Skip to main content

Sumea Modeller Challenge

Description

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

Sumea Challenge #3 -3D- 'Malus'

I might throw my hat in actually, if I get it looking the way I wanted it with only 3500 polys for each character then I'll submit it.

My concepts.

Weaver (ignore sad attempt at story, lol)
[IMG]http://www.inkmancomic.com/dean/WIP/Weaverconcept.jpg[/IMG]

Pack beast
[IMG]http://www.inkmancomic.com/dean/WIP/packbeastconcept.jpg[/IMG]

Submitted by rezn0r on Thu, 22/05/03 - 9:03 AM Permalink

That is an awesome concept man. I particularly like the hut on the back of the pack beast. I want a house like that when I grow up.

Scott.

Submitted by Major Clod on Thu, 22/05/03 - 10:49 PM Permalink

Great concepts! Good luck keepin in the poly count [;)]

Submitted by Ninja on Fri, 23/05/03 - 5:46 AM Permalink

Awesome concept malus :) keep up the good work :)

Submitted by Malus on Fri, 23/05/03 - 7:52 AM Permalink

Thanks guys, I'm aiming for a alot of detail on these guys so I hope the count will be enough for my 'vision'. lol
One day Reznor we will both own a house on an giant cow like creature if we play our cards right.

Submitted by Pantmonger on Tue, 27/05/03 - 11:04 PM Permalink

I like the concepts, a great amount of detail there (arhhh the fun of turning it into low poly)
The big creature is also v-cool, though it is going to be interesting to see them both in the same shot with the difference in size.

Pantmonger

Submitted by Malus on Sat, 31/05/03 - 9:24 PM Permalink

Cheers Pants.
I admit the size difference would require a super low version of the rider if it was ingame but hey this is a comp.

I might have to pose him for close up shots on the saddle.

I'm actually doing these guys high poly too for my portfolio.

Submitted by Sorceror Bob on Mon, 02/06/03 - 9:54 AM Permalink

this ones awesome, I really like the level of detail you've put into the concept, the texture you've added really adds to it too

looking forward to seeing it modelled :)

Submitted by Mojo on Fri, 13/06/03 - 6:46 AM Permalink

what happens if the beast lies down?
but seriously, loving this one. keep it comming! :)

Submitted by Malus on Fri, 13/06/03 - 7:15 AM Permalink

Mojo: [:P] Well, then he lies down.
Cheers man, finally started the rider model last night, have about five hours work on it at the moment.
I will upload the WIP if my server starts working.

Bloody telstra. Yeah you heard me Mr Telstra man, take this. GRRRRRR.

(Ooh hes so butch)

Submitted by Malus on Sat, 14/06/03 - 2:40 AM Permalink

Finally started modelling this guy so I thought its about time for a update.

Im going to have it so his face can be exposed from behind his mask.
Currently doing the face, armour and hands then will start cleanup and on to the steed.

His face is looking like a koala lol, not what I want really, oh well.

I think hes around 3450 polygons at the moment.

with mask
[img]http://www.inkmancomic.com/dean/WIP/weaverwip01.jpg[/img]
face (in progress)
[img]http://www.inkmancomic.com/dean/WIP/weaverwip02.jpg[/img]

Submitted by Ninja on Sat, 14/06/03 - 8:23 AM Permalink

thats coming along well malus [:D] keep em coming !!!! LOL he does look like a koala !!!... but very nice

Submitted by Malus on Tue, 17/06/03 - 2:10 AM Permalink

Hey guys/gals,

Just a quick update.
I have unfortunately gone over the poly limit so I guess I forfeit unless I can cull 388 polys and lose the staff. [:P]

I was working towards 8000 polys not 7000 as thats what I originally wanted to target for my portfolio.

TOTAL COUNT:
7581 POLYGONS with staff
7390 POLYGONS no staff

RIDER-Weaver:
3943 POLYGONS with staff
3752 POLYGONS no staff

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

BEASTY:
3638 POLYGONS

[img]http://www.inkmancomic.com/dean/WIP/beastpimp01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/beastpimp02.jpg[/img]

Submitted by Dan Ward on Tue, 17/06/03 - 5:43 PM Permalink

Very nice malus nailed your concept stuff perfectly, im sure you could loose a bit of detail to enter the comp and still keep the 8000 poly version for your portfolio.

Although i guess that means working on 2 versions and that would suck :)

im not sure if im going to get a chance to finish mine .. i went from haveing no work for the past 6 months to having about 10 projects handed to me and more coming in everyday it seems .. add to that ive discovered the joy of playing Planetside and my free time is rapidly dissapearing...

