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Sumea Modeller Challenge

Description

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

Sumea Challenge #4 -3D- 'Mark' - Challenger #11

hey guys,
here is the concept for my first shot at a sumea challenge
though i�m sure i�ll end up making a few tweaks to it yet,
[img]http://binarystorm.exordium.net/demon1.jpg[/img]

Submitted by ironikart on Fri, 01/08/03 - 5:52 PM Permalink

He looks a little rastafarian [:)]. That spike in his arm looks pretty cool.

Submitted by Ninja on Fri, 01/08/03 - 7:14 PM Permalink

Nice concept man [:D] i cant wait to see him modelled and textured........... Man so many people entering this one !!!! it will be so good because everyones concept is so different and im pretty sure this time everyone will finish it.......... [:D]

Oh well tuff cookies for me dunno if im gonna enter yet.......[:(]

Submitted by Doord on Fri, 01/08/03 - 7:30 PM Permalink

By far the one a like the most (so far) nice work.

Submitted by JonathanKerr on Fri, 01/08/03 - 8:49 PM Permalink

Good stuff - the dreads are a excellent distinguishing characteristic. Cool pose for the pic - if you silhouetted it, you'd still be able to identify it by pose nicely.

Distinctive.

Only thing about the spear is that maybe the blade should begin a bit earlier - it looks like he's limited to elbow strikes, which kinda defeats the point of a spearing weapon. Looks cool tho.

Submitted by Malus on Fri, 01/08/03 - 9:31 PM Permalink

Ahah!! Nice job man, glad to see you entered.

Submitted by inglis on Sat, 02/08/03 - 8:54 AM Permalink

awesome :)
really like this concept.

Submitted by Piss Poor on Sun, 03/08/03 - 7:13 AM Permalink

thanks everyone for the encouraging feedback, i was thinking of giving the concept a little more detail as far as jewellery, to give him more of a sense of authority (in the tribal style that i was trying to achieve) but i was worried about crossing that fine line of too much.
i?ve only just started modelling and haven?t done a great deal of low poly modelling, so i?ll keep you guys posted on my progress.

cheers Mark

Submitted by JonathanKerr on Sun, 03/08/03 - 8:06 PM Permalink

quote:Originally posted by Piss_Poor

thanks everyone for the encouraging feedback, i was thinking of giving the concept a little more detail as far as jewellery, to give him more of a sense of authority (in the tribal style that i was trying to achieve) but i was worried about crossing that fine line of too much.

cheers Mark

You could give him some sort of beaded necklace - like the sort that Native American Indians wear (with long tube beads, interspersed with round beads). I'd go for anything except human skulls (but that's just a personal preference).

Submitted by ironikart on Mon, 11/08/03 - 9:46 PM Permalink

I like those hands so far. Looking good!

Submitted by WAR HEAD on Tue, 12/08/03 - 12:15 AM Permalink

Cool. The hands are great. It's a nicely shaped base - I'm looking forward to seeing the details take shape!

Submitted by Malus on Tue, 12/08/03 - 4:45 AM Permalink

Thats a really good start man, what are you going to do with the mouth?
I'd suggest modelling the teeth and inner mouth and using planes for the sides of the mouth that have the sinewy bits, hes not going to need much exessive detail anywhere else and his face holds alot of his character, also try model some of those dreads if you have the polys. [:)].

Submitted by Piss Poor on Tue, 12/08/03 - 9:34 PM Permalink

i have still got a but of cleaning up to do (mainly the number of 5 sided polys all around the model)
dean i think your right about the mouth and teeth, and i was going to do it like that butin the end decided that i wanted the detail elsewhere. (but kinda regret it )
for the muscles over the teeth on the jaw i have pieces that i plan to alpha map i but took them off for this shot because they don?t give the affect yet, un-textured.

the model is 3430 tris in total

cheers mark

[img]http://members.optusnet.com.au/~mfilippelli/pic2.jpg[/img]
[img]http://members.optusnet.com.au/~mfilippelli/pic1.jpg[/img]

Submitted by Makk on Tue, 12/08/03 - 10:46 PM Permalink

Great work man.
Its an interesting design design that also has quite a unique silohoutte (dunno if I spelled that right!)
Looking forward to seeing it finished :)

Submitted by Ionized on Sat, 16/08/03 - 1:35 AM Permalink

Thats a good weighty pose. I find it's good to model in a pose like that from the outset. I hope your going to model more detail in though. Your concept is very nice too, you need to do it justice!

Submitted by SHaRD on Sun, 17/08/03 - 3:14 AM Permalink

nice design, he has great character

Submitted by Piss Poor on Sat, 23/08/03 - 1:35 AM Permalink

here is the final model, weighing in at a cool 3500 tris (ended up cutting that pretty fine[:)])
big thanks to Dean(malus) for showing me how to get a better structure that enabled me to get the detail i wanted in the face, especially the mouth, as well as it deforms a lot better after applying it to a test rig

[img]http://members.optusnet.com.au/~mfilippelli/demondude01.jpg[/img]
[img]http://members.optusnet.com.au/~mfilippelli/demondude02.jpg[/img]

Submitted by inglis on Sat, 23/08/03 - 1:41 AM Permalink

nice job indeed. bring on some texture.

Submitted by Ninja on Sun, 24/08/03 - 2:04 AM Permalink

Now that is an awesome model !!!! the face is modelled quite nicely and very good proportions..... nice work !!

Submitted by Kane on Tue, 26/08/03 - 11:44 PM Permalink

WOW!

I know basically nought about art, 3D modelling and character design etc. etc. and I'm a programmer, but I have looked at all the other ideas before this one, and it rocks!

hehe...Bob Gnarley

Very mondo!

Submitted by Makk on Wed, 27/08/03 - 1:23 AM Permalink

Looks great....now texture it!!

:)

Submitted by Malus on Wed, 27/08/03 - 6:46 PM Permalink

Looking good man,

I think you could still cull a few polys in the face (teeth, lower jaw)then use those to add more detail to his thighs and shins.

Glad to see my comments helped. [:)]

Can't wait to see it textured.

Submitted by trankillity on Mon, 01/09/03 - 1:27 AM Permalink

Looking great man.

One query though... How much is he going to be doing with his hands? Because you could redeem a few polys if you, say connected 2 of his fingers and made generic fake hands (I know they look horrible but more polys to work with).

Submitted by goodgod on Thu, 11/09/03 - 11:33 AM Permalink

He looks more like a comic villain, rather than a demonic dark lord.

Submitted by Malus on Thu, 11/09/03 - 6:50 PM Permalink

It never stated the darklord had to be hyper-realistic, nasty. I was hoping someone would do a chibi darklord myself. [:P]

Submitted by JD on Mon, 22/09/03 - 8:21 AM Permalink

Nicely done Mark!! Has some real character that one. Can't wait to see the texture you give him! :)

Submitted by davidcoen on Thu, 25/09/03 - 9:47 AM Permalink

wow, what material are the backhand blades ment to be, if there are bone then some of the orthographic edges might want to be smoother a bit...

but great amount of character, with such great articulation of form for the head and torso, surprised you didn't make bits of the arms/ legs thicker and thinner...

DSC

Submitted by Ionized on Thu, 25/09/03 - 8:34 PM Permalink

Nice model man.

You might want to add more polys into the loincloth if your going to put him in a dynamic pose. The ammount you have there wont belivably look like cloth. It seems you had a good number in there originally, but took them out when you optimised him.

Anyway, it's looking great, it has a very warcraft feel about him. I guess it's the exaggerate proportions. Great work!!

Submitted by Piss Poor on Fri, 26/09/03 - 8:04 AM Permalink

the blades are being textured as rusty steel i haven?t finished the texture just yet, haven?t really been working on it i?ve been animating him (thats what i enjoy the most:)

as for the loin cloth there is a lot about the shape of the first model that i like better then the final one but i needed the polys elsewhere so i had to make the sacrifice but i have animated it in a run cycle and it works pretty well really so i?m happy that?s what i made it for:)

i am actually very nearly finished it so it will defiantly be done by this weekend

Sumea Challenge #4 -3D- Ironikart - Challenger #12

I've been through a few different ideas already, but I've taken a shining to this one. I still have a few issues with his armour that I'll tweak when I get closer to modelling him. I'm also still trying to decide what kind of weapon to give him... but here he is so far anyway:
[img]http://www.hotkey.com.au/~noody/images/fullimages/sumea_concept_theron…]

Submitted by shiva on Thu, 31/07/03 - 6:22 AM Permalink

nice concept
and nice latin

Submitted by ironikart on Thu, 31/07/03 - 6:56 AM Permalink

hehe, 10 points for anyone that can tell me what it means? :)

Submitted by smeg on Thu, 31/07/03 - 8:04 AM Permalink

Cool concept.

I like the style. Should be interesting to see the transition to model and texture...

Submitted by shiva on Thu, 31/07/03 - 10:25 AM Permalink

"anything said in latin sounds profound"
[;)]

Submitted by Ninja on Thu, 31/07/03 - 7:46 PM Permalink

nice work ironikart [:D] cant wait to see the model textured decided on the complimentary colours yet ???

once again nice comic work layout......... [:)]

Submitted by Malus on Thu, 31/07/03 - 8:54 PM Permalink

Nice concept Ironkart:

tried to find your latin phrase on a few latin dictionary/translation sites, this is all I came up with.

quicquid (no quidquid): whoever, whatever, whatsoever, anything at all.

Latine: unknown, but I guess this says 'latin'.

dictum ) to say, tell, speak, name, call, pronounce.
dictum : word, dictate.

sitio : to be thirsty.
sitis : thirst, dryness, drought, eager desire.
situs : region, idleness, inactivity

altum: unknown

viditur: unknown

Me thinks you may have some pig latin there or its an obscure way of saying something along the lines of: "who ever can read this is....bla bla"

Submitted by ironikart on Thu, 31/07/03 - 9:17 PM Permalink

hehe, Shiva got it. I came across alot of latin (and Ye Olde Worlde stuff) when I was researching demons so I decided to put a little bit in mine. [;)]

Submitted by JonathanKerr on Thu, 31/07/03 - 9:39 PM Permalink

Nice idea -- I like your comic layout presentation. One thought; if you've got a Latin quote, would it be an idea to incorporate some Greek/Ancient Meditteranean motifs into the armour?

Is he partly mummified? I noticed the cloth wrapping on the legs and waist.

One question to Malus: the brief indicates that staying as close to the concept as possible - but if we've found something to improve, will that count as 'deviating from the idea'?

Submitted by ironikart on Thu, 31/07/03 - 9:46 PM Permalink

yeah, I had thought to improve upon my base idea most of the way through the modelling.

He's got some mummy-like wraps on him... I wanted to give him an ancient feel. I hadn't decided on decorating the armour, or even it's final shape yet so I'll probably have some of the suggested motifs.

Submitted by JonathanKerr on Thu, 31/07/03 - 9:52 PM Permalink

quote:Originally posted by ironikart

yeah, I had thought to improve upon my base idea most of the way through the modelling.

He's got some mummy-like wraps on him... I wanted to give him an ancient feel. I hadn't decided on decorating the armour, or even it's final shape yet so I'll probably have some of the suggested motifs.

Horsehair helmets (like the Elves in LOTRs) is a surefire reference to Greek armour, as are cuirasses.

Submitted by ironikart on Thu, 31/07/03 - 11:15 PM Permalink

yeah, I might look up a few greek armour designs for further inspiration. I'd love to incorporate some batwing type stuff into the armour as well, but that'll depend on how it suits his overall look.

Submitted by Malus on Fri, 01/08/03 - 1:12 AM Permalink

Nice job Shiva on the (cough)latin, I was close. [:)]

Ironkart: while searching for your translation I've noticed mixing latin words together to form quotes when translated back to english seems to be popular online but I'm pretty sure that isn't actually how it would be phrased in latin, just don't ask me for the correct one, lol.
I'm such a language nazi. hehe

Have you started modelling yet? I just ripped up (metaphorically) my first concept as it wasn't evil enough.

JonathanKerr: Any queries about the topic ask on the challenge thread or we'll get Ironkarts thread bogged down, I'll post the answer there ok. [:)]

Submitted by ironikart on Fri, 01/08/03 - 2:05 AM Permalink

I'm not a latin buff... just picked that up off a funny site that had all sorts of weird things translated into latin.

I've started modelling and it's looking fair at the moment. I've got most of the upper body blocked in, but I'm still working on incorporating better armour into the design. He'll be fun to texture! I've modelled his head with a view to being able to animate his jaw (like the concept). It'll be interesting to see how that turns out as I've never done it before. [:)]

Submitted by Ninja on Mon, 04/08/03 - 3:33 AM Permalink

hell yeah now dat rawks !!! hes looking more like a warlord !!!! [:D]

Submitted by Doord on Mon, 04/08/03 - 7:06 PM Permalink

Very nice re-do, cool

Submitted by smeg on Mon, 04/08/03 - 9:22 PM Permalink

Wow. That second concept is very nice.

Submitted by ironikart on Mon, 04/08/03 - 9:43 PM Permalink

Thanks for the comments guys. :) I've started on the modelling... Haven't got that much time up my sleeve but hopefully I'll have it up towards the end of the week, or beginning of the next.

Submitted by JonathanKerr on Tue, 05/08/03 - 12:14 AM Permalink

quote:Originally posted by ironikart

Thanks for the comments guys. :) I've started on the modelling... Haven't got that much time up my sleeve but hopefully I'll have it up towards the end of the week, or beginning of the next.

I definitely prefer the re-worked concept, nice sketching. However, the unadorned arm with the big hand doesn't quite look right because the forearm doesn't look like it could support a hand that size. I'd recommend making the forearm longer or maybe disproportionate.

I like how you've got him 'tilted' as if it takes more weight to support the large hand.

Submitted by ironikart on Tue, 05/08/03 - 12:46 AM Permalink

funny you should mention that. I've been modelling that hand all day and couldn't figure out why it looked a little wierd. I beefed out his forearm and made his hand a little more "taloned" and it's looking a little more proportionate, but less weighty.

Submitted by ironikart on Wed, 06/08/03 - 6:34 PM Permalink

Got the basic model shape blocked in and I'm starting to add details and spending some polys on smoothing (currently at around 2500 polys). There's quite a few details left to model, but thought I'd post my progress anyway. Comments and Crit always welcome!.
[img]http://www.speedis.org/images/360024.jpg[/img]

Submitted by Malus on Wed, 06/08/03 - 9:06 PM Permalink

Looking good man, although I'm not sure about the size of the head, its teeny weeny man. Want ot post the wires too?

Submitted by JonathanKerr on Wed, 06/08/03 - 9:42 PM Permalink

Looking good but I have one comment.

It might be the view, but I think his elbow joint is a little too high. Since this guy is a biped and thus, based on human anatomy, his elbow should sit a little lower down.

Turn your arms facing out and you'll see that your arms come quite close to your hips or at least near the bottom of the rib cage (as opposed to quite high up on the rib cage on your guy).

Submitted by ironikart on Thu, 07/08/03 - 12:33 AM Permalink

The proportion was intentional, although his head does look a little small. I actually re-sized it down to make him look a little more like a "big boss" type character. I might bump his head size up a couple of hat-sizes [;)]. The upperbody was based on some marvel characters, which tend towards being fairly high waisted and have short, bulky upper arms. I'll take that onboard though and try to adjust it so I get a balance between real and comic-like proportions.

I've probably said this before, but I'm pretty new to modelling in general and I've only been starting to pursue it as a possible career path fairly recently. Thanks for the comments guys, every bit helps immeasurably! [:)]

Submitted by ironikart on Thu, 07/08/03 - 6:49 PM Permalink

Here's the wire view after I enlarged the head a little and adjusted some proportions on the arms. It's not a big difference, only some slight tweaking. Haven't had time to model the rest yet. I've decided on giving him weapon... just got to model it. [}:)]

[img]http://www.speedis.org/images/363341.jpg[/img]

Submitted by smeg on Thu, 07/08/03 - 8:33 PM Permalink

It's probably a little late to mention it, but i'd love to see that model adhere closer to the exaggerated proportions in your second concept.

That second piece of concept art is sweet...

Submitted by JonathanKerr on Thu, 07/08/03 - 9:48 PM Permalink

I didn't mind the small head -- makes him look bigger. If you made his neck muscles (trapezoids?) a little more pronounced, it would fit well to give it the comic book proportions that you talked about.

Are you still gonna add those standards on his back from the first concept?

Submitted by Malus on Thu, 07/08/03 - 11:03 PM Permalink

Looking good so far, could use a bit of optimising, especially the feet.
I'd go to town on his muscle definition etc, since you've got heaps of polys to play with.

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 Doord on Wed, 30/07/03 - 2:25 AM Permalink

Like the idea pants, not a fan of the head.

Submitted by ironikart on Wed, 30/07/03 - 5:34 AM Permalink

His pick axe weapon suits the type of character you chose... very nice! I like your inking, is it traditional or CG'd?

Submitted by Sorceror Bob on Wed, 30/07/03 - 6:41 AM Permalink

theres a cool ninja turtly type theme on him i think.. i like

Submitted by Ninja on Wed, 30/07/03 - 7:13 AM Permalink

Damn dude u work fast u dont waste anytime dun chu ??? hheehe[:D] nice work as usual very easy to model too............[8D]

Its my master Sorceror BOB [:D]

Submitted by Malus on Wed, 30/07/03 - 7:54 AM Permalink

Nice stuff pants, like the one eye.
Good to see someone realises it doesn't have to be western demonic. [:)]
Wouldn't say its 'easy' to model either.
Now I gotta post that concept I've been hanging on too. [:P]

Submitted by Shaetano on Wed, 30/07/03 - 6:08 PM Permalink

looks pretty sweet, and I agree with Iron, the pick turned out well, fits good.

Not sure if its his nose or his eye, cos I can see in the shadowed area two small circles, but the one eye look would fit well too :) heh.

Submitted by Pantmonger on Wed, 30/07/03 - 6:46 PM Permalink

Wow, large and fast responce, cool.

Doord: Thanks I think the head is one of those things that will just look better in chunky 3d, but I could be wrong, in which case I'll chop it off and replace it (Ive got 2 spare heads concepted for him)

smeg: Thanks

ironkart: Thanks I was mucking around with a few heavy set weapon designs, spiked club kind o things then I added the blade and thought...Pick, that should work. The medium is traditional Ink pot and a brush, the greys from pantone markers but the shadow is photoshop (I ran out of room on my paper)

Sorceror Bob: Thanks, yeah, Its the sharp, angular, cunkyness off him it think. I wanted to go this way because I draw a lot of thin women so I wanted to do something I dont do a lot of.

Ninja: Heh, I have a lot of free time and I draw alot so competition just gives me direction. Some of it should be easy to model, some other bits may be more interesting and with a hide that chunky and his extras, polycount could become an issue. We will see how it goes. Thanks.

Malus: Thanks, The non western aspect came out by chance rather then design. The Demon I wanted as this hulking stone thing that could still move quite well (fast) and I was tooling with the concept when I put the hat on him and I thought cool, it has stayed since (the huge time period of 2 days, seems longer because I have been thnking about him a lot).

Shaetano: Thanks, oh and yeah its his one eye rather then a bulbous nose. [:I]

Thanks for the feedback guys
Pantmonger

Submitted by JonathanKerr on Wed, 30/07/03 - 8:01 PM Permalink

Quite cool. I like the irony of a stone demon having a pick axe. Was that intentional? Style wise, it kind of looks like a cross between Blizzard and Feng Zhu.

Nice shape, should be good to model with box modelling. I think you could do a little bit more with the face -- maybe make it a little more Chinese Mythological (Xianjo is a Chinese name, if I'm not mistaken?)or change the shape slightly. Would it be worth putting Chinese Calligraphy on there?

Good start, now I gotta finalise my design.

Submitted by Pantmonger on Fri, 01/08/03 - 7:17 PM Permalink

Thanks, I wish it was intentional at the start, but it just developed that way, after it was done and I looked back at it I though, cool thats a funky idea, Im smart without thinking about it :P.

Style wise, I would be lying if I didn't say that I was inspired by their styles, I would also be lying if I didn't say I was flattered that you could pick that up.

The head, prob will undergo some change, to a large extent I stuffed some of the shading on the head which made it look more rounded and 'tubby' then it should be.

"Xianjo is a Chinese name, if I'm not mistaken?"

It may very well be, I just took Xian and added a few letters, as is my wont when making names. But yes I wanted him to be a Chinese Demon, so a few more Chinese 'isms may show up yet.

