/10/03 - 10:08 PM Permalink

Congratulations to everyone that competed; the comments and feedback given should be of value to everyone, not to mention the very generous prize which went to Ironikart.

Ross - I know I speak for a lot of people when I say this, your support and very charitable donation of the prize is greatly appreciated by the entire community; and from the sounds of it, your intended continuation of supporting the development of this community is a very generous and admirable gesture.

Submitted by davidcoen on Mon, 20/10/03 - 9:24 AM Permalink

perhaps a good idea for a prize on the future would to have the winner get a job interview at the sponcering company :)

The Villain - Highpoly Challenge #1 - Aven

Introduction

After seeing the other characters that people are making, I decided that I will make a character that I have been designing in my head for over a year now. After seeing SB's amusing Steiner McKeg and Inglis? promising little beastie, I will be making a hot bad girl. I have wanted make her for quite some time, but she has constantly been shelved for one reason or another.

This thread will serve as a place where I can get both criticisms from other members here and show you the process that I will use in making her. One last word of note, a few of my friends have difficulties with the pronunciation for names that I make. Because of this I will provide the phonetic pronunciation next to more difficult words.

Off we go then.

Next > Design and Conception

Submitted by Aven on Wed, 08/10/03 - 11:27 PM Permalink

Design and Conception

The character?s name is Valentina [Va-len-tee-na]. Special thanks go to my friend Eion [Ian] for telling me that name. I really liked this name as soon as I heard it, as it just conjured images of this really dark, sexy woman in my head.

As I said earlier, she was shelved for various reasons. However, this did give me plenty of time to plan exactly how she would look, and how I could make various aspects of her in 3D.

When originally designing her, I wanted her to look one way. Sexy, damn sexy. When I think of a bad girl, I think that they should have a curvier, more voluptuous figure. I think that this comes from the attitude a lot of women with figures like that have. Heroine type females always bring the image of a more petite girl to mind. I wanted to make Valentina Japanese as there have only been two decently made Asian 3D characters made and both were from Square.

I have always loved Victorian era clothing, and that is the sort of style I wanted to capture with her clothes. Most female characters that I design are dressed in long skirts/dresses. This is because any woman can look good in a flowing full length skirt/dress. To top it all off I decided to give her a corset for her top. Coming out from the top of the corset is a transparent lace that runs the entire length of her right arm to her right wrist.

She doesn?t really have need for a lot of useless accessories (like traditional weapons), so her accessories list is rather short. Her main accessory is her two Elementalist spheres that she carries in her right hand. It?s just a pity that spheres aren?t slightly more difficult to model (sigh). She will also have on jewellery (two bracelets and a necklace). And to hold up the back of her hair will be a curved hair clip. As I said, not a great deal of accessories, but I hope this will suffice.

Now for some concept art of her. Unfortunately I was unable to post it yesterday as I had problems with my scanner drivers. It is all good now though, and here she is.

[img]http://www.boomspeed.com/sorcerorbob/aven.gif[/img]

Her skirt will flow more out the back than what it does here, it?s just that I ran out of paper to draw it. Also, I am still unsure as to whether her skirt should have a slit in it or not. I guess I will make the final decision later on.

Next > Character History

Submitted by Aven on Wed, 08/10/03 - 11:29 PM Permalink

Character History

Why is Valentina a villain (or just evil)? Read on.

Valentina is an Elementalist (a type of sorceress), who is rather evil. The way elementalism works is that a person channels their inner power through their body and projects it in the form of an element. What element(s) a person can use depends on their personality and feelings.

Valentina?s two main elements are Shadow and Chaos. Shadow is one of the highest level elements and come from a lifetime of misery and hurting. Chaos is also a higher level element, and it is caused by a person being very chaotic and rather insane. From this, it is easy to understand that she is not a person of which should be screwed over.

When she gave birth to her daughter, Valentina wanted her to be the strongest Elementalist in the world. To achieve this, she played constant mind games and tortured her daughter. This act also caused her to become more powerful and slip her into the realm of Shadow and Chaos. Finally, on her daughter?s 14 birthday, she bought her daughter?s father out, and killed him in front of her. This did cause her daughter to sprout higher level elemental abilities, but she also ran away and the two have not seen each other since. Valentina now roams the planet trying to find her long lost daughter and see how she has progressed. If her daughter is not up to her standards, than she will die.

Her bio is much more in depth than this, but I have probably already bored enough people.

Next > Modelling time.

Submitted by Aven on Thu, 16/10/03 - 2:47 AM Permalink

Modelling

I would have had this post up a few days ago, but I was waiting for my ISP to open up some space for me.