Submitted by Pantmonger on Tue, 17/06/03 - 7:24 PM Permalink

Looking sweet, I love his little cheeks.

As for the polycout problems I'd sugesst cutting away some of the stuff that is removable (clothing wise) Like his mask and cape, thats got to be colose to 200 poly there on quick guess on the beast cut the second chair back with the lantern. Sure if you cut stuff out like that it wont be quite the same as you had intended, but the benifit is that you can use the same texure map, where if you optimise to get a version for this comp you will have to re map sections of it and that could be annoying. The texture will just be a little less optimal for this comp, (A small cost I think)

But again very nice.

Pantmonger

Submitted by Malus on Tue, 17/06/03 - 10:21 PM Permalink

Thanks Dan/Pants.

Ive got heaps of areas I 'could' optimise, thought about pretty much what you said Pants(scarey, get out of my brain, lol) and also all the folds etc could be textured not modelled but like I posted before, "portfolio first, challenge second", just don't have the time right now.{:P]

Just finishing of the uvw map and rig now, hopefully textured by tonight. [:D]

Submitted by Malus on Tue, 17/06/03 - 10:31 PM Permalink

Argh just noticed I missed the beasts front skull horns, DOH!! Ass monkey flange baskets!!

Oh well, 16 more polys lol[:P]

Sumea Challenge #3

Sumea Modeller Challenge #3

Theme: Warrior on steed

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).

Rules

  • Polycount Limit: 7,000 triangles (please make sure you state the polygon count with your final submission)
  • Texture: 1 x 1024 x 1024 texture map for the warrior (alpha channel allowed). No procedural textures.
  • Rexture: 1 x 1024 x 1024 texture Map for the steed (alpha channel allowed). No procedural textures.
  • ]

  • Concept and model work must be your own . Look at references for inspiration, but don't blatantly copy ;)
  • Photosourcing is allowed

Required:

  • Use the Work In Progress Forum to show your progress from start to finish with the following syntax for your thread:
    'Sumea Challenge #3 -3D- 'Yourname'
  • picture of model in multiple angles (example to be shown later)
  • picture of wireframe in multiple angles (same as above)
  • State your name and the polygon count amount in your pictures

Not Required:

  • Flat textures don't need to be shown for the final entry, but you can show them in your thread
  • [*]Posing is also not required, but you can pose them if you like

START DATE: 21st of May
FINISH DATE: Sunday, 29th June (Over 5 Weeks Total)

If you have any questions, please post them in this thread. If you think there should be any changes, let me know early on and I will fix it. (Unknown if a prize is certain at this point, will keep you updated)

Submitted by Malus on Wed, 21/05/03 - 10:20 PM Permalink

I'm doing a fantasy desert warrior and his beast of burden steed for my portfolio and they're both 4000 polygons each so I might miss this one out.

Good luck guys, hope to see some good work.

Hope everyone finish's this time, you have 5 weeks for christ sake [:P].

Submitted by azmodai on Wed, 21/05/03 - 11:03 PM Permalink

Should be fun

* turns to his sketchbook to begin the creation process *

Submitted by kingofdaveness on Wed, 21/05/03 - 11:14 PM Permalink

So a quake warrior riding on Paul Steeds back wouldnt count?
[}:)]

Submitted by azmodai on Wed, 21/05/03 - 11:44 PM Permalink

quote:Originally posted by kingofdaveness


So a quake warrior riding on Paul Steeds back wouldnt count?
[}:)]

Its every geeks fantasy!
thats got to be in theme, right?

Submitted by Doord on Thu, 22/05/03 - 12:44 AM Permalink

Daz, just give him a tail, that will fit the out line. I would like to see that. Also will you be doing this challenge (if so I'm can't wait to go head-to-head)

Souri, I do have a little problem I would like to do a fantasy/futuristic thing. Is this OK, or is it a No No??

Submitted by Ninja on Thu, 22/05/03 - 4:22 AM Permalink

YEY !!!!! FINALLY !!!

cheers souri :)

Submitted by Ionized on Thu, 22/05/03 - 5:35 AM Permalink

Wikked... 5 weeks, good luck everyone!

Submitted by souri on Thu, 22/05/03 - 7:22 AM Permalink

quote:Originally posted by Doord

Souri, I do have a little problem I would like to do a fantasy/futuristic thing. Is this OK, or is it a No No??

I guess fantasy/futuristic like Final Faantasy is fine. Just don't make it too futuristic I guess. I'm hoping to see some awesome fantasy-based stuff tho.. There's tonnes of inspiration out there for fantasy characters (elves, orcs etc) with the most amazing plate armour.. and I hope people get creative with the creature design also... so I'm looking forward to seeing some really cool stuff!