Pantmonger

Submitted by Pantmonger on Sat, 02/08/03 - 9:46 PM Permalink

[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea4wip1.jpg[/img]

WIP part one, the rough. Not optimised yet and a few changes need to be done and some fine detail needs to be added. About 3600 poly but this will come down by a few hundred yet, then I will use the extras for... extras.
Prob all I will do this weekend as my dance card is full.

Pantmonger

Submitted by Ninja on Sat, 02/08/03 - 11:19 PM Permalink

coming along well pants [:D] i like the weapon hes got [:)]

Submitted by Pantmonger on Sun, 03/08/03 - 6:26 PM Permalink

Thanks, Still go a good chunk of clean up to go. The weapon being the only optimised bit at just over 100 poly

Pantmonger

Submitted by Doord on Mon, 04/08/03 - 7:20 PM Permalink

The torso looks a little long, but that maybe because of the armour. Is that render in user view because the perspective looks a lot off.

Submitted by Pantmonger on Mon, 04/08/03 - 8:00 PM Permalink

quote:Originally posted by Doord

The torso looks a little long, but that maybe because of the armour. Is that render in user view because the perspective looks a lot off.

The armour makes it look long, the proportions are basicly human. The render is in perspective, not user view.

Pantmogner

Submitted by Malus on Mon, 04/08/03 - 8:12 PM Permalink

Doord: I think its just the extended shoulder pads that do that.

Hes looking good Pants, you'll have him finished in a week, what will you do for the other 3? lol.

Submitted by smeg on Mon, 04/08/03 - 9:19 PM Permalink

Nice pants.
Slow down, you're intimidating everyone =D

Submitted by ironikart on Mon, 04/08/03 - 9:45 PM Permalink

Looking awesome pantmonger! I can't wait to see textures on this guy. I'm envisioning lots of cracks and moss... [:D]

Submitted by Pantmonger on Tue, 05/08/03 - 3:42 AM Permalink

Thanks guys,

Malus, Yeah he should be done in the next few days, I was thinking that I may try doing another overlord (a cute one) after this one is done.

smeg, Thanks, I don't mean to put anyone off (I dont know that I would), its just the way I work, I like to get things done and out of the way, Im not great at the lets spread this thing out over 2 months kind of thing. For the most part I think I take as much time as most people, they just do closer to the deadline.

ironikart: Thanks, yeah cracks, powder stone. As for the moss, I hadn't thought of it but know that you have mentioned it I can't get it out of my head, I hope you dont mind if I use that idea.

Pantmonger

Submitted by Malus on Tue, 05/08/03 - 4:19 AM Permalink

Yes damn you, I admit it, I'm the guy who waits till 18 hours before the deadline to start modelling.[:P] lol.
The way your going Pants you'll have 1 entry a week lol.
Keep it up man,

Submitted by ironikart on Wed, 06/08/03 - 1:10 AM Permalink

That's a nice tight UV map you've got there! That close up of his face makes him look like he's happy to be a demon, great toothy grin! I also like the bits you've hung of his hat.

Submitted by Ionized on Wed, 06/08/03 - 3:26 AM Permalink

Very nice work pantmonger. I like the oriental infulence, it kind of reminds me of the stone demon from ninjascroll. THe pickaxe is an unusual weapon and a nice touch.

I think the area below the waist needs more attention. His thights seem a funny shape and dont seem to attatch to the waist correctly.

Nice work otherwise.

Submitted by Pantmonger on Fri, 08/08/03 - 11:54 PM Permalink

Finished the Stone Lord, I dont think that this will be my entry into the comp (Hence the lack of "as per the rules" images) Bat ull in all I think that it worked out quite well, I just want to try something else for the comp.

[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d16stonedemon_t.jpg[/img]

[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d16stonedemon_f.jpg[/img]

[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d16stonedemon_m.jpg[/img]

Pantmonger

Submitted by Malus on Sat, 09/08/03 - 3:13 AM Permalink

And first to the finish line is Pantmonger.
Not your entry hey, well you've got more than enough time to do another 1 or 8. [:P]

Didn't notice the hat was flat underneath before, not fond of that bit.
Turned out pretty cool though in the end, especially like the shoulder pads.

When do we see the new concept?

Submitted by Ninja on Sat, 09/08/03 - 5:21 AM Permalink

lol man dude i havent even put a pencil mark on my drawing pad and u have finished ??? damn man u can create 12 more if u want hehe......

nice job [:D] so when is the next one ? and the next one ? heehhehe..

Submitted by Pantmonger on Sat, 09/08/03 - 6:56 PM Permalink

Malus, Yeah Its not my final entry because I think the mesh is messy and the idea just aint that original, (ie its still a basic biped) I do like the texture If I do say so myself, think I go a lot in there for the 512 limit.

The hat thing sucks, it was one of those bit I thought would work out, or just wouldn't matter, I didn't think to would look as bad as it does *sigh* .

I do like the double sholder pads.

Ninja: Thanks, Yeah takes me about a week to do one when Ive got a bunch of other commitments, take a couple of days If Ive got nothing to really do. For the most part I find its just a matter of sitting my arse down and not being distracted.

Expect concept 2, sometime...

Pantmonger

Submitted by WAR HEAD on Tue, 12/08/03 - 1:21 AM Permalink

Nice work Pants... and extremely fast too! The quality of the model is pretty damn impressive considering the timeframe of conception to finished product!

Judging by this effort, the next model is going to be pretty sweet, considering you will have more than triple the time to work on it!!

Submitted by Doord on Fri, 15/08/03 - 3:09 AM Permalink

I like the old concept more personally, I think you would be better off put more time into it then moveing on to and other demon. Not to say that your new one isn't that cool.

Sumea Challenge #4 -3D- 'Idaho' - Challenger #9

Im In sounds like a fun theme!

Submitted by JonathanKerr on Thu, 07/08/03 - 9:52 PM Permalink

Not a bad concept but I think it looks a bit similar to Motaro from Mortal Kombat II.

I like how you've silhouetted his opposite legs. It gives the pic a feeling of depth.

Personally, I feel a studded club is a bit simplistic for an overlord -- perhaps a more adorned, ornamental or savage weapon would be appropriate?

Look forward to the model.

Submitted by Malus on Thu, 07/08/03 - 11:34 PM Permalink

The weapon is a problem, it conveys hes not the boss.

Also maybe give it some adornments, if hes the boss hes bound to have collected things during his rise to power and kings/queens generally like showing their status.
Possibly armour, enemies skulls hanging from him etc.

Submitted by smeg on Fri, 08/08/03 - 9:20 AM Permalink

I think the weapon could definately work. But take a slant on what Malus said, and make sure the weapon shows evidence of use; staining maybe?

Submitted by Idaho on Sat, 09/08/03 - 12:42 AM Permalink

for sure, perhaps some pulpitated liver etc.. :)

Submitted by Idaho on Sat, 16/08/03 - 8:29 AM Permalink

i dunno malus, i think if that guy was beating me over the head id think he was conveying he was the 'boss' enough :)

Submitted by Malus on Sat, 16/08/03 - 9:48 AM Permalink

well yes, but thats not what I was getting at. [:P]

Submitted by smeg on Sun, 14/09/03 - 4:46 AM Permalink

That looks good.

I like the way the head and torso are turning out...

Submitted by Idaho on Mon, 15/09/03 - 11:58 PM Permalink

just had a look at a horses front legs, they should be bending forwards...hehe oh well. back to the drawing board

Submitted by davidcoen on Thu, 25/09/03 - 9:26 AM Permalink

like the head study, but, gosh, that might be a fair to extreme amount of triangles to remove as to get under 3500.... the concept seemed to have some wild hair from behind the head.... could see some messy orange long hair behind the face in the head study.

DSC

Submitted by Makk on Mon, 29/09/03 - 6:21 AM Permalink

Sorry, I didnt see this earlier, so this isnt that helpfull at this stage of the model.
There are a few anatomical issues.
The first one is the waist/chest/stomach area of the horse part. It looks extremely skinny and needs to be beefed up a bit Compare it to the front of the horse area and even the the thighs and you can see it looks small.
Secondly is the way the front legs bend, this would probably make it hard to walk (and animate). I think it would have been better to have them bend the other way like humans and horses do.
Lastly, (and this is probably just a personal thing) but he looks a little short vertically.
Having good solid anatomy can go a long way in improving your modelling skills. Dont be afriad of grabing references to help you with the anatomy if you are unsure.
Once agian, Im sorry this is a little late but maybe its something you can keep in mind when creating future models.
Best of luck to you in the challange......its nearly the deadline!!!
:)

Submitted by souri on Mon, 29/09/03 - 9:00 AM Permalink

You wacky people uploading your entries with less than an hour to go [;)] You're Challenger #9, Idaho!

Submitted by Idaho on Mon, 29/09/03 - 9:16 AM Permalink

total of 3262 polys used

Sumea Challenge #4 - JonathanKerr

Just booking my seat. Don't no one steal it while I'm away.

Submitted by JonathanKerr on Fri, 01/08/03 - 2:21 AM Permalink

[img]http://www.sumea.com.au/sprofilepic.asp?pic=36_Demon_Concept.jpg&news=4…]

This is the sketch of the direction I'm going. I'm still tempted to do a second concept that's less traditional, but I often do a lot of Japanese inspired stuff (not manga) so to do a traditional Western demon is sort of a new area for me. Still going to work details of the axe and will put pulsating veins in the wolf-face in the centre chest.

Link not working - I'm in a hurry to get to work so will fix later. It's on the front page anyway.

The original sketch is 2B on A2 sized paper - when you see it large, it's quite effective -- you can see the scan line where I had to join two separate images together (the image wouldn't fit in the scanner). From start to finish it took a little over 3 hours -- a hour before work last night and 2 hours and approx 20 mins this arvo.

Submitted by Malus on Fri, 01/08/03 - 3:13 AM Permalink

Nice job man, really like it. His axe seems wierd facing that way though. [:P]

Submitted by Kezza on Fri, 01/08/03 - 9:08 AM Permalink

woah, note to self... avoid axe... and rest of thing
seriously awsome concept, i just wish i knew where the evil guys kept getting their clothing from. Is there a store for this stuff?

Submitted by ironikart on Fri, 01/08/03 - 5:50 PM Permalink

I love the way the face on his chest blends into the pectorals... very nice! I also like his hooves... looking suitably goat-like! [:)]

Submitted by Pointy on Fri, 01/08/03 - 6:54 PM Permalink

hmm... human loin cloth... thats interesting
*calls officials*

great concept

Submitted by Pantmonger on Fri, 01/08/03 - 7:07 PM Permalink

Funky stuff, I do love the love lower jaw/beard becoming the loin cloth, funny in an off way.

As a side note, I love the collection of bulky primitive weapons we all feel inspired to draw for these guys, Demon overlords want only the most basic waepons, I think its cool.

Pantmonger

Submitted by JonathanKerr on Fri, 01/08/03 - 8:35 PM Permalink

Cheers for the comments and thanks to Malus for fixing the link.

A few things I want to work on:

- Some ornamentation on the axe design.
- Not 100% sure about the hooves (kinda generic) but they suit the lumbering nature of the demon.
- Unsure whether the face will be 'living armour' or simply coming out of his chest.
- Might change human loin cloth to become the jaw section of the living armour.

I haven't got a name for it yet, but it feeds off fear and pain converting it into energy to make it stronger. The story is behind the face mask is that his voice can enemies to instantly obey him, until a deaf warrior weakened him and trapped him with the muzzle he currently wears. The favour was returned and now that warrior is decoration for the demon and can never die, acting as a source of food for it

RE: Brutish weapons - probably because it's difficult to show magic effects or the ability to summon other minions in a pic?

Kezza: You can choose from a wide selection of weapons and mauling instruments at "WeaponsofMassDestruction.com" or Imps 'R' Us.

Submitted by JonathanKerr on Fri, 01/08/03 - 9:43 PM Permalink

quote:Originally posted by Malus

mmmm feeds.....

Speaking of which, my toast has popped. *Goes to get toast*

Submitted by JonathanKerr on Fri, 08/08/03 - 2:26 AM Permalink

Here is my reworking of the original concept. My first one wasn't ambitious enough, but now this one is probably too ambitious. Don't ask me how I'm gonna get around texturing it (unless I go for a stony texture or obsidian texture).

It's inspired by Native American Indian totem poles. As it stands (no pun intended), this is a stationary demoness. Probably only the top will be rigged.

[img]http://www.sumea.com.au/sprofilepic.asp?pic=36_Totem_Concept.jpg&news=4… [/img]

This probably won't work, but I dont know what I'm doing wrong with the image links.

Unfortunately, the scan was a little grainy - does anyone know if it can be done in portrait? ie - 600 X 800, it looks better that way.

Submitted by JonathanKerr on Fri, 08/08/03 - 2:28 AM Permalink

quote:Originally posted by JonathanKerr

Here is my reworking of the original concept. My first one wasn't ambitious enough, but now this one is probably too ambitious. Don't ask me how I'm gonna get around texturing it (unless I go for a stony texture or obsidian texture).

It's inspired by Native American Indian totem poles. As it stands (no pun intended), this is a stationary demoness. Probably only the top will be rigged.

[img]http://www.sumea.com.au/sprofilepic.asp?pic=36_Totem_Concept.jpg&news=4… [/img]

This probably won't work, but I dont know what I'm doing wrong with the image links. Malus? Souri? Anybodyyyyyyyyyy?

Unfortunately, the scan was a little grainy - does anyone know if it can be done in portrait? ie - 600 X 800, it looks better that way.

Submitted by Malus on Fri, 08/08/03 - 3:37 AM Permalink

Lol, re-working hey. Your nearly as bad as me. [:P]
looks great though man, youv'e got some great 2D skills there.

I think to really get the best out of the faces shes going to have to be pretty low poly unfortunately.

Hey you named one after me [:P]

Submitted by smeg on Fri, 08/08/03 - 6:51 AM Permalink

WOW.

Now THATS different. And you guys thought mine was ambitious...

I love it. Don't quite know how you can make a boss/overlord character from it, but its a step in the right direction.

Submitted by Malus on Fri, 08/08/03 - 9:48 PM Permalink

Yeah a totem demon isn't really an overlord is it?
I like this one alot, really great design but your first one fit the challenge specs closer, unfortunately.

Submitted by JonathanKerr on Fri, 08/08/03 - 10:23 PM Permalink

quote:

Hey you named one after me [:P]

I wondered if that was the rationale behind your name. Maybe I should name it 'Avarice'. Tee hee. I'm a bit annoyed at the scanning, I must have selected the wrong res because the shading on the original (no substitute for) is quite subtle.

I was running late for work, so I posted in a hurry. Thanks for fixing the link. This Totem-Demon stands in the middle of generic demon city X. All demons in the realm worship it when they step into the circle which houses it. Think of it as a living monument, an all seeing, omniscient presence, overlord of all. Those who do not show the respect are punished.

From a games perspective, it's intended to be a final boss type thing. Although it can't move (every boss needs a weakness), it can summon up standard minions and has heavy magical attacks. After all, if you're an overlord, why do what another can? Also, each head has a different weakness and strength so casting a generic water spell might weaken one head, but strengthen another.

Specs wise. 3 of the 4 elements are perfectly symmetrical, so I may save valuable texture space that way. Modelling wise, like most totem poles, the detail is on the front. I've given it thought, and I think it's gonna be difficult but it's supposed to be a challenge I guess.

Any suggestions for textures? Should I have each face looking different or go for a consistent texture (darkened wood, steel, marble etc) on all of them?

Submitted by Malus on Fri, 08/08/03 - 10:26 PM Permalink

lol, Malus is latin for evil etc. Its what the english 'malice' derived from.
Well that cleared that up then, overlord it is.
Definately different textures, a living totem is much more creepy than wood etc.

Submitted by WAR HEAD on Tue, 12/08/03 - 1:34 AM Permalink

Nice original concept for an overlord. I really like the chick at the top... She looks pretty bloody evil!

As for the textures, I would suggest doing different textures for the heads of the pole, but have some common link between all of them, eg. a metallic shine with scratch marks.

Submitted by JonathanKerr on Wed, 27/08/03 - 12:02 AM Permalink

Hmm.. no modelling done here yet for me. I'm still waiting on my graduate loan to go through so that I can get some dosh to pay for one.

How long until the challenge finishes again? I know we're over halfway.

Sumea Challenge #4 -3d-Sorceror Bob- Challenger#13

way as well join in the fun :D

Submitted by Pantmonger on Fri, 01/08/03 - 6:56 PM Permalink

The Snake tail I think is a good idea, A nice direction to take 'it'. The only thing I think that it needs is something to make it more 'regal', something that shows that he is an overlord not just a thug.

But good idea,
Pantmonger

Submitted by Sorceror Bob on Fri, 01/08/03 - 11:19 PM Permalink

oops.. i just noticed the word 'lord' in the competition..

i meant for this guy to be a minion demon type thing.. thus the collar.

i'll fiddle with the concept some more, change his facial features to make him look more intelligent..

Submitted by Sorceror Bob on Tue, 05/08/03 - 10:57 AM Permalink

*updateupdateupdate*

just hit refresh if its the same as the old one

decided to ditch the snake tail in favour of something... weird..

I think he looks funky enough to be classed as a demon lord - crits?

Submitted by Doord on Thu, 07/08/03 - 8:42 PM Permalink

This has the same porblem as the last bit of concept and then beast also the weight in the character would make it very hard to stand up right.

Look the demon in WarCraft 3, the orc cinematic battel. Every much laying back on itself, huge front legs and large tail (and it still look a little front heavy) so it have huge wrings also well.

Submitted by ironikart on Thu, 07/08/03 - 8:54 PM Permalink

I'd have to second that. He looks like he'd have a little trouble supporting his own weight. I liked him without the legs. [:)]

Submitted by Malus on Thu, 07/08/03 - 11:30 PM Permalink

Hope you don't mind but I had some ideas that might help this guy:

- Sit the torso back further on the main trunk of the body to balance the weight, hes too far forward and would topple.
- Make the legs sturdier to support said weight.
- Downsize the arms.
- lose the ball and chain, believe me I did one for my tweedle guy and its a pain, it also looks more like a minions weapon.
- the head needs some work, define his character in his face, is he evil, comical, stupid, intelligent etc

My opinion, sit yourself down and write his story.

Also I try to develop my designs around plausable environments, then break them accordingly, being demonic and magical doesn't mean he'd exists in a world without rules.
Look at were he live, what he eats, his habits, his enemies etc, does he live in a cold climate or bubbly lava pits, these should give you ideas as to his physical and mental make up.

Overall its a good idea it just needs more personality put into the design or the model if you can't be bothered reworking the concept.

Submitted by Sorceror Bob on Fri, 08/08/03 - 1:10 AM Permalink

thanks for the crits guys

the concept is currently 'final'(dont want to edit it again :)), but i will be making changes to the build of the model.. i'll definately take what was said into account next time i make a concept though.

i've already got the formings of a story, that will help explain why hes so unnatural

Submitted by Sorceror Bob on Wed, 20/08/03 - 10:54 AM Permalink

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

Heres an update for an *early* mesh.. this is the basic shape... gonna start adding detail and stuff now.. only 1500 tris right now.. so i've still got plenty of fun stuff to do :)

oh yeah :) inglis just pointed out to me how much has changed since the concept..

i'd like to say, that while alot of it has changed, its still basically the same thing..

pre-empt one last crit.. the tail.. think of a slug, rather than a snake..

Submitted by Sorceror Bob on Fri, 22/08/03 - 11:18 AM Permalink

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

small update once more, i'm doing two projects at once, so i'm getting things done kinda slow - but still done :)

It's about 1750 polies right now.. so still a lot of stuff to add.. i'm thinking of adding a great big mouth in the center of the flab..

Submitted by animal on Sat, 23/08/03 - 3:23 AM Permalink

nice design so far one problem that stuck out though when i first looked at it was the chest/arms. there should be more seperation between the bulging mucsles on the chest and the shoulders, get some bodybuilder referance, you'll see the shoulder muscles are more seperate from the chest and do the collar bones that would help and the muscle that goes from the back and up the neck abit, (don't know what they are called). i really like the face, good mix between human and serpant

Submitted by Sorceror Bob on Mon, 25/08/03 - 1:05 PM Permalink

Thanks animal :), I checked some reference, and made a few changes where necessary..

