Skip to main content

Sumea Modeller Challenge

Description

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

The Villain - Highpoly Challenge #1 - Idaho

Im tossing up between a few ideas....

* Villainous cartoons style lemur (short fur)

* Marvel superhero proportioned Villain

* A cross between the 'Penguin' from Batman, and that spidery thing off 'Monsters inc'.

Submitted by J I Styles (not verified) on Mon, 17/11/03 - 12:13 AM Permalink

That is the most disgusting face I have ever seen, I love it. Being a well padded man myself that second stomach roll isnt quite right, unless he is leaning forward quite a bit, and even then its more of a folding of the upper and lower fat rolls into each other. Not sure if that makes sense :P But apart from that it's looking good, very evil garden gnome.

Submitted by Ionized on Mon, 17/11/03 - 11:05 PM Permalink

Looks great. Very ugly indeed. I like it how his ear sags down like some sort of limp sack.

Yeah, the fat rolls seem a bit strange. Also if he was that fat, I think he would have man boobs too. There isn't really a divide between the breasts like you'd expect.

Looking good, keep it up!!

Submitted by Makk on Tue, 18/11/03 - 9:52 AM Permalink

He reminds me of a garden gnome! :)
Great work there Idaho, espacially the face which looks disgusting......which, in this case, is a good thing! :D

Submitted by inglis on Tue, 18/11/03 - 10:50 AM Permalink

can we see a shot a of the working mesh. for the body and a closeup of the head.

Submitted by Idaho on Tue, 18/11/03 - 9:29 PM Permalink

the gnome thing.......its the hat isnt it? yeh i think its the hat

Submitted by Happy Camper (not verified) on Wed, 19/11/03 - 12:02 AM Permalink

It's also the general shape of clothes and body as well, it's almost like you have taken the natural fear and paranoia surounding gnomes in general and showed their true form :P

Submitted by Aven on Wed, 19/11/03 - 5:31 AM Permalink

He reminds me of a guy at work. He has been dubbed 'The Angry Garden Gnome'. As soon as I saw your guy I cracked up. Good work. I love how his face has that really sloppy look (and not just the shader).

I do agree with Ionized's comment about his tits. There definitely has to be more clevage there. His stomach also looks a bit 'flat'. He could probably do with a bit of sagging around his stomach (to keep up the sloppy look).

Looks very cool though.

Submitted by Idaho on Wed, 19/11/03 - 8:10 AM Permalink

Hey Guys, thanks for all your crits so far. Keep them coming!!!
here is a working mesh of 'Gregor the villainous' as requested by Mr Inglis

[img]http://www.sumea.com.au/simages2/104_workmeshL.jpg[/img]

Im still working with the hands so far so i will post an update on them when they are presentable.

Cheers!

The Villain - Highpoly Challenge #1 - SB

Just throwing my name in the hat.

I'm undecided, whether or not I want to do a historical guy, or one I've made up, I've got ideas for both.

Submitted by Sorceror Bob on Mon, 06/10/03 - 10:56 AM Permalink

Made up one!

[img]http://www.boomspeed.com/sorcerorbob/steiner.gif[/img]

'After falling into a beer tank and narrowly escaping death, Steiner McKeg began to develop in ways unique to his age, at 3, he refused to be seen in any clothes other than faded blue singlets and stubby shorts, at 4 he could burp the alphabet, when he was six, he could fart the national anthem - he was a popular young boy.
His parents, though, were worried, a boy his age shouldn't be leaving pinch marks on the rear of every girl or woman that walked past him. Without considering alternatives, they locked the young boy in the basement.

Twelve years later, on his 18th birthday, his father climbed down the basement steps, with two bottles of beer in his hands. 'Happy Birthday son', he said while opening one of the bottles, he handed the lager to Steiner, who first sniffed the liquid, then took a small sip to test the taste. His eyes lit up, and the rest of the bottle was emptied down his throat.

Before his fathers eyes, he began to change, Steiners frame, almost skeletal from years without excercise began to put on bulk, muscle and fat soon transformed his body into that of an eight foot tall giant. Steiner reached down and took the other bottle out of his fathers trembling hands. 'What, is it?' he asked, his deep, nasally voice making his father jump.
'It's beer.'
And so, Steiners life had purpose, for no particular reason at all, he would reap terror on humanity, while getting drunk at the same time. He drank down the beer, marvelling at the taste, before knocking his father out with the bottle and escaping up the stairs to freedom..'

err. scuse the long story.
This is the character I will be building.. It'll be a change from my usual stuff, in that he'll be a fatso rather than completely buffed up, he's armed with a beer cannon(keg on his back for ammo), fired by pulling on the tap at the top of the weapon. In his left hand, is an oversized bottle opener.

Err, any questions/comments?

Submitted by inglis on Mon, 06/10/03 - 10:58 AM Permalink

yay!! beer cannon! lol

kick ass character :)

now start modelling...[8D]

Submitted by Sorceror Bob on Mon, 06/10/03 - 11:14 AM Permalink

err, a note on the concept.

The 'style' behind it was based on a .avi James 'hawkprey' Hawkins made and put on polycount. I decided to give it ago.

Submitted by Makk on Tue, 07/10/03 - 7:59 AM Permalink

HAH! Steiner McKeg!! lol :)
Nice one :)

Submitted by rezn0r on Tue, 07/10/03 - 4:16 PM Permalink

Thats my kind of character!

Scott.

Submitted by Happy Camper on Tue, 07/10/03 - 8:20 PM Permalink

Yeah!!! More beer!!!

What brand does he have on tap?

I reckon that ammo belt across his shoulder should be a bunch of stubbie holders sown together filled with stubbies.

Submitted by WAR HEAD on Tue, 07/10/03 - 8:21 PM Permalink

More beer, more beer, more beer, more beer...
More beer, more beer, more beer...
More beer, more beer, more beer, more beer...
More beer, more beer, more beer...
(to the tune of that beer song)

Submitted by Sorceror Bob on Tue, 07/10/03 - 10:23 PM Permalink

Happy Camper - I think he'll have just a made up beer type, while it would be cool to make him a VB man, I think it would be sending the wrong message - that drinking VB is good.

Yup, the bandoleer will be filled with all kinds of useful accesories. Beer cap shurikens, Can-grenades, not to mention salted nuts, to fuel the flaming flatulence power.

Submitted by inglis on Thu, 16/10/03 - 2:56 AM Permalink

model progress?? come on mckeg :)

Submitted by Sorceror Bob on Thu, 16/10/03 - 10:28 AM Permalink

:(
I've had no time to work on him. Stupid work keeps bugging me to go in, and day time I'm always busy.

Submitted by inglis on Tue, 28/10/03 - 9:20 AM Permalink

hows the modelling going bob?

Submitted by Sorceror Bob on Wed, 29/10/03 - 1:04 AM Permalink

[img]http://www.boomspeed.com/sorcerorbob/keg.jpg[/img]

Not a great deal done unfortunately.. My spare time is mostly going into sleep.. Stupid work. Theres probably an extra 30 minutes of work been put into this guy.. mainly nipples, extra saggage on man boobs, as well as a clean up of the low res mesh.

I'm still in the comp. Just kinda slow :(

Submitted by Sorceror Bob on Mon, 10/11/03 - 10:30 AM Permalink

found some time with which to scratch myself..

[img]http://www.boomspeed.com/sorcerorbob/kegpimp.jpg[/img]

Doesn't look like a whole lot has changed, but I've cleaned up alot of horrible things, still have more horrible things to clean up, but it's more efficient than it was at the time of my last pimp.

I've learnt alot already, which is what I'm most pleased with.. I didn't enter this comp to win it :) but to learn!!

I would like to also say, that it is impossible to search for 'fat middle aged male' on google, without getting a tonne of porno links. Lack of reference has been an issue :)

Submitted by Aven on Mon, 10/11/03 - 10:36 AM Permalink

When I had to make a fat stoner guy for our Commercial Production at the AIE, i used reference of Chris Farely a lot. SNL (Saturday Night Live) was a big help, but his movies should also be of help as he seemed to hate wearing clothes for too long :) There was one skit on SNL that was particulary useful. He is trying out as a Chip 'n' Dale's dancer, so a lot of angles and nakedness.

he is looking good at the moment though. It's good to hear that you are learning a lot :)

Submitted by Sorceror Bob on Fri, 21/11/03 - 3:29 PM Permalink

[img]http://www.boomspeed.com/sorcerorbob/keglegs.jpg[/img]

*points at time* This working nights thing sucks.. I decided to stay up a little longer than usual, and do some modelling love.

I did manage to find some references of fat guys, my guy is quite different to them. I'm going to have to adjust some areas to make him more 'fatty' - but I'm trying to get a balance between muscle and flab. Let me know what you think.

Submitted by Kalescent on Tue, 25/11/03 - 4:19 AM Permalink

That looks sweet for a fat dude man!!! i like him alot,.. but just quickly ,.. you probably already see,. but i think the forarms look a smidgen long,.. for the rest of his short stocky body.

minor detail though,.. probably only one of prefference,.. man i wanted to enter this comp,..

Submitted by Sorceror Bob on Tue, 25/11/03 - 10:41 AM Permalink

you're 100% correct there Hazard :)

Hands will be in there somewhere. Soon.. err.. Later..

Submitted by Sorceror Bob on Fri, 28/11/03 - 2:31 PM Permalink

[img]http://www.boomspeed.com/sorcerorbob/kegnudodudo.jpg[/img]

Work ran out of money for the week :D So I was able to spend some time at home modelling.
I've decided that feet suck.. More to the point, toes are crap.. I don't think it looks *too* bad..

Took the shorts off, and started modelling the groin/hip area.. Again, I really had problems thanks to lack of correct ref, but I think it's sort of right.. Nearly. And yes, you can see the early stages, of the wang. It's not going to be uber defined with mega dynamics and veinage, sorry guys.. Just enough for me to build accurate stubby shorts over the top

Let me know what you think, I'm actually suprised.. It's not looking crap.

Tomorrow, provided work don't want me, I'll start on the clothes. With a bit of luck, I'll actually get it finished. :)

Submitted by Aven on Fri, 28/11/03 - 6:56 PM Permalink

Looking pretty good Bob. Your concept art has him wearing big boots, so don't even bother with his feet (I'm not with mine ;) ). His knee caps a little too centred and a bit too thin (narrow, whatever). Just push them a little out and fatten those babies out and the should look good. The back of his arse shouldn't be quite so pert. Sag it down to his kneecaps. The roll(s) of flab right under his shoulder need a bit more shaping to them. On beefer guys, they tend to start higher up near the spine, and sag down as they reach the outer edge of the body. They then curve back up and meet the breasts. The wang is good enough, but should be more of a 'lowrider'. Let's get reverse sexism into this industry :D

Keep on going, he should look really good at the end. Well done for your first high poly guy as well.

Submitted by Sorceror Bob on Fri, 28/11/03 - 10:28 PM Permalink

I decided to take the feet route, simply because when making the concept, I forgot to take a key part of Australian culture into account..

Thongs.

So yeah, I've made life a little difficult for myself, but If i can do it, it will suit the character more.

Thanks for the help Matt!

The Villain - Highpoly Challenge #1 - NINJA

Oh baby yeah !!!! im definately in on this one [:)] ill work on concept soon [:)]

Submitted by inglis on Tue, 28/10/03 - 9:17 AM Permalink

wheres that concept ninja? :)

Submitted by Ninja on Wed, 29/10/03 - 6:32 AM Permalink

OK here is the concept but to tell u guys now i cant get this all done in time. I will model him during my free hours if i get some[xx(]. But anyways this will be a preview of one of my characters for my website which im working on and should be up soon. I will post the WIP in the exhibition section for this character.

[img]http://www.members.optushome.com.au/cconcepcion/wip/exihibition.jpg[/img]

chris....[:D]

Submitted by Happy Camper on Wed, 29/10/03 - 9:35 AM Permalink

Awesome concept. Its a shame your short on time, this Highpoly Challenge hasn't had much progress and could use an entry like yours.

Submitted by inglis on Wed, 29/10/03 - 12:30 PM Permalink

quote:this Highpoly Challenge hasn't had much progress

yeah..there seemed a lot more interest - thats why i posted the challenge. ohwell.

Submitted by inglis on Wed, 29/10/03 - 12:32 PM Permalink

ps. cool concept- athough im not a big fan of anime style art. but quite cool.. big ass sword.

Submitted by Ninja on Wed, 29/10/03 - 8:16 PM Permalink

LOL thankx guys its a gigantic knife actually.

yeah i think there will only be inglis, aven and SB that will finish this comp...... [:D]

just upset that i can't do this one because high poly is me specialty (although still love low poly!!!)

oh wells have to wait for the next one [:D] hopefully there is plenty of time for the next one which includes texturing !!!

Submitted by Malus on Wed, 29/10/03 - 9:03 PM Permalink

I so wanted to enter but find myself slack and unwilling.... Actually I'm just flat out on some mod goodness I want to get off the ground.

Sweet concept Chris, I'd fix the perspective in the feet but apart from that its very cool.

Submitted by Makk on Thu, 30/10/03 - 8:25 AM Permalink

Nice concept.
I like the boots and pants, your linework is good.
One area that could be improved is your colours, they look a little rushed. For example, there is a lot of white used for the highlights.

Submitted by Aven on Thu, 30/10/03 - 9:06 AM Permalink

nice art man. the only thing is that looking at the lack of buldge on his pants, you can tell why he has such a big knife :D

i like the knife though. as we all know, an anime character is judged on the size of his/her weapon. that's why Tessai from Ninja Scroll rocked so damn hard.

i would definitely love to see him made up though.

Submitted by Ninja on Thu, 30/10/03 - 10:57 AM Permalink

yeah this concept is very rushed [xx(] i only had a few hours to do it, colours are off and even highlights are way off, perspectives etc (i even forgot to draw in his nipples [:0]!!!!! ) ..... but its a quick concept..... i find it always works out better in 3d..

thankx guys once again [:D]

Submitted by smeg on Thu, 30/10/03 - 11:14 AM Permalink

I like thw concpet. But i would probably give him a bigger knife... just cut loose and go for the biggest sword->character ratio EVER!

ahem

cheers

Submitted by Malus on Thu, 30/10/03 - 9:08 PM Permalink

I actually like the white highlights, makes your work more stylised.

Submitted by RasTuS on Thu, 30/10/03 - 9:23 PM Permalink

im looking foward to seing some progress

realy like your last entry for the challenge hope this one comes out just as good if not better

Submitted by Ionized on Fri, 31/10/03 - 3:27 AM Permalink

Nice concept Ninja! Is he supposed to have chicken walker style legs? It sort of looks like he does. Looking forward to seeing some modelling.

Submitted by Anuxinamoon on Sun, 23/11/03 - 6:58 PM Permalink

hey nice concept. i do really enjoy looking at your work. :) nice clean line art too. did u use the pen tool in photoshop? if so ur a champ :D
i wish you had time to finnish it tho :(
but i think you should eventually get him done. Id like to see :)

Submitted by Kalescent on Tue, 25/11/03 - 4:11 AM Permalink

Thats nutz dude, i love your style hey, even tho im not the biggest anime / manga fan in the world - your work is crazy - i still frequently swap to your money shot for your entry in the last poly comp as my desktop!!!!

But for the meantime Final Fantasy 12 resides,.. but i must admit i came THIS CLOSE to chucking that concept on there!!!

Keep up the good work man, thats nutz, truly nutz.

Submitted by Kalescent on Tue, 25/11/03 - 4:14 AM Permalink

P.s that knife,... i agree,.. go for the BIGGEST knife / character ratio EVER... reminds me of crocodile dundee .... " thats not a knife,... THIS is a knife "

Submitted by inglis on Tue, 25/11/03 - 4:35 AM Permalink

thats a spoon....

sorry..couldnt help myself.

Submitted by Aven on Tue, 25/11/03 - 6:32 AM Permalink

I see you've played knifey spoony before.

Submitted by Ninja on Sat, 29/11/03 - 12:25 AM Permalink

wow hehe i havent been here for a while [:)] i will model him with a huge knife with a spoon as well or maybe a fork ? [:)] !!.. but haven't had the chance to even start. Will start soon....

chris.

Submitted by Aven on Sat, 29/11/03 - 7:43 AM Permalink

Givee him a spork instead :p hmmm, maybe I should use that idea....

The Villain - Highpoly Challenge #1 - Lachlan I

im in for sure...havent decided on a concept yet...

Submitted by inglis on Mon, 06/10/03 - 4:51 AM Permalink

im making a little rapscallion gollum sized (not so skinny) character. started modelling.
fantasy ofcourse.

well, thats what i have planned. by then end he may very well be quite different.

ill get some pics and concept art up soon....

Submitted by inglis on Tue, 07/10/03 - 6:24 AM Permalink

[update]

here is my progress so far. so much for the original idea of a skinny gollum sized creature.......
* the colour map is just proceedural. makes it a little more interesting to work with that just a grey blinn texture.

Submitted by inglis on Tue, 07/10/03 - 6:28 AM Permalink

i do have a little sketch of what im going for but dont have a scanner here..ill get it up when i can.

Submitted by Makk on Tue, 07/10/03 - 7:52 AM Permalink

Interesting anatomy there...me waits to see more.
oh, do you use Max or Maya?

Submitted by inglis on Tue, 07/10/03 - 7:55 AM Permalink

max

what do u mean interesting anatomy? something really odd?

Submitted by Makk on Tue, 07/10/03 - 8:02 AM Permalink

Well, his neck muscles are quite large compared to the other areas, but since I cant see the rest of the character it may look fine.

Submitted by inglis on Tue, 07/10/03 - 8:20 AM Permalink

yeah the neck, it should all come into place when i put a head on there.

Submitted by WAR HEAD on Tue, 07/10/03 - 8:04 PM Permalink

looking nice man!!! the guy is gonna be a tank with a neck like that.
'spose he could get a job as a bouncer... Then there is a high possibility he could run into Mr.McKeg! hehehe

Submitted by Ionized on Fri, 17/10/03 - 12:16 AM Permalink

Cool looking torso man, I think it's coming along great. I agree that the neck muscles are very large. Also the back muscles seem very large too. It might all make sense when you stick a head on it though, so I'll reserve judgement.

Just like to say your modelling style rocks! If you don't mind, what method of modelling do you use, and what package are you using? Also, are you using displacement maps for the finer details?

Thanks

Submitted by Aven on Fri, 17/10/03 - 12:37 AM Permalink

I too would be interested to know how you have achieved such fine detail on his/her skin. Displacement, bump, or (hail or lord and master), actual polys? I dont see any point passing comment on the neck as you dont even have a head on there yet. There really isnt too much point making the neck perfect if you have nothing to connect it to. Going by the pic so far, Im sure that it will look very cool.