Submitted by Major Clod on Thu, 22/05/03 - 9:15 AM Permalink

Excellent! I'll have to start thinking about designs![:D]

Submitted by davidcoen on Thu, 22/05/03 - 9:31 AM Permalink

looks up from doing 800 triangle models. 7,000 triangles, hahahahha, hahahha, hahah. might give this one a miss. best of luck everyone. hahhahaha

_edit, hello bellow scott. 'hahhaha' was in reference that i take 2 days to make a 1000 triangle model and a 512x512 texture. extrapalating this, it would take me 15 days (2x1024^2 texture plus model) to make an entry to a competion. that is too much time so i was laughing to myself. pardon the confusion, will take my little storm of cynicism somewhere else now....

Submitted by rezn0r on Thu, 22/05/03 - 10:47 AM Permalink

hahahaha haha hah. I don't get it. [:P]

Scott.

Submitted by Doord on Thu, 22/05/03 - 6:18 PM Permalink

quote:I guess fantasy/futuristic like Final Faantasy is fine.

That's cool that what i was going for, i will try not to go to futuristic, anyway if i do you can just say so and not count my entry (this should happn but.) It is all in good fun anyway.

Thanks

Submitted by adie on Fri, 23/05/03 - 12:21 AM Permalink

wicked my fave subject the cup will soon be mine again ..hehehehhee[:D] if i get time anyway [B)]

Submitted by adie on Fri, 23/05/03 - 12:52 AM Permalink

hey dose the winner still get Grand Prix Challenge???

Submitted by Major Clod on Fri, 23/05/03 - 9:29 AM Permalink

quote:
If you have any questions, please post them in this thread. If you think there should be any changes, let me know early on and I will fix it. (Unknown if a prize is certain at this point, will keep you updated)

There ya go :P

Submitted by ironikart on Mon, 26/05/03 - 7:08 PM Permalink

Just a query - how strict are the rules when it comes to an "imaginary" creature. I'd like to enter the comp with a giant bear as my steed. Does this fit into the rules or should I give him horns?

Submitted by Major Clod on Mon, 26/05/03 - 10:56 PM Permalink

Lol.. for a second there i thought you said giant BEER! Ahh dear too much programming for me, I really need some sleep :P

In regards to your question, I don't see why you can't use a normal bear. I'd consider it quite unusual to see someone riding one, so yeah, its imaginative.

But you better check with Souri just incase.

Ryan

Submitted by souri on Tue, 27/05/03 - 12:33 AM Permalink

Yeh give him horns. [;)]
Part of the judging will be for the creativity of the creature design. So if your beast is of real life animal, then you will have to compensate it with interesting armour or some other feature.

Submitted by ironikart on Tue, 27/05/03 - 2:18 AM Permalink

Lol... giant beer! [:p]

I think instead of the horn I'll go for some interesting armour pieces... I've already done a little work. I'll have to post it when I get home, where I can upload some pics to my webspace (A pity we can't post images here). The bear isn't wholely realistic, I've taken a little artistic license and crossed him with a wolf-like body (minus the tail).

Submitted by Moose on Sat, 31/05/03 - 7:03 PM Permalink

Hi,i'm from Singapore and would like to take part in the challenge.Is this contest open to Australians only?

Submitted by souri on Sat, 14/06/03 - 10:58 PM Permalink

Well, this challenge is open to anyone, really. You should know that there aren't any prizes for winning though, unfortunately (unless any companies want to sponsor it! [;)]). The benefit, I think, for participating in the Sumea challenge is:

A: have more stuff for your portfolio
B: shows how you approach a brief to a future employer
C: get some good comments and advice on your entry
D: winning a Sumea Challenge looks nice in your C.V [:D]

And just a reminder to everyone participating in the challenge that there's just 2 weeks left!!!!

Submitted by souri on Tue, 24/06/03 - 1:49 AM Permalink

Holy crap.... just under a week left!

Submitted by Shaetano on Sun, 29/06/03 - 7:39 AM Permalink

Hope people finish, or its just gonna be Part's vs Ironikart lol ;)

Submitted by Malus on Sun, 29/06/03 - 10:28 AM Permalink

I'm out, over the count like i thought i would be [:)]
Guess I should still post the finished product anyway, for padding lol.