[img]http://www.boomspeed.com/sorcerorbob/bogrog3.jpg[/img]

Yeah I went a little nuts..
This character has been designed as a bit of a statement. I wanted to just come up with an idea, and see where it went - with little to no outside influence on the design. I've found, that in the past I've relied far too much on 'crutches'; building characters based on existing templates (bipedal humanoid for example).

I'm pleased with what I have so far, it's different, weird, and not at all possible - which is part of my point (evolutionary viable models is another 'crutch' to me)
Texturing will be an absolute blast, and with the number of semi-independent characters on their, I'll be able to come up with some funky animations (big guy doing the hump thing to get moving, little guy at the front reading a book, and the screaming guy at the back clawing at the ground with his bloody stump fingers).

Ok the little rant is done.. Things on the to do pile.. I've gotta first fix up some anatomical issues in some of the 'heads', once done I'll triangulate, clean the mesh where necessary, then add accesories.
The entire thing is currently 42 polies over budget, but I'll easily optimise that out.

Submitted by J I Styles on Mon, 25/08/03 - 8:29 PM Permalink

wacky weird in a cool way - good stuff, and oddly refreshing to see something so different matt.

Submitted by Malus on Tue, 26/08/03 - 11:24 PM Permalink

Thats looking good, mesh is a little messy but it is a wip, I found some 5 sided polys there, tsk tsk. [:P]

Be careful not to stray too far from your concept also.

Its looking cool so far, definetly my type of thing, gross and bizzare. [xx(]

Submitted by Kane on Tue, 26/08/03 - 11:55 PM Permalink

Definately very cool...

The human pieces add so much wickedness to it...

[:D]

Submitted by Makk on Wed, 27/08/03 - 1:57 AM Permalink

I like the newer version aswell :)

Submitted by Sorceror Bob on Wed, 27/08/03 - 8:15 AM Permalink

cheers guys

malus - yeah yeah 5 sided polies = suck.
Still, the comp calls for triangulated meshes so its not a big deal.

What I've been doing.. Triangulated the mesh - It turned into a horrible mess so I've been cleaning that up. Mesh heavily optimised, teeth added.. erp thats all i can think of now.. not worth posting a render.

Submitted by Doord on Wed, 27/08/03 - 8:27 PM Permalink

quote:Originally posted by Sorceror Bob


malus - yeah yeah 5 sided polies = suck.
Still, the comp calls for triangulated meshes so its not a big deal.

LOL

How funny it that. there is nothing wrong about 5 side polys, as long as the shape it there. 5 side polys can be a problem in Hi-res modeling, low res there is no problem with it. There are lot of poeple which talk about poly flow being so important. It is all bullshit, poly flow is no were as Important as some poeple think it is.

Here is a topic about it on polycount I can't remeber much of it but soul and a number of other very good low-res modelers have a few wprds to say on poly flow and how to model, and it clear to me that that you model for the shape not the edges of a model.

http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/002897.html?00051

I do belive I have talk to you about this before matt :)

Anyway, you still havn't turn me to your idea with the head coming out of the demon guy thing, Animation will help alot, but I did like the other Idea you were thinking about more.

Maybe if you made the front body (head and arm) look more like they there are from the one human body and kind of hanging over the guy, and in animation this huamn is trying to get out by clawing at the ground.

Also our character modeler here said it was way to many polys.

Submitted by Malus on Wed, 27/08/03 - 11:05 PM Permalink

Yes a five sided poly won't do anything drastic, it just looks nasty.

Polyflow isn't worthless Doord, its a style of modelling, thats like saying people who model looking at its silhoutte are wrong or if you use splines you can't model?!

People can do what ever they like as long as in the end its optimised, deforms well and doesn't bog down the engine.

Don't write things off just because its not your style.

By the way that link was about more than just polyflow, they were discussing geodesic modelling compared to quad modelling not just poly flow.

Poly flow can be done in editmesh, spline, editpoly or whatever mode of modelling you choose, its not confined to just editpoly modelling.

Why do some people think polyflow is only generated when you work 100% in quads? you can get it with tris also and combinations of tri-quad etc.

I find quads and tri combinations the best for me, helps develop form better and is easy to follow muscleflow in anatomy, also helps when converting a low res model to a high res model but hey thats just my opinion.

I do agree that using just quads will generally mean you are wasting faces.

Submitted by Doord on Thu, 28/08/03 - 2:13 AM Permalink

There you go again putting words in my month, My point on this is what I wrote in my post (and what was posted by a number of people at polycount.)

Polyflow, tri modelling, quad modelling or what every kind of modelling you do, isn't important it is the shape of the model in the end, not how you get there. As what was also talk about and the conclusion of the link I posted to polycount.

Five sided poly don't look nasty, if the vertex are in the right place. Damn you can have a 10 side poly, hell I know that allot of the tribes character have far more then that, because the character model here uses edges to out line the mapping.

It clear to me that that you model for the shape not the edges of a model. (damn repeating myself again.)

Submitted by Malus on Thu, 28/08/03 - 6:57 PM Permalink

Don't think I put words in your mouth but in the end I think we sort of agree polyflow isn't the only thing to worry about but then again neither is just the silhouette.

Also I meant 5 sided look nasty on when creating the mesh, to 'me' the mesh looks lazy and not thought out with 5 sided+ polys, when its in game its all tris anyway. [:)]

Submitted by Pointy on Thu, 28/08/03 - 7:16 PM Permalink

Looking good SB. What is it exactly? Are the extra bodies part of the main one (born that way) or has it forced a sybiant realaionship onto some poor human?
Looking forward to seeing what ideas you have for the texture. A mix of reptile and human skin?
Nice edgeloops also.

Might i also add that i think polyflow (lord how i dislike that term, it reminds me of Aunt Flow)is important, it results in a cleaner looking mesh, that both unwraps and deforms nicer in my opinion. I agree with you Doord, in that it isnt as important as the silhouette (I assume that this is what you mean by 'shape') in your personal work the wow factor of a model comes from its design.
However, polyflow isnt a trade off between itself and silhouette, they can even work hand in hand. A model with both a cool design and good polyflow should always be your goal. And while i prefer to see emphasis on design, when applying for a moddeling position, design takes a back seat to how well a mesh is constructed, and this is where flow is important.
Perhaps Malus did over react to your statment Doord, which he shouldnt have, its just a forum after all, but i think it stems from the wording of your posts, it reads as though you think that your opinion is the bottom line. Using less intensive words before your staments may help [;)]

Now lets make some art people! [:D]

Submitted by Malus on Thu, 28/08/03 - 11:32 PM Permalink

Yes, I did over react, but Pointy's spot on as to why.

Submitted by Sorceror Bob on Fri, 29/08/03 - 9:33 AM Permalink

Pointy, Cheers.

What is it? I'm not really sure.. Just an idea that has evolved in my mind to the point where it is now.

The extra bodies and stuff coming out of the main body, those guys aren't too happy about being there.
I'm currently in the process of doing a story about it.. But the basic deal, is that he was so impressed with the abilities of these mortals, that he granted them immortality - by imprisoning them within his body. Unfortunately, he drastically underestimated how his 'gift' would be taken, and his unwilling co-inhabitants have proved to hinder more than help him, still, they have their uses in battle....

Ok the texture, will be be based entirely on human like skin.. No scales.. Maybe a few small variations, but that'll be more along the lines of skin problems etc.

Submitted by JonathanKerr on Fri, 29/08/03 - 10:43 AM Permalink

I looked at the design and thought "Siamese Triplets". A zygote that didn't split properly. 3 demonic overlords in one who can't decide on anything (except that a difference of opinion is healthy).

Submitted by davidcoen on Wed, 03/09/03 - 11:56 AM Permalink

not that i find fun in making work for other people, but if you feel inclined, how about adding a heap of people bits sticking out of his body? arms/legs/ a few heads, (thinking of tenticle suckers being peoples' heads...)

DSC

Submitted by Sorceror Bob on Wed, 03/09/03 - 12:59 PM Permalink

eeep! more body parts!

Maybe on a future version of the model, with more texture space to play with. I've set my self a challenge already, with 3 heads, 6 arms etc.. I'd like to have it how you suggested, polies aren't a huge problem, but cramming it all into a 512*512 and still having it look good is. Well for me anyways. I'll hopefully be able to do something that doesn't look crap anyways :)

Back to the unwrapping mines.

Submitted by Malus on Wed, 03/09/03 - 6:54 PM Permalink

Feature creep on a model wow thats a new one. I'd stick to what you have now, its a great base and make the texture do the rest.

Submitted by Mojo on Fri, 05/09/03 - 12:47 PM Permalink

I have this feeling the guy on the end of his tail won't be seen very much... have you thought about getting rid of the "tail guy" and redistributing the extra polys around the model, perhaps adding some extra detail/spikes/armour/weapons? he just seems a bit useless all the way back there, from a visual and practical point of view.

Everything else looks really good, strays from your original concept quite a bit, but the changes are for the better.

-Moj.

Sumea Challenge #4 -3D- 'inglis'

hey all- just laying down the foundations [:)]
dont do much lowpoly but thought i would be in on this one, seeing as its plenty of time and interesting subject. (wouldnt mind that ticket either :))

concept up...sometime. (but im in [:p])
goodluck ladies.

Submitted by Doord on Mon, 28/07/03 - 10:03 PM Permalink

Your in on this one cool.

Submitted by Malus on Tue, 29/07/03 - 4:39 AM Permalink

Yippee its Inglis!!

Sumea Challenge #4 -3D- 'Malus'

Just getting a seat for the show. [:)]

Concept will be up soon.

Submitted by Malus on Fri, 01/08/03 - 2:01 AM Permalink

Ok this isn't my final concept just something to show where I'm heading.
It was my original sketch but its too generic demon-ish, its now female and more menacing.

I'm going to do this guy High poly though cause I like his soul filled belly. [}:)]

[img]http://www.inkmancomic.com/dean/WIP/sumea4demon01.jpg[/img]

Submitted by ironikart on Fri, 01/08/03 - 2:12 AM Permalink

hell yeah, he's great! [:)] I particularly like his spine staff. I look forward to seeing him high poly when you get the time [;)]

Submitted by Ninja on Fri, 01/08/03 - 2:16 AM Permalink

[:O] fwoooaaaaar that is one bad arse demon would love to see the textures on him lotsa dead skin and muck hehehe NICE !!!

very nice work Dean your gonna have a hell of a fun time modelling and texturing him.....[:D]

Submitted by Kezza on Fri, 01/08/03 - 9:05 AM Permalink

"Hello! I'm Diablo's cousin and I'm currently looking for the contents of my chest and my entrails... has anyone seen them?"
Seriously evil stuff there... great evil, no idea how you're going to model that though

Submitted by Pantmonger on Fri, 01/08/03 - 7:00 PM Permalink

Cool stuff, you are going to have some mighty texture work ahead of you, but should look funky as hell. I love the hips, so boney.

Pantmonger

Submitted by JonathanKerr on Fri, 01/08/03 - 8:09 PM Permalink

When will you show the female concept? I like the way the chest 'opens' - will that be an animated thingee after the challenge?

The 'soul stomach' is easily the best defining point.

Submitted by Malus on Fri, 01/08/03 - 9:45 PM Permalink

Ironkart: yeah hopefully have time to do him high poly.

Ninja: Thwaorr-anks man. [:P]

Kezza: he'd massacre Diablo, check out his hieght based on that pip-squeek lol. Wait until you see the other one, alot harder to model, its got 4 legs and 2 arms.!!

Pants: Cheers! yes boney, boney is good.

Jon: Still working on it, have alot to do so haven't really touched it since I started it yesterday.
Maybe after the weekend as its my 28th b'day today, yippee!! and I have things to do, alcohol to drink etc.
yeah I like the stomach too, both of us have a thing for our models feeding don't we, must be in the genes...sick, sick puppies.

BTW: thats not the concept I'm using for the model just my first idea, you know how much I like to pimp lol.

Submitted by JonathanKerr on Fri, 01/08/03 - 9:56 PM Permalink

quote: Wait until you see the other one, alot harder to model, its got 4 legs and 2 arms.!!

Gah - I'm working on an alternative concept and it's the same, only reversed -- 2 legs and four arms. Scrap that one, I guess.

Submitted by Malus on Fri, 01/08/03 - 11:49 PM Permalink

Cheers ironkart, you big sweety lol.

Jon: nah man keep it. It'll be totally different.
Btw, your concept rocks man, love the shading work, I never got the hang of 2b pencils Im a 2h clutch pencil man myself.

Submitted by Ninja on Sat, 02/08/03 - 12:01 AM Permalink

Happy bufday DUDE !!!! its me birthday too this wednesday haahaha LEOS RULE !!!! [:D]

Submitted by Malus on Sat, 02/08/03 - 12:05 AM Permalink

Thanks man. We will rule yes, when I organise a bigger army, demonic lions with wings are hard to maintain and the smell...the smell!!

Submitted by Piss Poor on Tue, 05/08/03 - 4:32 AM Permalink

very disturbing malus?? i love it:)
disgustingly brilliant

Submitted by Me109 on Tue, 05/08/03 - 5:52 AM Permalink

Sweet... top work.. one to freak out the kiddies....

Submitted by Ninja on Tue, 05/08/03 - 6:02 AM Permalink

HOLY COW !!! dats some crazy shit Dean hehehehe !!! i like it [:)] model him...... model him NOW !!!!! [:D]

Submitted by Malus on Tue, 05/08/03 - 9:30 AM Permalink

Nah his is heaps better lol.
It is pretty similar though hey?! f#*k!

I've never seen that before, oh well evil minds think alike.

Submitted by Sorceror Bob on Tue, 05/08/03 - 9:36 AM Permalink

yeah

thats one of the problems of coming up with something original..

with 6 billion people on this planet.. its pretty hard to do :P

Submitted by ironikart on Tue, 05/08/03 - 6:00 PM Permalink

Wow, that is freaky. Wouldn't like to see her holding that baby!

Submitted by JonathanKerr on Tue, 05/08/03 - 9:17 PM Permalink

That's a much better concept, not the other was bad but this one has it's own flavour.

I like how you've incorporated the pregnancy into the underbelly. Doord and I talked about doing a pregnant demon and I was having a lot of trouble trying to get it to look 'right'. Your interpretation is much better.

I think you've taken all the cool aspects of the last design and interpreted it in a much better way. (eg - the staff is now the tail).

The tail looks like it'll chew up a lot of polys, how will you do it? Alpha map?

If I have any criticism, it's that you've chosen to do the demon 'red' in colour. It's the 'classic demon colour' although, it does really suit this design.

Submitted by Doord on Wed, 06/08/03 - 1:30 AM Permalink

quote:Originally posted by JonathanKerr


I like how you've incorporated the pregnancy into the underbelly. Doord and I talked about doing a pregnant demon and I was having a lot of trouble trying to get it to look 'right'. Your interpretation is much better.

Jono was having trouble, I hadn't gave is a try but was thinking very different to the way you have done it very cool concept, nice to see some more realistic not so cartoon looking stuff from you Malus.

Submitted by Doord on Wed, 06/08/03 - 1:33 AM Permalink

But i do think the lowwer arms could be changed they don't look to be very useful, if you like the idea of the lowwer arm I do thimk you should make them bigger so they look like they have more weigh in them.

Submitted by Ionized on Wed, 06/08/03 - 3:21 AM Permalink

Thats one nasty pregnant demon bitch. Very sick and evil, I like it.
Only crit would be that the face doen't look very feminine, but then maybe it's a hemaphrodite??

Submitted by Malus on Wed, 06/08/03 - 5:26 AM Permalink

Thanks for the comments guys, I'm taking saying Im sick as a compliment hehe.

Jon: not to sure on the tail yet, maybe alpha the ridges.
The texture is 'hopefully' going to be skin and muscle tissue not actually red like generic demon stuff. More emaciated, decaying, torn flesh maybe with really sore looking bits. [:P]

Doord: Didn't think most of my stuff was cartoonish, oh well. [:)]
The lower arms are actually exactly what I wanted, don't need to be useful as her only job is to breed, feed and kill, she has minions with hands to do the other stuff.
They are also meant to be stabbing weapons not cleaving so weights not important.

Ionized: Thanks man, sick is what I was after, lol. I also didn't want her to look to feminine, shes a nasty lady after all, I was going to sew her lips shut but that implied alot of negative things so I went with lots of teeth.
Shes not a hemaphrodite though, shes a whole lot-a women lol.

Its a bit of a challenge with the polycount but alot of fun to do.

Submitted by Doord on Wed, 06/08/03 - 7:30 PM Permalink

quote:Originally posted by Malus


Doord: Didn't think most of my stuff was cartoonish, oh well. [:)]
The lower arms are actually exactly what I wanted, don't need to be useful as her only job is to breed, feed and kill, she has minions with hands to do the other stuff.
They are also meant to be stabbing weapons not cleaving so weights not important.

Cartoonish remark was from what i have seen from you of late on Sumea. I have never been a big fan of them type of arms, they always little to be to small for the upper arm, and in this case with the longer legs I do think they could be a little different (in size.) But I reasly love this character. Good work.

Submitted by JonathanKerr on Fri, 08/08/03 - 12:03 AM Permalink

That's looking excellent. Love the proportions.

You use Maya, right? Do you box or spline model?

Submitted by Malus on Fri, 08/08/03 - 12:06 AM Permalink

Cheers man.
I use Maya too but this is all Max baby.
Im a poly modeller, never liked splines for low poly.

Submitted by ironikart on Fri, 08/08/03 - 1:05 AM Permalink

I'm jealous [:)] - beautiful modelling so far!

Sumea Challenge #4

Ok well first up thanks to Souri for picking my idea.
Honoured man.

--------------------------
GUIDLINES
--------------------------

CLOSING DATE:
27th of July to 28th of September (midnight, Sunday night).. two months!!

Competition open to Australians and New Zealanders only..

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: "Souri change this if its not what you would prefer."
concept/reference art used
default software lit orthograpics (front, back, side etc)
untextured wireframe
uvw wire layout
texture flats
money shot - which can be lit and posed how ever you feel fit.

Not sure if Souri wants me to define the voting structure but just in case he does it is exactly what Pointy came up with in the discussion thread.

Note: Concepts not voted on (not everyone is Feng Zhu.)just whether you managed to adhere to you original idea and not deviate.

Post your entry/updates in this forum.. name the thread like:
Sumea Challenge #4 -3D- 'Your name'

Submitted by azmodai on Mon, 28/07/03 - 10:12 AM Permalink

i'm in on this one. this will be a hell of a lot of fun to do.

Submitted by Ninja on Mon, 28/07/03 - 7:22 PM Permalink

Hey malus...

when you say default software lit [?]??? does that mean 3 point lighting ??? also untextured wireframe (what is that does that mean i cant use edge map [?])
sorry to ask its cause i just dunno whats the point of it..... i dunno still learning as usual and maybe wrong hehe..... [:D]?

cheers

Submitted by Malus on Mon, 28/07/03 - 7:58 PM Permalink

default lighting ninja, ie. no lights added by the user.

GI or advanced lighting is a not standard in many games so default max/maya renders with no added lighting is still closer to what you'd see in a game engine.

Submitted by Ninja on Mon, 28/07/03 - 8:07 PM Permalink

alright kool about the lights [:D] thank you.....

cheers,

chris....[:D]

Submitted by Doord on Mon, 28/07/03 - 8:38 PM Permalink

Can i use UT to render my character default lighting. Just i don't like the max default render. And I'm right in saying no other map beside alpha. (Spec, Lom, Nor, Bump.)

Submitted by Ninja on Mon, 28/07/03 - 8:56 PM Permalink

Doord what is UT ?

Submitted by Malus on Mon, 28/07/03 - 9:00 PM Permalink

No one likes maxs default lighting lol.
Don't know about the UT thing, everyones in the same boat and you have the money shot one so I don't think we need to.

No extra maps because people seems worried about it getting to complex.
I really wanted to normal map this guy too [:(] spoil sports.
Maybe next time hey.

Submitted by Doord on Mon, 28/07/03 - 9:07 PM Permalink

yes unrealed, I would render in the animation tab. Just an idea for those of you which want a better render which maybe fit in side the comp out line. I don't think i will be in on this one, i have samething else in the work and would like to get it done frist :(. I would love to do this one, cool comp I like this one alot.

Submitted by Malus on Mon, 28/07/03 - 9:10 PM Permalink

Thats a pity man, youve got a whole 2 months though.