Submitted by inglis on Mon, 20/10/03 - 3:55 AM Permalink

i have modelled the lowerbody now (including feet), will get some images up soon.
ive wipped off most the neck and am going to build a new one, the head i made doesnt suit. the neck would have worked if he had a big fat cavetroll like build. so i will be making anoter head, the first head i made i am happy with and will be using it in my demoreel anyway so its not a complete waste.
no hands yet.

on another note i am back working on my orc as well. i have managed to find a save that isnt too far back that isnt corrupt.
just have to uvwmap it again. so im just detailing that mesh and creating armour at the moment as well.

so i have this villain, orc and that beastie currently in the works...and a few other things i havent shown you guys.

Submitted by Aven on Mon, 20/10/03 - 7:03 AM Permalink

looking forward to seeing updated pics. as well as the other projects you currently have going.

Submitted by Kalescent on Tue, 28/10/03 - 9:08 AM Permalink

Although youve stated that your going to remake the neck,.. i reckon that neck would go well with a young minotaurs head or something with a massive heavy skull.

post some updates !!! your work is unreal!!

Submitted by inglis on Tue, 28/10/03 - 9:14 AM Permalink

thanks hazard.
sorry i havent posted any updates ive been working on a different model for the past week and a bit and havent opened it up to render some out.

where the hell is everyone elses progress...come on guys.
lot of people seemed keen - i hope you all come out of the woodwood before the end :)

Submitted by Ninja on Tue, 11/11/03 - 2:26 AM Permalink

inglis that is freakin awesome !!!! nice use of displacement mapping and bump mapping!!! cant wait to see the whole proportion of the character.

nice work as usual [:D]

chris..

Submitted by Aven on Tue, 11/11/03 - 2:58 AM Permalink

WOW. Very nice. The only fault I can see may not even be a fault. In that pic, the inside if his knees seems to have a little pointy bit. It may just be in the shadows and angle though.

Beautiful otherwise.

Submitted by inglis on Tue, 11/11/03 - 3:16 AM Permalink

thanks guys-

aven: i just checked that out and it was a vein displacement causing that. just fixed it so the vein now runs down the inside of the knee. i replaced the image with the changes.

Submitted by Ionized on Tue, 11/11/03 - 10:44 PM Permalink

Looks great. Very nice modelling Inglis. The legs are great and I love the vein work you've done. The calves especially look very convincing.

Something about the chest seems strange though. It does look awesome, but perhaps the muscles seem a bit taught. They seems like he is in mid flex, but then again, it will probably make more sense when you pose him.

Anyway, good job.

Submitted by Makk on Thu, 13/11/03 - 12:10 AM Permalink

looking great Inglis. I would agree with Ionized that the chest muscles are a little bit too flexed.
looking forward to the finish.
oh and will you be rendering it colour with a diffuse map or whatever they are called?

Submitted by bouncy roo on Sat, 29/11/03 - 12:12 PM Permalink

dude that mole near his belly button is exactly the same place mine is..... *freaky* although my friends used to call it cindy cos she was a model and she had one on her lip so we'd joke about mine being cindy mole.

looking very nice though, i suggest a really soft (touchable) looking skin for it too offset how buff and taught he looks that way it'll give it a tough but real/skin soft feel to it. but that's my opinion do whatever u like :)

The Villian - Highpoly Challenge #1 - USF

WAHOO! perfect Loc!

I was about to make this dude anyways and now I have a reason :)

My Vill is going to be the funky Ned Kelly!!

and yeah.. make him as he was.. not making him sci fi or something stupid like that :P

So yeah.. just thought I would snipe the guy before someone else did!

have a good one on me!!
USF

Submitted by inglis on Sun, 05/10/03 - 12:37 PM Permalink

Such is life.....

first thread and has opted for a real guy...ill make a villian which will make ned kelly look like soccer mum! [:p] lol

good luck

are you going to model him with the many bullets in him? :)

Submitted by inglis on Mon, 06/10/03 - 11:11 PM Permalink

was talking to USF on MSN , he is going for quite a more realistic version of ned.
hes been looking up his armour, guns, belt, shoes etc...

Submitted by inglis on Tue, 28/10/03 - 9:22 AM Permalink

hows the modelling progressing?

Submitted by UniqueSnowFlake on Mon, 10/11/03 - 10:06 AM Permalink

w00t finaly a update. Pitty it isn't much : /
I should have a heap more time so I should be able to get some stuff up faster.

Anywhooooooooooooo.

http://uniquesnowflake.web1000.com/sumea/Ned.html

The head was modelled off Neds Death Mask (plaster mold).
not perfect but the shape is there.

note: I don't know if my website will work. its being invaded with crap. so sorry if you get there website instead of mine.

Submitted by Aven on Tue, 11/11/03 - 3:00 AM Permalink

Tried to have a look last night and just then. It goes to Pay For Surveys. Although I can't see what you are making, It's good to hear that you are still in it though.

Submitted by UniqueSnowFlake on Fri, 14/11/03 - 9:09 AM Permalink

ITS BACK UP!

who knows for how long.. so if you get on soon you might catch something.. evern though I have done more now...

Submitted by Idaho on Mon, 17/11/03 - 10:29 AM Permalink

Looking good USF! love the helmet :D. maybe the eyes are a little too far apart, and slightly too large. It'd be cool if you added about 10 years to his age (wrinkles around the eyes).

Great work though! cant wait to see it finished.

Submitted by Sorceror Bob on Tue, 18/11/03 - 12:14 AM Permalink

Yeah, I'd like to see him with the beard as well

The Villain - Highpoly Challenge #1 - GUIDELINES

Subject: The Villain
Highpoly Modelling Competition Guidelines

Villains are beings of infamy, not always evil, but always in the belief that the ends justify the means.
In most cases, they stand against the good guys. Examples of historical villains include, Hitler, Stalin, Josef Mengele, pol pot.

For this challenge you must either create your own villain (any genre) or recreate one from history, real or fictional.

Guidelines:

  • Must be a humanoid
  • Must be an original concept (unless you are recreating one from history, real or fictional.)
  • Character has to be asymmetrical
  • Character must have a prop
  • Bump/displacment maps are allowed throughout the process and in final submission. no other texture is required.
  • Character may be from any genre (fantasy, scifi, contemporary etc)
  • Character may be cartoon
  • Must show progress in the forum
  • Character must be posed in final render
  • You may use hair plugins for short hair, but long hair has to be modelled or opacity mapped.

Additional Notes:

  • Provide some form of concept art, a doodle is fine.
  • Do not use models prior made to the start date. Start everything from scratch.
  • The challenge is modelling no texturing (beyond bump/displace if you choose to use it) is required.

Thread Syntax:

Use the following syntax when creating your challenge thread in the Sumea Modeller Challenge forum:

  • The Villain - Highpoly Challenge #1 - (Your Name)

Final Submission must consist of:

  • Wireframe orthographic views
  • Render of posed character
  • All images must be 800x600

End Date:
3rd December (8 weeks total)
This should be enough time for everyone to get it done. Its only modelling.
If there are laggers nearing the end we can always extend it a week or two.

With the open genre we should see many great variations on the topic.
Thats all - go crazy :)

Submitted by Pantmonger on Sun, 05/10/03 - 8:33 PM Permalink

quote:Originally posted by JonathanKerr

Another bad guy challenge?

I would have thought the comp was not so much the bad guy as the antagonist. This can include the misguided, the stupid the theologically opposed, the ideologically different. The spanner in the works for the hero or an important member of the forces opposed to the side that history has deemed right.

That was my take on it anyway.

Pantmonger

Submitted by Doord on Sun, 05/10/03 - 9:53 PM Permalink

God damn it, I would love to do it, but they just started a comp at Polycount, that I want to do more :(

Maybe I could build this one in two week, but I very much think I will not have the time.

Submitted by inglis on Mon, 06/10/03 - 12:10 AM Permalink

ahhh..i just noticed i spelt Villain wrong in the topic name and the syntax so everyone who has created their thread.
You might want to correct the spelling :)

Submitted by Malus on Mon, 06/10/03 - 6:56 PM Permalink

quote:Originally posted by JonathanKerr

Another bad guy challenge?

Why is there always such problems with the topics on this site.

Even the tightest topic thread can be widely different, basically its up to your imagination.

Cool topic Inglis and a good breakdown Pants.

If I can get some work out of the way I'm in this for sure, just don't want to start something and not finish again. [:(]

Submitted by Aven on Tue, 07/10/03 - 2:02 AM Permalink

I would just like to introduce myself ans say hello. Mr. Bob of Sorcery told of this community a long time ago, and i have been lurking in the shadows for a while waiting for the right time to join.

I would love to part take in this little comp and i just have one question. I am fine showing images of progress, but can i just start a topic once my whole character is complete and bombard it with multiple posts showing my progress? just so save myself time and leave people in a state of curiosity.

please let me know.

Submitted by inglis on Tue, 07/10/03 - 2:14 AM Permalink

the reason for showing your progress is so people can help out, offer any crits etc.
its for your aid to help you improve your work.
you dont have to upload every day. but just so we have an idea of where youre going with it.

[edit]

welcome. :)

Submitted by Pantmonger on Tue, 07/10/03 - 2:16 AM Permalink

Usualy with forum comps we post WIP so that others can see how it is that we each do things, and also so we can offer each other advice as we go along.

Pantmonger

Submitted by Aven on Tue, 07/10/03 - 5:49 AM Permalink

okay. thanks a lot for the speedy reply. i jarred my thumb on sunday at work, so it is a little tender at the moment. I will definitely post some concept art in a few days though.

thank you both again

Submitted by Aven on Tue, 07/10/03 - 7:10 AM Permalink

i just thought that people may also bee interested in this database of tutorials. the majority are meant for Maya, but they can be adapted to other apps. most of the modelling tutes are also to do with high poly work, so a few people may find it useful.

http://www.learning-maya.com/tutorials.php

enjoy

Submitted by ironikart on Tue, 07/10/03 - 9:44 PM Permalink

I've always considered megatron from the transformers to be a pretty cool villain, but I'm not sure that he fits into the guidelines of a humanoid?

Anyway, dibs on megatron it he's valid (I'd do the one from the latest series, armada, since he's a hell of alot more detailed).

Submitted by Sorceror Bob on Tue, 07/10/03 - 10:27 PM Permalink

Ironikart - Must be an original concept (unless you are recreating one from history, real or fictional.)

The 'fictitional' part is aimed at historical literary villains, eg, captain nemo.. I don't think basing it on a TV villain is within the rules guidelines, sorry :/

Submitted by ironikart on Tue, 07/10/03 - 10:45 PM Permalink

yeah, I thought the creativity aspect would let me down on that one. Not to worry, I've never been shy about whipping up my own ideas [:)]

Submitted by Aven on Tue, 07/10/03 - 10:54 PM Permalink

Megatron would be a cool idea, but Galvatron kicked his arse. Come on, Leonard Nimoy did his voice in the movie.

Submitted by Ionized on Tue, 07/10/03 - 11:43 PM Permalink

Damn, I'd love to enter this one, high poly stuff is my favourite! Unfortunately I just signed up with a mod team, so I won't have much time left to do anything. Oh well, maybe in the next one.

Good luck guys, and congradulations to everyone who finished the last low poly challenge. Some good entries there!

Submitted by 5 Lives Studios on Wed, 15/10/03 - 10:31 AM Permalink

When you say humanoid are you implying a bipedal model with two arms?

Just like too know what kinda boundaries for humanoid model there are.

Submitted by Doord on Wed, 29/10/03 - 9:10 PM Permalink

I would like to do a model that I have started and have the concept for but, wish to remake. the face and a bit of the torso are the only parts I have but, this is of no use because I wish to start the character again (and will be anyway, but would like to do it for the comp) The main reason I want to do it is because I Love the charcters concept and he fits the comp well And I want something to push me into to finshing it. Also any advanage I may get will be countered by the fact that I'm starting late because I have been doing the polycount comp and it will be finshing in the next few days and I have just about finsh my model for it.

You know the character the one from the short flim we started.

Also from what I have seen so far most of you need to have the death line a little later, but 16 days it right by me to get the base model for the comp but another 2 weeks would be helpful.

Could you get back to me before this sunday when I will be getting over the firday and saturday by doing some art :)

Submitted by inglis on Wed, 29/10/03 - 10:40 PM Permalink

yeah i have no probs extending it 2 weeks, especially if it means an extra entry. ill change it now.

Submitted by inglis on Wed, 29/10/03 - 10:51 PM Permalink

EXTENDED 2 WEEKS: 3RD DECEMBER

Submitted by Doord on Wed, 29/10/03 - 11:51 PM Permalink

thanks man, I can't wait to get back into it. I will have some thing to show at the end of the weekend, sunday night :). can't wait I have been get ref for this character for about 3 months now, it will be good to make a start on him :)

Submitted by souri on Tue, 02/12/03 - 3:55 AM Permalink

Deadline is in two days!!!

Submitted by Sorceror Bob on Tue, 02/12/03 - 11:24 AM Permalink

Shit, as much as I'd like to, I won't get mine done.. Work wants me to come in during the day :(, so even going into crunch mode won't see things done.

Submitted by inglis on Tue, 02/12/03 - 11:36 AM Permalink

ummm crap...same.

somethings have come up so i havent even sat down to look at anything for a while.

what a bummer.

Submitted by JonathanKerr on Tue, 02/12/03 - 5:08 PM Permalink

How could Galvatron kick Megatron's ass? Galvatron is an evolved version of Megatron.

Anyway - why not extend the deadline if everyone is struggling to meet. Mutual consent and all that.

Submitted by Aven on Tue, 02/12/03 - 5:55 PM Permalink

I stand by my statement. Galvatron tha man.... er robot.

A deadline extension would be great. Three people quit work in the space of three weeks. I have been working a fair bit more and have not had time to scratch myself, let alone working on my character :(

Otherwise I will just finish her in my own time and wait for the next comp. Hopefully time will be a bit better by then.

Submitted by souri on Fri, 05/12/03 - 11:47 PM Permalink

So what's the plan for this challenge? Do we call it off, or extend it some more? I'm hoping to start the next modeller challenge mid January, so if you extend it, don't overlap that challenge please [:)]

Submitted by Aven on Sat, 06/12/03 - 12:14 AM Permalink

I personally don't mind either way, but it would probably make more sense to call it off and let people work on it in their own time. I just think that it came at a bad time of the year. Any school students have a lot on their plates and anyone who works in the industry is busy with Christmas/New Year deadlines.

Start clean next year. Start the year off with a low poly challenge while deiscussing ideas for a high poly comp. Once the low poly one ends, the high poly is ready to take over, and just keep rotating. Just my thoughts though.

Submitted by inglis on Sat, 06/12/03 - 1:58 AM Permalink

yeah ok. call it off.
i have other things going myself so even if extended im out....

everyone wins!. well done all :)

Start thinking about the next comp for sumea??

well i think it is safe to say that the Challenge #4 is now out of our hands. maybe this is the time to look to the next one and not have the huge grap bettween the Challenges like before. what do we all think. Should Challenge #5 start the ball rolling now so that the Challenge will up in about 4 weeks, not 8 weeks??

Submitted by Pantmonger on Tue, 30/09/03 - 8:36 PM Permalink

Ok this is just an idea that will probably be shot down in flames as it would be a bit of a task to do but? here it is anyway.

The idea.
Create a small collection (3 or 4 models) of RTS style models ie low poly count small textures etc. You would have to create an infantry unit a basic vehicle, a heavy vehicle, and a flying unit.
But the idea being that we pick a common setting/theme and divide the factions amongst us.

The thing that I think could be cool with this is that at the end we would have collection of basic models that could be turned by some of our coders (it they are keen) into a simple RTS.

Just thought I?d put it out there.

Pantmonger

Submitted by Ninja on Tue, 30/09/03 - 9:31 PM Permalink

that sounds good pants i rekon we need a new variety instead of just characters...

another suggestion is do a high poly theme for in game cinematics [:)] (for all the high poly gurus out there [:)])

Submitted by Doord on Tue, 30/09/03 - 9:52 PM Permalink

Lets increase our skill set by doing a hi-res to low-res normal mapped character. This will become very important skill to have, From the games that irrational are looking into the future to do, hi-res to Low-res normal mapping is one of the main art upgrade which is a common idea for all of them.

Submitted by Malus on Tue, 30/09/03 - 11:26 PM Permalink

....Space Pirates...

Submitted by Doord on Wed, 01/10/03 - 12:14 AM Permalink

space pirates which eat cheez

Submitted by souri on Wed, 01/10/03 - 12:55 AM Permalink

Malus, can you check your email please.

Submitted by Sorceror Bob on Wed, 01/10/03 - 1:29 AM Permalink

I'd like to see more freedom in this comp.. I felt the last one was kinda restricted by the medieval setting. But thats just me..

I like pants idea

Submitted by Idaho on Wed, 01/10/03 - 1:37 AM Permalink

What about an environment, a change from characters........?

Submitted by Sorceror Bob on Wed, 01/10/03 - 6:47 AM Permalink

environment... meh.. thats more in the realm of design, but yeah, it could be interesting to come up with a bunch of level objects and place them in a scene.. This type of thing would be more suited at a level design comp.

Characters are generally the most complex things you'll encounter in game art.. I think sticking with them is the way to go.

Submitted by davidcoen on Wed, 01/10/03 - 9:58 AM Permalink

well, today i started my next spare time project, the environment of a 'fighting game level', target is <5000 triangles and 1024x1024 texture space.... just needed to pad out my portfolio with an environment piece

like the RTS units idea though. 6 units, total of 2000 triangles, total of 512x512 texture....?

Submitted by Malus on Wed, 01/10/03 - 7:07 PM Permalink

Sorcerer bob: Medieval setting? it was medieval/fantasy.

Thats everything except Sci fi lol.

Probably a good idea to make it more open, like the topic example Makk used above pirates, they can be anything from cyborgs to black beard to disneys Hook but they still have decent constraints.

Submitted by Ninja on Wed, 01/10/03 - 8:44 PM Permalink

hehehe looks like ill be suked in to do the next challenge again [:O] that is quite a kool idea that makk had.

Submitted by Sorceror Bob on Wed, 01/10/03 - 9:27 PM Permalink

quote:Originally posted by Malus


Probably a good idea to make it more open, like the topic example Makk used above pirates, they can be anything from cyborgs to black beard to disneys Hook but they still have decent constraints.

Malus: that was my point :), I left the fantasy out because I figured it was a given, in that we were dealing with demons.

I have a friend that wanted to join in the comp, but was turned away by the medieval/fantasy setting.