Submitted by Ninja on Sun, 29/06/03 - 9:39 PM Permalink

OMG ITS SUNDAY [:)] !!! I AINT FREAKIN FINISHED YET [:(] 12 oclock deadline right ? hehe [:D]

Sumea Challenge #3 note

Just a quick note that it's coming soon, so keep checking back on Sumea so that you don't miss out.. in case you missed the news post a while ago..

http://www.sumea.com.au/snews.asp?news=490

Prize for Sumea's 3rd 3D challenge: PS2 version of Grand Prix Challenge.. The very kind people at Infogrames have decided to donate a copy of Grand Prix Challenge (PS2) to be given to the winner of the 3rd Sumea 3D challenge - due to start around mid April.

(well, real soon now anyway!!!) [:)]

Submitted by Malus on Sat, 26/04/03 - 9:16 AM Permalink

Just a quick thing, I think the topic of the challenge should be defined by the winner of the previous one, a reward in itself.

Submitted by mochumbo on Mon, 28/04/03 - 1:36 AM Permalink

Malus, I like that. Except no one person should define the topic of a challenge twice in a row. If one person wins the challenge that they defined the topic for, then the topic of the next challenge should then be decided by the second place winner.

Submitted by Dan Ward on Mon, 05/05/03 - 6:05 PM Permalink

Lets get this show on the road already, the site is pretty dead when theres no challenge going on and i need something to read with my morning coffee.

Submitted by JonathanKerr on Tue, 06/05/03 - 6:41 AM Permalink

quote:Originally posted by Malus

Just a quick thing, I think the topic of the challenge should be defined by the winner of the previous one, a reward in itself.

I'm not so sure I agree. It's a good idea in theory, but what's to stop a winner starting a model early before announcing what the challenge will be? I'm not saying that anyone would do that - but for a free PS2 game, who's to say?

If possible, I'd go for the sponsor of the prize suggesting the idea. However, Dan's suggestion of never being able to name the topic twice in a row isn't a bad idea.

Submitted by Malus on Tue, 06/05/03 - 6:53 AM Permalink

Nice and trusting of your fellow man there John.

I just noticed most forums that do challenges do what I suggested and they have no worries.

I can only speak for myself but the prize isn't why I do this, if someone cheats then so be it, I could care less, they're the losers in the end.

And if someone wins all the time they still deserve the reward don't they, the rest of us would just have to do better, good motivation in my eyes.

Submitted by JonathanKerr on Tue, 06/05/03 - 8:28 PM Permalink

quote:Originally posted by Malus
Nice and trusting of your fellow man there John.

Read this bit from my previous post because it's a little mind-boggling at first:

quote:I'm not saying that anyone would do that

Just call me "Reality-Man". But how many times have people wished they had 'more time'? A days work can make the difference between a good model and a fantastic one.

But as I said, I thought Mochumbo's idea of not being able to name the challenge twice in a row is a good idea. Im not totally opposed to the winner naming the next challenge, but it does upset the neutrality of the contest.

Submitted by inglis on Tue, 06/05/03 - 9:09 PM Permalink

it aint broke...just keep it the way it is. :)

voting on the other hand needs some improvement.

Submitted by Ninja on Thu, 08/05/03 - 8:35 PM Permalink

hi everyone :) im new to this challenge thing but when r we gonna get started ???? im so itching to find out what the next challenge is..... =)

cheers...

chris

Challenge #3 Topic Discussion

Hey all,

Challenge #2 is coming to a closing in a matter of hours.
So I thought I would start a thread for us to discuss the topic for Sumea Challenge #3.

Post your thoughts ->>>

Submitted by inglis on Sat, 05/04/03 - 10:34 AM Permalink

My idea is this:

- 10 000 Polygon Limit
- A beast and a character (rider, handler, slavemaster etc :))

- texturing, probably need to do 2x 1024 maps

and instead of 3 weeks, 4/5 weeks.

What do you think?

Submitted by Malus on Sat, 05/04/03 - 10:40 AM Permalink

Cool Pants and I have already done that, we'll just post our old stuff hey [;)]

How about something really low poly, a few 600 poly characters or something, 256 textures etc.

Submitted by davidcoen on Sat, 05/04/03 - 10:48 AM Permalink

um, inglis~ what sort of game is that ment for? thought the point of game art was a) creative use of minimal resources and b) getting it done by a short deadline (never worked for a company where i have had 4/5 weeks to work on 1 art resource. usually more like 4to 5 days....)

my sugestion;-

- 2000poly movie star
- 1024x512 texture space
- 3 weeks

DSC

Submitted by inglis on Sat, 05/04/03 - 10:53 AM Permalink

sure it shouldnt take 4/5 weeks to get it done. the large timeline is to allow people to jump in if they found out late about the challenge.
just look at this challenge for example, 3 weeks- ample time and over half of the entries arent completed.

it could be 5/6k...just throwing out a number.
that figure just came up in the irc channel.