Since the last post, I have decided to get rid of the slit in the front of her skirt and just have it as one whole garment. I did this as I remembered a little problem with cloth calculations when exterior edges collide. I don?t want to run the risk, so I decided to change it.

Here is a pic of here body model up until a few days ago.

[img]http://home.netspeed.com.au/mlanham/Valentina_body.jpg[/img]

This will sound really odd, but ignore most of it. The lower three quarters of her body is really rough as it will not bee seen. In fact I will actually kill more detail (knees) later on. I only need her legs as collision objects for the cloth seeing as they won?t even be seen now. I haven?t made feet for her; as she will have on a nice pair of? er? make love to me boots.

Her chest (above her nipples) is the only part of her body that will actually be seen. At the moment, not a lot of work has been done to that area. I was waiting to make her corset before I started putting detail into that whole area. I am currently working on that now. The body was only made to help me get proportions correct so that I could make her clothing around it.

Here is a pic of her corset. I have changed the design for it from the concept art. I wanted to make it a little more detailed.

[img]http://home.netspeed.com.au/mlanham/Valentina_corset.jpg[/img]

It is about 80-90% complete. I just need to fix up the seams around the cup areas so that there aren?t any gaps. Once the rest of her has been modelled, I will also add in a few more creases and make the creases slightly different on each side. I am still unsure as to whether the straps at the front will be there or not. It just depends on how well the cloth dynamics work.

Please let me know what you think so far.

Next > Upper body modelling.

Submitted by souri on Thu, 16/10/03 - 3:03 AM Permalink

That corset looks *awesome*.. Excellant work! Legs needed for collision - you're planning to animate this later on? I like seeing hi-poly human heads, so I'm looking forward to seeing what you come up with!

Submitted by jacobt on Thu, 16/10/03 - 3:52 AM Permalink

Yeah this is nice work, keep the level of detail up across the model and this will be very cool.

Submitted by Aven on Thu, 16/10/03 - 4:08 AM Permalink

Souri - Yes i do plan to animate her. My plan from the beginning (over a year ago :p) was to completely make a human character. Model, texture, animate and lip-synch. I have plenty of experience modelling characters and a fair bit of experience with Blend Shapes (facial expressions. lip-synching), but my organic texturing and character animation skills are not that great. I would definitely like to make them better. Thanks for the kind words as well.

Jacobt - I am hoping that i can keep this level of detail up across her entire form. to tell the truth i would actually like to have more detail in there. i would have loved to have modelled in the actual stiching along the seams of the corset, but i think that this will be difficult enough to rig and skin at the moment (i just hope that a Wrap deformer will work).

That's all for now.

Submitted by nealb4me on Thu, 16/10/03 - 4:09 AM Permalink

i just thought i'd mention that i think u could make the hips more feminine e.g. slightly wider, but apart from that it looks good.

Submitted by Kalescent on Thu, 16/10/03 - 5:29 AM Permalink

Dude,.. that corset is wicked!! i really like the detail on the front panels!! although i dont think ive ever seen a corset that is done up at the front ?? dont quote me on that. Adds some originality anyways i think.

I have to agree with nealb4me about the hips - im just a fan of curvy woman figures ... what can i say.. hopefully once the gown is modelled it will bring out her curves more.. and once that corset is on,.. ...

Submitted by Aven on Thu, 16/10/03 - 7:56 AM Permalink

Thanks for the crits Nealb4me and HazarD. I do have to admit that my biggest problem with making females (3D or 2D) has always been the hip/arse area. I have been working on her tonight, and her hips and arse are now a bit larger. I am currently hacking the crap out of her shoulder blades and back. i was really unhappy with how that whole area had turned out. At least she now actually has shoulder blades :p

As for the corset being done up at the front, there are wuite a few corsets that are done up that way. I have to admit that the majority of corsets with lace at the front, just have it there for decoration. there is a little row of clips that run down the spine of it (lazy bastards). My original idea was to have three sets of lace. The one at the front and then one on each side (running down her ribs). I decided against this as the dynamic calculations for the lace may start to become a little too hectic.