Pirates I think would be perfect, given the release of that new movie thats out.. Whats it called.. Tomb raider 2 (bwahah - yeah i kid - and yeah, not funny), depending on what kind of timeline we set, we can probably get more coverage for ourselves. (from fanboys searching for 'pirate models' through google maybe?)

Just a thought.

Submitted by JonathanKerr on Wed, 01/10/03 - 10:13 PM Permalink

I think we should steer away from a character based challenge this time unless it's something light-hearted. All challenges have been character based so far and most of them fantasy based.

I like that RTS idea -- choose your own theme, though. Will allow for more interpretations.

Doords idea of doing something like normal mapping is great as well. For those of us that have always wanted to do it but haven't tried, this a prime opportunity.

To David Coen: Wouldn't a fighting game level have more than 5000 polys? I mean, the character counts for Playstation's Tekken 3 was 3000 polys per character. Doord has floated numbers in the 15000 range for characters in DOA3, so I wonder what the limits are for levels?

My idea for challenge is:

'Abandoned ruins' - build an environment within set poly/texture limit.

David Coen's idea for a 'fighting environment' would make for a good challenge as well. If we're still set on doing characters (coz they're fun!) then perhaps design a character that fits with it's environment and model it to suit console specs?. Probably harder than it looks. ie - Ken Masters SF2 background doesn't really fit him, although Guile's and Vega's do.

Submitted by JonathanKerr on Wed, 01/10/03 - 10:20 PM Permalink

Someone (Doord I think) came up with the idea for the last challenge to design a level or character to fit in with an existing universe of an already released franchise/title.

Quite a good idea really.

Contestants would provide 2 images for reference to allow judges to see how their work fits in well.

Then they would model and texture in that style, after providing a concept.

Perhaps we could be limited to 5-10 game series to choose from so we dont get 'super happy go now japan obscurity title + alpha.'

Submitted by CombatWombat on Wed, 01/10/03 - 10:22 PM Permalink

Or even a variation on the ideas - a pirate ship (again, space through carribbean/disney), a pirate and an environment asset (eg the blind legless seadog tavern or the yet-to-be-constructed microsoft death star ;-)

On the coders-using-models idea, random terrain/map generation and rendering has to be one of the most popular hobby projects among programmers - could combine nicely with the modeller challenge if you guys would be willing to allow sumea coders to use the models.

Submitted by JonathanKerr on Wed, 01/10/03 - 10:35 PM Permalink

How about this for something different: Sumeans pick a partner to do their challenge with. Duties for whatever the challenge are split between them in a set way or decide for themselves?

Encourages teamwork as well as responsibility. If one team member slacks off, well -- it's a call for the other team member whether they want to pick up their teammates ass.

I find the idea of collaboration with others interesting. I'm not sure how all dev houses work but as I understand it, some places have division of labour on the assets.

Submitted by Sorceror Bob on Thu, 02/10/03 - 12:42 AM Permalink

That would be cool Jonathen, definately an interesting twist on the comp

Submitted by Makk on Thu, 02/10/03 - 1:18 AM Permalink

I think Jonathen's idea about the partners could be cool. But what happens to people who dont get picked??
Maybe make it random say there is 2 pools, 1 for the modeller and 1 for the skinner. then just pick one out of each.
Plus this way, I'll be able to enter since I can only concept/texture :D

Submitted by smeg on Thu, 02/10/03 - 8:38 AM Permalink

I saw something interesting on a forum ages ago, i think it was a mapping forum.

One level designer would make 1 room. They would then pass the room onto the next in the list who would add a room (without modifying the original). This continued for about 12 people. It was interesting to see whether people conformed and built upon what was already there, or just went their own way. I remember it being a very interesting level.

I'm not sure this applies to a challenge. It was however very cool because peoples' talents were all going into the same product.

Maybe each entry for the comp should be a response to a sequence of stimulai.

I dunno. Maybe i've got someone thinking =D
Cheers

Submitted by Stu on Thu, 02/10/03 - 9:31 AM Permalink

Hey I'll try and get an entry in no matter what the topic (it all practise right) Pirates sounds pretty cool, I'd be up for that.

Stu

Submitted by souri on Thu, 02/10/03 - 10:51 AM Permalink

quote:Originally posted by Doord

Should Challenge #5 start the ball rolling now so that the Challenge will up in about 4 weeks, not 8 weeks??

The reason I prefer long breaks inbetween challenges is that it gives those who took part in the last challenge a bit of a breather before heading right back into it again. I wouldn't want you guys to burn out! Ultimately, it is up to you guys when you want the next one, but I think a bit of a break inbetween challenges is a good thing. It'll also build up anticipation as well, and having challenges so far apart makes them an event, rather than an activity. The thing I would hate for people to do is say "I'll give this current challenge a miss, the next one is right around the corner".

Submitted by JonathanKerr on Thu, 02/10/03 - 11:46 AM Permalink

quote:Originally posted by Makk

I think Jonathen's idea about the partners could be cool. But what happens to people who dont get picked??

Perhaps the option to work as a team could be the option. More creative control by yourself, but also more work to do, hence a tougher deadline. So entrants have the choice, but it's not mandatory.

Alternatively, we could put all contestants into a hat and souri can randomly draw out the pairs although I think it'd be best if people do the choosing themselves.

Submitted by Doord on Thu, 02/10/03 - 7:26 PM Permalink

quote:Originally posted by Souri

The reason I prefer long breaks inbetween challenges is that it gives those who took part in the last challenge a bit of a breather before heading right back into it again. I wouldn't want you guys to burn out! Ultimately, it is up to you guys when you want the next one, but I think a bit of a break inbetween challenges is a good thing. It'll also build up anticipation as well, and having challenges so far apart makes them an event, rather than an activity. The thing I would hate for people to do is say "I'll give this current challenge a miss, the next one is right around the corner".

yeah sounds like the way to do things, I was just thinking that if we started talk about it now, we could come up with a cool idea that everyone would love to do and get more people again. Also I like to see what people want to do, you can start to tell what the people here at Sumea are into and what type of art they enjoy.

Submitted by Doord on Thu, 02/10/03 - 8:33 PM Permalink

Also I'm not sure what other games developers do, but here at irrational, we have only really the two areas of art, asset builder, asset animator. I'm not sure what other studios do, would be nice to know.

But at the AIE tell you they have different modellers to textures, and I haven't seen it done. I know it isn't done but the contract studio working for irrational also.

Submitted by souri on Fri, 03/10/03 - 10:24 AM Permalink

quote:Originally posted by Makk

I think Jonathen's idea about the partners could be cool. But what happens to people who dont get picked??

We've talked about partnering up (two artists in each team) in previous challenge discussions, and what I mentioned then was that by partnering up with someone, you essentially halve the amount of entries for the challenge. It would be good if we'd have at least 10 entries for something like that, and that would of course require 20 participants who will finish their entries - something we haven't been able to reach yet. Also worth noting is that if one person fails to complete their work, it'll mean two people are out of the challenge.

Submitted by LiveWire on Fri, 03/10/03 - 7:42 PM Permalink

i like smeg's 'pass the level' idea. it dosnt have to be a chalenge though, we could just set it up as a little side project type thing. it would be cool.

as for the teams, even if their are only say 5 final entries that wouldn't be too bad i dont think. though there are less final submissions there are still the same amount of contestants. and i think the teamwork part will be the biggest draw, and seeing what other teams can come up with.

as for the rts idea with several models - rts games are generally very low poly/simple models. just submitting four i don't think is very interesting. i would rather see a limit of between 4 to say 10, and we can make any amount between. this way it's more of a collection. also the poly limit should be for each unit, not the whole - in an rts game you can have a lot of units at one time, of the same or different types. perhaps set certain unit paramiters (eg. infltry XX tirs, light units XY tris, heavy units XZ tris) and you mush have at least one of each, and no more than 2 of each, or something (maybe once you've done two of each you can fill the rest of the unit limit with whatever, but only 1 more of each type - basicaly to stop people onlymaking heavy units, or whatever has the higest poly count avaliable).

and that's all i can think of at this time[:)]

Sumea Challenge #4 Judges Viewing Thread

Competition Rules:

TOPIC:
Fantasy/medieval demonic darklord, the big bad guy/girl.(no sci fi)

STYLE:
Any you choose, manga, chibi, realism etc.

TECHINCAL CONSTRAINTS:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.

FOR SUBMISSION:
1. concept/reference art used
2. default software lit orthograpics (front, back, side etc)
3. untextured wireframe
4. uvw wire layout
5. texture flats
6. money shot - which can be lit and posed how ever you feel fit.

Note: Concepts not voted on (not everyone is Feng Zhu.)just whether you managed to adhere to you original idea and not deviate.
There are a few people who are missing some pictures for submission - you have a few days to send them my way before judging commences.

Judging Criteria

From [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=731&whichpage=5"]Pointy's suggestion[/url], Judges have three areas to judge, and rank the 15 challengers in each from 1st to last..

Rank each challenger on:

1: Concept (not the actual concept art piece, but the idea, creativity etc of the model)
2: 3D Mesh (Polygon mesh structure)
3: Texturing (UVW wire layout, quality of texture)

For example:

1: Concept
1st - Joe
2nd - Steve
3rd - Bob (and so on)

2: 3D Mesh
1st - Paul etc

Also please give a general comment on each entry, and your closing comments on the challengers.

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=952"]Challenger #1 - Adamant[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_MS.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_SL.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_TF.bm…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_WF.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_WL.jp…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=822"]Challenger #2 - JacobT[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_CA.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_MS.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_SL.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_TF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_WF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_WL.jpg…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=808"]Challenger #3 - Smeg[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_CA.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_MS.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_SL1.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_SL2.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_SL3.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_TF.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_WF1.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_WF2.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_WL.gif[/…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=888"]Challenger #4 - Animal[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_CA.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_SL.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_TF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_WF.jpg…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=786"]Challenger #5 - Pantmonger[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_WF…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=848"]Challenger #6 - Goodgod[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C6-Goodgod_CA.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C6-Goodgod_CA2.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C6-Goodgod_SL.jp…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=857"]Challenger #7 - Nealb4me[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_MS.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_CA.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_SL.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_TF.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_view…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_view…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_WL.j…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=874"]Challenger #8 - DavidCoen[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_CA…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_CA2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_SL1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_SL2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_WF1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_WF2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_WL…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=784"]Challenger #9 - Idaho[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_MS.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_SL.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_WF.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_WLTF.jp…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=860"]Challenger #10 - J.I.Styles[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_CA…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_WF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_WL…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=793"]Challenger #11 - Mark[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_CA.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_MS.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_TF.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_WF.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_WF2.jpg…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=790"]Challenger #12 - Ironikart[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_CA…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_WF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_WL…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=781"]Challenger #13 - SorcererBob[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=849"]Challenger #14 - Ninja[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_CA.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_MS.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_SL.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_TF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_WF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_WL.jpg…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=802"]Challenger #15 - Azmodai[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_MS.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_SL.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF3…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF4…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WF.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL3…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL4…]

Sumea Challenge #4 -3D- 'Adamant' - Challenger #1

Well here's my meagre attempt for the challenge. I had originally intended to go the whole hog and create a highly detailed modelled but I was in the middle of a freelance thingy and just couldn't spare the time. So I found myself with the past couple of days to spare and decided to submit something, anything, even if it's crap. The model weighs in at a puny 1946 Polys even though we had a budget of 3500 but I didn't have the time to go further. Here are some shots of my model (switching to spooky voice mode) - The Betrayer...

[img]http://www.adamant-ink.com/images/gallery/sumea/turnaround.jpg[/img]

[img]http://www.adamant-ink.com/images/gallery/sumea/turnaround02.jpg[/img]

Here's the mesh...

[img]http://www.adamant-ink.com/images/gallery/sumea/wiremesh.jpg[/img]

[img]http://www.adamant-ink.com/images/gallery/sumea/texturedmesh.jpg[/img]

UVW Map...

[img]http://www.adamant-ink.com/images/gallery/sumea/uvwmap01.jpg[/img]

[img]http://www.adamant-ink.com/images/gallery/sumea/uvwmap02.jpg[/img]

The texture map...

[img]http://www.adamant-ink.com/images/gallery/sumea/betrayertexture.bmp[/img]

The money shot (which has one of my digital matte paintings as a background)...

[img]http://www.adamant-ink.com/images/gallery/sumea/betrayerscene.jpg[/img]

And finally a quick animated walk test 270kb (you'll need divx 5 to view)...

[url]http://www.adamant-ink.com/images/gallery/sumea/walktest.avi[/url]

Cheers,
Adam

Submitted by inglis on Sat, 27/09/03 - 10:44 PM Permalink

so much for showing your progress from start to finish on the forum.
but glad to see another entry :)

nice job as well. good luck.

Submitted by Makk on Sat, 27/09/03 - 11:15 PM Permalink

Yeah, there sure are alot of entries.
I like the idea of this one, but the execution of it could have been better. Adding sharper highlights, smoother shading and subtle texture overlays to your metals would help.
I like the money shot though :)

Submitted by souri on Mon, 29/09/03 - 7:59 AM Permalink

Should've posted those pics without the gui and toolbars, and use the space so we can see a closer look at your work [;)] Anyway, just posting this so your thread jumps on top.. You're Modeller Challenger #1.

Sumea Challenge #4 -3D- 'Icespike'

Hi everyone, this is my first post on this site, and i think it's a brilliant site. Ok here's my concept entry, plz dont grill it too much, it's only my second go at doing anything illustrative with a gap of years between first and second. But i felt it was worth the effort for this comp. It's a powerful demon snake sorc with charm and mind control specialization, your basic hallugenic, but not restricted to, magic user. I wanted to try and go for something sexy, simple and deceptive, just because it aint beefy doesn't mean it cant kick ass using big bad ass black magic.[:)]
[img]http://homepages.ihug.com.au/~icespike/pics/Illustration.jpg[/img]

Submitted by Malus on Fri, 12/09/03 - 7:02 PM Permalink

Looking good, welcome aboard.
favourite question time: Want to post some wires?

Submitted by Makk on Sat, 13/09/03 - 12:47 AM Permalink

Nice start. I like the concept
Maybe the breasts look a little low? Also for some reason, I think the purple skin on the model actually looks better. Gives her a less human look.
Keep it up
Malus: How do you render wireframes? I can only just take pics in user mode

Submitted by ironikart on Sat, 13/09/03 - 1:00 AM Permalink

Looking good! The concept looks kinda like a mermaid gone evil, but I think that tail will be more snake-like when you model it.

www.snotmonster.com has a great edgemap plugin for max. I saw something I think Doord posted a while back about cloning the mesh and converting it to a shape, pushing it out and making the edges renderable, but a screenshot of the wires would be enough.

Submitted by Ninja on Sat, 13/09/03 - 1:48 AM Permalink

That is looking quite nice [:)] cant wait to see it finished !!!

Submitted by smeg on Sat, 13/09/03 - 3:21 AM Permalink

wow. Like makk said, i like that purple skin...

Model and concept look really cool.

Submitted by smeg (not verified) on Sat, 13/09/03 - 3:53 AM Permalink

Thanks for the comments and i'll keep the purple skin in mind, and will definitely make two versions of skin colour and see which one i like best, i like the shading effect too [^], I've finished modelling and will be mapping over the next few days. I've managed to squeeze every drop of polygon goodness out of the limit so she's 3500 triangles.
Default lighting
[img]http://homepages.ihug.com.au/~icespike/pics/Completed%20Shaded.jpg[/img]
Shaded wires
[img]http://homepages.ihug.com.au/~icespike/pics/Completed%20wires.jpg[/img]

I might up the height of the breasts but it could look low because of the missing arms, i did use some.....ahem reference.[:D]

Submitted by JonathanKerr on Sun, 14/09/03 - 1:58 AM Permalink

I'm no polygon-master but it looks like you've got a lot of polys in the stomach and waist area that could be put to better use. Why model the abdominal group when it could be textured instead? Maybe those polys could be put on the brassiere and jewellery adornments?

Submitted by nealb4me on Sun, 21/09/03 - 2:14 AM Permalink

I also used a bit of subdivision to get the basic shape happening on my model and it does waste a few polys. You just really need to collapse and weld wherever necessary

Sumea Challenge #4 -3D- animal - Challenger #4

[img]http://a.1asphost.com/animal/01.09.03-demonoverlord2.jpg [/img]

here's my concept, it's a bit sketchy and unfinished but it's got the point across. I've just started modelling it and i'll get a shot up of that soon. The armour and weapons are still being developed so they could look a bit different and after researching bat wings i've modelled the wings a bit more realistic structurally that these ones.
Anyway, hope ya like it and good luck to everyone else.

Submitted by inglis on Tue, 09/09/03 - 3:11 AM Permalink

yeah looks like a demonic overlord to me :)
reminds me of the doom guard out of warcraft3.

Submitted by animal on Sun, 28/09/03 - 12:49 AM Permalink

[img]http://a.1asphost.com/animal/texture.jpg[/img]
[img]http://a.1asphost.com/animal/uvmapping.jpg[/img]
[img]http://a.1asphost.com/animal/wires.jpg[/img]
[img]http://a.1asphost.com/animal/graphics.jpg[/img]

my internet has gone down so i had to upload these at a friends house, if i don't have everything needed i can probably have it up mid next week. i just hope i got enough to be entered, i mean i could even check what it needed, just tried to remember. this competiton gives me bad luck, i tried to enter the second round but my computer died about 4 days out from deadline and i didn't manage to get finished in time, any way i hope i got in this time.
chow

Submitted by inglis on Sun, 28/09/03 - 1:23 AM Permalink

just need the money shot i think.

Submitted by ironikart on Sun, 28/09/03 - 2:44 AM Permalink

Those alpha's around the hair could do with a bit of tidying up... otherwise, he's pretty cool! [:)]

Submitted by souri on Mon, 29/09/03 - 8:13 AM Permalink

It's probably better to have a money shot for the judges to look at when they vote (if you have one, post it quick!).. Nevertheless, you're challenger #4 [:)]

Sumea Challenge #4 -3D- 'Mojo'

arrhhh, finally got my act together to enter this :)

i used some Warhammer 40k reference for the breast-plate.
[img]http://users.bigpond.net.au/xander/images/wip/alex_concept_final_02.jpg…]

wip - 1556 polys so far, i plan on adding a small familiar/pet demon/dragon that flys around his head if i have enough polys to spare (concept later)
[img]http://users.bigpond.net.au/xander/images/wip/temp_slayer.jpg[/img]

i also plan on adding a lot more detail to the armour than is in the concept (straps, spikes, demonic mutation in some areas, desecrated holy parchments/symbols)... you get the idea.

half-arsed story? Once the greatest demon slayer in the land. [insert name] becomes posessed on his most difficult crusade. Is slain by his master and banished to hell. Resurected by Satan he now roams the land capturing souls for his demonic army for a final assault on Heaven (Something like SPAWN?).