Submitted by souri on Sat, 05/04/03 - 10:55 AM Permalink

Movie star! that's quite a cool idea [:)]

Submitted by Malus on Sat, 05/04/03 - 11:15 AM Permalink

I bags the Porn star!!

Submitted by inglis on Sat, 05/04/03 - 11:18 AM Permalink

damn! i was joking around saying Dirk Digler lol

how about to make it a bit more interesting 3D Caricatures of movie stars, just to give a bit more artistic freedom.

Submitted by Malus on Sat, 05/04/03 - 11:24 AM Permalink

Good idea inglis, maybe film or music stars? If anyone does Ozzy Ozborne though I'll throttle them. lol

Submitted by souri on Sat, 05/04/03 - 11:31 AM Permalink

Since there is a prize at stake here, maybe a Movie Star and something that represents them as a character, or something they are known for?

e.g Dame Edna, sitting on top of huge pink funky glasses..

just an idea...

Submitted by Dan Ward on Sat, 05/04/03 - 6:38 PM Permalink

How about something other than a character, a vehical or structure perhaps?

I havent done either yet and i find the challenges are great to keep me motivated enough to finish.

Submitted by Brain on Sat, 05/04/03 - 9:37 PM Permalink

Ooo, Dan has a point. Vehical and structure work aren't exactly my strong points, as I've hardly done them. And level design and creation is an important aspect in gaming.

I'm all for the movie character, but this'd be really good.

Submitted by inglis on Sun, 06/04/03 - 12:39 AM Permalink

Structure/Vehicle is a good idea :)
Im up for that.

Submitted by rezn0r on Sun, 06/04/03 - 1:34 AM Permalink

I like the caricature idea... it would give people a chance to venture out and try something new. As long as everybody makes Bruce Campbells... [:D]

Scott.

Submitted by Pantmonger on Sun, 06/04/03 - 3:52 AM Permalink

Or Miss Geosphere 2003 Pamela Anderson. [;)]

Pantmonger

Submitted by Dan Ward on Sun, 06/04/03 - 4:07 AM Permalink

We should stick to low poly stuff regardless i think, most of us here are looking at the games industry as a starting point of our modelling career and these challenges help flesh out those show reels :)

Anyone have an idea what the poly count for a ingame structure in one of the current game engines is?

Perhaps make the challenge be to build a structure, vehical and unit for a strategy game like C&C Generals.

Submitted by souri on Sun, 06/04/03 - 11:52 PM Permalink

Wait for a suggestion from Rod Green.. he's the one who organised the prize for the next challenge, so I'm happy for him to suggest what he wants for the challenge.

Voting for the first challenge was criticised for taking too long the votes/comments to appear from the judges.. and obviously, the suggested user votes that's happening now wasn't the good idea it's turned out to be.. so for future challenges, I'm not going to be chasing up judges for votes (judging and commentary takes time for industry people, and I can't be annoying the same people over and over whenever votes are needed).. so judging will be voluntary from anyone in the industry, as long as they are in an artistic field. They can email me their commentary and votes. If I don't get at least 5 votes, I open up the voting to the public wth a voting form.

Since there's an Infogrames Melbourne House prize for the next round, I suggest Rod and a few of his art workmates judge the next one. [;)]

Submitted by Malus on Mon, 07/04/03 - 10:15 AM Permalink

I don't think we should kill the user votes.

(A)I just think we need to make sure the rules are clear on the vote thread and that people adhere to them.

(B)Don't change it just because I pulled people up on the rules, its not my place to do that its Souri's or in this case Rod's also. Won't happen again, just after the first challenge it got my blood boiling.

Submitted by Dan Ward on Mon, 07/04/03 - 8:52 PM Permalink

how about a collaboration? i.e have teams of 2 modellers working on a set concept. or maybe have a set concept for a game and everyone makes an asset for that game concept.

Entries being judged on how well they suit the game concept and how well they have been executed (mesh/uvmap/texture)

The closer we make these challenges to the sort of things you would be asked to do in a modeller position the better it is for all of us hopeing to break into this industry.

Submitted by souri on Tue, 08/04/03 - 12:06 AM Permalink

I don't think there would be enough entrants for collaborations just yet. Teams of two would cut the number of models seen in the challenge by half, so we could be seeing only 3 or so entries. If we had hundreds of people participating, teams would be ideal. [:)]

Submitted by Fluffy CatFood on Tue, 08/04/03 - 1:36 AM Permalink

Why not a real High detail model like 100 000 polys, I'm suggesting this because Normal mapping is coming in now and having highpoly skills are going to be come rather essential in the future. How many game artists have that skill now? Its certainly worth learning.