Submitted by Doord on Mon, 28/07/03 - 9:14 PM Permalink

I had a female character in my head the last few days, which would fit this nice, I will see what i can do, i best get this other model done frist, I will then see if i have time, there are a few busy weekends in the next 2 months.

Can't wait to see what everyone eles comes up with

Submitted by smeg on Mon, 28/07/03 - 10:00 PM Permalink

As for the default lighting; what about pushing the ambient lighting way up, so all you see is the texture? It just seems odd to go with max's default lighting...

Submitted by Pantmonger on Mon, 28/07/03 - 10:13 PM Permalink

quote:Originally posted by smeg

As for the default lighting; what about pushing the ambient lighting way up, so all you see is the texture? It just seems odd to go with max's default lighting...

Only problem with that idea is that it suits certain types of texture better, Dark realistic textures are sometimes dependant on shadows to show them properly while more cell shaded styles care little for full self illumination (hell a lot of the time you add a bit of self illumintation to get the effect right with cartoon style models)

Thats my 2 cents anyway.

Pantmonger

Submitted by JonathanKerr on Mon, 28/07/03 - 10:32 PM Permalink

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

Should that read 2 X 512 Maps? That would equal 1024, just as 4 X 256 = 1024. Otherwise, I'd see little advantage to using the 512 map aside from a slightly greater level of detail.

EDIT: Fixing quotations.

Submitted by smeg on Mon, 28/07/03 - 10:36 PM Permalink

512 x 512 = 262144
256 x 256 x 4 = 262144

Dont worry, its the same texture space, just divided up into smaller chunks...

Submitted by Major Clod on Mon, 28/07/03 - 10:42 PM Permalink

quote:Originally posted by JonathanKerr


Should that read 2 X 512 Maps? That would equal 1024, just as 4 X 256 = 1024. Otherwise, I'd see little advantage to using the 512 map aside from a slightly greater level of detail.

EDIT: Fixing quotations.

4 x (256x256) = 262144 pixels
1 x (512x512) = 262144 pixels

They are one in the same

I only have one question, and that is why are we using such a small texture size when the polycount is quite high? UT uses two 1024x1024 textures per character, JK2 uses at least that amount scattered over many smaller textures. Just wondering thats all, since most games these days use a fair bit above one 512 map.

Submitted by Pointy on Mon, 28/07/03 - 11:36 PM Permalink

Yes but i think you have to factor in things such as not all games are pc based fps running on gforce yadda yadda yadda.

I think the limited texture size is good for people wanting to improve thier unwraping skills.

Submitted by Pantmonger on Tue, 29/07/03 - 12:14 AM Permalink

quote:Originally posted by Major Clod


Just wondering thats all, since most games these days use a fair bit above one 512 map.

A lot of games still don't, esp on things like PS2.
Pantmonger

Submitted by Doord on Tue, 29/07/03 - 12:58 AM Permalink

the texture size is a little low. That is less then quake 3.

Submitted by JonathanKerr on Tue, 29/07/03 - 2:41 AM Permalink

quote:Originally posted by Major Clod


quote:Originally posted by JonathanKerr


Should that read 2 X 512 Maps? That would equal 1024, just as 4 X 256 = 1024. Otherwise, I'd see little advantage to using the 512 map aside from a slightly greater level of detail.

EDIT: Fixing quotations.

4 x (256x256) = 262144 pixels
1 x (512x512) = 262144 pixels

They are one in the same

I only have one question, and that is why are we using such a small texture size when the polycount is quite high? UT uses two 1024x1024 textures per character, JK2 uses at least that amount scattered over many smaller textures. Just wondering thats all, since most games these days use a fair bit above one 512 map.

I stand corrected - wasn't thinking properly. I am also of the opinion that the texture size is a bit low. And also, does it HAVE to be medieval? Or can it just be a demon lord? Medieval pins it in one category and we'll probably have a whole lot of similar entries...

Submitted by smeg on Tue, 29/07/03 - 2:54 AM Permalink

quote:Medieval pins it in one category and we'll probably have a whole lot of similar entries...

second

Submitted by Pantmonger on Tue, 29/07/03 - 4:12 AM Permalink

Ok, im just going to go on record and say, I am cool with this challenge.
Its has limits and thats part of the challenge.
512 maps are not that unusual, especially for things like PS2 and PC games that have a large number of characters present on screen at one time.
As for the "Medevil theme = lots of similar models", Only if your not being creative, take Dungeons and Dragons for example. There is a whole book coming out in shortly on Demon characters and in the past there have been demon only monster manual supplements and thats only the D&D take on medevil demons. There are heaps of others from those of christian origin to those of asian cultures.

The theme will allow us to show what we can do with an old and familiar theme, what new things can we make.

In the end this is a comp, and no one has a gun to your head. If you dont like it, dont enter.

Pantmonger

Submitted by Malus on Tue, 29/07/03 - 4:31 AM Permalink

Wow go away for a second and all hell breaks loose.

Texture size:
most games still have lower map sizes, this is pretty decent for console games and I feel it challenges texture artists to do a good job, Ive seen a few artists on polycount do UT2k3 models with 1 x 256 texture that killed peoples 1 x 1024 textures.
Remember this is meant to challenge you?

Lighting:
You have a money shot to make it look spiffy, the default lighting orthographics is more for game engine-esque lighting, why is that a problem, don't like the lighting then put more effort into the final shot to show us how cool the model can look?

Medieval:
With the fact that you can do any style like chibi, manga, realistic I think you get enough range to express yourself, medieval demon is the topic not style, next you'll say demonic means they'll all be similar.
I chose medieval just to keep it fantasy based not brimming with techno weapons, theres tonnes of range in fantasy if you use your imagination.

Ok, this whole thing about everyone having a problem with the topic is getting really old, its been 1 day and look at the amount of problems.
Not everyone will agree I know, but there is nothing here that is hard, wrong or not industry viable, the map size is more than decent, unless like Pointy said your thinking only PC FPS games which tend to be texture hogs.

The way I see it we can
a: just get on and do it and be glad that it challenges our abilities.
or
b: someone else can come up with a really nice easy 10000 polygon, 12 x 4096 map, open ended topic thats safe for everyone.

I for one just want to get modelling.

Dean.

Submitted by ironikart on Tue, 29/07/03 - 7:55 AM Permalink

yeah, I'm happy with the topic. I've gone through a few wildy different ideas already so I don't think there will be alot of overlapping on ideas. The texture size is a little low, but that just makes it more challenging. See how much detail you can squeeze onto the sheet to get every last pixel out of it... should make the entries very interesting!

Submitted by Major Clod on Tue, 29/07/03 - 9:59 AM Permalink

Ok settle down people, was just wondering about the texture size thats all. Topic is fine with me, I'll be definately entering this one.

Submitted by JonathanKerr on Tue, 29/07/03 - 8:07 PM Permalink

quote:
As for the "Medevil theme = lots of similar models", Only if your not being creative, take Dungeons and Dragons for example.

It's a designers job to question the brief. I merely sought clarification.

quote:There are heaps of others from those of christian origin to those of asian cultures.

I interpreted Medieval to mean 'English/European dark ages (Relating or belonging to the Western Middle Ages) as opposed to fantastical. It's not commonly used to describe other cultures.

Cheers to Malus for clearing that up -- Fantasy is a better word. Now I am on the same page.

Submitted by Malus on Tue, 29/07/03 - 8:30 PM Permalink

John: Glad that cleared it up some, I amended the topic guidlines to say fantasy also.
I still believe even if it was just western dark ages that there is a tonne of scope for everyone though.

Just on the texture size, my tweedle dee/dum guy was done with 4 x 256 maps and although I'm don't claim to be the best texture artist (far from it) I was really pleased and suprised with the amount of detail I could get in.
I used to do all my textures at 1024 x 1024 and have recently realised its really not needed unless your spending large amounts of time doing extreme closeups on a model in game:

not the best example but here goes.
[img]http://www.inkmancomic.com/dean/WIP/tweedletexture.jpg[/img]

Submitted by JonathanKerr on Tue, 29/07/03 - 8:57 PM Permalink

That's an excellent texture. The sagging jowls and fat rolls work well.

Submitted by ironikart on Tue, 29/07/03 - 9:16 PM Permalink

That's alot of detail for such a small map. Nice work!

Submitted by Doord on Wed, 30/07/03 - 1:19 AM Permalink

quote:Originally posted by Malus

I used to do all my textures at 1024 x 1024 and have recently realised its really not needed unless your spending large amounts of time doing extreme closeups on a model in game:

I'm not trying to change the comp, because I'm not in it this time but just remeber that you don't have control of how close you can get to a character in a game. That is up to the player (most games). 512 is not used in most new games with poly counts that high, console or not. Besides PS2 because of 4 meg texture memory.

I do think it is more of a Challenge to do large textures then small, because to get a comp winning texture you would have to have huge amount more detail then a map half the size. In fact two times as much detail. But you are right the are a lot of poeple which don't use there texture size how they sould, and also poly count. but that is something they need to work on :) Model on polycount show this well with a lot of new artist trying to work out how there model look so pain conpared to some of the amzing tuff that turn up there once evey blue moon.

Submitted by Pointy on Wed, 30/07/03 - 2:35 AM Permalink

quote:Originally posted by Doord

just remeber that you don't have control of how close you can get to a character in a game.

true, but you should also take into consideration that gamers dont stop to look at the textures, most characters are a blur on the screen and all you can make out is the siloette.

Sumea Challenge #3 unfinished - comment & vote!!

Ok, we're going to have a little relaxed bit of voting and commenting here. I'd like your opinions on the potential and other general comments on the works that didn't finish the Sumea modeller challenge #3.. and also give them a rank of 1st right to 8th while you're at it.. Remember, you're voting on potential, along with creativity. I will give tally the votes up in 3 weeks time - 30th July, Wednesday..

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=616"]Dan Ward[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C1-DanWard.jpg[…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=622"]Doord[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C2-Doord.jpg[/i…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=662"]Ionized[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C3-Ionized.jpg[…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=638"]Jak[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C4-Jak.jpg[/img]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=690"]Jocon[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C5-Jocon.jpg[/i…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=611"]Majorclod[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C6-MajorClod.jp…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=603"]Malus[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C7-Malus1.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C7-Malus2.jpg[/…]

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=646"]UniqueSnowflake[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3U_C8-Uniquesnowfl…]

Submitted by Malus on Wed, 09/07/03 - 6:36 PM Permalink

First up my finished product is viewable here: [url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=711[/url]
Its way over the limit so I don't think its valid comparing mine to anyone else really but go ahead if you want.

Some cool entries that didn't get done here.

Dan: 5
The idea was pretty cool, the control method had me in stitches.
If you cleaned up the texture I'd have liked it alot more, also the model seems quite blocky for the polycount. Overall nice job though man.

Doord: 2
I like the beast, probably because we both did big cow/rhino type things lol. Not sure about the rider though. Your mesh construction is nice, would have liked to seen it textured.

Ionized: 7 (only because its not modelled)
Cool concept, Dark Crystal meets Star Wars.
The legs bother me though, I try to base my work on viable anatomical structure even when creating fantasy. I don't think it could walk effectively, picky comment I know just a malus thing. [:P]

Jak: 1
I like this alot, a departure from the typical game model, although not totally fantasy its a great idea.
Good to see some maya models too. Good mesh and again pity its not textured because your concept was great.

Jocon: 4
This one doesn't really jump off the screen at me.
Don't know if the rider and steed gel together and the rider is a tad sparce in design. Pretty well built meshes, could use optimising.

Major Cold: 3
Got to love a dragon, a staple of the fantasy genre. This one is a safe one but well built and I like it, ever finish it?

USF: 6
A different take again, alot less angry than some others which is a change, nice texture on parts but I'm guessing its photo sourced mainly, again not sure on the anatomy.

For reference, I would have voted Jak, Pants, Chris... Basically on style and efficient mesh use and with the feeling Jak would have nailed the texture with the skills shown in his concept work.

Good job guys, hope comp number 4 we all finish.

Submitted by Ninja on Wed, 09/07/03 - 7:59 PM Permalink

My votes are:

#1 ::DOORD::

Very nice and excellent model i saw a lot of potential here although i would have loved to see it textured. Bad thing is that it didnt go with the theme which he pretty much noted. Awesome stuff as usual for somone in the industry.

#2 ::JAK::

Awesome concept and modelling skillz. The same would have loved to see it textured.

#3 ::IONIZED::

Ok this was hard although it is only a concept so far (which is very nice and unique) but hell ive seen your art work ionized and u would have absolutely toppled all of us easily in this competition. Your modelling skillz are excellent, and texture work is awesome just like Jason Daltons style (A.K.A crystalmesh from creative assembly). No wonder u work in the industry....luky u [:)]

#4 ::MALUS::
This was hard to give fourth [:(]. Although mesh construction was alright i guess...[:)]. But what let me down is the colour combination on the textures [:)]....and also the pixelated / blurry textures on the steed compared to the warrior. But excellent work [:)]

#5 ::DAN WARD::

Very cool idea on the steed very ogre'ish [:)] although could have optimized the mesh more and fixed up the textures.

#6 ::UNIQUESNOWFLAKE::

Nice work on the steed. Would have loved to have seen the rider though. Would have been mad if u had put a lot of armour on it too [:)]

#7 ::MAJORCLOD::

Very nice dragon !!! would have loved to see the rider on this as well and also textured [:)]

#8 ::JOCON::

Now thats way kool model as well would have loved to seen him fully textured !!!!

Great work everyone it is great to see very good competition. Just remember as usual it is my views on peoples artwork, everyone has different views. [:)]

Very nice work everyone [:D]

Submitted by Doord on Wed, 09/07/03 - 10:48 PM Permalink

1: Malus, nice model and mesh, the only problem is the texture res. As I said before

2: Jak, nice character would be fun to animated.

3: Dan Ward, cool idea but ii think you will have the same problem as Malus with texture res.

4: Ionized, would have been good to see.

5: Majorclod, nice start i still have the same problem i did before, but it is the same image as before.

6: UniqueSnowflake, nice start, the model is a little off in place, but i think it would have worked out.

7: Jocon, it is very smooth. What is the poly count on that??

Thanks for the feed back so far on my model, because I'm looking into moving in to the area in the next big game here at irrational (i have been character model, but not for tribes) which means building up my character modeling and texturing skill before then because i was told at my interview that I would only really be hired for my animation skill not for my modeling or teturing skills.

So these comp can help me out with that :)

Just a note to all, damn I hate the metal foot and lowwer leg on that version of the steed. Just before very one points it out.

Submitted by Sorceror Bob on Tue, 15/07/03 - 9:55 AM Permalink

Heres mine.. Take these as constructive criticism, my comments are not meant to be taken offensively. /disclaimer :)

Dan: 3 - The most unique take on the beast. While the idea of an ogre isn't all that original, you've taken it, and improved apon it. Nice texture work too.

Doord: 4 - The best mesh.. You lost alot of points in the creativity department which hurt your ranking.

Ionized: 7 - Very Nice concept, had you modelled something, I would have given you a higher rank.

Jak: 1 - The concept wins it, mesh is quite well done, though i think the beast could use more detail in places (the head) and less in others (the feet/wings). Bonus points for modelling what looks to be the wang.

Jocon: 6 - Not a great deal of detail on this, theres a lot of pretty much 'empty real estate' on this model, you could have added armour, or alpha plane fur to beef out the silhoutte. Its a good effort, but overall lacks 'finish'

MC: 5 (tie) - I really like this model, my main problem is the wings.. The joints look a little flimsy, this is because they are the same size over the entire wing.. They need to be bigger at the base.

Malus: 2 - Extra points for attention to detail.. It feels like a star warsy type character, I personally think you could have used the polies better in some areas, but overall its a nice mesh.

USF: 5(tie) - I think you could have much more with the polies you were given. It stands apart from the others as not being a monster. Good use of runage too.

Anyways, goodwork to everyone that didn't finish the comp lol

Submitted by Malus on Tue, 15/07/03 - 9:27 PM Permalink

I guess I should really post the finished wireframe as the one shown here is far from the finished product. [:)]

Submitted by Ionized on Mon, 11/08/03 - 10:30 PM Permalink

Cool, I was wondering what happened to the other entries for the last challenge. Heres my pick

1 Dan Ward. I like this one mainly because its the most finished of the lot plus its a fairly original concept. The textures could stand to be a little more polished and the UV's are stretched a bit here and there, but other than that, a very cool entry.

2 Doord. Very tight modelling. You have a definite style in your models and thats good to see. Only crit would be the box doesn't seem to work for me. Maybe it should be strapped down or something.

3 Unique Snowflake. This is a very nice attempt at at something beautiful and gentle, something which I think can be quite difficult to pull off. Nice texturing and certainly professional game quality. Parhaps there could have been closer attention paid to the muscle structure of the beast, but otherwise a great, clean job.

4 Malus. This is a very cool character and I can see in my mind how cool it would look like if it was textured. I hope you finish it off.

5 Jak. This is definately heading in a good direction. Perhaps more detail needs to be added to the steed and rider as they seem a bit like figure studys at the moment. It's certainly worth working on it more as I think it could turn out really cool.

6 Major Clod. I love dragons and this is a very cool one. The pose looks great, but the modelling around the feet could be more refined. I hope you get a chance to texture it.

7 Jocon. This was a tough one, because you have attempted something very high poly, and that is not easy. It has the look of something which could be great, but is halfway finished. You really owe it to yourself to finish this off for your portfolio, cos you have obviously spent a lot of time on it so far. Good work!

8 Ionized. Hey, that me... Well you all got a lot further than I did, so I deserve to be last and like any half decent artist, I despise my own work ;)

Submitted by Malus on Tue, 12/08/03 - 4:59 AM Permalink

Inonized: It actually was textured, lol.
I finished on time too, the only reason it was't submitted was because I was originally doing it at 8000 polys for my portfolio so I went over the limit [:P]

Submitted by Ionized on Sat, 16/08/03 - 1:24 AM Permalink

Well what are you waiting for, post it up!! I want to see it textured and posed dagnabbit ;)

Sumea modeller challenge #4 suggestions

What would you like the next challenge to be? I'm hoping to get it started in a month, with probably 2 months of time for everyone. I might have some good news about this next challenge, but I will tell you later on..

Submitted by Malus on Wed, 09/07/03 - 11:49 PM Permalink

I still think the winner should choose.
I trust the winner not to cheat by choosing a topic hes already modelled.
Its beneficial if it challenges them too so I can't see it being a problem.

Or the top 3 put forward a choice each and Souri dips into the hat.

Submitted by Doord on Thu, 10/07/03 - 12:36 AM Permalink

sounds good to me, but i'm not going for this one. Unless it is something really very cool.

Submitted by JonathanKerr on Thu, 10/07/03 - 12:43 AM Permalink

quote:Originally posted by Souri

What would you like the next challenge to be? I'm hoping to get it started in a month, with probably 2 months of time for everyone. I might have some good news about this next challenge, but I will tell you later on..

Just to get the ball rolling....

1. 'Rivals' - design a main hero and their nemesis. Give backstory. There should be some cohesion between the two.

2. Fighting game character - can be for a weapons based or melee fighter. Any time period allowed or make your own.

3. Sprite challenge - Just kiddin'. On second thought, it might be cool to see the 2d artists. 24 colours, hi-res like Guilty Gear XX.

4. RPG 'team' - design an RPG team of up to 5 characters, cannabilisation allowed...

5. RTS units- design a series of units for an RTS. Low poly and texture count.

6. 'Climatic Battle' - design a final boss battle for a game, include background. Points of note - pay attention to lighting, posing, overall cohesion, fx's etc... a nice challenge that would force modellers to learn a bit beyond modelling and texturing. Doesn't have to be one on one, it can be a small team vs a boss.

7. Mascot - I think this might have been done at CGTalk? But a mascot character would be cool. Try and include surroundings that reflect the tone of the game.

I thought of those off the top of my head but they should prompt others ideas.

Submitted by Brain on Thu, 10/07/03 - 12:59 AM Permalink

Level design and/or techinical thingies like vehicles. This was suggested last time, but I'm still interested. (I also said I'd participate in the last challenge. *slaps hand* Bad Brain! Bad!!)