Submitted by SHaRD on Fri, 05/09/03 - 8:33 PM Permalink

perhaps the head looks a bit small?? not sure something a little offputting about it

other than that its looking great

Submitted by Mojo on Sat, 06/09/03 - 4:12 AM Permalink

Thanks Shard, his head is perhaps a bit small, I just wanted to make him look as beefy as possible. :) Also, the high detail in the head compared to the rest of the body can be a bit hard to look at (stands out).

I was going for the "Holy War/Crusade" theme with the armour:
[img]http://users.bigpond.net.au/xander/images/wip/ben_dogma.jpg[/img]

Sumea Challenge #4 -3D-'David Coen'- Challenger #8

[img]http://www.sumea.com.au/simages2/7_concept01.jpg[/img]

ok, so i need some texture practice, so i have been thinking about entering this competion.

references
Ossuary in Sedlec, Kutna Hora, Czech Republic
http://www.ludd.luth.se/users/silver_p/kutna.html

Doctor Johannes Faust Threefold Coercion of Hell
http://www.magitech.com/faust/caput_primum.html

Submitted by Malus on Wed, 03/09/03 - 6:52 PM Permalink

Hey Kutna Hora!! I've been there!!
Its an amazing place, creepy but amazing, I also went to an Ossuary in Rome, full of dead mummified Cappucino Monks!? Cooooool.

I really like this concept David, especially the first one, the hands on his head are great and that loin cloth, ooh...ahhh.
So thats what my demon would give birth too hey. [:P]

Please, please I implore you, make this one shine.

Submitted by Ninja on Wed, 03/09/03 - 7:13 PM Permalink

i love the first concept dave that will really work out well [:)] good to see u enter in the challenge too [:)]

Submitted by davidcoen on Thu, 04/09/03 - 12:10 PM Permalink

thanks Malus/ Ninja/ Sorceror Bob.

as i said, the aim of this is texture practice, getting tablet tomorrow....

Malus, i will try to make it shine, but as always there are other things demanding my time, right now it is the final push to get all the game artwork for my main contract done...

will spend a little more time playing with the concept, but the first one is getting pretty close... the four arms would be fun in a game, but i don't think i could get them to look as good as a classical humanoid model (that sort of scale surface eats up a lot of surface space)....

Submitted by inglis on Tue, 09/09/03 - 9:49 AM Permalink

that 2nd concept...do it up hipoly and submit it to the cgtalk challenge going at the moment :)

its going well

Submitted by goodgod on Wed, 10/09/03 - 12:15 AM Permalink

Well now, don?t you have a morbid baby fetish. [V]

Submitted by davidcoen on Thu, 11/09/03 - 9:37 AM Permalink

[img]http://www.sumea.com.au/simages2/7_azia_prev01.jpg[/img]
wow, half a day so far on the textures, getting use to my new wacom tablet. sure beat the hell out of left handed mouse drawing....

@goodgod, well, i guess i could have done the usuall bull man with horns, but that didn't interest me that much... to me hell would be more phycologically deranged....

Submitted by goodgod on Thu, 11/09/03 - 11:04 AM Permalink

Yeah, well I guess you're right about the deranged baby. It is scary, and your textures are looking good. I was just joking about the baby fetish. I know that?s not all you do.[;)][;)]

Submitted by Malus on Thu, 11/09/03 - 6:57 PM Permalink

Trying out geodisic modelling Dave?
Still prefer the emaciatted look of the first concept, this looks a little fat in comparison, also whats happening with the flags? especially the bottom left corner.

The skulls on the flags are blocky too, maybe just take 1 or 2 out and add there polys betwen the others?

Textures looking good so far, looking forward to seeing those runes on his belly.

Submitted by ironikart on Thu, 11/09/03 - 8:44 PM Permalink

Looking pretty cool. Those skulls look a little repetitive, perhaps modify the uv mapping a bit to make them look a little less regular.

Submitted by Makk on Fri, 12/09/03 - 9:44 AM Permalink

Nice work man.
I like the mini skulls you have textured, they are done well.
However the black bit under the chin is a bit too black.
Usually the darker the area on a skin tone, the stronger the saturation will be. I did a very quick paintover to show you.
[img]http://members.optusnet.com.au/~rowanfamily/paint.jpg[/img]
Here I chose a deep brown (based on the general tone of the face) and just painted over some of the black parts. I also increased the highlight of the eye to pop it out a bit more.
I hope this is of some help [:)]

Submitted by davidcoen on Fri, 12/09/03 - 10:36 AM Permalink

thanks for the comments

pic updated.... going to need to catch up with some real work for a few days now though....

thanks makk, hadn't noticed that....

malus, yeap, you got me, for the last 700+ models or so i have been "Trying out geodisic modelling"....

Submitted by Idaho on Sun, 14/09/03 - 11:39 PM Permalink

looking very nice man! huge improvement !

what sort of wacom did u get?

Submitted by davidcoen on Tue, 16/09/03 - 10:46 AM Permalink

[img]http://www.sumea.com.au/simages2/7_azia_prev06.jpg[/img]

@Idaho wacom intuos2 6x8... didn't get it the cheapest, but the most convienient.

@shadow panda, geodisic (according to me) is a mathematical definition reffering to geting the shortest possible straight line segments to represent a curved surface. i would describe my modeling as vertex by vertex, and i use a few topographical aspects of geodesic structures to help this process.... (as it gives the lowest breaking angle between the same number of triangles than any other form of modelling)

_edit, pic updated

Submitted by Ninja on Wed, 17/09/03 - 8:03 PM Permalink

PHwooooar that cloth looks awesome man !!!! its looking nice dave [:)]

Submitted by ironikart on Wed, 17/09/03 - 8:20 PM Permalink

Love that cloth... very nice. Not sure how it would look in-game if it went through different lighting environments, but I love it!

Submitted by Ninja on Wed, 17/09/03 - 9:07 PM Permalink

his lighting on that pik is not that intense so it should come up ok in a game environment. Man imagine using HDRI on that baby for the money shot the skin will come up so nicely !!!!

Submitted by jacobt on Wed, 17/09/03 - 10:11 PM Permalink

Those eyes are freaking me out, but that's good I think [:)]. How did you get the cloth patterning to deform well over the creases, did you paint directly over the creases or create a flat pattern and then liquify it or something? Good work, that area and the face looks very sharp for a 512 tex.

Submitted by davidcoen on Thu, 18/09/03 - 11:32 AM Permalink

[img]http://www.sumea.com.au/simages2/7_c4_money_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_views_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureflat_00.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureuv_00.jpg[/img]

well, i think i disqualified myself. there was no way i was going to get the tattoo on the flag into the creaces by hand so i used photoshop's 'displace' filter, which to my reading of the rules it a 'no no'... but anyway, here is Aziabel, Grand Duke of the Infernal Empire, 3500 triangles, 512x512 texture. I don't think it is finished, after putting so much work into the flag texture all the other textures look unfinished, so might leave it for a few days....

_edit, spelling

Submitted by Pantmonger on Thu, 18/09/03 - 5:12 PM Permalink

Why do you think that the use of a displacment filter would be a no no.

quote:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.

Thats was the only list of tech limits I knew of, did someone tack one on when I was not watching.

Pantmonger

Submitted by Malus on Thu, 18/09/03 - 7:02 PM Permalink

Filters are fine, just no photosourcing.
Don't know were you got that idea man, your fine to go. [:)]

Looks good David especially the texture on the flag and the burn, still would have liked to see it closer to your original concept and those feet just look tacked on but overall very cool.

Submitted by jacobt on Thu, 18/09/03 - 7:20 PM Permalink

Even if you used a photo for the displacement map, I doubt it matters. It rocks, I have to try that technique.

The only thing that bugs me about it is the sword. To me it looks like it's shiethed in clear acrylic.

Submitted by davidcoen on Thu, 18/09/03 - 8:18 PM Permalink

oh, though that _ALL_ the textures had to be hand drawn as was worried about using filters (the displacemnt map for the flag is the greyscale of the flag, hand drawn....)

Submitted by Ninja on Thu, 18/09/03 - 9:01 PM Permalink

Hey dave that is looking great man came up nice on GI... although the skin seems very flat i rekon dirty it up or put skin blotches on it ot more baby flab creases. I know your not finished texturing it im pretty sure it will come up great. Also i rekon the foot seems too puffy [:)]

Submitted by smeg on Thu, 18/09/03 - 9:53 PM Permalink

...so that means we can use lens flares and difference clouds?
>:)

Submitted by Pantmonger on Thu, 18/09/03 - 9:58 PM Permalink

quote:Originally posted by smeg

...so that means we can use lens flares and difference clouds?
>:)

Come here so that I may kill you. :P
But seriously there are uses for difference clouds, (eg, mottle colours and hues for human skin. Use the clouds with differing colours and overlay)

Sorry for the off topic
Pantmonger

Sumea Challenge #4 -3D-J.I. Styles- Challenger #10

'ello fellow sumeans - just thought I'd join the fray [B)]

Concept: Basic creature and weapon concept
The following is the basic design of my "bare" demonic overlord. As he is, he's minus his ceromonial/regal garb which I plan on concepting seperately once modelling is underway. I thought I'd also throw in a bit of originality to seperate my final from the others in that I plan on also making him his throne to sit at, within the limitations set.

Enough blabberising! show us the pic already damn yoooo! yeah yeah...

[img]http://www.garandnet.net/~malakai/content/bin/sumea_demon_concept1_fina…]

Crits, comments, sexual favours... all encouraged ;)

Submitted by JonathanKerr on Sun, 31/08/03 - 12:21 AM Permalink

Quite cool looking concept although some proportional issues in the drawing (I'm a proportions Nazi)are evident. Either his biceps are too large, or his shoulders are too small. The pecs don't quite look right either - as the inner chest is very 'ripped' but the outer parts of the pectorals are very flabby. If you want it to look flabby, you should lose the definition in the middle of the chest.

I like the codpiece and the twin bladed lance/scepter.

Very nice shading. Any tips?

Submitted by Piss Poor on Sun, 31/08/03 - 12:37 AM Permalink

very nice man, really like your style. i?m particularly fond of his crazy eyes
the only thing i can say it that the head of the axe/spear doesn?t look to be at the same perspective as the rest of the weapon, you need to be a bit careful of that:)

keep up the good work mate

Submitted by Ninja on Sun, 31/08/03 - 12:52 AM Permalink

Nice concept J.I [:)] i love the twin bladed axe its very kool....[8)]

Submitted by J I Styles on Mon, 01/09/03 - 4:50 AM Permalink

JonathanKerr: hehe, maybe not a proportions nazi... more of an avid proportions zealot ;)

You're absolutely right - his biceps are elongated and bulbous where there should be an inner indentation where the muscle wraps around and the cartledge starts too. There's many problems but I figure I've spent all the time I want to just to get his base idea across :) Call me lazy; I may fix him up in time for his final.

Ninja: Danke - although I got kind of fond of his original weapon *snicker* (sorry, bit of an in-joke there for those who know [;)] )

Piss_Poor: yah, it's sadly glaringly obvious - perspective and volumes have always been my weak points in 2D... I originally wanted the shaft to taper in and have the knobbed end (that sounds rather phallic), but the angle of his arm and hand and his shouldering it meant that I was also pushing it back which I obviously didn't compensate for in the blade [xx(]

Enough excuses! Back to work!!

Submitted by Makk on Mon, 01/09/03 - 9:33 AM Permalink

Hey Styles, glad your entering the comp.
Interesting design. He looks crazy and unpredictable, good stuff.
Although I must admit, he looks to me like he is wearing a nappie (not the leather strap part). I dunno, maybe its just the way you shaded it or the colours or becuase its 2D.
Did you say you will including a throne as a part of the limit, does this mean with the 512 texture sheet, if so that would be quite a challenge :)
looking forward to seeing it finished.

Submitted by Sorceror Bob on Mon, 01/09/03 - 10:33 AM Permalink

Joel, next time you want to get perspective on a weapon, use max to do it.. Then photoshop it in.

Submitted by Malus on Mon, 01/09/03 - 7:05 PM Permalink

Yeah!! A fatty! Woohoo love the fat guys. [:P]
Good to see you enter, can't wait to see him unfold.

Sorcerer Bob: Thats a cool work around but it doesn't actively help you get better at perspective.

Submitted by Sorceror Bob on Tue, 02/09/03 - 12:57 AM Permalink

True Malus, but I think it can be helpful if you're looking for confirmation that you've done it right.

Submitted by 5 Lives Studios on Thu, 11/09/03 - 10:12 AM Permalink

Can't wait to see this model.

I love your stuff Mr Styles.

The weapon looks like it has some influence Quakewise

The skull on he's loin looks concerned don't ya think[:D]

Submitted by goodgod on Thu, 11/09/03 - 11:11 AM Permalink

Ooow gross, get it away from me.[}:)]

Submitted by nealb4me on Mon, 15/09/03 - 11:12 PM Permalink

I like the style of your painting, I also think that it has some quake-like qualities which definately is not a bad thing :P

Submitted by J I Styles on Thu, 18/09/03 - 6:54 PM Permalink

Just a little text update, no images just yet - I've finally gotten to modelling, around half way done.

Finally! The jolly fat demon shall at last be born from poly and vert!

I'm not lazy... well, ok I am a little... but I'm also busy [;)] I've promised myself I'll get him done though [:)]

Submitted by Ionized on Fri, 19/09/03 - 2:46 AM Permalink

Alas, I am just seeing a red x. Will come back later and see what you got.

Submitted by redwyre on Fri, 19/09/03 - 8:37 PM Permalink

Enough excuses! Get back to work!!

Submitted by inglis on Sat, 20/09/03 - 10:47 PM Permalink

good start.
his chest is off- too much firmness there for a fat guy.
and even if it was muscle is wrong as well.

but its still wip so im sure you know what your doing :)

keep it up :)

Submitted by J I Styles on Tue, 23/09/03 - 1:58 AM Permalink

you're right about the chest - I flabbed it up a little more and added some more sag to it - modelling finished, he's unwrapped, and texturing started.

Submitted by Malus on Tue, 23/09/03 - 3:36 AM Permalink

Thats going to be a hard one to beat Joel....damn you! [:P]
Seriously, great job.

Submitted by inglis on Tue, 23/09/03 - 3:48 AM Permalink

can we see that update?

Submitted by J I Styles on Tue, 23/09/03 - 9:21 PM Permalink

danke Malus! I doubt I can compete with your entry - great design, good "spice" to give it that cool factor in its uniqueness - plus it's got breasts! How can I compete?! [:D]

inglis: planning an update tonight

Submitted by Malus on Tue, 23/09/03 - 10:38 PM Permalink

lol, I think yours is a much better design than my one, can't comment on the construction because you got no wires, I'm feeble and need wires. [:P]

Submitted by jacobt on Wed, 24/09/03 - 8:54 PM Permalink

Looks great so far J.I, can we see a wire? I kinda prefer the fingers/claws in your concept, much more defined, less tapered. But I'm diggin the arms and legs especially.

Submitted by Sorceror Bob on Thu, 25/09/03 - 1:24 AM Permalink

I think the hands could be beefed up.. fingers could be thicker and with more definition.

Good going though

Submitted by J I Styles on Thu, 25/09/03 - 1:31 AM Permalink

yup, playing around with the hands atm - just merging the weapon and it's tex coords into it so I can have his weapon in the specs with him - texture base nearly done, then it's down to detailing and making refinements to add realism like age spots, scarring, motley skin variations, etc

For that special oomph, should be very lord-like in the final with my special little spicey thang I'm planning [;)]

Submitted by davidcoen on Thu, 25/09/03 - 8:49 AM Permalink

waiting to see JIStyles' spicey thang (so how is the weapon going?), but anyhoo,

biomechanics would have the arms/ legs getting longer as there are less digits on them.... FYI

my thoughts? any thoughts on making the head a bit smaller or moving the knees up or elbos down a bit? Quite liked the spindly metal clothing supports in the concept by the way....

Submitted by J I Styles on Thu, 25/09/03 - 10:20 AM Permalink

welllll...

lookit that! He finally updated, the lazy git...

[img]http://www.uploadit.org/files/240903-sumea_demon_wip02.jpg[/img]

First texture pass - just getting in tones and colours, a lot of parts have only got flat colours and and base shading still.

so I haven't even touched lower arms/hands, horns/nails/toenails, skull string, "modesty flaps", shoulder brace, majority of the weapon.

Stuff you can't see is the little localised details - stringy saliva in the jaws and spittle coming off the tongue, remains of hair on the skull etc - hard to see in a still, but pops out in motion quite nicely - guess I'm just a sucker for this kind of little detail [:)]

Submitted by Malus on Thu, 25/09/03 - 6:48 PM Permalink

Ooooooooo...ahhhhhhhhh...weeeeee...haaaa.
Looking good, number 1 so far.

Submitted by Ninja on Thu, 25/09/03 - 7:34 PM Permalink

daaaaaaaamn man !!! those textures are awesome !!! but i have to agree with jacobt though about the fingers cause the fingers on him now is skinny [:)] from the concept they look a little thicker and will pretty much suit the model... apart from that u have absolutely got it down exactly like the concept.....

great job as usual joel u always impress me with the way you texture. Very well done.

chris... [:)]

Submitted by JonathanKerr on Thu, 25/09/03 - 7:53 PM Permalink

The fat rolls in the stomach look superb, but the chest is still anatomically incorrect. How can you have 'ripped' inner muscles in the centre of the chest but have saggy drooping areas in the lower part of the breast?

It's a very nice concept and great texture work, although it's a little bland for my tastes. On the plus side, it's also one of the best conversions of concept to 3d model.

BTW - where is the promised regalia? The costume is a bit simplistic.

Sorry if this sounds negative, not intended this way -- it's an excellent piece of work. It sounds like you weren't able to spend as much time on it as you wished.

Ooops - just re-read and realised that some extra texture work is still to be done. Apologies.

Sumea Challenge #4 -3D- 'nealb4me' - Challenger #7

Hi all,

Here is my concept for the comp. Its not my usual style, so i hope ya'll like it. I wont start modelling it for a while yet as i still have another 3 projects going at the moment. Suggestions please

[img] http://nealb4me.customer.netspace.net.au/site/Concept.jpg [/img]

Submitted by JonathanKerr on Sat, 30/08/03 - 8:51 PM Permalink

Not bad - the proportions are a little off. Beef up the arms a wee bit, particularly in the bicep area.

It looks a bit like a polar bear (I think that may be due to the lightness of the scan), which I think would be a great idea for a demon. A hell which is cold - not hot. The old 'when hell freezes over' adage thrown out the window.