Submitted by timbrex on Tue, 08/04/03 - 2:52 AM Permalink

Personally I feel we should stick to the low polys...and its a fact that, the better you become the fewer polys you need...so go hard and go low! Also I would like to see this new challenge be something other than a character...we all love to modell characters (my showreel is 80% full of them) but when it comes to finding a job, simply sructures and vehicles are a strong point.A good friend of mine just landed a job, and his showreel consisted mainly of vehicles,(jeep,plane)and real simple stuctures like a security fence,rock face,tin shack...nice and neat,great texturing.
I need more of these on my show reel!...how about you guys????

Submitted by Dan Ward on Tue, 08/04/03 - 3:13 AM Permalink

Thats what i was thinking Timbrex, i definately need more experience with structures/vehicals (havent actually done any) and low poly work is more technically challenging than high poly in this setting.

Submitted by inglis on Tue, 08/04/03 - 4:37 AM Permalink

I said i was up for a structure challenge before- and i still think its a good idea.
i would like to work on a fortress like structure such as those in Tribes2. maybe a little higher poly count than those as the outside of most of them were quite flat. (from memory)

Submitted by DrBadvibes on Tue, 08/04/03 - 6:45 AM Permalink

Same here, all I ever do is characters so something not character related would be neat.

Poly and texture limit at the moment seems realistic and they're nice numbers to play around in, but good point about normal mapping. Although under the current guidelines I guess you could create the model using normal maps, as long as the final map was no larger than 1024 and the model no greater than 3000 polys.

The caricature idea is a good one as well. Definantly good for something different on the demo reel.

Stef K

Submitted by Shaetano on Tue, 08/04/03 - 9:58 PM Permalink

If going the vehicle route could have something based around a techno soldier model from challenge 2, design a vehicle to accompy them.

Of course all models from challenge 2 are copyright by respective authors, but generally its still possible to design

Submitted by Malus on Wed, 09/04/03 - 10:18 PM Permalink

I like the caricature idea alot but it may be a good idea to do something a little different than character modelling just to show some range.
Not to keen on vehicles, a level would be good.

How about a fortress like Inglis said; present, medieval, alien or sci fi tech.

Fluffy/Badvibes: I'm pretty sure you can paint your own mormal maps like you do a bump map. ID uses external models in Doom 3 but I don't think its the only way of doing it. Correct me if I'm wrong. [:P]

Saying that I actually wouldn't mind doing a high poly model, its been a while, Inglis would win though but hey it'd be fun still. lol

Submitted by DrBadvibes on Wed, 09/04/03 - 11:36 PM Permalink

I'm side tracking things a bit but Crytek have a trial for there normal mapping 'Polybump' plugin for download at...

[url]http://www.crytek.com/polybump/index.php?lang=eng&sx=polybump[/url]

I'm pretty sure this is the same tecnique they use in Doom III. I haven't used the plugin but the included viewer and examples are cool.

Looking at the source for the normal maps, you could paint one by hand but it'd be a real brain bender[:)]

Submitted by Malus on Thu, 10/04/03 - 1:05 AM Permalink

Crytek's got some great stuff, have you seen the demo for their new title, mmmm tasty. Totally realtime editors with realtime deformation of everything.

Submitted by R32 on Thu, 10/04/03 - 2:14 AM Permalink

I may be totally missing the point of how this normal mapping is working - but wouldn't you get a similar result if you just bake a texture map of a high res model with nice textures and lighting down into a single color map (and maybe a bump map if the engine your modelling for uses it)and apply it to a low poly version of your model?

Sumea Challenge #2 Results

Ok, here are the final submissions for the Sumea Challenge #2.. Thanks to all those who took part - some absolutely inspiring work here. Please make your votes in this thread!!! Give each challenger a place out of 6 positions, and a comment if you like.. e.g

Challenger #1 - (name) 1st ... I like this because.....
Challenger #2 - (name) 2nd ... comment here etc

and so on.. (be sure to visit their threads to get a closer look at their entry!!) .. Voting will close in a week..