HazarD, you may be interested in the site that i used for some reference. I heard about it in college on Foxtell. They had a special showcasing the companies original Halloween desisgned lingerie (mmmm. snow white). I always loved the idea of making colthing out of lingerie, so here we are now. the site is [url]www.trashy.com[/url]. I haven't found any nudity there, so it should be clean. There are lots of different corset designs in - Collections > Lingerie. The two that i like the most are Starlet Corset (Saitn) (www.trashy.com/cgi-local/SoftCart.exe/cgi-local/cgi/item.html&item=CRSS… Link), and the 1850's Corset with Ruffle Stretch Velvet Leopard)(www.trashy.com/cgi-local/SoftCart.exe/cgi-local/cgi/item.html&item=CRS1… Link). I have also used... other... types of photographic reference (unfortunately i had better not post those pics :p).

I should hopefully have a newer pic up sometime tomorrow.

Submitted by Ionized on Fri, 17/10/03 - 12:23 AM Permalink

Nice corset!! Looking forward to seeing it attatched to the body.

Are you sure it's going to hold her breast though, they seem quite big (not that it's a bad thing!!) What would be real nice is if she's kinda spilling out if it. I'm sure you've thought of all that though.

Good work, looking forward to an update.

Submitted by Aven on Fri, 17/10/03 - 3:10 AM Permalink

Ionized, I tried to actually make the cups larger, but it just looked weird. They actually look better smaller. i just needed them large enough to cover her nipples anyway (no way in hell i'm modelling those as well :p).

I have been working on her a fair bit over the course of last night and this morning. here is the current update of her corset.

[img]http://home.netspeed.com.au/mlanham/Valentina_corset_02.jpg[/img]

Things that have changed on it since last are that i have let it out at the hips like a few have suggested, and i have also bought it in around the ribs. I hope that narrowing it around the top will also give the illusion that her hips are larger. The seaming around the cups has also been fixed, and the actual cups now pinch together to meet at the body of it. I also decided to have a go at adding in the lace. I wanted to lace it up a different way, but it didn't quite work.

And just so that you have an idea what the corset looks like with the body in it...

[img]http://home.netspeed.com.au/mlanham/Valentina_body_02.jpg[/img]

The dress is of course very rough, and it doesn't have any dynamics on it. Dynamics will be the very last thing that i do. I am currently working on her shoulders and arms. I'm not too sure when my next update will be as i have to work over the weekend.

And Souri, i have started work on her head as well, so i should have a pic of that up by Monday/Tuesday. I have to admit that i like to swap what i am doing, otherwise i will get stuck on one thing and sit there for hours without achieving a whole lot.

Later.

Submitted by smeg on Fri, 17/10/03 - 4:58 AM Permalink

That look REALLY cool.
Great work...

cheers

Submitted by Aven on Sat, 18/10/03 - 10:21 AM Permalink

Yay. I can finally post again. While at work today, i was thinking about this model. I am still unsure as to whether i like the lace that ties up the corset. To me it looks a little odd, so i am thinking of making a flat shaped lace instead of the round that is currently being used. Although this will most definitely be more difficult to model, i hope that it will look much better (i may even be able to thread it the way i want). Although i know it is difficult to picture how it may look, i would appreciate any feedback and thoughts.

Also, thanks to smeg for the kind words.

Later for now.

Submitted by Sorceror Bob on Sat, 18/10/03 - 11:14 AM Permalink

Kicks arse Matt. Not a fan of the boobs though.. No really. :)
They kinda stick out at right angles at the moment, looks kinda like implants, thats probably the effect of the corset.. But I'd personally like it better if the top of them flowed into the top of the chest more. Thats just my personal opinion however. :)

Submitted by Kalescent on Mon, 20/10/03 - 12:08 AM Permalink

Woah!!!! yeah that looks wicked man, but i have to agree with bob about her boobies - they kinda look like they were REALLY squashed into that corset, and pushed up some as well,... if that makes any sense at all.

The other thing is theres something up with the scapula, deltoid and trapezius formation, just looks quite flat to me still even tho there is some definition there, and the whole shoulder "blade" part looks maybe a little too rounded ?? But that cud be just the angle of the shot.

Cant wait to see this finished man,.. im supposed to be entering in this comp myself,.. but ive got a few things to get outta the way first!!!

Submitted by Aven on Mon, 20/10/03 - 6:40 PM Permalink

okay. updates for all. worked all weekend so i haven't done anything to her. have to work today, but i then have a few days off. i will try to pick up on her again tonight.

thanks all for the crits.