Don't know what to suggest really, but you need some sort of a motif or running theme throughout, there doesn't seem to be enough to the character. If it is a cold climate demon, then perhaps some sort of fur or viking style costume is needed.

Submitted by Makk on Mon, 01/09/03 - 10:00 AM Permalink

Wow, there sure are a lot of entries!!
I like the idea of a wolf type character you have going here.
Suggestions would include losing the horns as I find they conflict abit with the wolfs head. Try keeping hi anatomy more wolf like as well (the legs for example) instead of humanish. I would beef up the anatomy a little too, giving him a bulky chest and arms. Maybe throw some dark fur (with stripes) and glowing eyes (glowing eyes = teh evilness!!!2# )into the mix as well.
Have you you ever played the game Black and White, they have great evil looking animals, you might want to check that out.

Submitted by nealb4me on Tue, 02/09/03 - 1:04 AM Permalink

Thanks guys that really helps me out a bit.

I was deliberately keeping the arms slender but i guess thats not really the right way to go. I had experimented with human vs wolf hindlegs and found it really difficult to pull off the look that he is standing comfortably on hindlegs : As for the horns i think i'm going to keep those and give him some sort of slash marks across his skin and back area.

I will endeavor to update soon

Submitted by Malus on Tue, 02/09/03 - 1:18 AM Permalink

I agree with Makk on the humanism issue of your concept, try deforming his shape, make it look more beast like, Hunched shoulders as if its not evolved to the degree that makes bipedal travel comfortable.

Also add some fur to areas of the body (shoulders, chest, forarms etc), that will help tie the body and head together and stop it from looking like the head is cut off an animal and pasted on a human.

Submitted by JonathanKerr on Tue, 02/09/03 - 7:33 PM Permalink

quote:Originally posted by nealb4me

Thanks guys that really helps me out a bit.

I was deliberately keeping the arms slender but i guess thats not really the right way to go.

It'd be fine, look at some of the slender demons on display already (Makk's entry springs to mind). It's just that you'd need to adjust the size of the head accordingly.

Even something like a tail would work - I don't think many entries have a tail -- there's some good scope for ideas there.

Submitted by goodgod on Thu, 11/09/03 - 11:28 AM Permalink

The concept art kind of reminds me of that old show Biker Mice from Mars, but not, if you know what I mean. And also the concept has a lot of proportion problems, such as the head turned but the horns still look like they are face on.

Submitted by nealb4me on Sat, 13/09/03 - 1:13 AM Permalink

Ok I finally got this scanned. This is my new concept which i will start in 3d soon, i think it is a lot better what say u? I imagine it to be fighting off a pack of wolves in the snow and throwing them in the air all crazy-like. I have decided to call it "Arctic Demon"

[img]http://nealb4me.customer.netspace.net.au/site/beast front.jpg[/img]

Submitted by ironikart on Sat, 13/09/03 - 1:43 AM Permalink

Nice work adjusting the concept. He's looking more beast like now. It's just personal preference, but I think those spike things on his hand would look better if they were more organic.. perhaps growing out of the skin. The chain and the metal look a little out of place.

Submitted by inglis (not verified) on Sat, 13/09/03 - 4:00 AM Permalink

i love the demon wolf/bear idea, it's very american indian.

Submitted by Sorceror Bob (not verified) on Sat, 13/09/03 - 7:43 AM Permalink

yer it looks cool. but i think it needs more features amongst the stomack and neck area. maybe a few scars or scratches. he could be missin an eye from that time he scratched his nose.

Submitted by jacobt on Fri, 19/09/03 - 10:46 AM Permalink

Nice shape overall (the rear shots are kinda cool :))... your first sketch had some nice musculature happening, maybe try to model by the beast's anatomy instead of overall mass.

There seems to be a quite a bit of polygons wasted, with the arms in yer second drawing, you could get away with a couple of loops for the elbow and that's it. Chop out any polys that don't add to the silhouette or contour.

Keep at it, start by chopping out those unused edges and then update again [;)]

Are the edges coming out unsymmetrical at render or in your viewport?

Submitted by nealb4me on Fri, 19/09/03 - 11:45 PM Permalink

Yer thanks for that. I used a gradient material to create the edged face look, using face mapping. Theres not really much control over how it does it.

I'm busy with the head atm so that will be availible for viewing soon.

Submitted by nealb4me on Tue, 23/09/03 - 6:44 AM Permalink

Heres a bit of an update with textures so far. Tell me what u think.

I am planning to redo the fur and also the head/arms are not yet completed (texture). I was wondering also if i could get away with a separate 256x256 for the head and a 512x512 for the body?

Also the eyes are not yet demonic enough, what do you think I can do with them? I was thinking removed with blood running down its face.

[img]http://nealb4me.customer.netspace.net.au/site/render_13.jpg[/img]

Submitted by Makk on Tue, 23/09/03 - 8:10 AM Permalink

Yes you need more a stronger texture there for the fur, this one just looks like faint lines. Look at some pics of bear fur for an idea.
Well the rules say for one 512x512 texture sheet or 4 256x256 ones. Maybe use one 256 for the head and split the body into the other 3 texture sheets.
As for the eyes, well I think they are a little small firstly. Secondly the shape of the eye can give him more of a menacing expression. Adding those stripes of fur like on the second concept would help too.
Are those metal claws finished? the highlights on them look a little strange. It looks like you have painted the highlights the one colour, all the way around. The further down the spike the stronger the highlight would be, and at the top of the claw it wouldnt be as strong. Try adding a subtle texture overlay to the claw aswell.
I like dirt and discolouring of his fur, and the scars help too. good work there.
Hope this is of some help :)

Submitted by ironikart on Tue, 23/09/03 - 8:26 AM Permalink

I did a polar bear for sumea comp #3. If you like you can take a look at the fur texture I did for that. I used an offwhite for the base and burnt darker yellows over the top for the hair (along with a combination of some slight photosampling, which isn't allowed for this comp... but you can gain a bit of insight as to how the fur should look).

Submitted by Pantmonger on Tue, 23/09/03 - 5:46 PM Permalink

This is just my opinion I?m no authority on these things but I think splitting a 512 into 4 256 is a bad idea as with 4 smaller maps your uvws have to line up with more straight edges thus more wasted texture space in an organic model. With a single 512 you can interlock the textures more, jigsaw like and you only have half the area in straight lines to line up with.

To give that fur some depth and greater fur like qualities (I am assuming you are using Photoshop) make several layers use a drop shadow on each of these layers (just a little bit) and build up you fur layer by layer with darker fur at the bottom, lighter at the top. The drop shadow will add the depth.

Pantmonger

Submitted by nealb4me on Thu, 25/09/03 - 4:02 AM Permalink

Hey here is my final entry, money shot and uv layout to come. Cheers for the comments guys they have helped me to reach this point. This is my first ever low poly character and I am quite pleased with the result, next time will be be twice as fast and twice as good :P I hope to have my site up soon so ya'll can check out my high poly stuff.

Pantmonger: I have gone with the single 512

ironikart: I had a look at your bear, I think u captured the fur really well however I wanted my character to be more dirty and scungy

Makk: I just gave him a bit of eye shadow to bring the eyes out more

[img]http://nealb4me.customer.netspace.net.au/site/Front_final.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/Rear_final.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/orthographics copy.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/main_tex_512.jpg[/img]

Submitted by davidcoen on Thu, 25/09/03 - 8:38 AM Permalink

the claws came out well, but the poor guys look as if he hasent been fed in a long while, i tend to picture bears being a lot thicker.... and picking fur for a contest stipulating 'no photosourcing' is just machoistic, (i have only be able to 'draw' fur to date by using a scanner....)

something boring i tend to do on being asked to make 'animal based models' is to try and find some anotomical/ bone structure references to draw of any similar type creature to find out what the proportions could be like, otherwise 'people in rubber suit' desisease seems to infect the model....

so at the end of this comp, all the demond lords are going to fight?

Submitted by souri on Mon, 29/09/03 - 8:32 AM Permalink

Post that uv layout + money shot pic as soon as you can please! You're challenger #7.

Sumea Challenge #4 -3D- Ninja - Challenger #14

[8D]Hi all,

I dunno if im gonna have time to finish this but might as well join in just in case [:D]

Anyways here is my concept. Just to note now that he's appearance could change because i am going for a realistic looking devil instead of a anime type. Also he will have intricate details on his back/ spinal cords coming out of his back with wings. Sorry i did't draw it properly but oh wells you will see it on the final model.[:p]

Dunno when im gonna start modelling but hopefully sometime during september [:)]

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_1sumea4.jpg[/img]

Submitted by Sorceror Bob on Tue, 26/08/03 - 11:11 AM Permalink

cool

your style is similar to the concept artist for the parasytic moon project www.parasyticmoon.com

looks cool, will be interesting to see how you de-manga-fy it in your model

Submitted by Ninja on Tue, 26/08/03 - 6:09 PM Permalink

LOL his style is 10x better than mine [:)] but thank u sorceror bob [:)]
Yeah it will be hard to de-manga-fy but ill try my best...

Submitted by Malus on Tue, 26/08/03 - 6:39 PM Permalink

Very cool, I like the muted colours.
Glad you decided to join up man.

Submitted by souri on Tue, 26/08/03 - 9:00 PM Permalink

It would be an injustice if you didn't finish this for the challenge. That is one very nice looking concept [:)] Would be awesome if you modelled the proportions like that.

Submitted by JonathanKerr on Tue, 26/08/03 - 10:44 PM Permalink

quote:Originally posted by Souri

It would be an injustice if you didn't finish this for the challenge. That is one very nice looking concept [:)] Would be awesome if you modelled the proportions like that.

I agree. The proportions work well (although the perspective of the hands is a wee bit off). There's plenty of realistic demons in this challenge, a manga one wouldn't go amiss. Besides, I think part of the challenge is how close you stick to your concept. ie - as Malus put it, if you draw a realistic demon and then put forth a 4 foot dwarf, you could lose some marks (potentially).

Nice colouring style.

Submitted by Malus on Tue, 26/08/03 - 11:03 PM Permalink

I agree, keep it like the concept. It has a really cool feel to it.

Submitted by Ninja on Wed, 27/08/03 - 2:08 AM Permalink

hehe Thankx Dean, Souri & jonathon [:)] Ill start modelling during september..... right now me too busy [:(] im just putting in little bits of time on it....

I will model the proportions exactly the same.... i just wish i drew the add ons at the back of him to show the rest of the detail..... Dean do i loose points for that ??? if i didnt draw it in the concept ? or do u guys want a better visualization on how he is gonna look like in the back view ?

once again thankx.....

Chris... [:)]

Submitted by Makk on Wed, 27/08/03 - 2:14 AM Permalink

Great concept, I really like the colours you chose.
Hope to see it modelled and textured :)

Submitted by Malus on Wed, 27/08/03 - 3:54 AM Permalink

I doubt anyone would deduct points from you for that man.

Also the voting is based on more than one person so it would only be voted as a negative if that person thought you didn't adhere to your original concept, not just if I didn't. [:P]

Submitted by WAR HEAD on Wed, 27/08/03 - 4:13 AM Permalink

Looking SWEEEEET! I really like your manga style Chris! I think you should stick with it and stay away from a realistic looking character. If it is modelled according to the concept, it is gonna look damn cool! Looking forward to it...

Submitted by Ninja on Wed, 27/08/03 - 10:11 PM Permalink

kool thank u dean [:)]

thankx makk....

War-head i would love to stik to the manga theme but unfortunately these days and for some weired reason i heard that a lot of games companies hate anime type of 3d models..... so im gonna try something a bit new but i wont stray from the actual concept.

Submitted by JonathanKerr on Wed, 27/08/03 - 11:36 PM Permalink

quote:[

War-head i would love to stik to the manga theme but unfortunately these days and for some weired reason i heard that a lot of games companies hate anime type of 3d models..... so im gonna try something a bit new but i wont stray from the actual concept.

That might be true, but I think that's due to a whole glut of wanna-be manga artists floating around who can't do anything aside from manga. 1 manga style and modelled mesh probably wouldn't hurt - it would show an ability to create assets in something that is not just realistic. Think about all the cartoony games out there - there are certain principles crossing over between them. Things like exaggerated size & proportions and facial feature expressions are similar in any style of cartoon rendering.

I do wonder if companys apathy towards manga style is limited to the Western companies. There's something about western manga that doesn't quite have the same vibe or look. I don't claim to be any expert on Japanese anime (although I've watched a few in my time) but I've yet to see a western company do a good take on Japanimation. Bungie did Oni - but even that wasn't quite 'right'. But don't let that put you off - it was more of an observation than anything else.

If you could render a model the way you've coloured your concept, I'd be pretty impressed. I'd like to see a watercolour style of textures. Even though there's a few anatomical issues with your concept, I think the colours give it a lot of 'flavour' and your own feel.

Submitted by Ninja on Thu, 28/08/03 - 12:49 AM Permalink

well jonathon u guys know my style as you would have seen in sumea challenge #3 and i have heaps of models that are in manga style...(which u will see on my coming website). So i think it is time for me to go for different flavours cause i am one of those wanna-be manga artists who had been doing manga all their life [:)]

and yes i can paint it exactly the way ive painted it on the concept but like i said i will try a realistic look for a change [:)] which i doubt he'll be changing much of his appearance.

thankx for the crits on me concept [:)] i know he does have heaps of anatomical issues and i will work on it on the model [:)]

Submitted by Ionized on Thu, 28/08/03 - 8:44 PM Permalink

WoW!@#! Ninja, I had no idea you were such a talented 2d artist. That concept blows me away, I really like it. Even though it's in a manga style, your colouring method is still quite original.

With the addition of wings, he should look demonic enough. I hope you texture him in a simlar method. It would be great to have the same dreamlike quality in the final render.

Good luck with it.

Submitted by JonathanKerr on Thu, 28/08/03 - 9:37 PM Permalink

quote:Originally posted by Ionized

WoW!@#! Ninja, I had no idea you were such a talented 2d artist. That concept blows me away, I really like it. Even though it's in a manga style, your colouring method is still quite original.

With the addition of wings, he should look demonic enough. I hope you texture him in a simlar method. It would be great to have the same dreamlike quality in the final render.

Good luck with it.

I agree. I'm trying to work out what it is that gives it that dreamy 'surreal' quality. I think that it's that there are no black outlines, most of the outlines are the colour of the inside colour - almost like an overlay.

Did you mostly use the airbrush tool for this? It would be good to see the texture the same way. I once saw an 'elven samurai' on either polycount or cgtalk and the pastel coloured texture just blew me away.

Submitted by Ninja on Thu, 28/08/03 - 10:06 PM Permalink

Actually that is my first experiment with the wacom tablet i bought as u can see im still a noobie with those improper brush strokes [:(] i used a lot of the smudge tool, burn and dodge.

Now the trick is using a softlight layer effect and a mix of colours that compliments its base colours. It is important to mix colours or else the image is flat. For the finally i added the luminance glow effect to have that hazy luminace glow feel on the specular highlights.

BTW : thankx ionized [:)]

Submitted by davidcoen on Thu, 04/09/03 - 12:29 PM Permalink

blinks, interesting method, particularraliy if it gets you something that looks as good as your concept.

have been moving towards painting as much as possible on the same layer to try and get some more control over what things look like... (though still use and abuse the smudge tool and hard edge erasers)

so, do you think you are going to have time to model it?

DSC

Submitted by Ninja on Thu, 04/09/03 - 8:30 PM Permalink

thankx dave....[:)] i will get time to model it hopefully ill start soon...

Chris...[:)]

Submitted by WAR HEAD on Fri, 05/09/03 - 11:11 PM Permalink

Hey Chris, If you haven't started the model yet, here's a quote that I found RE:'manga style characters'...

"I would love nothing more than to create an entire game filled with anime and manga characters. A consistent, stylized (yet realistic) universe that has 3D characters built and animated in this style would make people's jaws drop. The challenge of making characters that would consistently fit that sort of style would also test the mettle of any 3D artist."

-Paul Steed (a man who knows his shit when it comes to 3D character modelling), Modeling A Character In 3DS Max

Well... Hope that gives you something to think about!

Submitted by Ninja on Sat, 06/09/03 - 1:28 AM Permalink

hehe i would love that too warhead [:)] exactly the same vision as Paul Steed (he rawks). Ill think about it but its all down to texturing ill see if i can do one manga shaded (my style [:)]) and try for a realistic texture shade. Im still quite crap at texturing and i got a long way to go.

thank u

chris...[:)]

Submitted by Ninja on Mon, 22/09/03 - 7:03 AM Permalink

Hi guys [8D]

i managed to find some time this weekend to model and unwrap[:0] i pretty much broke my ballz to do it... Oh by the way unfortuantely i cant do any more to the model cause i dun have anymore time to waste on it and i think ive optimised it enough. But i would love feedbacks and heavy crits [:)] im pretty sure someone will spot flaws, that i have missed. Also take note that some proportions to the concept have changed like the thick arms and hands. But everything still remains the same along with the additional wings and parts of the huge vertabraes exposing on his back...

chris.... [:)]

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_2sumea4.jpg[/img]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_3sumea4.jpg[/img]

Submitted by Makk on Mon, 22/09/03 - 8:15 AM Permalink

yeah! thats nice. I dig the big weapons and stylish armour.
Now, are you going to make him "dark" with the texture?

Submitted by Pantmonger on Mon, 22/09/03 - 6:06 PM Permalink

You sure can do those anime style models. Looks great, very dynamic and lots of character.

Pantmonger

Submitted by Malus on Mon, 22/09/03 - 6:57 PM Permalink

Great stuff Chris, can we get a close up of the head?

Submitted by Ninja on Mon, 22/09/03 - 9:51 PM Permalink

thankx guys. ill upload the head snapshots tonite.

Submitted by WAR HEAD on Mon, 22/09/03 - 10:31 PM Permalink

Nice work man! However, the feet seem a little out of proportion with the rest of the model. They look a lot bigger in the concept, which I think suits the exaggerated style of the character. Other than that, looking sweet!

Submitted by jacobt on Tue, 23/09/03 - 1:20 AM Permalink

This is looking great. I'm looking forward to seeing this one textured [:)]

Submitted by inglis on Tue, 23/09/03 - 7:20 AM Permalink

great job. looking forward to texture as well :)

Submitted by J I Styles on Tue, 23/09/03 - 8:21 PM Permalink

Looking great Ninja

very stylised, in your usual strong and confident way. Although I have to agree with Cheryl about how this could've been a very good opportunity to break from that mold to experiment with a bit of diversity in your design, I also think it's a very unique piece unto itself which carries over into the character well.