Challenger #1 - DrBadVibes
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=461&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C1-drbadvibes1.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C1-drbadvibes2.j…]

Challenger #2 - Pantmonger
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=440&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C2-pantmonger1.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C2-pantmonger2.j…]

Challenger #3 - Idaho
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=448&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C3-idaho1.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C3-idaho2.jpg[/i…]

Challenger #4 - Dan Ward
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=421&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C4-danward1.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C4-danward2.jpg[…]

Challenger #5 - Malus
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=415&whichpage=1
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C5-malus1.jpg[/i…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C5-malus2.jpg[/i…]

Challenger #6 - David Coen
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=462
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC2_C6-davidcoen2.jp…]

Submitted by redwyre on Sat, 05/04/03 - 12:58 PM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [5th]
Challenger #3 - Idaho [4th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [6th]
Challenger #6 - David Coen [3rd]

Submitted by inglis on Sat, 05/04/03 - 1:04 PM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [4th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [5th]
Challenger #6 - David Coen [6th]

well done guys :[8D]

Submitted by timbrex on Sat, 05/04/03 - 4:54 PM Permalink

Challenger #1 - DrBadVibes [1st]...u got my No.1 vote for excellent art work and originality...Bravo!!!
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [4th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [6th]
Challenger #6 - David Coen [5th]
...and well done to the rest of you.

Submitted by Shaetano on Sat, 05/04/03 - 7:14 PM Permalink

Challenger #1 - DrBadVibes [1st] - Excellent texturing, great desert warrior feel, though I would of liked to have seen the gun model instead of the sword (which still looks awesome :P). Being posed also adds greatly to it.

Challenger #2 - Pantmonger [3rd] - Another great model. Definitely fits right into the subject matter. Personally the orange faceplate looks a little off. Would of been great to of seen her posed in her different modes :).

Challenger #3 - Idaho [5th] - Again another very nice entry, though I think some more cyborg "modifications" wouldn't of gone astry, still had 320 polys to play around with. :)

Challenger #4 - Dan Ward [2nd] - Great modelling and texturing, big improvement from the first challenge. Some experience helped heaps in bringing out your obvious talent. The detail on the back legs and arms are amazing. Posed shots would of added a new dimension to it.

Challenger #5 - Malus [4th] - Great hardcore american tank techno soldier feel. Can almost hear him screaming at you to do 20 more pushups ;).

Challenger #6 - David Coen [6th] - Excellent looking chick :). Nice texturing and body armor, got the whole Guyver twin blade feel going on. Would of looked very good with some action poses.

Submitted by Fluffy CatFood on Sat, 05/04/03 - 7:55 PM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [6th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [5th]
Challenger #6 - David Coen [4th]Really Like the hair :)

These are all good models, why not use them all in the Sumea mod if thats still going, It was meant to be a sort of class based tactical shooter wasnt it, well heres your classes.

Submitted by Idaho on Sat, 05/04/03 - 8:20 PM Permalink

Challenger #1 - DrBadVibes [1st]- what can i say....amazing! *squirts some tears of joy
Challenger #2 - Pantmonger [4rd]- Great work, followed concept well, more texture detail wouldve
been cool.
Challenger #3 - Idaho [3th]- come on i had to vote for myself somewhere *blushes
Challenger #4 - Dan Ward [2nd]- excellent work, you are improving at a rapid rate! congratz!
Challenger #5 - Malus [6th] - Great model! but the texture is very static in a lot of places, u
should put it in ut2003 ;)
Challenger #6 - David Coen [5th]- This is excellent i love the texture!

Submitted by mochumbo on Sat, 05/04/03 - 8:23 PM Permalink

First up great work everyone, the standard of work over the last challenge is up! It made it very hard to vote.

Challenger #1 - DrBadVibes [2nd] - Just nudged out of first place, very cool battle tech/future ninja type feel. But ultimately let down by a very small render. Give us close ups! So we can see the details you have created!.

Challenger #2 - Pantmonger [4th] - Great concept and great model again, would have been nice to see more details painted on the texture though.

Challenger #3 - Idaho [1st] - Like the post apoc feel, stuck out as a little bit different from all the other entries.

Challenger #4 - Dan Ward [5th] - High standard of work, great modeling and texturing. The concept just lacked the punch of the other entries.

Challenger #5 - Malus [6th] - Great texturing, the detail painted for the face is outstanding. Unfortunately up against some very stiff competition.

Challenger #6 - David Coen [3rd] - Brilliant face and hair on this one, although the body is good it isn't up to the same standard as the head and holds it back from the top-dog position.