HazarD, thats the ways a corset works man. it squashes the crap out of a woman to make her body into that 'perfect' hourglass shape. her stomach is pushed through her back and her breasts are pushed up to her neck somewhere. one of my friends has told me that her corset cups should be just a little higher/larger, as it looks like her nipples would be showing. i will try to make them a little larger, but it did look quite odd the last time i tried it. i will push the cups and her breasts out a little more infront so that they will look a little larger and more natural. this also brings me to Bobs comment. i guess that i was aiming for that fake look as i knew that her breasts would be pushed up so much. if i tried to make them natural, they would end up looking very flat on top, and i really didnt want that. i will try to make the crease on the top of her breasts a little softer though. i posted some links to reference earlier, but i will actually post the pic here so that people dont have to go looking around. yeah i know she probably has implants, but so 90% of the models on that site.

[img]http://home.netspeed.com.au/mlanham/p10fm.jpg[/img]

ignore the whole neck, colar bone and shoulder area. they are only there to help me start the arms. once the arms are in proportion, i then go back and start fixing that area. i genereally work one to two joints ahead, then go back and fix up past areas. i kow that people will think this to be a rather odd way of working, but it works really well for me. the shoulder blades are just crap at the moment.

i will try to post some more in a few days.

Submitted by Ionized on Fri, 31/10/03 - 4:33 AM Permalink

Those cups seems to make much more sense when they are actually holding some boobs in them. It's looking great man!

I agree with some of the comments about the breasts though it's kind of hard to pick. Her right one looks slightly more siliconated than her left. It think it's because your looking side on to it. I think it's just a matter of softening the curve of where the top of the breast joins on to the body.

Nice work anyway[:D]

Submitted by Aven on Mon, 03/11/03 - 4:26 AM Permalink

Okay. Update time. Sorry I haven't updated much in the last 1/2 weeks. I have had work and have been busy. Becasue of this, working on Valentina has been somewhat slow. I have been doing a little bit to her though. Her head is about 90-95% complete now (excluding accessories like hair and so forth). I am pretty much happy with it, but I will still have to have a look at the following areas,

. I think that I still need to smooth the top of her head a little more.
. I need to soften her bottom eyelid crease on the outside edge of her eye.
. There are a few 'warped' areas at the back of her ears, i may leave those though as the hair should cover it.

Here is a pic of her.

[img]http://home.netspeed.com.au/mlanham/valentina_head.jpg[/img]

Please let me know what you think on either any areas i have mentioned, or anything that I have missed.

I still haven't done more work on her upper torso area, so her breasts still look a little funny.

Happy Camper, thanks for that comic. Made me laugh. the only problem was that i had just finished reading a post on another forum that had pics of extreme corseting. Oh, thats wrong.

I will hopefully have som more posts later on in the week.

Submitted by Makk on Mon, 03/11/03 - 9:37 AM Permalink

The shape of her head looks kinda funny. Its either too wide or not long enough in height, giving her a "balloon head" look. Also, I think (not sure) her eyes might be a little small too. Check some reference
The rest of the model is looking really good :)

Submitted by JonathanKerr on Mon, 03/11/03 - 10:42 AM Permalink

For some reason it kind of looks like a childs face - perhaps because it takes up a lot of detail in the middle of the face, whereas an adults facial features get more spreadout along the length of a face? Also a childs face is quite rounded whereas an adults is a little more 'chiselled.' It's early days yet tho'.

Kinda hard to tell but are the eyes halfway down the face?

Submitted by Aven on Mon, 03/11/03 - 7:43 PM Permalink

Thank you for the crits Makk and Mr. Kerr.

Here are two photos of the model that i am using for reference. Her name is Hisae Ukita.

[img]http://home.netspeed.com.au/mlanham/valentina_reference_01.jpg[/img][im…]

Unfortunately i have scoured the web and only been able to find a hell a lot of front on photos and a couple of 3/4 photos. I am still yet to find a side on view. It is a pity as i really want to know how far back her ears sit, as asian womens faces tend to be more 'squashed' then their western counter parts.

As i mentioned before, the top of her head still needs work, and that does mean lengthening it so that her eyes will sit mid way down her face.

Thanks for the width comment. I checked it up with a ruler, and found that her head is just a little too wide. I will fix that up.

her eyes are the right size (I have checked that more times than you could imagine), and I am still unsure as to whether I should make her face more chisled or not. As you can see by the reference photos, her face is very smooth (like most Japanese women), but then again, she is meant to be in her 30s or so. I may lift her cheeks up a little though.

More crits are very much welcome. As I have said, I am unsure about a lot of things, so I would appreciate any comments.

Submitted by JonathanKerr on Mon, 03/11/03 - 8:51 PM Permalink

I see what you're doing now. From that pic, I think I can say that her eyes are fine, but too high up on the face. If you post a side view of your face, we'll be able to know for sure.