In terms of crits, it seems to lack an imposing presence I would personally associate with a lord/big bad guy/badass; seems to lend itself more to the upstanding Korean hero type [:)]

Only other thing would be the mesh cuts, especially in the face area - it's looking "pulled" instead of conforming to the surface curvature - it's not just a poly wastage problem, as it can also affect bad vertex lighting, and form so be wary of that. Otherwise, fantastic job :)

Sumea Challenge #4 -3D- goodgod - Challenger #6

[img]http://members.optusnet.com.au/~alma_asher/mainpic.gif[/img]
This is a fish like bug. It?s part of the final project for this comp. Do you like?

Submitted by Goldenchocobo on Tue, 26/08/03 - 9:17 PM Permalink

looks pretty cool. Which one are you going to model? the parasite looking creature or the tranformed human or both? It would be good if you did both

Submitted by jacobt on Tue, 26/08/03 - 11:03 PM Permalink

I really like that shaded version!

Maybe try to stick to the challenge outline a bit more and add something to make it more regal.

Submitted by Malus on Tue, 26/08/03 - 11:06 PM Permalink

We are getting some unique ideas for this challenge which is really good.
But don't forget its meant to be a Demonic Overlord, I hope you can bring that out in the final piece.

Submitted by goodgod on Wed, 27/08/03 - 5:08 AM Permalink

Well I?m going to model the smooth looking one but it?ll be part of the final entry in to this challenge. I am doing year 12 right now so I wont be able to put too much time in to it. It will be demonic, you'll see.

Submitted by smeg on Fri, 29/08/03 - 7:03 AM Permalink

"Demonic Overlord? Damnit, I thought it was darklord..." *deletes max file*

I really like the idea of that fish bug inside somebody. I'll be interested to see how the idea pans out.

Good work.

Submitted by UniqueSnowFlake on Sun, 31/08/03 - 10:27 PM Permalink

looking sweet dude, your concept and model are spot on. pitty with games thats not always the best thing... In the fact that it looks like you have a heap of polies in a few areas where you can take them out. if this was your only model you would be fine but you still have to make your dude that the little bugger goes in. and something to make him look scary you know.. weapons.. etc..

while I was looking at your dude I thought it would be cool if you made the "host" or main body Transparent like a final fantasy "the Movie" ghost look. you could also put in some polies inside the body and use them to draw vains.

keep up the good work.

Submitted by Makk on Mon, 01/09/03 - 9:43 AM Permalink

Love the design :)
Although going by the concepts Im not sure if it will fit the demonic overlord theme. But that could change once its textured.

Submitted by davidcoen on Sun, 07/09/03 - 9:22 AM Permalink

i forget the word for it from advertising, but there is the concept of after working on something for a while, to take a new peice of paper and just going crazy with the design to see if you can find some way of improving it. I look at this and wonder what it would be like if the bug was more dominant in the humanoid... ie. things like the tenticles coming out the ears or the tail and mass of the bug causing the torso and spine to arch out dramatically... or the humanoid hands now being useless and the tenticles have to do all the work.....

Submitted by goodgod on Mon, 08/09/03 - 8:21 PM Permalink

UniqueSnowFlake
So far the bug is only about 1600 faces, and personally I think that I?ve done a good job sharing the faces out evenly. As you should be able to tell by the concept art that I would not use the hole bug mesh but the eye and the tail only. The vanes idea is good but it just wouldn't work for the demon guy, but I do have some similar ideas for the bug like glowing arms. That?s why the vanes are glowing in the concept art.

That?s for the feedback.

Makk
Thanks for the complement, and yeah, I?m trying to make it as demonic as possible.

Dabidcoen
I just think that tentacles coming from his ears And all that other stuff that you suggested would be completely useless, and would not fit the character of the bug.

Even if it is useless, feedback is feedback, so thanks.

Submitted by goodgod on Fri, 26/09/03 - 8:40 AM Permalink

[img]http://members.optusnet.com.au/~alma_asher/mypic7.jpg[/img]
This is the big bad demon but it's not my entry in to this comp.

[img]http://members.optusnet.com.au/~alma_asher/mypic6.jpg[/img]
This is the model that I?m submitting in the comp.

I finished modeling and texturing both these models more then a week ago but I?ve been too busy this week to do anything else towards on the comp. Thank you for your time.

Submitted by souri on Mon, 29/09/03 - 8:26 AM Permalink

I'm going to let you in as challenger #6, but because you didn't post the required shots, it may affect how the judges vote on it!

Sumea Challenge #4 -3D- Goldenchocobo

I started modelling this last week it seems to fit in with the comps specification so I'm entering.

this was the basic concepts. I never intended to make a model of a demon, I was just sketching on my tablet and drew something that kind of look demonic and it inspired me to model and it just evolved from there. I was originally planing on makeing him with wings but it just didn't seem right to me after a while so I scratched that idea.
[img]http://members.optusnet.com.au/silverchocobo/demon_concept1.jpg[/img]
this is what I have done so far. The face texture itself almost takes up a 512 so far but I'll shrink it to 256 for this comp so I have room to texture the rest of him.
[img]http://members.optusnet.com.au/silverchocobo/textured_horny_head_wire.j…]

Submitted by Ninja on Sun, 24/08/03 - 4:27 AM Permalink

damn that is looking nice.... awesome concept too i love the face [:)] diablo inspired.......!!!! lots of detail too [:D]

Submitted by Goldenchocobo on Sun, 24/08/03 - 4:38 AM Permalink

thank ninja
but I never played diablo.I didn't reference, I was just doodleing. It is what in my mind I picture a demon looking like, I guess.

Submitted by Ninja on Sun, 24/08/03 - 6:44 AM Permalink

hehe sorry i didnt mean to sound like u copied diablo [:)] i meant it is a good quick sketch on the wacom [:)] cant wait to see his full proportion [:)]

Submitted by smeg on Mon, 25/08/03 - 12:50 AM Permalink

Cool. I really like that concept. The face is looking very sweet.

Looking forward to seeing more =D

Submitted by Piss Poor on Tue, 26/08/03 - 3:55 AM Permalink

looking good nice design and model,i particularly like the heroic stance he has been modelled in.
could we see some wires next time to get a better look at it:)

Submitted by Sorceror Bob on Tue, 26/08/03 - 6:50 AM Permalink

model the groin!!

its looking pretty good, I think the mesh could use some more definition in regards to muscles etc (defined abs for example). Maybe you could post some wires so we can see where the polies are?

Nice solid model though.

Submitted by Ninja on Tue, 26/08/03 - 8:24 AM Permalink

that is looking quite nice but im concerned about some parts of the proportion [:)] like arms are a little short..... also his arse can be defined more its too small.... Dunno hes a demon it can take any form, size, and shape [:)] but man that is looking awesome so far........ keep up the good work [:D]

Submitted by Sorceror Bob on Tue, 26/08/03 - 8:48 AM Permalink

I think the arms are fine, the general rule for a humanoid, is that the hands should be about one hands length from the knee - they look a little off because they are so beefy

Submitted by smeg on Tue, 26/08/03 - 9:45 PM Permalink

Hehe, for some reason i really like it with those muscles drawn on =D

Looks cool man (but he needs more of an arse).

cheers

Submitted by Malus on Tue, 26/08/03 - 11:13 PM Permalink

The arms seem correct but the ass does need some padding, even if its stylised, its a major muscle group for his leg movements and needs more bulk to get power.

I would also clean up the face, you have too many polys that aren't defining any shape, especially around the nose.

Awesome concept though, I really like the profile shots in the top right corner of the first image.

I would use some polys from the excess in the face to define more muscle shape but the abs can be done effectively with a texture, I wouldn't use geometry.

Nice start, look forward to seeing this one completed.

Submitted by goodgod on Fri, 29/08/03 - 6:30 AM Permalink

I think that face has the most character and professional look out of all the entries so far and a body that fits perfectly but.. nothing the arms are the right proportions and the arse is just a little small but easily fixed. I?m sure goldenchocobo can handle it.

Really like it.

Please comment on my work and share your artistic gift with me.

Submitted by Ninja on Fri, 29/08/03 - 7:29 PM Permalink

hehe sorry bout the comment i made on the arms[xx(]..... u guys are right it is the right proportion, i thought it was slightly short cause he had beefy muscles on it [:)]

can't wait to see it finished....[8)]

Submitted by Happy Camper on Fri, 29/08/03 - 10:58 PM Permalink

Dude thats awesome, very profession. I'm jealous i wish i had something like that in my portfolio.

Submitted by Doord on Sat, 30/08/03 - 12:54 AM Permalink

Oh, you are missing the little bit of ribs you should be able to see before the abs. Or the cut bit between the chest and abs, caused by the litle gap were the ribs are.

Submitted by Makk on Tue, 02/09/03 - 3:13 AM Permalink

Nice start Goldenchocobo.
I like the way you have painted the hair.
I assume you will be going in later and sharpening things up and adding more detials to the flesh, etc.
Im not much of a modeller so I cant really help out in that area, but it looks like you set up the face for face anims? if so I think that will look really cool.

Submitted by JonathanKerr on Tue, 02/09/03 - 7:28 PM Permalink

quote:Originally posted by Goldenchocobo
I've made the ass bigger and done a fair bit of the texturing I'm still debating weather to give him genital detail of

I think the ass/hips might need to be adjusted still. Maybe he's just 'clenching'.

As for detail in the genital area - you could give him a raging phallus but I imagine you'd scare everyone away. Interesting tho' is that a lot of European demon pictures depict demons/Satan in that manner. I'd personally go the J.I Styles route and give him an ornate codpiece. He needs some adornments of some sort because despite the cool model, he's looking a bit bare.

Perhaps a necklace or armbands of some sort? Check some Final Fantasy pics of Ifrit or something.

Submitted by Pantmonger on Tue, 02/09/03 - 7:46 PM Permalink

Maybe an Akuma esk giant bead necklace.

This model looks well made, with the detail in the face being an obvious highlight, but... He does appear a bit dull (no offence) Nothing in particular brings out the Demon Overlord image to me. In my opinion he needs stuff. What stuff is up to you but he does need some stuff.

Pantmonger

Submitted by Sorceror Bob on Tue, 02/09/03 - 10:17 PM Permalink

I'd model the wang just to be controversial..

I think its lacking in accessories too. While the mesh is well built, I think the silhoutte is kinda generic. I believe thats part of the design.. Probably too late to mention that while texturing..

Anyways, good job so far.

Submitted by smeg on Wed, 03/09/03 - 1:31 AM Permalink

Looks nice ari.

I can't think of any decent weapons suggestions, so i'll leave that one alone. What i would suggest is a bit more of that hair. Give him a hairy groin, hairy forearms, and hair anywhere else you see fit.

The hair on his head looks awesome, and it would really break up the rest of his body.

the arse is much nicer, it just needs to be hairy... :)

Submitted by SHaRD on Sat, 06/09/03 - 3:08 AM Permalink

Looks alot better with those changes, I could see this guy with a massivly huge double handed sword (which he would hold in one hand..)

i rekon that would look sweet:D

Submitted by adie on Mon, 08/09/03 - 8:09 PM Permalink

nice work .[}:)].clasic deamon.[}:)]. he look a bit clean though .. i think it would be derty as hell in hell..

Submitted by Happy Camper on Mon, 08/09/03 - 9:31 PM Permalink

How about a claymore, a warhammer or a battleaxe...

I think you should give him a weapon but something unique, not your average short sword.

Submitted by TequilaBomber on Mon, 08/09/03 - 10:03 PM Permalink

Flaming sword a la hellfire maybe? Nice work on the face.

Submitted by davidcoen on Tue, 09/09/03 - 9:45 AM Permalink

>to give him genital detail of and/or a weapon

well, combine the two then....

Submitted by Ionized on Wed, 10/09/03 - 4:00 AM Permalink

Nice work so far. I like the hair and the muscalature is coming along well.

The ass is definately too small for the body and I think the rule for hands is that they should come halfway down the thigh. Yours are still a little too high. I think the area you might want to lengthen is between the bicep and forearm as he doesn't seem to have the dip that forms there, even on muscle men.

He would look cool with some tattos or scarification I think. Nice work, looking forward to seeing it finished.

Submitted by Happy Camper on Wed, 10/09/03 - 11:21 PM Permalink

quote:Originally posted by davidcoen

>to give him genital detail of and/or a weapon

well, combine the two then....

Yeah sure, having a weapon instead of the standard unit seams practical untill he and his demonic lady friend want to "take care of business".[:p].

Sumea Challenge #4 -3D- 'jacobt' - Challenger #2

Here's my concept for the demonic darklord. Gone through a couple of interations of the same theme and ended up here.

[IMG]http://www.jacobleetai.com/sumea/darklord_concept.jpg[/IMG]

Submitted by jacobt on Sat, 16/08/03 - 3:38 AM Permalink

Here's my work so far on the model, with most of the main features roughed out. I hope to make a start texturing early next week.

edit: updated images below

Submitted by Malus on Sat, 16/08/03 - 9:56 AM Permalink

I have to say I like it alot more modelled, the concept didn't really strike a chord with me.

Might want to do something about the leg/hip joints and elbows, not looking all that deformation friendly at present.

Submitted by jacobt on Tue, 19/08/03 - 4:08 AM Permalink

Thanks Malus, made changes to the geometry around the waist especially and did a couple of biped tests... seemed ok. Probably be better when I paint the weights tho.

Yes my concept was a little rushed, unfortunately to get things to a nice level on paper I need to spend 2-3 days drawing, whereas I can model out my ideas much faster [V]

I have a quick question, does any weapon need to be included on the same poly budget & texture sheet? I am running a bit low but can make do if need be.

Submitted by Pantmonger on Tue, 19/08/03 - 4:30 AM Permalink

It is my understanding that with most comps if the character is to have a weapon then it comes out of the budget. This is usualy done so as to remove confusion from things like creatures that have weapons as part of them and stuff like that. (malus can confirm or deny this)

If you are running a bit low on polys you probably could reclaim a few from the vest thing as most of that extrusion could be faked with a texture. I like his head it looks commanding without being insane.

Pantmonger

Submitted by jacobt on Tue, 19/08/03 - 4:48 AM Permalink

Okay that sounds like a good rule [:)]

Thx

Submitted by Ionized on Thu, 21/08/03 - 1:54 AM Permalink

Cool. It kind of has an angelic look to it. His wings would look great of they were burnt and ripped, like he is a fallen angel or something.

The head seems a bit far back, though I cant be sure from this angle. OR maybe its the chin, I think it slopes up a bit too much.

Other than that, it's coming along well.

Submitted by jacobt on Thu, 21/08/03 - 5:33 AM Permalink

Cheers Ionized, I think part of the weirdness around the chin area is that the chest is very puffed out - I'm texturing now so I'll review that afterwards.

Yeah the basic idea behind this guy is that his father was a demonic lord, who enslaved and corrupted an angelic being. So this is how their offspring turned out [;)]

edit: thought I'd put in an update for the texturing so far. The vest, belt and wings haven't been touched, while the some of the fleshy bits are still pretty wip [;)] Using a 1024 texture for now.

edit: updated images below

Submitted by Malus on Tue, 26/08/03 - 6:46 PM Permalink

You've done a nice job on this model.
Those wings almost look real man!
Great handmade textures you've done there.

Some of the mesh construction is a tad messy, especially near the butt and the ridge on his head, but overall nice work. [:)]

Submitted by Idaho on Tue, 26/08/03 - 7:21 PM Permalink

very nice, i would probably add some more detail to the texture around his chest area, maybe just some cloth creases or shadows under his upper chest

Submitted by smeg on Tue, 26/08/03 - 10:00 PM Permalink

Those wings are fantastic.

Submitted by jacobt on Tue, 26/08/03 - 10:53 PM Permalink

Thanks guys, I agree with your crits and will try hard to do better next time [:D]

for the wings: I painted one feather and created a few different variations of it. They were arranged and laid over eachother with a shadow layer under each (heaps of layers!) Then each was dodged and burnt to add a little variation. Small chunks were erased from some feathers and then a few highlights were painted in to show the edges better. Finally a large overlay was added to tie them all together.

I'm thinking of ideas for his mother and father now. I would like to get some practice working on similar styles/themes across a few characters so this is a good oppurtunity to do so :P

Thx

Submitted by JonathanKerr on Tue, 26/08/03 - 11:46 PM Permalink

quote:Originally posted by smeg

Those wings are fantastic.

Indeed. Excellent work there. Nice earthy colour scheme throughout the model too.

Only real crit I have is that he seems to have a bit of a vapid 'stare'.

Submitted by Makk on Wed, 27/08/03 - 1:37 AM Permalink

Yes, the wings were excuted very nicely. Best part of the model :)

Overall its very good but I would add a little design or something to the chest cloth, its a little bit plain how it is.
Maybe also add some fleshy bits/gore around the back of his head were the horns come out You could also try bringing them out a bit more (enlarging them) to make them stand out more, I think that would also help make look alot more menacing. His shoulders also seem very large, but that doesnt look that bad.

When I look at the concept, then back at the finished model, I cant help but think they look alot different. The head and wings especially. Granted, you can stray a little from the concept but not to far. Maybe its just me that sees this, but I thought I should let you know.

I would suggest that you should (if you are able to) spend some more time fine tuning it abit more. But as it stands it looks good, but I think there is still some room for improvement :)

Submitted by jacobt on Wed, 27/08/03 - 8:06 PM Permalink

I was going for a subtle and non gore-ish demon here. I really don't think gore and flesh or bigger horns will help the design of this guy. The character evolved during the modelling and texturing process, imo for the better. Also it kind of came down to how good the piccies of bat wings vs eagle wings were down at the library [:p]

I've got some time this arvo,' I might design an emblem to go on his front.

Thx

Submitted by TequilaBomber on Wed, 03/09/03 - 11:12 PM Permalink

Very nice stuff... like the whole fallen angel look to it. If you're not into horns or gore, how about some pagan symbols on his chest?
Just a n00bie suggestion. :)

Submitted by goodgod on Mon, 08/09/03 - 8:40 PM Permalink

Looking good, but then again good isn?t a very powerful word I don?t mean to be mean but your character lacks scary ness.

By the looks of it, you?re a much better modeller then you are a sketch artist.

Don?t get me wrong, I think you?re a very good modeller.

Submitted by jacobt on Mon, 08/09/03 - 9:56 PM Permalink

lol, no worries!

Yes I am working on my trad art, currently doing a concept for a mech/powersuit compo on another forum. Actually, the computer should be turned off [:p]

I'll update this closer to the submission date, with updated textures.

cheers.

Submitted by jacobt on Wed, 24/09/03 - 12:39 AM Permalink

I think it's about time I wrapped this up, so here is my final:

*edit: I've updated the images below to be a bit more forum friendly.

Submitted by davidcoen on Wed, 24/09/03 - 12:44 PM Permalink

man, the individual feather textures kick ass, perhaps you needed some more general shading on the wings to give them some more form however.... bird winds tend to be a bit curved... cool texture though.