Submitted by Ninja on Thu, 10/07/03 - 1:01 AM Permalink

In this case if the winner should choose i prefer to have all 4 or 3 people that finished the competition to have a vote for the next challenge. Since theres not much of us that is [:D] ( could include malus too since he finished his model [:D])

i love those ideas jonathon !!! [:D]

especially these 3:

The rivals, climatic battle and a RPG team [:D]

Guys wat u think of one of these topics ?

btw wat is RTS ? [:P]

Submitted by JonathanKerr on Thu, 10/07/03 - 9:14 PM Permalink

quote:

The rivals, climatic battle and a RPG team [:D]

btw wat is RTS ? [:P]

RTS = Real Time Strategy. ie - units for a Command and Conquer type universe or perhaps for a Starcraft type universe.

I thought those ideas pretty much up on the spot, but I'm also favouring 'The Rivals', 'The Climatic Battle' and the 'RPG team'. If I had to chose one, I'd do climatic battle - there's so much scope here. Perhaps say, a polycount of 15000 and you can use it anyway you want - ie the environments may need more detail than the characters for your entry. Or, you might want to have two characters going up against the final boss. I dunno, but seeing as the next challenge has about 2 months set aside for it, we should really go to town.

Also, I should have my new computer by then, so I shall be able to enter! Huzzah and Hurrah!

And Souri, any news on what this 'good news' might be? I'm guessing it might be something related to Krome Studios seeing as you have gotten sponsorship from them recently.

Submitted by Malus on Thu, 10/07/03 - 11:15 PM Permalink

I wouldn't go too hardcore on the amount of models/environment etc, Alhough I'd personally love to do something like rivals.

I think the extended timeframe has happened mainly due to the fact no one is actually finishing smaller comps, if we make the comps larger the problem still exists.

This is probalby overkill but maybe we could have 2 comps, a larger one and a smaller one, same time limit but different specs and judged seperately.

Might stop the "I have no time" whinge ...er..comment. [:P]

Submitted by JonathanKerr on Fri, 11/07/03 - 12:04 AM Permalink

quote:Originally posted by Souri

What would you like the next challenge to be? I'm hoping to get it started in a month, with probably 2 months of time for everyone. I might have some good news about this next challenge, but I will tell you later on..

I think what would probably stop the 'I don't have time' comments would be to allow cannabilisation of your own models. That way, if people are creating something at their animation schools (or whatever), then they can use it. Also, it's standard industry practice to cannabilise, isn't it? It'd certainly allow more people to finish their work - if you've got to choose between devoting time to study and devoting time to personal projects, it's more prudent to go with the schoolwork. Kill 2 birds with 1 stone, I say.

Submitted by Malus on Fri, 11/07/03 - 12:48 AM Permalink

If your going to cannabalise then fine, same with photosourcing.
I just think you should express that you have done so for voting purposes.

Even though they are both valuable and widely used in the industry, I feel a competition is a representation of your raw ability, not wether or not you are cabale of putting things together, as such everyone should be aware if those valid industry process's where used in the comp.

Its not a big deal to say you did that anyway so I can't see anyone having a problem with it.
On a personal note for voting, I'd vote higher for someone who went the extra effort and did it from scratch, but thats just me.

BTW: I'm aware with cannabalism you would have had to modelled the meshes at some stage, the thing is does it represent your ability at this time, theres no knowing how long it took you for the original structures, therefore hard to judge ability effectively. [:)]

Submitted by Pointy on Fri, 11/07/03 - 1:40 AM Permalink

that would seem like a good idea to the problem, except some people will have a bigger libaries of models they can source from then others. Some people may not have any.
And as Malus pointed out, it would be unfair if one person were to work hard from scratch, and then i.. er someone else, were to submit somthing they had been working on for 3 times the amount of time.

Submitted by Pantmonger on Fri, 11/07/03 - 4:02 AM Permalink

Also I thought one of the main things these comps where about was the improvment in skills of the participants. Re use of models (or bits of) means less improvment.

Although it would be funny if everyone gave a model over to the comp and you had to use parts from the comp model pool to make a Frankenstein esk abomination. :P

As for my input, Im easy. I'll model anything, but maybe something specifically cute this time?

Pantmonger

Submitted by souri on Fri, 11/07/03 - 9:43 AM Permalink

quote:Originally posted by JonathanKerr

[quote]And Souri, any news on what this 'good news' might be? I'm guessing it might be something related to Krome Studios seeing as you have gotten sponsorship from them recently.

Can't really say anything until it is finalised.. not sure if it will come through yet.

Submitted by Doord on Fri, 11/07/03 - 7:09 PM Permalink

I like the idea that have come up of far. I would like to add

*Making a character for a game or series of games (like FF, halo, quake, unreal, Mario, the list goes on). This would push every one into going though the steps which someone in the industry would. And this kind of stuff get huge brownly point with and employers, because they don't want to see your style of art, they want to know if you can do there's.

Submitted by Pointy on Fri, 11/07/03 - 10:18 PM Permalink

how about this -
Yourself as a D&D character. Any style of your choosing so as long as people easily recognise it as yourself.

If you dont know what kind of character you might be check this site out.
http://neppyman.irulethe.net/dndwho/

I say any style, because i find it more enjoyable to work on my own stuff, in my own style. If you like to march to another beat, then theres nothing wrong with that.

I say "To hell with employers! Im about me, and my dishes.. er art" Now if you will excuse me im late for a poetry reading, and have misplaced my beret.

Submitted by JonathanKerr on Fri, 11/07/03 - 11:27 PM Permalink

That was a very cool link. Quite a lot of fun to be had there.

I agree, I'd like to use my own style as Malus mentioned (in the argument against cannabilism) that we're doing these challenges to further our own skills and styles.

I'm a little loathe to do a D&D theme tho, D&D is everywhere and done to death. IMO, it's probably one of the most generic themes there is. But if there ever was a challenge, it would be to do a D&D theme without it being hackneyed. Still, the idea of interpreting yourself as a D&D character is quite good. According to the survey, I'm a Chaotic Good Elf Ranger Mage.

Submitted by Pointy on Sat, 12/07/03 - 1:41 AM Permalink

quote:Originally posted by JonathanKerr

if there ever was a challenge, it would be to do a D&D theme without it being hackneyed.

Hehe. I may take up that challenge on my own accord

Submitted by JonathanKerr on Sat, 12/07/03 - 10:29 PM Permalink

quote:

Hehe. I may take up that challenge on my own accord

Good luck! The funny thing about the fantasy genre (or D&D) in both games and books is that you almost have to adhere to the genres 'rules'. Look forward to it.

Submitted by ironikart on Sun, 13/07/03 - 2:18 AM Permalink

I love the rivals idea, or the RPG team. The team would need at least 2 months considering the lesser amount of entries in the last round... but it sure would be cool!

Submitted by Malus on Tue, 15/07/03 - 10:50 PM Permalink

It takes almost as long to decide on the comp as it does to do it.

I propose we get everyones opinion on how the comps are to be structured then vote and that guideline is kept for all further comps. Then its just a matter of coming up with the concept, polycount, time limit etc.

That is if its fine with Souri, since its his baby.

My opinions on comp:

Either, the winner decides on next comp, if winner has won more than twice in a row or is unable to think of anything he/she stands down for the person in second place just to keep ideas fresh and moving.

Or we all think of 1 idea in a certain timeframe like 2-5 days and Souri draws them from a hat.

As for this comp, I like the rivals idea, maybe with an underlying theme or genre type that we must adhere to, ie. black vs white plus manga, marvel, realistic, chibi etc.

Love the rpg team one but Im doing that already for my portfolio, why do I always start stuff for my portfolio then it gets set as the next comp?? lol. [8)]

Submitted by souri on Tue, 15/07/03 - 11:11 PM Permalink

I've posted the news on the Sumea Challenge #4.. Bullant Studios have organised the prize for the next challenge, which is a FULL PASS to the Australian Game Developers Conference in Melbourne, later this year.. w00t!

Submitted by Pointy on Tue, 15/07/03 - 11:48 PM Permalink

Taking that into account this challenge should be more official.
Eg have either souri or Bullant Studios come up with the topic.
Make the time limit long enough to allow for any possibility.
And have a panal of professional judges, like with the first challenge.

Kudos to souri for his orginisation

EDIT: just a suggestion. Perhaps have the competition include these guidlines; your own concept, textures(no photosource), modelling(no recyling), and animation (no bips)?

Submitted by JonathanKerr on Wed, 16/07/03 - 12:28 AM Permalink

quote:Originally posted by Malus

Second that.

Thirded.

Indeed, probably Bullant should decide the topic or at least decide some of the restrictions that are going to take place.

Submitted by Ninja on Wed, 16/07/03 - 1:36 AM Permalink

Yes i prefer BULLANT to decide on the competition theme and rules and regulations since they are the ones sponsoring it .......which is awesome [:D] Thank u bullant and souri [:D]

i think this time it will be a damn good competition since people want to attend AGDC [:)]

I really like that rival theme as well now that will rawk !!!! [:D]

Submitted by Major Clod on Wed, 16/07/03 - 7:37 AM Permalink

Ohh.. that sounds cool. I agree that now Bullant decide the topic and rules if they wish. I'll have to make sure I get my entry done this time.

Submitted by quiklite on Wed, 16/07/03 - 8:39 AM Permalink

Might there topic be broad enough for 2D artists to sneak into this competition somehow? :)

As much as I would be able to love to model, I'm really quite hopeless. However, I've been wanting to dig into something like this for a while, and to be able to do it in this competition would be awesome.

--Paul

Submitted by Pantmonger on Wed, 16/07/03 - 6:38 PM Permalink

quote:Originally posted by quiklite

Might there topic be broad enough for 2D artists to sneak into this competition somehow? :)

Originaly there was a seperate 2D comp that died due to lack of interest. It might be time to bring it back as you can't realy judge 3d and 2d together.

Pantmonger

Submitted by Doord on Wed, 16/07/03 - 6:46 PM Permalink

God damn, I think I would like a full pass to the AGDC. No AIE discount for me this year :(.

Submitted by Doord on Wed, 16/07/03 - 6:49 PM Permalink

Hope we can get this comp up before this week end.

Sumea Challenge #3 results - please vote!

This was the brief.. for a run down of the rules, [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=600"]click here[/url].

You have to make it fantasy based - no futuristic stuff (since the last challenge had a futuristic theme, we want to try something different here). Your warrior can be male or female, adult or child etc.
Your steed must be of an imaginery animal/beast. The number of legs it has is up to you (it could have 4 legs on the ground, or on 2 hind legs, or more than 4legs, for example).

Focus is on Creativity and Aesthetics (polygon work, the overall look and detail, believability of creature design and warrior).

Challenger #1 - [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=639"]Chris[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C1-Chris1.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C1-Chris2.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C1-Chris3.jpg[/i…]

Challenger #2 - [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=615"]Ironkart[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C2-IronikArt1.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C2-IronikArt2.jp…]

Challenger #3 - [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=608"]Pantmonger[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C3-Pantmonger1.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C3-Pantmonger2.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC3_C3-Pantmonger3.j…]

Before you vote, be sure to check their threads to get a better look at their entries. Please make your votes in this thread!!! Give each challenger a place out of 4 positions, and a comment if you like.. e.g

Challenger #1 - Chris : (rank.. e.g 1st, 2nd, 3rd of 4th)... I like this because.....
Challenger #2 - Ironkart : (rank) ... comment here etc
Challenger #3 - Pantmonger : (rank)... comment..

Voting closes on Sunday
Entrants can't vote..

Submitted by tomcat on Tue, 01/07/03 - 4:09 AM Permalink

well what can i say. I like them all but after looking at the criteria of this particular comp this is my vote:

1. Chris
2. Pantmonger
3. Strike Eagle
4. IronKart

Chris, your character is very interesting and overall nice to look at.

Pantmonger, I love yours too but I can only choose one first place.

Strike eagle, Nice concept, modeling and texture work. I just thought he guy in shorts was a little plain. Awesome steeed though.

IronKart, during initial submissions I really enjoyed your polar concept. I really liked your polar bear modeling and texturing. The only thing that let you down is that your character and steed are in my opinion ill matched.

good luck to all!

Submitted by ironikart on Tue, 01/07/03 - 7:50 AM Permalink

mmm.. those aren't my final renders?! My final ones are in my thread.

Submitted by SHaRD on Tue, 01/07/03 - 8:08 AM Permalink

First time poster :D~ wish i reg'ed earlier i really enjoy fantasy work.

heres my order of votes

1. Chris
2. Ironkart
3. Pantmonger
4. Strike eagle

Chris, i really like your character, very origional it has a great feel to it

Ironkart, what a lovely model, very origional i think it has great character too it. i like the textures also.

Pantmonger, again origional and differnt to the other submissions,

Strike Eagle, sorry for getting my last vote but you should have done more with the rider, create more interest he is too plain, however apart from that i really like the steed..

Cheers

SHaRD

Submitted by souri on Tue, 01/07/03 - 9:38 AM Permalink

quote:Originally posted by ironikart

mmm.. those aren't my final renders?! My final ones are in my thread.

That's the two pictures you emailed me the links to..

Submitted by Major Clod on Tue, 01/07/03 - 1:40 PM Permalink

Votes

#1 - Chris
#2 - Pantmonger
#3 - Ironkart
#4 - Strike Eagle

#1 - Chris
I absolutely love this model. There is so much character there. I love all the feathers and what not coming off your rider, and the big, goofy design of the steed is excellent. Nice, clean mesh.

#2 - Pantmonger
Again another orignal design, wouldn't want that pair coming after me underwater. I feel the only thing letting you down is the texture detail of your steed. Compared to the rider, I think you could do more with it. Other than that great stuff.

#3 - Ironkart
I do like the designs of both your rider and steed, however they just don't seem to work together. You could also have used more polys to smooth out your steed, especially compared to the level of detail in the rider.

#4 - Strike Eagle
I think you could have done more with the rider. There is something about your steeds texture that is bugging me, and I think I've narrowed it down to these things. The texture seems too monotonous, maybe a varied colour scheme or better pattern of scales would help it, maybe its a little too contrasted too. Also, it doesn't really fit around the animals body, and instead feels more like a standard material applied to it, if you understand what i mean. When I look at it, I cannot see defined shapes on the animals body, such as muscles. If you work on these things some more, I think we'd see a good model turn into a great one.

Great work all!

Submitted by Malus on Tue, 01/07/03 - 2:03 PM Permalink

Harder than I thought getting a winner out of Pants and Chris, both excellent original ideas but they can't both get number one.

Well here goes.

#1 - Pantmonger:
Overall this is the best complete package. Good mesh construction, original design, tight uvw's and a nice texture, the shark could have more detail in the texture but its a shark so what are you going to do.
Also, and I know this isn't really valid but he pumped this out in no time flat.

#2 - Chris:
Nicely done, the only things that kept you from number one where the textures and some mesh issues with the steed. Textures seemed a bit monatonal and burnt and the steed has alot of polys that could have gone into adding more detail not just rounding off the shape, your design is very cool though so it was a hard one to give 2nd too.

#3 - Ironkart:
Interesting idea, but it doesnt have the punch of the other 2, also could use more work on the meshs, the rider has to many polys and the steed too little.

#4 - Strike Eagle:
Texture killed it for me in this one, and the design is a bit dull (sorry if thats harsh) looks like a bald guy in his boxers riding a reptilian rat. [:(]

Just wondering why most people are a couple of hundred polys of the target?

Good job everyone who managed to finish on time.

Submitted by Pointy on Tue, 01/07/03 - 7:12 PM Permalink

#1 - Chris
#2 - Pantmonger
#3 - Strike Eagle
#4 - Ironkart

#1 - Chris - nice font and presentation, the GI came up nice, and background matched your models.

#2 - Pantmonger - the collage of your characters together works well, the lighting could have been better though

#3 - Strike Eagle - Tough choice here, one one hand you decided to show the binding pose which made it very unappealing, but on the other you do have a shot with shadows and a gradient background, so you just get ahead of IronKart.

#4 - Ironkart - Next time you wont be showing a plain background and a veiwport screengrab. Will you? Hmmm!?

Submitted by Jacana on Tue, 01/07/03 - 7:30 PM Permalink

1. Chris
2. Ironkart
3. Pantmonger
4. Strike eagle

Chris - Just want to know why shes running around trying to keep her balance and shoot stuff in heels :)

One of the things I never understood about fantasy... makeup and heels....

Otherwise I think Shard said more or less what I was thinking.

Submitted by Jocon on Tue, 01/07/03 - 8:30 PM Permalink

1. Chris
2. Ironkart
3. Strike eagle
4. Pantmonger

Great work all round. Chris, I like your style.You have been assimilated.

Submitted by JonathanKerr on Tue, 01/07/03 - 9:38 PM Permalink

Might be a bit late but just wanted to chip in.

Chris and Pantmonger - these two were the top tier entries both extremely different from one another but I think I prefer Chris', which is strange as I don't normally like anime styled works.

1. Chris - great design, and gets the nod because it has a little bit more personality than Pantmongers. The little details like the whipcord pony-tail, the symbolic inscriptions on the steed and rider, the strappings on the bow and arrow give it real believability. The steed meshes perfectly (as seen in the final shot) and for some reason (I'm not sure why) it looks like the perfect, obedient steed. Also, the subject matter (big locusty, flying thing) was a good choice. It's so common to see 'death & destruction' type creatures in games nowadays, so I found the ethereal look refreshing. Only real drawback was the slightly monotonous colour scheme - maybe a splash of white paint on the bow or a greeny tattoo on the arm wouldn't have hurt?

2. Pantmonger - very hard to separate but I think the winning entry has just a tad more personality. The warrior and steed fit together very well and I particularly like how you gave thought to how the rider was going to ride on it. When I saw the concept, I thought you'd do the old 'rider on top' thingee, but lo and behold! It wasn't so.

Personally I like the shark better than the rider, although the whole Roman/Greek/Poseidon thing works very well. There's something about the proportions of the hips and width of the ankles that makes me think he's a bit chunky. Also, the knees are a bit turned in, so it's sort of giving it an impression of weakness (only a little) but since poses aren't really to be taken into account, discard the comment at your leisure. I just thought an underwater creature would be a little more lithe or athletic - it might be the pose, but he looks a little landbased.

Texturing is very nice - particularly the aquatic colour scheme. Maybe some detail on the armour? I applaud the complexity of your design - far more intricate than the others. Excellent use of polys -and you really made the design work.

3. Strike Eagle - gets the nod ahead of Ironikart because the rider and steed work better together and are hence, more believable. Nice modelling although the rider has less polys than the beast but the beast looks a bit blockier - perhaps a bit of exaggeration on the muscularity of the beast wouldn't have gone amiss? The hind legs seem a little weedy despite it's powerful pose. I think the design could have used a bit more thought - maybe some war paint, or insignia on the shield or maybe some vicious tattoos on the rider.

Beast's texture is a bit samey and maybe the scales could have been smaller. Having said that, the texture for the rider (while a bit plain) does an very goog job of conveying a ripped physique.

4. Ironikart - I like the design and how it varies from the typical game stuff, but the rider and steed clash. Texturing is quite nice, esp on the rider but I think a little more detail both modelling and texture wise could have gone on the steed. The feet look a little plain. I like the stylized looked tho!

Submitted by Maitrek on Wed, 02/07/03 - 12:07 AM Permalink

Well I'm not much of an artist, so I don't know how well this vote will go down, let alone what I would hardly call good "critiqueing" but here goes!

(numbers on the side refer to "placing")

#1. Pantmonger - In regards to the first criteria (creativity), this stands taller than the others. The humanoid angler fish concept is great- it's a damn 'ugly' concept and I'd never date one, but in the context of a warrior it's perfect, definitely scarier than a furry rabbit (despite what Monty Python afficionados will say about rabbits). I don't know which one came first, the shark or the angler-fish humanoid, but the armoured shark complements the warrior greatly. The riding position of the warrior is also a nice twist, although the way the rider's 'handlebars' are attached to the shark looks painful :). Overall two creative concepts that work well together.

Related to the second criteria (aesthetics) you've done a good job of the warrior. The anatamony is a bit twisted, but it suits the part human part fish theme. Although I have to say his pose seems a little bit "look at my perky butt" - but it translates better when he's on (under) the shark. The musculature is also different which adds to the 'not human' look of the warrior. The mapping is rock-solid (except perhaps a tiny fraction around the jaw, but that's only because you gave an ultra close-up of it), often something repeated like scales can give away stretching so easily, but you seemed to have that covered.I was also glad to see that on both models you worked close to the polygon limit.

I think the texture detail on the shark was a little bit low, although not being the ultimately creative type, the only advice I could offer is perhaps a bit of scars or something, look at some doco's on great white sharks and alot of them have a bit of "character" in relation to battle scars, especially around the jaw. It seems just a little too smooth for a wild battle creature.