Submitted by Aven on Mon, 03/11/03 - 9:23 PM Permalink

Thanks for all your help Mr. Kerr (and to everyone else for that matter). I am sorry that I didn't post the reference photos in the original head post, I probably should have.

I decided to use her as I first saw a photo of her a while ago now, and thought that her facial expressions were PERFECT for how I wanted Valentina to look. Head slightly tilted back and always looking down towards her subject (character/camera). She is also hot, so that doesn't hurt :D The major problem as I said is that I have been unsecessful in finding side on photos of her. That is the same for most Japanese models though. There is another Japanese AV idol that looks rather similar to Hisae though, so I will have a look at all of her photos after I finish posting this (the model's name is Akira Fabuki).

[img]http://home.netspeed.com.au/mlanham/valentina_head_02.jpg[/img]

After having a look at this pic with fresh eyes (I love a good nights sleep), I can see some areas that do need improvement. Her forehead curves back out too much. I will smooth that out so that her head slopes towards the back of her skull. Her chin still needs to be smoothed out a little. There is just a bit too much odd definition there. I will probably smooth the area around her eye socket a bit as well. it looks a bit too harsh. Please ignore the whole neck and back of her head area. I am yet to actually touch that as it isn't attached to her body yet. Looking at her, her ears are probably in a fairly good horizontal position, seeing as though I will make the crown of her head a higher. this will help to give the illusion that her face is more squashed. Plus her hair will be added in, so that will extend out the back of her head as it will be bunched up at the back of her head.

Another note. Those photos of Hisae are also the style that I am trying to achieve. A photo-realistic look that has been airbrished to varying degrees. So she will have a 'frozen' beauty to her. This is not a sexist thing either. It is a style that I would like to achieve with all my characters.

Any comments are of course welcome ones.

Submitted by Aven on Mon, 03/11/03 - 9:38 PM Permalink

Just did a quick browse through all my Japanese photos (thank the nerd who invented directory trees :) ), and found a couple of pics of Akira Fabuki. These are the two closest pics to being side on of her that I could find.

[img]http://home.netspeed.com.au/mlanham/valentina_reference_03.jpg[/img]

Not overly side on I know, but it is a good quality pic.

[img]http://home.netspeed.com.au/mlanham/valentina_reference_04.jpg[/img]

Side on pic at 100% original size and a compression quality of 12. Unfortunately the quality isn't fantastic.

Submitted by Aven on Mon, 03/11/03 - 10:01 PM Permalink

Also, I have done a little work to her corset. I was not really happy with how the lacing system at the fron worked. I went scouring of the net, looking at pics of corsets and boots, to see how they laced up. I cam across a pair of fuck me boots that used little hooks instead of eyes to hold the lace. I decided to give it a try, and here is how it looks now.

[img]http://home.netspeed.com.au/mlanham/valentina_corset_03.jpg[/img]

The lace doesn't actually bend around itself yet, but so far i like it a lot more than the old version. Unfortunately I had to lose the creases from around the eyes as there are a lot more hooks, so it looked funny with that many creases. I may give it a try later on, but tone down the creasing a lot.

Please give me your feedback on which you think looks better (I have an older copy of the file with the old corset).

Submitted by JonathanKerr on Mon, 03/11/03 - 10:39 PM Permalink

Have you got an email address in your profile? I added some lines to that side view to check a couple of proportion issues if you want to see it. Email me at jonnykerr79@hotmail.com

Submitted by Ionized on Wed, 05/11/03 - 11:19 PM Permalink

It's looking very close Aven. I like it a lot.

From what I can see at a glance the cheekbones and as a result the temple are a bit too low. The result is that she looks a bit too chubby I think. She has a lot of fat on her face, but also some very high cheeckbones to offset this.

Also some of the creases in the face might need more smoothing out too, although it's hard to say without a decent skin shader on it. I find it very useful to apply a skin shader at this You might want to re-check the proportions of the ear also, I think it might be too big.

I just did a quick sketch over with what I mean...

[img]www.ionization.net/headcheck.jpg[/img]

The Villian - Highpoly Challenge #1 - STU

Yeah ok why not, I think I'll make a rogue pirate sorta character. Kinda based on Johnny Depp from Pirates of the Caribbean. I'll have a 'concept' up soon, dont expect much though, my drawing skills leave a lot to be desired.

Stu

Submitted by Makk on Tue, 07/10/03 - 7:54 AM Permalink

Pirates = teh coolness!!
Looking forward to it :)

Submitted by inglis on Tue, 28/10/03 - 9:18 AM Permalink

you still onboard Stu?