DSC

Submitted by Malus on Wed, 24/09/03 - 6:41 PM Permalink

One question why didn't you just texture one wing and use it for both?

Submitted by jacobt on Wed, 24/09/03 - 8:24 PM Permalink

David: might add an extra overlay to give them some more curve, good idea.

Malus: The left wing is the front of the wing, the right is the back of the wing. Admittedly there isn't that much difference however, except some feather order in the larger feathers.

Submitted by jacobt on Mon, 29/09/03 - 4:24 AM Permalink
Submitted by souri on Mon, 29/09/03 - 8:02 AM Permalink

You're Modeller Challenger #2! Thanks for posting the shots with the required specs!...

Sumea Challenge #4 -3D- 'UniqueSnowFlake'

Just posting up my concept.. the Legs and Shield were a little rushed I wanted to start modelling..

[url]http://uniquesnowflake.web1000.com/sumea/Sumea4.html[/url]

Submitted by Sorceror Bob on Mon, 11/08/03 - 4:08 AM Permalink

cool, legs could probably be a bit longer though :)

*oops just saw that they were rushed*

Submitted by Happy Camper on Mon, 11/08/03 - 5:33 AM Permalink

Nice, can't wait to see the model. Luv the skull/helmut and the wings.

Submitted by rezn0r on Mon, 11/08/03 - 10:30 AM Permalink

Thats one meanass axe.

Scott.

Submitted by Pantmonger on Mon, 11/08/03 - 6:26 PM Permalink

Nice looking axe, but you might want to think about doing the edge of it in an alpha map, rather then modeling it. You will save a good 120 to 140 poly.

Pantmonger

Submitted by Doord on Mon, 11/08/03 - 7:24 PM Permalink

I think i would keep the axe with the polyies how they are, because looking at your concept you shouldn't have a problem getting under ther polycount. And alpha on things like that just doesn't look as powerful (weight) as it does build in full 3D.

I would make the wrings a little larger. I would personly build up the neck and shoulders, because of the size and weight in the head. But that is just me.

Submitted by ironikart on Mon, 11/08/03 - 9:32 PM Permalink

Axe looks pretty cool. That thigh armour looks a little familiar.

Submitted by WAR HEAD on Tue, 12/08/03 - 12:11 AM Permalink

Nice work. It's looking good so far. I like the helmet and axe.

Submitted by Malus on Tue, 12/08/03 - 4:50 AM Permalink

Pretty cool man but his shoes really need a work around, they look like sneakers?!
I like the axe though, spikey boo ha ha.

Submitted by UniqueSnowFlake on Tue, 12/08/03 - 7:45 PM Permalink

lol totaly agree with you Malus I hate those Frigen shoes.

like I said I was just doing a quicky.. so in the model the shoes will be something much cooler then Joggers or as I have put it before (to other people)"Nikes"

As well as that I'll make his legs fatter so he doesn't look so weak in the legs.

Submitted by UniqueSnowFlake on Tue, 12/08/03 - 11:32 PM Permalink

knocked up the Head this morning.

[url]uniquesnowflake.web1000.com/sumea/sumeademonhead.html[/url]

Submitted by jacobt on Wed, 13/08/03 - 2:13 AM Permalink

That's looking pretty nice! Are you still going to have the small eye holes that are in the concept?

My concept has some of the same elements as yours (horns, wings, claws) but I think yours will end up being way way more menacing [:D]

Submitted by UniqueSnowFlake on Wed, 13/08/03 - 3:48 AM Permalink

I put another picture up. has a bit of a back view.
Around the back of the head will be bandages.

and yeah. like the concept I'll texture in Cracks where he is looking though. Being the Overload and all I think he would be smart enough to be able to get around with limited vision.

I made the horns a little skinner. As farm boy 'doord' pointed out to me Horns can't be bigger then the area they come out of. just helps a little with that realism.

Submitted by UniqueSnowFlake on Wed, 13/08/03 - 11:10 PM Permalink

Well my Webpage his had a shitta. apparently you need a password to view it now. So untill I can work out whats going on I won't be posting for a while.

Submitted by Ionized on Sat, 16/08/03 - 1:31 AM Permalink

This is coming along very nicely. The horns are just the perfect size. They seem very weighty and the face beneath the mask look quiote delicate. I like it a lot.

Submitted by Ninja on Tue, 19/08/03 - 12:19 AM Permalink

that is quite nice USF [:)] its a very good start to texturing im sure u will make the final much better [:D] keep up the good work [:)]

Submitted by Sorceror Bob on Tue, 19/08/03 - 8:38 AM Permalink

nice one pete, looks a little desaturated though

make those colours vibrant and sexy!!

Submitted by Mojo on Tue, 19/08/03 - 11:44 AM Permalink

oooh, i see you're getting better at texturing pete. looking good. might want to make those crossbars on the shield more defined though, they look painted on (i know they ARE painted on, but they shouldn't look it).

a technical question, does the characters weapons have to be within the poly count? and the textures on the character map? im assuming yes..?

Submitted by Malus on Tue, 19/08/03 - 6:48 PM Permalink

Yes its part of the count.
3500 polygons (tris) for everything including weapons, if your weapon is 500 polys then you have 3000 polys for the rest of the mesh.

Submitted by Malus on Thu, 21/08/03 - 4:01 AM Permalink

Got some of that wireframe goodness so we can actually see something. [:P]

Submitted by UniqueSnowFlake on Sat, 23/08/03 - 8:40 PM Permalink

model is pretty much done, so tell us some crits so I can make him a bit more sexy.

Poly Count at the moment = 3500

Dude = 2410
Imp = 420
Axe = 386
Shield = 128
Vodo doll = 156

http://uniquesnowflake.web1000.com/sumea/sumeademon.html

As usally for the last month my webpage is as unstable as a "Fli on Speed" So I'm unable to post the Wire up at the moment.. Yes there done.. just can't post them. So you will have to wait Malus so you can "Actually see something"

Submitted by Malus on Sun, 24/08/03 - 8:23 AM Permalink

Looking good man, like the little low poly imp. [:P]

Yeah I'm a wireframe nazi lol.
I just find it easier to tell how the model was created with the wireframe showing, makes sense.

Submitted by Ionized on Thu, 28/08/03 - 11:05 PM Permalink

This is coming along well USF, Good clean, chunky model. The armour and horns look really nice too. You might want to add some more polys into the hands if you can spare them. The thumb seems to be growing out of the wrist.

I also agree you might want to spend some more time on the shield texture. The crosses dont look embossed enough. Maybe try deepening the shadows and adding some rivets or something.

Otherwise, it's looking great. Can't wait to see it finished :)

Submitted by UniqueSnowFlake on Wed, 01/10/03 - 8:26 PM Permalink

Was cool to see a heap of nice models for the challenge finshed all the best to the guys who finshed there stuff off. I went to camp on the weekend so it ate up my finshing time. I'll post a few pictures of where I was up to before I went on camp.

http://uniquesnowflake.web1000.com/Sumea/SumeaDemonGrey.html

As always I'd love your Crits/Comments.
Anyways back to work. Once again all the best to the guys who finshed.

(P.S. Camp was great [:D])

Submitted by jacobt on Wed, 01/10/03 - 9:09 PM Permalink

that looks awesome! any chance of seeing coloured version soon? [:)]

Submitted by Ionized on Wed, 01/10/03 - 11:54 PM Permalink

Very nice work. Only crit would be that the face looks like that of a woman, where the chest is distinctly male.

Other than that, a very good entry. Your textures looks great and it will be good to see them with some colour on.

Sumea Challenge #4 - 3d - smeg - Challenger #3

"The Hogosha is a supremely placid creature, despite his size and strength. He had no desires other than to lead a peaceful existence.

He was summoned to join a demon army that would rise up against the growing human threat; a battle that could never be justified, nor won.

Refusing to join, Hogosha was cursed, and banished to a remote underground temple, where he guards a sacred artifact, unknown even to him. The curse ensures that upon failure of his task, his spirit will be cast into the netherworld.

Even though his flesh is long dead, Hogosha still stands his ground; a spirit, fighting only to survive."

[img]http://thevogts.customer.netspace.net.au/hogosha.jpg[/img]

This was a really interesting experiment for me. I?m never one for bio?s; in fact, I?m usually cynical of the character backgrounds I come across. But this challenge offered me an opportunity to remain within the guidelines laid down, and still come up with something different, which I felt (in the end) needed an explanation.

I was watching Princess Mononoke recently and was struck by the two-sided nature of most characters. Characters or beasts that seemed evil were often operating under the influence of another character, or simply struggling to survive in the only way they knew. (damn, studio Ghibli films are fantastic)

To cut a long story short, I did my best to create a character that isn?t evil by nature, but has the means and motivation to become a powerful adversary.

As far as the sketch is concerned, please don?t get hung up on muscle structure or skin tones. I?m experimenting with strange muscle structures and the idea of sagging muscle mass and wasting flesh. Oh yeah, and his pose is kinda goofy.

Submitted by Malus on Wed, 06/08/03 - 10:16 AM Permalink

Interesting design and bio man, nice to see your entering.

Submitted by Ninja on Wed, 06/08/03 - 8:50 PM Permalink

now thats kool smeg..........[:D] very different.....

Submitted by JonathanKerr on Wed, 06/08/03 - 9:51 PM Permalink

I'm quite a fan of this. I knew by your posts in the suggestions thread that you would do something different.

I wanted to do something like this, but didn't really have the guts and couldn't quite get it to work.

I like the Tibetan Monk colours and drapery as well as the torch lamp. Is he sort of like a clay creature who is partly unsculpted?

If you want to bring out his desperate side, perhaps a link between the torch and his eyes could be done.

Big kudos on the original design, however I think something needs to be done or conveyed to show his power or that he has power and doesn't use it. Or is that the whole point of this guy?

Submitted by smeg on Wed, 06/08/03 - 11:08 PM Permalink

Malus, Ninja - thanks guys.

quote:Originally posted by JonathanKerr
I like the Tibetan Monk colours and drapery as well as the torch lamp. Is he sort of like a clay creature who is partly unsculpted?

Thanks. I'm intending to really go to town on some rotting flesh, but i don't really want that to be the focus of the character (i'm not going for an "urk, gross." reaction).
The unsculpted clay thing is a very cool idea though... [:)]

quote:...I think something needs to be done or conveyed to show his power or that he has power and doesn't use it. Or is that the whole point of this guy?

This is a good point. I've been considering ways off approaching this.

Essentially, i think i'll have to give him a magical slant. A large weapon (sword, axe, blade) wouldn't suit the character. But glowing carvings on his shoulder, chest and hand might just do the trick...

Submitted by JonathanKerr on Thu, 07/08/03 - 12:46 AM Permalink

quote: Essentially, i think i'll have to give him a magical slant. A large weapon (sword, axe, blade) wouldn't suit the character. But glowing carvings on his shoulder, chest and hand might just do the trick...

Glowing glyphs or tattoos would work well. Perhaps if you've read Battle Chasers, there is a character in that called "Brass Demur" - he's night-blue but has these glowing gold/orange inscriptions that protection him from physical harm. I think something like a symbol in the centre of his forehead would be enough. The plain design of the character might end up polluted if he's covered in glyphs.

When I first saw the torch, I thought he was keeping someone's soul or something. Perhaps if he was keeping his own soul in the lantern, then he could have glowing eyes the same colour as whatever was inside. Glowing eyes are usually a pretty good way of conveying power.

For some reason he reminds me of an enemy in the Final Fantasy games (can't remember for the life of me what he's called) that is a small mole like character that is pretty much immune to magical and physical attacks. He has one physical attack that kills characters instantly.

Submitted by ironikart on Thu, 07/08/03 - 1:15 AM Permalink

I know the ones your talking about jonathan, but I'll be damned if I can remember the name either. He has a little lantern and sort of gradually shuffles toward you (FFVIII). He was sort of cutesy though... little black thing with a hat.

Nice concept Smeg, I really like the lantern idea!

Submitted by Pantmonger on Thu, 07/08/03 - 2:18 AM Permalink

Good to see another non traditinal take on demon lordship, it will be interesting to see how all these things turn out.

As for the FF creature comment, That would be one of my favorite creatures of all time.

Master Tonberry (Sometimes just 'Tonberry')

His knife attack is auto kill but it some times misses, but when he shakes his lantern at you its 'Everyones Grudge' and you take damage dependant on how many creatures you have killed thus far in the game. Hence major characters die real quick.

Pantmonger

Submitted by JonathanKerr on Thu, 07/08/03 - 9:43 PM Permalink

Master Tonberry, it is!!!

Thank God -- now I can finally put that thing out of my head.

Submitted by Malus on Thu, 07/08/03 - 11:18 PM Permalink

You should have fun doing the flabby rolls Daniel, I really enjoyed my Tweedle dum/dee model because of the fatty rolls etc. With the polycount and the fact that hes really quite a basic form you could really make the definition stand out.

I like Jon's idea of his soul being in the lantern, the sacred artifact could be that very soul too.

My only critique is that i can't see a visual link to him being an overlord, the bio alludes to it but there isn't an obvious visual characteristic that portrays it.

The power wards etched into him might convey more authority,I was going to do that to my first concept, glowing runes are always a good look [:P].

Saying that I like the idea that his power is subtle and unconfronting...until you mess with him that is.

He looks sad, lost and trapped with those hollow eyes. I wouldn't change them much, if at all.

I'd make them a feature.

Maybe the only change would be a very small, subtle glowing ball of light (modelled) set deep in his skull, like a glimmer of his soul that remains?

This guy has alot of potential, but alot of room to go wrong too, good personal challenge there man. [:)]
I know you'll do him justice.

Submitted by JonathanKerr on Fri, 08/08/03 - 12:10 AM Permalink

Perhaps you can bend the rules a bit.

In the background, draw a huge mass of demons, or a big silhouette implying that there is a massive army behind him.

This is definitely a character that you'd have to see in action before you could really see his power. Alternatively, draw another concept with Hogosha in a palanquin being carried by big 'fuck-off' demons. The more fearsome they are, the more impressive he seems.

You don't have to model them, but perhaps the palanquin could be added. Simply draw them in or illustrate them in your money shot pic.

Submitted by Malus on Fri, 08/08/03 - 12:34 AM Permalink

you can show his power in subtle ways, like the runes. The concept isn't voted on so why add to that.

Submitted by smeg on Fri, 08/08/03 - 12:51 AM Permalink

Good points guys. I'm going to try to convey his power without outside influences (additional characters or image elements). His pose will need to be very deliberate...

Having said that, i'm also trying hard to ensure he looks cool if you don't know his story.

Malus, you probably wont be surprised to learn that i started with the eyes; the rest of the concept came later.

Submitted by Goldenchocobo on Sun, 24/08/03 - 2:27 AM Permalink

Hey Daniel,
Guess Who? It looks really good and I like the bio. Man you have improved alot since I last saw you. Last week I started modelling a demon creature and I posted it on Cgtalk. I got told about this comp and I think I'll enter it there seems to be great competition here.
I'm looking forward to see it complete.

later dude.[:D]

Submitted by smeg on Mon, 25/08/03 - 12:48 AM Permalink

WHOA! Hows it going Ari?

Thanks man. The hardest part is trying to find time to work on the model :( ... work is pretty time consuming at the moment.

You'll have to drop me an email (which i wont be able to read until monday...). We'll have to catch up.

Submitted by ScORCHo on Tue, 02/09/03 - 10:02 PM Permalink

OI!! hey look is Ari and Dan..How you guys goin? looks good smeg..I like the shading style.

if you forget..its Joel, your fellow student from that really "AWEsome" place...started with Q. ;)

Submitted by smeg on Wed, 03/09/03 - 1:32 AM Permalink

god, its like a reunion or something.

Howdy scorch!

Submitted by smeg on Thu, 11/09/03 - 8:33 AM Permalink

Damn, it has taken too long for me to get around to this.

This is the first real 3d i've done in a year. It also the first time I've used editable poly (very nice) because spline modelling sucks so bad.

[img]http://thevogts.customer.netspace.net.au/hogosha_wip.jpg[/img]
(sorry about the size of the image)

i'm just (EDIT) around 3.6k *damnit* (/EDIT) triangles atm. and obviously still has a way to go. As you can see i can still smooth things out a bit here and there, and i intend to try and spread the triangle density around more evenly ... is that what the youngens call it nowadays?

So, what do'ya think??

Submitted by davidcoen on Thu, 11/09/03 - 9:46 AM Permalink

i have a history of getting this wrong, but it seems to look like a fair few more trinagles than 2000.... anyway, it is a nicly surface articulated model, though would be tempted to make some of the overhangs of cloth/flesh a bit bigger... would the belt need to be bigger, or are you trying to dramaticise the different masses by having a tiny belt....

DSC

Submitted by 5 Lives Studios on Thu, 11/09/03 - 9:52 AM Permalink

Could it be counting quads than tris?

It does look like theres more than around 2k

Other than that the models lookin very nice

Submitted by smeg on Thu, 11/09/03 - 10:42 AM Permalink

groan. i suddenly dislike the polygon counter tool. whats a more reliable option?

Yes, way over. not to worry. easily fixed (mostly in the head).

thanks guys. =D

Submitted by Pantmonger on Thu, 11/09/03 - 10:47 AM Permalink

Just convert to editable mesh (rather then poly) and use the poly counter, then undo after you have had a look.

Pantmonger

Submitted by smeg on Thu, 11/09/03 - 10:48 AM Permalink

ah. intuitive =D

thanks pants

Submitted by inglis on Sat, 13/09/03 - 3:58 AM Permalink

looks good....

.....but

quote:TOPIC:
Fantasy/medieval demonic darklord, the big bad guy/girl.(no sci fi)

he doesnt seem very bad to me. and your bio at the start says he is a nice guy. whats the go smeg??
maybe you could spend a couple polys on a token skull?? lol

Submitted by inglis (not verified) on Sat, 13/09/03 - 4:11 AM Permalink

I think this character resembles more of the panda brewmaster in warcraft 3 than the tonberry, The panda doesn't look that toughis slow moving but can absolutely kick your butt given the chance. I like the concept plus the idea of runes etches even more. I think it will really add to the overall sense of it.