Another slight issue is that the model/textures overall seem a little dark...but what would I know :)

#2. Chris - First criteria, creativity. I think the locust/grasshopper steed is a good concept (as an aside it'd be interesting to see how a game would interpret the 'locust steed' seeing as technically it can't fly, it can only jump really high/far). The warrior concept is a little bit 'safe'.

Aesthetics wise? It's partly lighting, and it's partly the model, but I like the fact that this model has almost captured a bit of an "object in a plane" 2D look about it. The texturing is safe, the bow seems a tad cartoon-like though, it's hard to say whether this is a bad thing as the overall model is obviously not supposed to be ultra-realistic (the physique, clothing etc is all a bit fantasy/anime). I hate to nit-pick, but I think believability was mentioned as a criteria, high heels??? Seems a bit strange for this warrior to be running around in heels! But that's just me :)

The steed looks good, not sure where to put those 290 polys, perhaps use them to make the rear legs a bit smoother, or add some details to the legs, maybe something to make it look a bit more 'rugged' I guess. Textures are good but would need a game with a decent lighting system to bring depth to the characters, perhaps some more contrast and shadow?

The only other thing is that the steed has a bit of an Australian outback colour scheme to it (red/ochre) it works, but it doesn't create much contrast with the warrior. I'd perhaps try to play around with colours that match the kind of wood/conifer forest colour scheme that the warrior has.

#3. Ironikart - The concept of the warrior is different, but it doesn't really match the polar bear. I think what's mismatched is that something that's nearly totally based in reality (ie the polar bear) has been matched to something that's definitely not (The only way that warrior will be able to generate enough leverage to move that spear will be through forces unknown to me)! There doesn't seem to be anything wrong with the idea of the warrior, or the idea of a polar-bear steed, it just doesn't seem to be a natural match.

Aesthetics? I'm not sure, but it looks like you've got at least (or around about) 500 polygons left to play about with. I'd use them on the bear, maybe give it some more character, I'd definitely give it some upper and lower mandibles (if I were an artist, which i'm not, I'm only pretending I know what I talk about).

The texturing is good, although again, I think the colour scheme suffers from mismatched warrior/steed. Overall it seems to lack a bit of colour in general, it's a very grey scheme. Which isn't necessarily bad, but I'm not convinced it works in this case. The chest and knee area of the steed probably need a bit of uvw alteration but apart from that it's all fairly good.

It's a tad unbelievable that these two aren't wearing any protection (rdrr) at all. I'd maybe spend some of the polygons on armour as well, maybe even take a few extra polygons lying around on the character to add armour to the steed.

#4. Strike Eagle - The "creativity" criteria is possibly where this one loses out. I'd like to see perhaps a different twist on the semi-primal full body-waxed warrior on reptilian/dinosour back theme. I sure hope that guys lives in a warm climate cause he's going to get cold in winter :) The semi-canine look of the reptile is different, so that gets you some brownie points in the creativity field.

The steed's texture seems a little bit plain and uniform. Although I realise it has to be (it's a reptile), maybe something like tiger stripes, or even chameleon-esque colour change, or maybe a paler underbelly, something to give it some character would be useful. Also the scales seem to stretch a little bit here and there, which is obviously a risk involved in using a repetitive texture. Perhaps a few too many polygons have been used for the feet claws and I'd definitely use those 100 or so polygons you have left to smooth the creature out a bit more.

The warrior is very 'safe' as I would say, there doesn't seem to be anything majorly wrong, although he's got way over-developed biceps :) I hate to bring my own self-taught physiological garbage into this, but throwing and fighting actually involved more shoulders and triceps than it does biceps!

Anyway - everyone's a critic sometimes - well done to all of ya! You put in a better effort than I did for the programming competition!!! The standard these entries are up to is great to see.

Submitted by rezn0r on Wed, 02/07/03 - 2:38 AM Permalink

#1 Pants
#2 Chris
#3 Ironcart
#4 Strike Eagle

Scott.

Submitted by Trigun on Wed, 02/07/03 - 8:40 AM Permalink

1. Chris
2. Ironkart
3. Strike eagle
4. Pantmonger

chris... u ROCK!

Submitted by souri on Wed, 02/07/03 - 9:53 AM Permalink

Strike Eagle has requested that his entry be removed..

Submitted by Ninja on Wed, 02/07/03 - 7:22 PM Permalink

Oh man Strike Eagles been removed ??? [:(] wat da ? guys i think try to encourage the entrants of this competition rather than give a very harsh criticism......... i mean post a crit that will make people feel that we can do better next time on different aspects of the competition and like wat we can improve on....(which most of you did [:D])

Put yourself in the artists position and remember wat this competition is all about.

Encouragement is the best support u can give as voters and crits. [:D]

Submitted by Malus on Wed, 02/07/03 - 11:47 PM Permalink

Strike eagle: I hope I had nothing to do with you removing your link [:(]
Your modelling and animations where very good, I should have noted that on my vote, I apologise for just concentrating on the negatives just got lazy.

I don't think he should look for another industry either thats a very harsh thing to say, if you look at his other work on his site he's definetly doing some great work.

Come back StrikeEagle its only a comp.

Submitted by SHaRD on Thu, 03/07/03 - 1:56 AM Permalink

dont think it was you malus...
/me looks @ doord

"I'm not going into this one sorry, but if you are new to the game good work and nice model if this one is of your first few model you have got to the end of. If not, I think you need to start looking into another career, or start over and learn more about old school art"

harsh...

Submitted by Doord on Thu, 03/07/03 - 2:30 AM Permalink

Just my opinion, sorry if you took it to heart. But I do stand by my comment, I have just found out that you did dip two the year before I did. and I now know the impact of what I have writen has had. But I do this to everyone I talk to about art, mainly so that they will do it back and I find this help me a lot.

(just a side note, I didn't do art in year 11 and 12. Which was because the shit type of art we were pushed into doing. Then I went to the AIE and found that they were very layed back and that they tell poeple that what they were doing was the best they have seen and that wasn't ture 90% of the time. And i see the same thing every were. And found that I need to find some place tells you how it is and i find that forums are a good place for this. So i went to the forums and got comments that were ture about my work and come and because of this it has only taken 2 years of doing art to get a job in the industry)

I'm more then happy to help you out, hell you live here in Canberra, I happy to meet up and show you a thing or two which may help you out.

remember Just my opinion.

Submitted by Pantmonger on Thu, 03/07/03 - 4:31 AM Permalink

There is a big difference between telling someone that they need a lot of improvment,here is where and what, and saying "I think you need to start looking into another career"

The first one is the truth (in theory) and is helpful. The second is pointless self inflating bashing.
You have basicly said, "I know this industry and you don't stand a chance of getting into it, ever." and you don't have the standing, experience or knowledge to say this and be accurate. Just because you work in the industry it does not grant you powerful insight into peoples life long potential.

Get some respect for other peoples feeling

"remember Just my opinion."
Pantmonger

Submitted by ironikart on Thu, 03/07/03 - 4:35 AM Permalink

Man, I really liked Strike Eagle's entry! It was my wife's favourite :)

It's all a learning process. This was my first go at a low poly model and I really enjoyed doing it in the spirit of competition. I look forward to seeing more work from you Strike!

souri: thanks heaps for changing the links to my entries, much appreciated!

Submitted by rcumine on Thu, 03/07/03 - 8:11 AM Permalink

1. Ironkart
2. Chris
3. Pantmonger

Submitted by Major Clod on Thu, 03/07/03 - 10:49 AM Permalink

quote:Originally posted by Pantmonger

There is a big difference between telling someone that they need a lot of improvment,here is where and what, and saying "I think you need to start looking into another career"

The first one is the truth (in theory) and is helpful. The second is pointless self inflating bashing.
You have basicly said, "I know this industry and you don't stand a chance of getting into it, ever." and you don't have the standing, experience or knowledge to say this and be accurate. Just because you work in the industry it does not grant you powerful insight into peoples life long potential.

Get some respect for other peoples feeling

"remember Just my opinion."
Pantmonger

Agreed.

Submitted by Doord on Thu, 03/07/03 - 8:17 PM Permalink

Too ture Pantmonger. And maybe he should take your word for it, "what the fuck do I (Doord) know. I haven't been in the industry that long."

Hell it's right, I don't do the hiring. I'm not that good. Huge amount of stuff I don't know or not that good at. And I best start working on the way I view others work to that list.

can we move any other thing about this to an other place, and have this area for voting and give the comp entrys the atentiion they should have.

I will be off now.

Submitted by animal on Fri, 04/07/03 - 7:29 AM Permalink

1. chris
2. pantmonger
3. ironkart

Submitted by Mojo on Fri, 04/07/03 - 9:51 AM Permalink

In terms of funky design, modelling and texture skills, hmm...!

1. Pantmonger
2. Chris
3. Ironkart

Submitted by Ionized on Fri, 04/07/03 - 9:52 PM Permalink

I've been away for a while and when I get back, there are only 3 entries?! What happened people? It started out so well.

Great final entries from everyone. Anyway, heres my votes and I'll be breif:

1 Chris - I just really like this model. It's clean and the character just pops.

2 IronKart - This has a big cute factor for me. Texturing could use some more detail though. It's simple but it works for me.

3 Pantmonger - Very cool and original idea. Loads of detail too and probably the most complex model out of the three. However I think that some of the details on the shark and rider could have been more worked on.

As for Strike Eagle. I don't blame him if he doesn't want to get into the industry after the way he has been treated here. If you read this dude. Don't ever listen to shit like that. And don't ever pull your work out because someone said something stupid. The only people worth listening to are the ones who offer constructive criticism as opposed to detructive criticism.

Submitted by Ninja on Sat, 05/07/03 - 12:11 AM Permalink

Yes i saw some of strikes work it is damn awesome and he has a crap load of it more than i have ever built. So the guys does not deserve to be put down and i rekon he should put his work back up because like everyone else here we all put time into getting these models done so no matter how it looks should be proud of it [:D] !!!!

Submitted by Doord on Sat, 05/07/03 - 2:42 AM Permalink

quote:Originally posted by Malus

If stuff like this is not a good start for someone wanting to get into the industry maybe we should all give up hey. [?]

I did say in my post if you are starting out nice work a keep it up. Cool base for the chopper.

Submitted by Pointy on Sat, 05/07/03 - 2:53 AM Permalink

seems like the voting has come to a standstill. How long before a tally is done and more importantly, a new challenge begins?

TIME EXTENSION REQUEST

Hi Souri,

I know this is an unusual request but I just went through everyones submissions and have noticed that a lot of people won't be able to submit due to the time limit.

Personally I just finished my uni exams last week . I will not be able to submit my finished character like many others.

So how about extending the challenge one week? or a few days maybe??

cheers

Submitted by Pantmonger on Mon, 30/06/03 - 7:50 AM Permalink

No offence to anyone, but this comp was over 5 weeks in length. I dont think that the lack of submissions is due to the ultra tight deadline. More a case of people put it off cause they dont feel like doing it in the free time that they have (which is fine), but the time limit was plenty. A change to the time at the 12 hour would be flawed and unfair to those who did a rushed job at the last min in the hope of getting it done.

Pantmonger

Submitted by tomcat on Mon, 30/06/03 - 8:35 AM Permalink

No offence taken. Yet you have to realise that at this time of year university students like myself are engaged in exam and assessment as well as work.
Yet you made a valid point about it being unfair to those who rushed it.

nice work by the way.

Submitted by Major Clod on Mon, 30/06/03 - 10:13 AM Permalink

I can understand where both of you are coming from. I was looking forward to submitting an entry into this contest as I missed the last one, however like Tomcat I was overwhelmed with not only a few weeks of uni exams, but a lot of assignment work as well. Sure I did have some free time in between, but I chose to not sit in front of the computer, as all of my uni work demanded it. An extension would be nice, but I understand it is unfair for the people who have worked hard to finish their entry.

Submitted by Malus on Mon, 30/06/03 - 10:22 AM Permalink

I sympathise with you guys who have studies but everyone has something that keeps them from it, myself I had work and other comittments pile up so I only just finished it tonight, an extension is unfair for those who did it in the alotted time.

Submitted by Sorceror Bob on Mon, 30/06/03 - 10:38 AM Permalink

I dont see any reason why people should stop work if they want to get it finished... Just they won't be able to have it judged as part of this sumea challenge.

Submitted by Doord on Mon, 30/06/03 - 7:31 PM Permalink

I can't see why same of you what more time. Because there is nothing for the winner but the fact they can say 'I won the comp on Sumea with this model. But they had to give me more time then everyone eles so I could do so.' Not much of a win is it.

I do think what bob said 'there is nothing stoping you to finsh your model anyway.' Is the way to think about it.

This comp just gave to a good starting point. And that is why I will be still going to getting the rest of mine done. I have big plans for the model. Even a short flim maybe, with a high res version.

Submitted by souri on Tue, 01/07/03 - 3:18 AM Permalink

I don't think it would be fair to the others if the challenge was extended. I'm going to be doing another thread with the unfinished works, so we can all comment and vote on them on their potential..

Submitted by tomcat on Tue, 01/07/03 - 3:44 AM Permalink

Thats a great idea souri!

Submitted by Pointy on Tue, 01/07/03 - 11:51 PM Permalink

Im sure more than the majority of people that wanted to finish this comp procastinated or "wasted time" myself included, and it would have been unfair to extend this competition after a time has been set. But perhaps for the next comp the time frame could be alot more genorous to allow even the most overworked person to finish a comp and maintain a social life.

Hello

Hello all, I just heard about this challenge and would like to have a go.Because of my late starting I wont be spending a great deal of time on the design stage and will be jumping straight into the modelling process.My design will be somewhat simple so don't expect anything amazing.Only having 3 or 4 days to complete a task puts me under pressure to finish on time, but as Yoda says, there is no try, there is only Do, or Do not.I will upload a composite in maybe 48 hours, as i am busy for the next 24.

Submitted by Mojo on Tue, 24/06/03 - 9:53 PM Permalink

so it's going to be a lot like my entry (if i ever finish) :) good to see there's more people like me.

Submitted by Ninja on Wed, 25/06/03 - 5:18 AM Permalink

hehe dun worry your not the only one whos busy [:(] Im pretty sure there are heaps of people here too that has to crunch out models and textures by this sunday [:)]

Submitted by Pantmonger on Wed, 25/06/03 - 7:35 AM Permalink

You are all weak. [:p]

Just kiding, I try and work as if I was under a similar time frame, but before I am. That way I can get it done, but I dont have to worry.

Pantmonger

Submitted by Major Clod on Wed, 25/06/03 - 9:22 AM Permalink

I've not done any work and if I will be entering the comp I will be restarting. Should be no problem getting it all done by Sunday, but thats only if i can think of a good enough design in the first place.

Submitted by Jocon on Fri, 27/06/03 - 4:28 PM Permalink

Heheh: Glad to see I am not the only one feeling the pressure.The Beast is modelled from raptor references I have .The Rider is based on "Ideal Proportions" images.I pretty much forgot about armour when modelling but had felt this creature and rider would not wear a great deal anyway as I felt they would fight as light cavalry/spearman/archer.The Creatures great speed is its greatest asset.The creatures are trained to respond to voice commands, like sheep dogs.They can be directed vocally during a battle while the Archer fires. The creatures natural instinct to "Flock" is also used on the battle field, for mass attack, following the "Lead Spear".Some more modelling to do but I have the mapping planned inside my head, so all going well I should finish in time.Ermmmm........I had intended to upload some WIP pics with this post.. but dont seem to be able ? .Can i do that or do i need webspace ?

Submitted by Pantmonger on Fri, 27/06/03 - 6:50 PM Permalink

quote:Originally posted by Jocon

but dont seem to be able ? .Can i do that or do i need webspace ?

They need to be uploaded to the web, and linked in your post.

Pantmonger

Submitted by Jocon on Sat, 28/06/03 - 7:58 PM Permalink

ok, thanks for that, ill upload em asap.I am happy with the models, but as you can imagine would like more time to refine. i would like to add light chest and leg armour, but thats another days work.

Submitted by Jocon on Sun, 29/06/03 - 7:03 PM Permalink

These are the WIP pics I wanted to upload and some updates.It was only towards the end of modelling that an armour design came to mind.As much as I would have liked to fit it in it would have meant some reworking, costing time.I changed the sword shape and will change arrow and bow shape when mapping the creature.The Warrior is mapped and requires an afternoon of painting which I am looking forward to.When I am finished mapping the creature I may do some copies of the warrior with various amounts of armour on.

http://www.zerosync.net/nBT/JoeConnol/Archeroptim.jpg
http://www.zerosync.net/nBT/JoeConnol/Beastoptim.jpg
http://www.zerosync.net/nBT/JoeConnol/WarriorCount.jpg
http://www.zerosync.net/nBT/JoeConnol/warrioroptim.jpg

Submitted by Jocon on Mon, 30/06/03 - 6:19 PM Permalink

Have to walk away now.I am happy with what i achieved in 5 days.5 weeks is too long for the amount of polygons involved i feel.I will finish off these characters and perhaps post at a later date.I have learned more than i achieved, and am happy with that.

http://www.zerosync.net/nBT/JoeConnol/warrior18.jpg

Sumea Challenge #3 - 3D- 'Ionized'

Part chicken.. part..uh...camel

Unfortunately I don't think I'm going to have time to take this one to completion.... damn deadlines!! I kinda got a bit carried away with the concept anyway. Oh well, these things happen.

Thought I'd post it up just for the hell of it. You'll have to imagine what it would have looked like in 3D. It would have been difficult resolving how those feather attatched to his arse anyway :)

[img]http://www.ionized.netfirms.com/beast.jpg[/img]

Submitted by Pantmonger on Fri, 13/06/03 - 3:50 AM Permalink

Nice concept, pity you are not going to have the time to bring it to 3D life. It's got that lovely mix of cute and repellent.

Pantmonger

Submitted by ironikart on Tue, 17/06/03 - 2:11 AM Permalink

interesting concept. Would have been great to see this done up as a model...
(your work kicks ass by the way!)

Submitted by Ninja on Tue, 17/06/03 - 7:36 AM Permalink

Man dat looks sweet !!!!!!!! cant wait to see it modelled and textured [:D] im pretty sure u will do an excellent job at it !!!

Submitted by Ionized on Wed, 18/06/03 - 4:48 AM Permalink

Hey thanks Malus, thats very helpfull :)

Cheers Ironikart, I like your entry. I checked out your webpage, but there was a lot of broken links, so I'll check back later.

Yeah, it's a bummer I'm not going to bring it to completion. Atleast not by the deadline anyway. I might make it a personal project for later. You guys have been doing some amazing work anyway, so I imagine the competition would have been pretty tough ;)

Sumea Challenge #3 -3D- 'UniqueSnowFlake'

Well I'm back from the dead to redeam myself.
Alot came up half way though the last challenge being the reason I didn't finsh. With that in mind I'll be finshing him off when I have finshed this challenge. Anyways.............. Here is what I have so far.

Hopefully this link will fix any problems you might of had

[url]http://uniquesnowflake.web1000.com/sumea/sumea.html[/url]

I May change him a little later but I'll see what people think so far. For now I'm moving onto the rider.

Submitted by Pantmonger on Wed, 11/06/03 - 7:30 PM Permalink

Nice Job and an interesting idea, a lot less brutal then the rest of us. So much divercity in this comp and a lot of big animals :)

Only crit I have is that the head is too broad and flat, like it needs squishing in at the sides.
But nice model

Pantmonger

Submitted by JonathanKerr on Thu, 12/06/03 - 12:48 AM Permalink

I quite like it. A lot different from the others so it gets marks for originality. Pants is right - it's much less brutal and more feminine.

I think you could probably do with a bit design with the reins and the saddle. There is potential there for some feminine, pastel colours and maybe some celtic/fantastical motifs much like you've done with the brand on the rump/hind leg. Check out some Final Fantasy 10 artwork on the net - quite different from other FFX direction and has some of the most cohesive and intelligent fantasy clothing design.

Really like the head texture - the 'doe-eyed' look gives off a feeling of real innocence.

While I like the steed very much, I think a little more thought could go into the rider - there doesn't seem to be many defining characteristics to her, aside from being pixie-ish. Perhaps a different weapon or something? A slingshot attached to the staff? Go to town on things like clothing, hairstyles and maybe matching motifs to go with the steed to suggest some form of relationship?

I think this design has the potential to kick a lot of ass but needs a little tweaking.

And yes, I'm aware that it's a WIP. Good stuff.

Submitted by Ionized on Tue, 17/06/03 - 12:10 AM Permalink

Cool, nice to see a different take on the theme.

I must confess though, as soon as I say the render of the deers head, I did want to shoot it.

It must be the redneck in me:)

Submitted by UniqueSnowFlake on Sat, 28/06/03 - 2:38 AM Permalink

well I went a little better then before but once again I'm going to fail [xx(]

Something came up in the middle of Challenge so I lost alot of time to finsh off my models. I have finshed the Riders Head and textured it, so I had something to show. I also did some facial expressions if you want a look. anyways..

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

I'm going to texture up my last challenge model (yes its finshed). So look out for it.

Blank

(removed)

Submitted by mochumbo on Sun, 08/06/03 - 1:15 AM Permalink

Great character work, awesome modelling for your rider!

Submitted by adie on Wed, 11/06/03 - 5:35 AM Permalink

wicked looking rider and the beast looks like its going to kick ass too
i like the how it sorta loks like a posssum( a verey mean one [:(!]) keep it coming [;)]

Submitted by Pantmonger on Wed, 11/06/03 - 7:34 PM Permalink

Nice, coming along well. I think you need to pull his butt cheeks together a little tighter but thats about it. I like the feet well done there.

Pantmonger

Submitted by Malus on Sat, 14/06/03 - 10:32 AM Permalink

looking great man, might want to fix the twist in the shoulder on the upraise arm, its deforming badly.
Are you doing anything with the extra 448 polys you have left to use? The shield maybe.

Submitted by Ninja on Mon, 23/06/03 - 8:54 PM Permalink

nice work man [:)] would be awesome if the steed have kick arse armour plates on him [:D]......

good stuff once again [:D]

Submitted by Jocon on Sun, 29/06/03 - 7:57 PM Permalink

Im getting fed up saying "Nice Work". I think i would like to see some of these creatures have a fight. "Beast Wars". heheh.

Submitted by Malus on Mon, 30/06/03 - 10:28 AM Permalink

Came up pretty good man, I would have liked to see more contrast in the skin on the beast, seams like its all the same texture, its on the shield too. You should have used those extra 585 polygons also.

Overall decent job StrkEagle, just push yourself a bit more with the textures. [:D]

Submitted by Sorceror Bob on Mon, 30/06/03 - 10:36 AM Permalink

Yup, that was my crit too.. I have a feeling there may be some lighting inconsistencies on the scales.. That happens you photosource that kind of thing.

Your lightsource when texturing should be located directly above your model.

Good work on getting it done!

Submitted by Pointy on Wed, 02/07/03 - 9:21 PM Permalink

come on man, dont be hiding in your shell, im in the same position as you. moddelling and animation are your stronger points, and your animations were good, put them back up

Submitted by Malus on Wed, 02/07/03 - 11:31 PM Permalink

Where did it go! Your modelling and animations were good, just needed work on your textures, hell we all need to work on something. Put the links back up man.

Sumea Challenge #3 -3D- 'Chris'

Here is the concept art for the warrior......[:D]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_1.jpg[/img]

Here is the concept for the steed....[:D]
He needs lots of work but i will get around to building him up.
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_2.jpg[/img]

Here is the blocked out model of the warrior.....[:D]
It is the blocked out model no detail has been added in yet and currently stands at 2495 Tris.... will post a shaded render and more wire renders soon.
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_3.jpg[/img]

Hope u enjoy......[:D]
Need your crits people please......[:)]

Submitted by Shaetano on Fri, 06/06/03 - 7:54 AM Permalink

Man, thats pretty damn good as well, your steed and warrior concept is another totally different theme. This comp is going to be excellent if everyone finishes their models and stuff :).

Submitted by Ninja on Fri, 06/06/03 - 8:47 PM Permalink

[:D] thankx Mr.Shaetano..... i was gonna do a guy and sumthing bulky and beefed up for a steed but i changed my mind i decided to go for a girly type ( i know it sounds gey ). But a lot more work for me.....gotta work on more detail and getting rid of un-necesary polys to compensate for other areas that need detailing.....[:D]

Ill upload the steed in blocked out form this long weekend...... so this weekend i can play around with the remaining poly counts for both the steed and the warrior.... [:D] ( gotta make use of the competitions polycount )......

mmm yummy part is to test rig the models and then UVW map [:D] In case of bad deformations !!!

Submitted by Malus on Fri, 06/06/03 - 10:39 PM Permalink

Nice concept Chris.
I think my entry and your entry would work well in the same universe too. [:)]

Submitted by Pantmonger on Sat, 07/06/03 - 7:42 PM Permalink

Nice Concept, coming along well. My only crit would be to change the breasts but that mainly becase I dislike Sphere breasts and I think their presence does the rest of the model a dis-service.

But nice stuff.

Pantmonger

Submitted by tomcat on Sun, 08/06/03 - 7:06 AM Permalink

I love your style man! Great concept and modeling. Nice but yeah just fix the chest up a little. Im gonna put mine up soon. I'm new to this so would appreciate some constructive criticism.

Submitted by Ninja on Sun, 08/06/03 - 7:42 AM Permalink

Hey all thankx for the reply [:D]........

Mr.MALUS : Thanks dude... it would work out well in the our own little universe [:D].... hows ur model going ???? would love to see urs modelled and textured it will look excellent just like the CGtalk challenge u did [:D]......

MR.PANTMONGER : Thank you as well and also to your crit [:D] i knew people will look at her breasts and say its not right..... ive fixed dat cause i wasnt happy as well with it...... so i've fixed it with geospheres ( which i stupidly forgot about [:D] )...... Thankx for that once again......

MR.TOMCAT : Thank u to u as well [:D]....... would love to see yours too [:D]

Anyways here is the steed blocked out model......... still need to add more detail and fix ugly polygons shadings............[:D] Gonna post some UVW pics and final models sometime this week....... ( Damn full time work as well !! so many late nites for me !!! )

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_4.jpg [/img]

Submitted by Malus on Mon, 09/06/03 - 5:05 AM Permalink

Thats coming along well chris, You could kill heaps of polies in the head if its going to be round like your concept is.

I haven't started my model yet. [:(] In the next couple of days for sure.
I've been too busy with tutoring, working on my portfolio stuff and some freelance concept work for a couple of places around Brisbane, my big plate of fullness lol, just wish I could add "fulltime game dev" too that plate.

Submitted by Mojo on Fri, 13/06/03 - 7:08 AM Permalink

Really nice concept work, both the rider and steed have tons of character. would be cool to see this animated

Submitted by Ninja on Fri, 13/06/03 - 7:04 PM Permalink

Thank you mojo... [:D] ill have the characters rigged and posed but unfortunately i dont have the time to animate both of them [:(]....

ill post UVW's this weekend.....(hopefully!!)

Submitted by Ionized on Tue, 17/06/03 - 12:04 AM Permalink

I really like your character concept. Look skinda final fantasy inspired.

Submitted by Ninja on Mon, 30/06/03 - 11:24 AM Permalink

OK i busted my arse for 5 weeks trying to finish this so here goes :

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_5.jpg[/img]

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_6.jpg[/img]

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_7.jpg[/img]

[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_8.jpg[/img]

Here ya go its 1:30 AM and im late and its late at nite and i got work so im sorry if im late........[:)] and im sorry if i havent cleaned up the damn texture sheet and my freakin computer keeps crashing AHHHHHHHHHHHHHHHHHHHHHHH HELP i need RED BULL!!!!

Submitted by ironikart on Tue, 01/07/03 - 7:26 PM Permalink

This is awesome! Very polished. If you don't mind me saying she looks a little disney in the face... or dreamworks. I love it!

Submitted by Ninja on Tue, 01/07/03 - 9:34 PM Permalink

Thank you guys for your reply.... [:)] it was just so hard to get this whole thing done.... basically i didnt have a life for 5 weeks....plus full time work etc....

Ironikart i liked yours as well, very well lit image and i like ur character so reminds me of lunig stuff which i really love.(is dat how u spell it ? )....

Anyways ill post a different angle shots of the characters sometime this week and also the UV's shots.

once again thank you [:D]

Submitted by NevaFear on Sat, 05/07/03 - 4:52 AM Permalink

Great Design Chris.

What programs did you use to create the 3D models and textures?

Submitted by Ninja on Sat, 05/07/03 - 6:43 AM Permalink

Hi nevaFear [:)]

I used 3D studio max to create the 3D models and the textures i used photoshop [:D]

Sumea Challenge #3 -3D- Jak

Hi,
first time i have submitted or been on the forum. So here goes... when I first looked at the brief I immediately thought of the usuall...sexy gal on a dinosaur....etc. So I decided to do the opposite .... old man on a cassowary type creature.
The the oldman character will have to be optimised a bit I want him to be around 4000 triangles and I think his head is a little big. I hope to use a lot of Alpha textures on the Cassowary feathers/quills.
I realise after re-reading the brief this character may not be fantastical enough... so they may change... anyway, any feedback appreciated.

[img]C:Documents and SettingshempsonjDesktopTempJakBushSceneL.jpg[/img]

[img]C:Documents and SettingshempsonjDesktopTempJakWIP01L.jpg[/img]

Submitted by Pantmonger on Thu, 05/06/03 - 5:18 AM Permalink

Hi, I liked the look of your concept from the front page, welcome to the comp.

Now for the bad news. Although you can see the images you have posted within this thread, no one else can as you have posted a link to your personal desk top. For others to see your images you need to have them uploaded on the web somewhere and link to that using a url.

Pantmonger

Submitted by Malus on Thu, 05/06/03 - 5:55 AM Permalink

Very cool concept on the frontpage Jak.
I think hes fantasy enough, how many guys do you notice riding cassowaries around?

Aren't link errors fun.

Submitted by Ninja on Thu, 05/06/03 - 5:59 AM Permalink

ahhhhhhhhh cant see any images :( please upload em =)

Submitted by Jocon on Sun, 29/06/03 - 7:23 PM Permalink

Hi Jak,nice design. I think we where thinking along a similar thread.Nice work.

Submitted by Malus on Thu, 03/07/03 - 8:30 PM Permalink

The models are looking great, hope you end up finishing them. Great original idea.

Sumea Challenge #3 -3D- 'Doord'

I don't think this fits the comp that well, or if I will have the time to get it done. But i gave me something to do last sunday, after a few big nights.

Oh i have no scaner so I took a photo.

Model so far.

http://www.geocities.com/doord/Rider.htm

(Old model re-build a fair bit, I would like to say that the rule don't say that you are not able to use an old model, anyway if i did model a new character I would have used parts from my other ones anyway. I'm just looking for a reason the finsh the character because the MOD it was for died. I'm happy to be called a cheater and caned from the comp, but this is all in fun alway and after all I have very little time to work on this, and using the old model give me a little head start even after I didn't start with the Comp until a week after it started.)

Submitted by ironikart on Fri, 30/05/03 - 10:32 PM Permalink

dead links? - could be cause you're using geocities. I don't think it'll let you post external links.

Submitted by Pantmonger on Sat, 31/05/03 - 12:21 AM Permalink

You cannot direct link to images on geocities, place them in a basic html and post the link for that, or if people are desperate for a peek just drag and drop the link into your address bar it should work (if not add a ? at the end)

Other then that you need to compress those images almost 300k for a black and white image is not 56k user friendly.

But nice rino 'esk concept.

Pantmonger

Submitted by Ninja on Sun, 01/06/03 - 3:01 AM Permalink

awesome concept and model doord...... can we see some shaded wire frames =)

Submitted by Doord on Sun, 01/06/03 - 6:11 AM Permalink

I know that Pants, thanks anyway :) I have been very buzy at work and haven't got on my computer for about 3 weeks. The modeling was done at work (just staying back after work and working on it.) And the concept was done on the Bus to work (thank god I don't have to ride them things any more:)

I will get a wire frame up and fix the rest of the stuff on sunday, if you are luckly I will model the beast up to.

By the way the character is a very small amount under 3000 (I can't tell you what it is because I don't have Max on this computer) The sword is about 650 if I remember right.

Thank you to the poeple which took the time to have a look, and to the rest of you, haa haa you will just have to miss out for a bit.

Submitted by Sorceror Bob on Mon, 02/06/03 - 9:15 AM Permalink

Kodo beast and frostmourne eh :)

I'm dissapointed you recycled the ozjack guy though.. He's cool, but i wanted to see a new character from you :P

I know how busy you are with work though, so its all good..

Submitted by Doord on Mon, 02/06/03 - 7:45 PM Permalink

Yeah Bob I need a reason to get him finshed. And this look like a good reason, I have a little warcraft stroy for this guy to, which I maybe will add to the package.

I have been thinking of changing the OzJack character to fit into the beast more, but now that I have the beast half made I will not have to :)

Submitted by Malus on Tue, 03/06/03 - 6:47 AM Permalink

I don't think you should be canned from the comp, its just good that the judges can now take that info into account thats all.

Good on you for letting us know man.

I agree the comp should state if you can or can't use premade models or parts.

Hows the rhino coming?

Submitted by Doord on Tue, 03/06/03 - 10:30 PM Permalink

I have a starting mesh for my Kodo beast, So that I could work out what size to have the beast in the 2D version. I have also e-mail it from home to here so at I can work on it here after work (the best way for waiting until the traffic dieds down before trying to drive home [:)])

I don't know about having the rule of not using premade part, it is a very much use way of modeling. It was also out-lined in Paul Steeds modeling book, stating that: "it is the most use and lest talked about form of modeling. Hell why model something that you have already got."

It works like this in the industry, in fact we here are using an aniamtion from my demo reel in the game. Also the last model I made here used the arms from this comp model.

But there needs to be something to stop poeple getting huge head starts.

Submitted by Malus on Tue, 03/06/03 - 10:43 PM Permalink

Yeha in the industry I totally agree, why wouldn't you reuse meshes its faster, but for a comp I think it should be all new.

Submitted by Doord on Wed, 25/06/03 - 10:30 PM Permalink

Oh an update, haven't had that much time, about an hour to hour and a half a week to work on it.

Under by about 300 polys and still optimizing before a finsh it off, I would say the model is about 75% done. Then texture and animation, and into a game maybe.

http://www.geocities.com/doord/SteedRiderUpdate.html

Submitted by Ninja on Thu, 26/06/03 - 8:24 PM Permalink

nice work doord.... [:D] love both of them !!!

Submitted by Malus on Thu, 26/06/03 - 9:31 PM Permalink

like the shotty :P
got a wire frame shot?

Submitted by ironikart on Fri, 27/06/03 - 1:34 AM Permalink

Very nice modelling... I love the beast particularly. Be good to see this textured before the deadline :)

Submitted by Malus on Mon, 30/06/03 - 10:30 AM Permalink

How did you go Doord? Was looking forward to seeing the final product.

Submitted by Doord on Mon, 30/06/03 - 8:41 PM Permalink

Sorry man didn't get it done, mainly because I what to do a very nice job on it, and not push myself into doing it and rushing it. The model almost done, I should have the model done and a good amount of unwraping by the end of the week.

Submitted by Ninja on Mon, 30/06/03 - 8:46 PM Permalink

Its good to take time on modelling and texturing, [:)] would love to see yours though finished it is an awesome model and very nice form and structure.... so go finish it off buddy [:D]

Submitted by Doord on Mon, 30/06/03 - 10:30 PM Permalink

I will see if I can get the last of it done tonight and have the finsh model posted for you all, for tomorrow morning.

Submitted by Doord on Thu, 03/07/03 - 3:49 AM Permalink

http://www.geocities.com/doord/FinalSteed.html

Well this is about as far as this model will be going for sometime. I'm starting on a short flim. Which I would have to say you will all find out about in the coming months. The short flim will be using this character (High res version.) I maybe get around to texturing it in my down time from the short flim but until then I hope you like the model. I don't like the foot of the steed robot leg but when i have a cool Hi res version done I maybe fix it a bit.

I havn't added the hair planes also.

and the poly count is 6989.
Steed: 2810 polys
Rider: 2896 polys
Objects (include box, bed roll and object on steed back on steeds back): 1283 polys

Submitted by Doord on Thu, 03/07/03 - 3:50 AM Permalink

and yes I know I can't spell my name

Submitted by UniqueSnowFlake on Thu, 03/07/03 - 9:11 AM Permalink

looking good brendan, I like what you did for the knee much better then what you had there before. looks like it might evern work now as well as looking stronger. Either way I feel sorry for the little beasty. Bad teeth, heap of junk on his back and a tea cosie on his nose. No wounder he looks pissed off. [:p]

Submitted by Doord on Thu, 03/07/03 - 8:21 PM Permalink

Well he has had a hard life. One day his walking around in big open planes, eatting grass, sleeping and trying to get some off the female Kodo and then the next thing he knows he in a lab get bits of metal to replace is dickly right arm, and now has to helps his master out to get a feed. [V]

GAME MODELLING GUIDLINES

Hello everyone,

I'm very interested in attempting the Modeller challenge this time around. I'm know my 3D generally well but don't have an idea of the limitations and guidlines that I should look out for when attempting to model for games.

Can anyone help in this matter? can anyone redirect me to information on this issue.

It would be greatly appreciated.

cheers

Submitted by Dan Ward on Fri, 30/05/03 - 6:18 PM Permalink

Essentially you just need to hit the poly count in Tris not Quads, make the mesh "clean" and efficient and able to deform well in all the places it needs to deform ie. Knees, shoulders and elbows.

Other than that as far as i know theres nothing special you need to do to create a "game model".

Submitted by ironikart on Fri, 30/05/03 - 8:48 PM Permalink

not that I'm speaking from much experience, but good texture can really make the model. More detailing in the texture map sort of fools the eye into thinking there is more detail on the model itself.

Submitted by tomcat on Sun, 01/06/03 - 2:24 PM Permalink

Ok thanks.

just a few more questions though,

1. is it true that in game modeling u must only use planar polygons?
2. can u use bump maps, do game engines render such data?
3. what is a rexture?

cheers guys.

Submitted by Brain on Mon, 02/06/03 - 2:26 AM Permalink

1. Probably
2. Depends on the engine. Read up on the specs of the engine you choose to use and be enlightened @:-)
3. A spelling mistake. @:-D

Submitted by Malus on Wed, 04/06/03 - 10:18 PM Permalink

1: Aren't polygons planer anyway, seeing that they are 3 sided?
2: like brain said, dependas on the engine.
3: rexture hey, never heard of it. I'm guessing you mean texture.

Sumea Challenge #3 -3D- 'Dan_Ward'

Okies here we go again,

Here is my trusty "Steed", hes a Ogre/Cyclops/Giant type creature, not real smart but boy can he move when he has to...

Currently sitting at 3700 tris

Still early WIP but this is the basic form i was after.

[img]http://www.steelkey.com.au/sumea3.jpg[/img]

C&C Please :)

Submitted by Malus on Tue, 27/05/03 - 10:14 PM Permalink

I like the idea but with 3700 polygons he looks pretty blocky. It looks like all the details in the feet.
Like the reins lol, he'd move quick smart if you pulled on those.

Submitted by Shaetano on Tue, 27/05/03 - 10:41 PM Permalink

I think it may be an intentional type blockiness, more of a rock troll / mountain inhabitant type thing (kinda how t.pratchett has his trolls (heck or even neverending story ;p ). But yer, all the vertices in the feet kinda draw away from the rest, but its only a mesh not textured :).

Submitted by Pantmonger on Tue, 27/05/03 - 11:01 PM Permalink

Interesting.
I think you may need to cut some tri's out of his feet and Im not sure that his teeth need so may polys and his hads look a little square cut, but overall it looks funky.

Pantmonger

Submitted by Dan Ward on Tue, 27/05/03 - 11:45 PM Permalink

Thanks for the feedback guys,

As i said still very early WIP, ive got him down to 3505 polys atm without loosing any defination, i think he looks a little blocky because you can see the mesh .. the renders look too rounded if anything.

edit - Semi Final mesh. 3585 Tris

[img]http://www.steelkey.com.au/sumea3_1.jpg[/img]

will probably revisit once i have done the rider and can see how many if any polys i have left.

Submitted by ironikart on Wed, 28/05/03 - 10:08 PM Permalink

gotta love that toothy grin! Really nice model you've got there. Can't wait to see your warrior.

Submitted by ironikart on Fri, 30/05/03 - 6:15 PM Permalink

man, that is really nice. I love the texturing on the flag so far. (I forgot we could use alpha maps). Can't wait to see his skin!