Submitted by inglis (not verified) on Sat, 13/09/03 - 4:33 AM Permalink

Not quite sure which version of max you are using, but a lil trick i've picked up is when modelling with polys and quads, use a turn to poly modifier on it and set the limit to 3 polys. Easy convert to triangles, and back again to quads[8D]

Submitted by inglis on Sat, 13/09/03 - 4:56 AM Permalink

the brewmaster is a gimicky character put in because its a running joke in blizzards concept art.
it makes beer explosions lol. i wouldnt call it an evil demonic darklord.

my opinion is he looks like a friendly giant and not what i would call a "demonic darklord". it wouldnt take much to 'evil' him up :)

Submitted by smeg on Sat, 13/09/03 - 5:31 AM Permalink

thanks inglis. I do have plans to evil him up, i've got some aces up my sleeve, i'm just not sure exactly how i'm going to do it. =D

icespike - hmm, i'll have to try that. Thanks.

Submitted by JonathanKerr on Sun, 14/09/03 - 1:53 AM Permalink

quote:

he doesnt seem very bad to me. and your bio at the start says he is a nice guy. whats the go smeg??
maybe you could spend a couple polys on a token skull?? lol

Earlier on in the thread, Smeg established the backstory. The key to this character was to show power and influence in subtle non-generic ways.

quote:To cut a long story short, I did my best to create a character that isn?t evil by nature, but has the means and motivation to become a powerful adversary.

... was what he said. I think it should stay that way -- it could affect how ambitious or oblique future entries are from other contestants if people are too afraid to deviate or try new angles on design briefs.

*insert opinion disclaimer here*

Submitted by Idaho on Sun, 14/09/03 - 11:06 PM Permalink

I agree he doesnt seem to tough, more like a yummy pink marshmallow....with a face like a butt.

Sumea Challenge #4 - 3D - 'WAR-HEAD'

Hi... I hope I'm not too late for the party.

I have made a start on all of the previous modelling challenges here, however, I have unfortunately not been able to find the time to finish them. This is all going to change this time 'round... hopefully.

My concept for this challenge is a TANK of a demon lord... a modified take on the "traditional" style bad guy. I am basically just aiming for a mammoth of a guy so this is what i've come up with.

[img]http://www.boomspeed.com/warhead/DemonConcept.jpg[/img]

Well, as usual, all comments and crits welcome and appreciated.
Cheers.

*NOTE: Removed pics

Submitted by ironikart on Wed, 06/08/03 - 6:09 PM Permalink

The scorpion tail is an interesting idea. It's a bit hard to see how that pauldron attaches to his shoulder though, it looks a bit awkward. Nice though!

Submitted by JonathanKerr on Wed, 06/08/03 - 9:56 PM Permalink

Quite a cool idea and I'm a fan of the proportions. The scorpion tail is a good defining characteristic as without it, the design would seem a bit simplistic.

Lets hope no one attacks him from his right hand side, he'd be blindsided!

Submitted by WAR HEAD on Thu, 07/08/03 - 4:49 AM Permalink

Thanks Guys.
I think as far as the shoulder pad goes, I was gonna make it appear as though it had been nailed through his chest as some "experiment gone wrong" type thing. I'm still working on the details and features of the design, but the concept should be finalised soon.

Submitted by WAR HEAD on Tue, 12/08/03 - 4:03 AM Permalink

I've done a bit of modelling... very basic at the moment.

*NOTE: Removed pics of half finished mesh

Submitted by Malus on Tue, 12/08/03 - 4:34 AM Permalink

Looking close to the concept, can we see some wires?
Actually why don't people ever show wires when they show their wips? Intriguing....

Submitted by WAR HEAD on Fri, 15/08/03 - 10:23 PM Permalink

Progress report...

Here's the model so far:
*NOTE: Removed pics of an almost finished model with a poxy tail

And here's the wireframe (just for Malus) :)
*NOTE: Removed wireframes of an almost finished model with a poxy tail

I have about 500 polys to go... I'm thinking of making a weapon and adding a few details. Any suggestions before i start UVMapping?

Submitted by Makk on Fri, 15/08/03 - 10:44 PM Permalink

Love the big beefy design.
Maybe his legs are a little too small in height?
And I would also say that his head is a little bit small aswell.
Good work though :)

Submitted by Malus on Fri, 15/08/03 - 10:47 PM Permalink

Thanks for the wires man hehe, I just don't understand why people don't post them, oh well. [:P]

First up I'd join the shoulders to the torso.

Unless it doesn't move all that much the tail won't deform properly with single segments, also the spike at the end looks just like a primitive object, give it some character.

Your on the right track.

Submitted by Ninja on Fri, 15/08/03 - 11:52 PM Permalink

i agree with malus there i rekon deform the tail more so it just doesnt look like a sphere [:)] also i rekon the hind legs are a little thin it just looks like his body is bigger which seems that he is gonna have trouble supporting himself [:)]

but apart from those things execellent job keep it up [:D] would love to see him textured [:)]

Submitted by WAR HEAD on Tue, 16/09/03 - 8:53 AM Permalink

Quick update...
I've just started texturing... and unfortunately, I won't be getting my Wacom until after the comp. Guess I'll have to stick to mouse-painting for this model.

I made a few changes to the mesh since last post. I fixed the shoulders and tail, and gave him a weapon. He's fully skin-mapped and rigged... pretty much ready to go apart from the textures.

Sorry if you can't see all of this too clearly in the pic, but I got bored and did a bit of experimentation.

[img]http://www.boomspeed.com/warhead/Preview_01.jpg[/img]

P.S. I have also removed the pics from my previous posts except my main concept.

Submitted by Makk on Tue, 16/09/03 - 11:35 PM Permalink

I think your not using enoough colours for your skin tones. I look at the face and only see two reds (light, dark) and black. Use a range of colours (A few different lights and darks) and try not use black for the shadows, try using a more saturated (deeper) version of red instead. This wil help out on another aspect that could be improved. That is, there is a lot of contrast on the face. Meaning you have gone from light to dark (or vice versa) very quickly and there is very little midtone.
I like the way you are going in terms of design (the facial tats look really cool and I like his expression), But i feel there is ways in which you can improve it the excution of it.
Hope this is of some help, good luck :)

Submitted by WAR HEAD on Wed, 17/09/03 - 4:27 AM Permalink

Cheers for the pointers Makk. But like I said, I have only just started texturing. I will definately take your suggestions on board. Hopefully I will get a chance to work more on it this weekend...

Sumea Challenge #4 -3D- azmodai - Challenger #15

Just announcing that I'll be partaking in this competition. I'm not amazing at concepts or modelling, but there is only one way to learn, by doing the work.

Being a old D&D player, I wanted to do somethinge elfish and of course, evil. This is Rae`Nar, Dark Elf Sorceress

Submitted by Doord on Mon, 04/08/03 - 7:08 PM Permalink

About time a female, Nice work, but i think the face would have a hard time in 3D. Also the lowwer legs look to be a little fat.

Submitted by ironikart on Mon, 04/08/03 - 9:52 PM Permalink

Nice work there! Good to see someone picked a female character. I like the staff [:D]

Submitted by Malus on Mon, 04/08/03 - 11:08 PM Permalink

very cool, Should look good in 3D.
Looks like you and I are the only ones doing women so far.

Submitted by JonathanKerr on Tue, 05/08/03 - 12:01 AM Permalink

quote:Originally posted by Malus

very cool, Should look good in 3D.
Looks like you and I are the only ones doing women so far.

I'd just like to add that my demon is asexual (it's not like you can see under the human loincloth, is it?)

Cool concept in the 'Elvira' vein of things. Her legs are quite chunky in comparison to her waist and upper body.

I like the costume, 'tiara' and staff. A nice gothic feel.

Submitted by azmodai on Thu, 07/08/03 - 11:57 PM Permalink

Her legs will be toned down when I start drawing out the guides to model her, thanks for the feedback all, much appreciated

Submitted by SHaRD on Sat, 16/08/03 - 3:58 AM Permalink

I hope using someone elses concepts isnt breaking the comp. rules becuase if it does you failed miserably

i take you you play dark elfs in warhammer fantasy?

please design your *Own* Idea instead of ripping off concept art from the dark elf armys book

Submitted by Ninja on Sat, 16/08/03 - 4:58 AM Permalink

oh harshness !!!! i rekon provide evidence before accusing him ? [:)]

Submitted by Malus on Sat, 16/08/03 - 9:44 AM Permalink

azmodai:

Ok first up, the thread says no fan art models so you'd have to do a new concept to be elligable to enter.

Secondly you stated it was your concept, I'm not going to say you tried to openly lie but you might want to be careful with things like that as artist generally don't take kindly to plagarists, infact they tend to skin them alive.

So if you still want to be involved in this challenge please remove that image or at the very least only use it only as a reference to create some thing original and give the artist who did do it the credit they deserve, better yet make sure they give you permission to use it.

People lets just remember that others work hard on building a name for themselves with their art and taking shortcuts and lying will only hurt your chances in the end.

Submitted by Ninja on Sat, 16/08/03 - 10:41 AM Permalink

THANKX shard enough evidence there thank u [:D]

yeah suggest u either come up with a new concept just like malus said ur hurting yourself.......

Submitted by SHaRD on Sat, 16/08/03 - 8:07 PM Permalink

im suprised no one else picked it up actually

as you said above, "but there is only one way to learn, by doing the work."

so come up with your own design and do the work

Submitted by Malus on Sat, 16/08/03 - 8:36 PM Permalink

Shard: There are so many concepts out there its hard to know who did what but thanks for being vigilant on this occassion, it shows someone, somewhere will know if you try and pull a swifty.

I'd just like to give Azmodai a chance to explain himself before we tear him apart though ok.

Hopefully he will do the right thing, plagarism of an artists work isn't just immoral its highly illegal, hes lucky you found it and not the author.

Submitted by SHaRD on Sun, 17/08/03 - 3:03 AM Permalink

heh im probobly sounding harsher than i actually feel

but yeh, definately give a chance, he wants to learn and we all make mistakes

Submitted by souri on Sun, 17/08/03 - 5:37 AM Permalink

Let's not get into a whole character assassination on someone in the forum, and move on from here. Azmodai, you're more than welcome to come up with a new original concept and take part in the challenge. I know that everyone isn't quite as adept at concepts, and it's ok to draw influence from other designs, but that concept borrows a bit too much from the original.

Submitted by azmodai on Sun, 17/08/03 - 8:43 AM Permalink

Christ, I had forgotten completley about that.

To explain, I have a dozen or so sketchbooks from long ago ( 3 or 4 years ago), while looking for a concept, I took a trip though some old sketchbooks of mine, and came across the image in an line art form which I now realise I must've copied from that book.

Not being a player of the warhammer fantasy battle game, I couldn't remember if and where that image had been taken from, and the image being in my sketchbook, I wasn't thinking that I would have done a direct copy of the image, which is why I figured I'd use it. ( I really should check all those old sketches of mine someday )

Of course, when SHaRD posted that picture, its pretty obvious where I took that picture from, some years ago.

So I apologise to you all, It wasn't intentional by any means, just a minor screwup brought about by a lack of creative thought when I was searching for images to work with.

It shall be removed

Submitted by Sorceror Bob on Sun, 17/08/03 - 9:38 AM Permalink

yuppers.. easy mistake to make.. i'm sure everyone has re-created something before as an artsy thing..

Submitted by Malus on Sun, 17/08/03 - 10:09 AM Permalink

Azmodai: Thanks for clearing that up and I look forward to your concept.

Well at least its highlighted how important it is to be honest and careful about what you post.

As Souri said using other peoples work as creative references is fine in this challenge, I would actually recommend it to those who don't feel comfortable creating a design from scratch, just remember to give the artist(s) credit and make sure the end design is only based on the reference(s) so as to avoid it looking directly copied.

Submitted by SHaRD on Sun, 17/08/03 - 11:28 PM Permalink

heh understandable :) im sure we as artist can understand that

Please dont hold and hard feelings against myself az. i did probobly sound harsher than i intended but i wanted to make sure you/anyone isnt using someone else's concepts

anyways GL I hope to see what you come up with, at least you entered hehe maybe i should think about it :D

Submitted by azmodai on Mon, 18/08/03 - 1:09 AM Permalink

Of course theres no hard feelings Shard, its good that you pointed it out now, before I spend another moment of time modelling up a character that would've been disqualified. I simply should've checked the sources of my sketches before deciding to use them.

I'll just have to use some creative talent and actually do my own concept this time ;)

Submitted by SHaRD on Mon, 18/08/03 - 4:31 AM Permalink

hehehe :)

great cant wait to see it

Submitted by azmodai on Mon, 18/08/03 - 6:10 AM Permalink

I sat down and did some sketching today, I've decided to go with this concept at the moment, as its in the same style as the last image ( I have a fondness for goth elves )

Chlonath, Bone Witch

Her story is that she was an adept elf soceress, but dabbled in the wrong arts, made a few mistakes and managed to kill someone with her magical stupdity. Of course people found out, and decided she was to die for her crimes.

To avoid her death, she made a pact with the once-long-thought-dead skeleton god, to grant her powers to defeat her new found enemies and survive.

Her pact came at a price though, the skeleton god deformed and twisted her body and mind, transforming her arm into skeleton bone, animated only through dark powers, bone spires grew from her back. The skeleton god was not satisfied with transforming her body, but also perverted her mind, turning her mind to that of near pure evil.

Now, Clonath's only goal is to please her god, as the sole figurehead of the skeleton god, she brings death and worse to the dead gods enemies.

The base line art
[img]http://www.users.bigpond.net.au/azmodai/sumea/1base.jpg[/img]

A sample colouring
[img]http://www.users.bigpond.net.au/azmodai/sumea/1.jpg[/img]

Submitted by Ninja on Mon, 18/08/03 - 6:28 AM Permalink

now that looks better AZMODAI [:)] i hope i didnt offend u too on my post [:)]

like to see her modelled [:)].....

Submitted by Malus on Mon, 18/08/03 - 7:13 AM Permalink

I actually like this concept better anyway. :)

Submitted by Makk on Mon, 18/08/03 - 9:18 AM Permalink

I agree with Malus, I think this concept is actually better. Good stuff :)

Submitted by azmodai on Thu, 18/09/03 - 11:10 AM Permalink

It has been a while since i've posted. due to real life (tm) obligations and decidely unfriendly internet connections.

However, my bone witch has been worked on Chlonath - my bone witch. I've just finished putting some touches on the model, and i'm going to add a few more triangles to her face before texturing her up, hopefully still in time to participate in this contest.

some ( pretty much final ) in-progress shots. I'm currently sitting on a healthy 3457 triangles so far.

A 4panel shot.
[img]http://www.users.bigpond.net.au/azmodai/sumea/bonewitch_4panel.jpg[/img]

A boring pose.
[img]http://www.users.bigpond.net.au/azmodai/sumea/finalbuild.jpg[/img]

Submitted by davidcoen on Thu, 18/09/03 - 11:23 AM Permalink

looks great, but still realising she is a bone witch and the skinny face fits that concept, in the drawings it was much of a shorter cute face.... any thoughs about trying to have a shorter face like in the concept?

Submitted by azmodai on Thu, 18/09/03 - 11:48 AM Permalink

it was considered, but considering her height, it would probably look consderiably out of place, i've somewhat extended the concept into a more narrow face, as when the texture rocks around, I want her to look deathly pale and tight skinned, looking close to death, of course, which should play out well in her lighter complexion.

Submitted by smeg on Thu, 18/09/03 - 10:00 PM Permalink

Cool. I really like this concept (and bio).

Just one suggestion; i think she could do without her feet. If you removed the feet and lowered the rest of the model, i think it would suit better.

Just a thought...

Submitted by ironikart on Thu, 18/09/03 - 10:38 PM Permalink

I kinda like the feet, although I'd size them down to make them look a little more feminine. Are you going to try and re-produce the purple fire around the arm in your concept?

Sumea Challenge #4 -3D- 'Meatex'

Just committing myself to this thing
even if i am way out of my league here :P
I looked at a couple of concepts and i am stuffed
i still have to do alot of work on my drawing skills and i do mean alot.
Ah well its something to do that isn't bludging and watching anime all the time :D

Submitted by JonathanKerr on Thu, 07/08/03 - 9:55 PM Permalink

quote:
I looked at a couple of concepts and i am stuffed
i still have to do alot of work on my drawing skills and i do mean alot.

The concept art isn't being voted on, so just cram as many good ideas into your design as you can. Let your model do the talking for you.

Sumea Challenge #4 -3D- 'Me109'

Stage 1 concept for the comp [img]http://www.sumea.com.au/simages2/174_warlock.jpg[/img]

Submitted by ironikart on Mon, 04/08/03 - 9:56 PM Permalink

I love the idea of demons having fat bellies like the've been gordging themselves. I've seen alot of older art that depicts demons and evil characters with swollen stomachs.

It'll be good to see this guy resolved into 3D.

Submitted by Me109 on Mon, 04/08/03 - 11:35 PM Permalink

Fat beer bellys are the best.. this demon might be a piss head yet...
I think It'll be alot fatter in the next version... due soon :)

Submitted by Me109 on Tue, 12/08/03 - 12:27 AM Permalink

[img]http://www.sumea.com.au/simages2/174_2ndStage01L.jpg[/img]

This is my stage 2 design for the model comp... I've upped the level of complexity while trying to maintain continuity..
although I missed out a bunch of fine detail.. stuff that can added with textures etc.. I think I've cut it out for myself in having to model this beast... ahhhh!!!

Submitted by ironikart on Tue, 12/08/03 - 12:41 AM Permalink

Nice work. He looks a little mechanical and I think his eyes need a little tweaking to make them more menacing. I love his swords.. nicely notched! [:)]

Submitted by WAR HEAD on Tue, 12/08/03 - 1:16 AM Permalink

Looks cool... Lot's of detail in the textures. They should end up looking awesome!

Submitted by jacobt on Thu, 21/08/03 - 10:35 PM Permalink

Looks to be coming along nicely. When I first saw your concept I thought... geez this will be hard to pull off, but now I think I can see it can be done [:)]

Do you have anything in mind for what sort of colours you'll use? I reckon a muted colour scheme would be best, and try to bring the heads out with a brighter colours etc.

Keep going [:D]

Submitted by JonathanKerr on Fri, 22/08/03 - 12:58 AM Permalink

I think you're better off making the thigh bone a bit larger. The thigh bone is the largest bone in the human body, and I'm aware that this isn't a human but even in animals like chickens, the thigh is always longer than the shins. Same goes for other animals like cows, dogs, cats etc... all the power for walking comes from the hips and thighs, the lower limbs on the legs are stabilisers.

Does anyone else agree with this?

Submitted by jacobt on Fri, 22/08/03 - 1:17 AM Permalink

Yes I agree, very good point. Looking at the model again it would prolly help the look of weight as well.

Submitted by Me109 on Fri, 22/08/03 - 9:17 AM Permalink

thanks for the constructive criticism.. the good thing about modelling is being able to scale things!! once I've got the mesh done I'll work on symmetry and asethetic appeal... I don't want him looking too chicken legged..
and just for the cause... I think this sumea site rocks!!!