Submitted by Ninja on Sat, 31/05/03 - 1:40 AM Permalink

WOW man i cant beleive how fast u guys work !!!! NICE JOB.......

Submitted by DrBadvibes on Sat, 31/05/03 - 6:08 AM Permalink

Slow down all of you dammit! I haven't even finished my concept yet! [:)]

Great stuff Dan, I like, it has a really solid feel to it.

Submitted by Malus on Sat, 31/05/03 - 12:36 PM Permalink

He looks like hes been taken off road, 4wd ogre covered in mud lol.
Doesn't Angelina Jolie miss her lips?
Nice detail on the braided belts and the head gear, the rest of the texture looks a little unfinished though, needs more detail.

You guys are doing them alot quicker this time, well Pants always speeds them out I guess [:P].
Its good to see, hope we have more than 6 entries this time.

I'll be starting this in a couple of days, gotta finish my other comp first, the way its going I'll be the last entry again.

Submitted by Dan Ward on Sat, 31/05/03 - 8:24 PM Permalink

I dont remember reading any books that said ogres are clean? :)

Add More detail! are you insane man any more detail and my PC will explode, only areas that arent super detailed are his muscles and i didnt want him to be "cut".

Submitted by Malus on Sat, 31/05/03 - 9:20 PM Permalink

Didn't remeber say being dirty was a negative just said he looks dirty, I liked that about it.

As for details, even a non cut fat person/ogre would have some muscle definition, folds in the fatty areas of the skin, creases near joints, wrinkles etc.
Hey its your guy so I don't want to step on your toes, I just thought it was a bit flat compared to the detail on your belts, head gear etc.

Why would adding detail blow up your pc?

You going to pose him when you do the rider? I'd like to see his reaction to those reins lol. Ouch!

Sumea Challenge #3 -3D- 'Ironikart'

I haven't had much time to scan in my concept sketches for this model so I'm just posting my work so far. I've modelled my "steed" and I'm in the process of modelling the armour and detail for him (It'll start to look more fantasy like with the armour - at the moment he's sort of a cross between a bear and a wolf). Its 1365 poly's so far and hopefully looking ok. I can't wait to get started on the warrior! This is a killer topic for a competition! [;)]

Tell me what you think so far? (I've seen the other entries for the comps and my work doesn't really stack up, but I'll have a go anyway!)
[img]http://www.hotkey.com.au/~noody/images/fullimages/polarsteed_texture_te…]

Submitted by Malus on Tue, 27/05/03 - 10:07 PM Permalink

I like it, with 7000 polys you could add alot more detail though, unless the rider has a sh!tload.
Maybe give him reins attached to his head?

Submitted by Shaetano on Tue, 27/05/03 - 10:45 PM Permalink

Looks like its going pretty cool, its good to see all these different themes, nomad, artic, ocean.

Hopefully everyone gets to finish this time around, each comp has brought out some pretty cool designs.

Submitted by ironikart on Tue, 27/05/03 - 10:50 PM Permalink

I've modelled some armour and textured a bit more. I left some of the modelling till after most of the texturing... I wanted to see how much more model I could make with the texture space available (I'm still pretty new at low-poly modelling). I'll give him reins and some smaller details to make the most of the poly's available... but I might leave that until after the warrior and see how many I'll have left.

Submitted by Pantmonger on Tue, 27/05/03 - 10:56 PM Permalink

Nice looking, but chunky bear. Spend those polys, dont be shy. Not using avalable polys is as great a sin as going over the count, so spend big.

Pantmonger

Submitted by Major Clod on Wed, 28/05/03 - 12:34 AM Permalink

Sweet model! I think it could use with smoothing him out a bit more though. Looking forward to the rest!

Submitted by Dan Ward on Wed, 28/05/03 - 2:27 AM Permalink

Looking good, maybe add some detail to his and some teeth to bring out the "Bear" in him a bit more, but apart from that great start :)

Submitted by souri on Wed, 28/05/03 - 2:34 AM Permalink

When you wrote 3DS MAX R4, I thought you meant 3DS R4 (the version before 3DS MAX 1) for a second there. ;) Cool model and texturing (but stretched at some places, but I know you're working on it)..

Submitted by ironikart on Wed, 28/05/03 - 6:52 AM Permalink

I've worked on some more of the texturing and headpiece. I still have quite a few poly's to work with so I'll have a go at smoothing him out more and getting rid of the stretching in the textures. For such a simple model I found him surprisingly hard to texture! I'm also posting a wireframe of him as he stands at the moment. I'll spend a few more poly's on the face and smoothing.>>>
[img]http://www.hotkey.com.au/~noody/images/fullimages/polasteed_wireframe.j…]
[img]http://www.hotkey.com.au/~noody/images/fullimages/texture%20tester05.jp…]

getting there though. I've started modelling the warrior as well, but I'll post that when I have something more to show.

Submitted by Major Clod on Wed, 28/05/03 - 7:14 PM Permalink

He's looking good, I like the headpiece. Now that you have posted wires of the mesh, I think it would be good if you spend a few of those polys on the joints for his front legs, otherwise you might get some bad deforming happening.

Models like yours that have huge amounts of fur are quite a challenge to texture well. Good job!

Submitted by ironikart on Wed, 28/05/03 - 10:07 PM Permalink

I'm getting stuck into spending more polys. So far I've done some smoothing, remodelled the face and done some optimisation for the textures. I've also given him fangs for a prehistoric smilodon look, and removed the armour in favour of something a little different...
Thanks for the comments so far, they've really helped!

Submitted by ironikart on Fri, 30/05/03 - 8:50 PM Permalink

Ditched the fangs... They sort of changed the look that I was going for. Lucky we've got some time on this one because I keep changing my mind!

Submitted by Ionized on Wed, 18/06/03 - 4:44 AM Permalink

The rider looks awesome. It kind of reminds me of a Skeksi from the Dark Crystal for some reason. Nice work.

Submitted by ironikart on Wed, 18/06/03 - 5:41 AM Permalink

dark crystal rings a bell... was it a movie? I got the inspiration for him after watching leunig animated (christmas present). I've posed him up now and it makes him look a little more natural. He seemed to fit into the already designed saddle ok so I think only a few minor modifications are needed.

Submitted by Pantmonger on Wed, 18/06/03 - 6:11 AM Permalink

Yes it was a movie filled with muppets. I have had a strong desire to do a high poly Skeksi, one of these days I will.

The fish eye scares me (which aint a bad thing)

Pantmonger

Submitted by Malus on Wed, 18/06/03 - 11:00 AM Permalink

I still have to finish my mystic model from dark crystal too. [:P]

Submitted by Shaetano on Sat, 28/06/03 - 6:44 AM Permalink

that looks pretty spiffy, whats the poly count ??.

since you have time, maybe try some claws on mr p. bear?

Submitted by ironikart on Sun, 29/06/03 - 12:20 AM Permalink

oops forgot the polycount: 5548
under by a bit...

Submitted by Jocon on Sun, 29/06/03 - 7:15 PM Permalink

You cant help but like this character, because he has plenty of it .All aspects executed well I think, Nice work.

Sumea Challenge #3 -3D- 'Major Clod'

Hey all. I still don't know exactly what I am going to do for the challenge yet, but I have been working on a dragon for last day or so, and I've quickly rigged him up to a skeleton so I don't have to show you the ugly non rigged pose :P Excuse the weighting I just threw on physiques envelopes and hoped for the best :P

[img]http://homepage.powerup.com.au/~veen01/dragon01.jpg[/img]

As you can see its not much in the creativity department yet, but if I do use him I'll make sure he is quite different to your normal dragon. At least now I'm in the mood to make fantasy models :)

Submitted by Doord on Tue, 27/05/03 - 2:30 AM Permalink

I think the upper body could do with a bit of work, it have not chest and the wings come from no were. I also think it is a very basic normal looking dragon and could do with a little in the "creativity department" as you said. I think you should work out were the rider will be sitting. Becasue now I can't see were they may sit. Maybe will work if it is a huge dragon, and maybe it is.

But nice start. Can't wait to ssee more.

Submitted by JonathanKerr on Tue, 27/05/03 - 3:24 AM Permalink

quote:Originally posted by Doord

I think the upper body could do with a bit of work, it have not chest and the wings come from no were. I also think it is a very basic normal looking dragon and could do with a little in the "creativity department" as you said. I think you should work out were the rider will be sitting. Becasue now I can't see were they may sit. Maybe will work if it is a huge dragon, and maybe it is.

But nice start. Can't wait to ssee more.

I agree with Doord. It's a very nicely modelled but normal looking dragon. But I suppose it is the 'Classical' fantasy dragon a la "DragonLance". I dont see a problem with where the rider will sit - will it be on his neck?

If you want to go for a less 'normal' dragon - try looking at 'Panzer Dragoon Orta' (Xbox) for details. Some very innovative designs there.

Nice pose btw!

Submitted by Major Clod on Tue, 27/05/03 - 8:13 AM Permalink

Yeah the wings come out of nowhere because they aren't part of the model yet. They are a seperate mesh I worked on so that I could get the deformations of the wings correct etc... I just stuck them on the dragon quickly to see how it would look.

By no means is this anywhere near close to a final mesh. I'm pretty sure it will be considerably different to what it is now by the end of the competition, if I decide to use it.

Cheers,

Ryan

Submitted by Malus on Tue, 27/05/03 - 10:24 PM Permalink

Nice dragon so far, I like his head and front legs.

I wasn't going to bring this up but my big mouth won't stop.
I feel its a big off using a model that you've got 70% complete for a challenge, its unfair on the guys who have to work from scratch.
I'm not too bothered this time because I was originally only going to do this character for my portfolio anyway.

Don't want to have a dig at you personally Major Clod I really like the model and look forward to seeing it finished, I mean the rules don't actually state: "No premade models" but I feel for next time it would be good if we all at least start from scratch.

Anyway the comp police, nazi Malus has finished his moan.

Submitted by Pantmonger on Tue, 27/05/03 - 10:53 PM Permalink

Dragon'y goodness

The good: Overall shape, nice head and good form to the wings.

The crits: Lots of polys spent on little lumps and knots (on the fingers/claws and joints on the wings) I think these polys could be better spent rounding and smoothing out the animal and adding other details like a spine ridge.

Pantmonger

Submitted by Major Clod on Wed, 28/05/03 - 12:31 AM Permalink

Malus: You know, I kind of take offense to you calling me a cheater. I said in my first post that I've only been working on the model only for a few days. Do you want me to scan in my sketches and quick structure drawings, or maybe some screenshots of my file creation dates? I don't know where you got the idea that I had this model laying around, but I started working on the model just after the contest was announced, and it kinda bothers me to stick up a shot for some crits and get accused of using a premade model.

I mean Ironikart has a shot up of his fully textured steed, and no accusations there... whats the go?

Submitted by Malus on Wed, 28/05/03 - 4:48 AM Permalink

Ah damn, I need to learn to read properly.
I totally misread your post, a stupid thing to do, I apologise humbly. [:(]

I wasn't calling you a cheater btw as the comp rules never said the use of premade models isn't allowed (not that you did anyway). Just my confused mind was saying in future we should steer clear of that sort of thing but since i made the massive error I guess we can just ignore my idiotic rant.

Again I'm really sorry, I misread it and its my fault alone I hope you aren't too pissed at me, I never meant to dismiss your talent. I am looking forward to seeing it completed as I said in my first post.

I'm going to go beat my head against a pole now ok.

Submitted by Major Clod on Wed, 28/05/03 - 7:58 AM Permalink

Thats cool man no hard feelings, just good to hear that you just misread it! :)

Submitted by Dan Ward on Wed, 28/05/03 - 5:45 PM Permalink

Sure looks like a Dragon to me, great stuff!

As a few people have mentioned you need to revisit how the wings attach to the body, check out a few reference pics usually the only part of the wing that is attached is the most forward part maybe create another line of bone like the ones you already have on the wings for the edge closest to the body.

Great to see such a range of subjects for everyones entry.

Submitted by Ionized on Fri, 30/05/03 - 8:16 PM Permalink

AAwww, I love dragons. I was always a big fan of the art of Dragonlance. Who cares if it isn't super original, if you can pull off a great traditional dragon, then go for it.

Just a suggestion, when you map it, you could use alpha maps on the wings to good effect.

Any thoughts on the rider yet?

Sumea Challenge #3 -3D- 'Pantmonger'

[img]http://home.iprimus.com.au/evilbunny/jagged/concept/con10fishsteed.jpg[…]
Concept for beast done, now working on the concept for the rider.
Thought I might take a slightly different approach then I first had in mind.

Pantmonger

Submitted by rezn0r on Fri, 23/05/03 - 6:58 AM Permalink

Awesome concept. Very original, I love it.

Scott.

Submitted by Malus on Fri, 23/05/03 - 7:45 AM Permalink

Here fishy fishy.

Very cool, like the whole hangglider premise.
With 3500 polys you can go to town on that. Those fins look like they could use some alpha maps, resistance is futile man.[:P] lol.

Submitted by Major Clod on Fri, 23/05/03 - 9:17 AM Permalink

Nice concept! The underwater theme should add some good diversity to the contest. Looking forward to it!

Submitted by Dan Ward on Fri, 23/05/03 - 6:29 PM Permalink

Doah crap i was going to do a sharkish beast with a mermanish rider too, oh well fortunately i wasnt very far along with my concept.

Submitted by Pantmonger on Fri, 23/05/03 - 6:43 PM Permalink

Thanks guys, sorry about that Dan. I suppose its the same thought process, "an underwater steed, no ne will think of that" cut to 20 underwater entries.

Pantmonger

Submitted by rezn0r on Sat, 24/05/03 - 12:21 AM Permalink

Maybe you could make it a big helium filled fishie that has a teddy bear as a rider holding on to a string underneath. I'm pretty sure no one will have thought of that. [:D]

Scott.

Submitted by Pantmonger on Tue, 27/05/03 - 2:48 AM Permalink

Fish Man Basic construct done, Little bits of fooling and cleaning to go on it, but done for the most part. Half polys used at 3498.

Pantmonger

edit, picture replaced down bottom.

Submitted by Malus on Tue, 27/05/03 - 3:42 AM Permalink

I knew you'd do this quickly you little minx lol. Its looking pretty sweet man, I like his needle teeth and fish lips.

Submitted by JonathanKerr on Tue, 27/05/03 - 5:40 PM Permalink

Great concept, cool steed. It's got a real 'underwater/Poseidon' type feel. It's also got a very distinctive and original look and the Romanesque armour really fits (so to speak).

Submitted by Shaetano on Tue, 27/05/03 - 10:42 PM Permalink

Man thats so cool, his even got his little penlight going :P

Submitted by Pantmonger on Tue, 27/05/03 - 11:14 PM Permalink

Malus: Thanks, I didn't mean to start this one so early, just I was mucking around in max and the next thing I know there was the head, so I thought I better finish it off.

JonathanKerr: Thanks, When I started tying to concept the rider I tried several creatures in an attempt to come up with something interesting and original that looked mean. My drawing tought me that;

Squid heads just look like starwars aliens crosseed with mind flayers
Shark heads have been done to death and hammer heads suffer the starwars aliens (whats with Lucas and marine headed aliens)
Prawn Heads Look stupid, comic and in no way mean

So I went for the Angler fish, cause man thats one ugly fish.

Shaetano: Thanks, within light but not currenty visable is a smaller shape so the outside can be semi transparent and have a bright thing inside. I hope to works out the way it does in my head.

Pantmonger

Submitted by Pantmonger on Thu, 29/05/03 - 3:47 AM Permalink

Now on to the texture

Pantmonger

edit, picture replaced down bottom.

Submitted by Pantmonger on Mon, 02/06/03 - 4:35 AM Permalink

Images Removed changed and now appear later in thread, due to reasons of web space and bandwidth.

Fish Man Done now on to the steed.

Pantmonger

Submitted by Malus on Mon, 02/06/03 - 8:46 AM Permalink

Ah very cool, now if only I had some chips a slice of lemon and some tartare sauce. mmmmmmm :P

Pretty tight UVW map too buddy.
Maybe you should do the inside leg, arms and palms/bottoms of feet like the under belly of a fish to break up the scales?

Submitted by ironikart on Mon, 02/06/03 - 5:59 PM Permalink

Yeah, nice job with the mapping! You've managed to squeeze alot of detail in there. Great character. I'm still struggling with my warrior.

Submitted by Pantmonger on Wed, 04/06/03 - 12:39 AM Permalink

Thanks forthe replies guys, I like to try and keep the map pretty tight.

Images Removed changed and now appear later in thread, due to reasons of web space and bandwidth.

Shark Steed basic constuction done, UVW's commence now.

Pantmonger

Submitted by Dan Ward on Wed, 04/06/03 - 2:14 AM Permalink

Looking good Pants!

only problem is by my calculations your 4 polys over the limit :P

Submitted by Malus on Wed, 04/06/03 - 3:38 AM Permalink

Its not safe to go back into the water!!
Nice one Pantaloons.

da-dum....da-dum....dadum-dada dadum-dada dadum-dada ...weee-eee

Submitted by Pantmonger on Wed, 04/06/03 - 7:06 PM Permalink

Dan_Ward: 4 polys over, shit! Im screwed,ok Im out... :P
Thanks, just for the record why do you think Im over in polys? 3444 + 3510 = 6954, 46 under.

Malus: Thank you, how is yours comming along or are you still in normal mapping hell.

Pantmonger

Submitted by Malus on Wed, 04/06/03 - 9:44 PM Permalink

Haven't started yet, got alot on my plate, I'm looking forward to normal mapping, obviously not for this comp though.

Submitted by Pantmonger on Thu, 05/06/03 - 5:12 AM Permalink

Images Removed changed and now appear later in thread, due to reasons of web space and bandwidth.

Basic texture done.
Now to add bones to these guy's, do a bit of posing of them, touch up the textures to make the final product.

Forwards

Pantmonger

Submitted by Malus on Thu, 05/06/03 - 5:18 AM Permalink

Nice job man, you've finished and I haven't even begun lol.

Submitted by Ninja on Thu, 05/06/03 - 6:12 AM Permalink

WAAAAAAAAAATT DA ? finished already ????? man ur QUICK !!!! i havent even had the time to upload my concept and blocked out model LOL damn !!!im slack =) heheee

But LOOKIN NICE DUDE !!!

onli crit is would be nice to have some scales on the big fishy =)

GOOD JOB =)

Submitted by Shaetano on Thu, 05/06/03 - 8:19 AM Permalink

Its a shark man, they don't really have scales :).

Done a pretty spiffy job there Pants. I like how you've made it into a hanggliding type thing, couldn't quiet figure it out before heh. Its good that your gonna pose it, the two combined in that form would rock :) wd

Submitted by Dan Ward on Thu, 05/06/03 - 5:48 PM Permalink

Very nice!

- doah seems i cant count :)

Submitted by Pantmonger on Thu, 05/06/03 - 8:43 PM Permalink

Malus: Thats because you have I life, All I have is sleep dep.

chris: Thanks, I like to get in and get things done with comps otherwise I put them off, they hang over my head an I keep thinking, I've got to do x comp. As Shaetano said, no scales, shark creature.

Shaetano: Thanks, I dont think everyone got the handgliding thing when it was in concept form one of those things if I was doing it for a living I would have to make clearer I guess, but as it was for me... Glad to see that it is clearer now. I am happy with the way the alpha net worked out.

Dan_Ward: Thanks, funny thing with the poly count thing is at first I also counted wrong and thought you where right, there is something about 3444 that makes you think 6 more and it becomes 3500 not 3450. It is strange.

Pantmonger

Submitted by Ninja on Thu, 05/06/03 - 9:07 PM Permalink

oh kool its a shark hehee =) sorry didnt read up on the earlier post.... =) but damn cant believe how fast u built this one up !!!!!

Submitted by Pantmonger on Mon, 09/06/03 - 8:15 AM Permalink

Submitted by Malus on Mon, 09/06/03 - 9:02 PM Permalink

....Applause....

They've come out excellent Pants, Good work man.

As for me haveing a life!? You know I don't have a life lol.
i just haven't started my comp entry because of tutoring, finishing portfolio and that cgtalk comp model.
Hey i think we are all sleep deprived man, is 3.30 am a good average time to go to bed lol.

I think you'll be stiff competition though Pants (as always), I do promise you I will make a start tonight after animating my cgtalk model ok. [:)]