**My voting was done by only viewing the images posted here.

Submitted by Brain on Sat, 05/04/03 - 9:31 PM Permalink

Challenger #1 - DrBadVibes [1st] - A great original character. Very nice texture work with very little wasted space. Would be a great character to animate, and easily see it in-game.
Challenger #2 - Pantmonger [3rd] - A great looking character with excellent distribution of polys and very good texture usage. Could do with a little variation in tones, just to make things stand out a litte more from each other, but apart from that, impressive. @:-)
Challenger #3 - Idaho [6th] - This guy could fit into the Dune universe, like a Freeman or something, which is rad! The modeling is well done, but looks to be a bit of wasted space that could be used in the texture. Some harder shading and highlights could be used to define form better (for example, the goggles could look a little more inset and curved). I happen to really like that wound on his stomach. @:-D
Challenger #4 - Dan Ward [2nd] - A very sturdy and chunky looking character. This guy wouldn't go down easy. @:-) The texture elements could be arranged to fully take advantage of the available space, but still very good. Great texture work.
Challenger #5 - Malus [4th] - He's got a comic kind of feel to him that I love! Nice detailed texturing, but shading in some areas (notice it mostly in the flamethrower area) could've been enhanced. I love the muscles though. Great stuff!
Challenger #6 - David Coen [5th] - Always love a kick-arse babe @;-) Very nice poly use and good texturing (love the rusty-ness of it!), though it could use some more detailed shading and highlights to break up the patterning going on. Perhaps something around the neck too; a feature of some sought, though unsure what. The hair is faboo! @:-D

Brilliant work everyone! You make it tough to rank. *thumbs up*

Submitted by Poison the Well on Sat, 05/04/03 - 10:48 PM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [6th]
Challenger #4 - Dan Ward [5th]
Challenger #5 - Malus [2nd]
Challenger #6 - David Coen [4th]

Submitted by Pantmonger on Sat, 05/04/03 - 11:03 PM Permalink

Sorry this is not a vote just a reminder.
A lot of comments have been made about, pose and concept and the like. These aspects are not ment to be part of the comp.

Quick cut and paste reminder of the rules of the comp below as written by rgreen

"The focus is on Modelling and Texturing.

There is no need to rig or animate the character.

The quality of the concepts will not be considered when judging the entry. The focus will be on Modelling and Texturing (and as Malus said this includes good quality UVing)."

Judge, but judge fairly.
Pantmonger

Submitted by Malus on Sat, 05/04/03 - 11:26 PM Permalink

First up can I just say that this comp is based on the mesh, uv map and the texturing not bloody poses or concept. I was penalised last time for that and its really not valid. Ok rant over.

There where some great entries this time, good to see things getting better.

Challenger #1 - DrBadVibes [1st] - If it was up to concept and style you'd win hands down buddy, that pic rocked. Unfortunately I think you didn't use the polygons effectively, especially in his thighs I counted around 98 wasted there alone, they could have been used to add more shape to other areas, the texture is really good too but it seems a little dull on the texture sheet. Good to see some more talent heading over to Sumea.

Challenger #2 - Pantmonger [2nd] - Nice use of polygons throught the mesh, texture is great too, the uvw map like mine could use some work, not much but it may have too many seams. (Don't hit me pants [:P])

Challenger #3 - Idaho [6th] - Didn't use all the polygons allocated which may have helped stop it looking as blocky, the proportions are off too and the textures are a bit flat (and I suspect photosourced, I know its allowed but I don't feel much work has been put in to changing them). I do like the idea though, just don't think it came off.

Challenger #4 - Dan Ward [4th] - I like the idea of this guy and you optimised it from the larger version well. The textures well done but a little bland, the mesh is well built but the form is a little strange, something in the proportions doesn't sit right. Good job though man.

Challenger #5 - Malus [3rd] - I think my mesh is clean and well optimised, will deform well and my texture is detailed. The UVW map could use more work but not enough to warrant to much points off.

Challenger #6 - David Coen [5th] - Same problems as Idahos mainly but your mesh was better overall, the proportions and shape of her legs are pretty off too. And your hair looks like its just pencil sratchings on white paper scanned in. Sorry dude harsh I know.

Good luck everyone.

Submitted by lava monkey on Sun, 06/04/03 - 12:20 AM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [3th]
Challenger #3 - Idaho [4th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [6th]
Challenger #6 - David Coen [5rd]

Submitted by Dan Ward on Sun, 06/04/03 - 12:21 AM Permalink

Just for the record I don't think that people who have entered the comp should vote, its to hard to be objective when you have spent the amount of time building these things that we all have.

I agree with pants/malus though about the posing thing .. we all know that posing adds hugely to the overall impact of a model and it wasnt a part of this challenge.

That being said I still think DrBadvibes model is the best one here overall, the guy has been modelling for 4+ years and it shows.

Are you getting the industry peeps to have a look at the entries again Souri? It would be good to have a bit more feedback from "outsiders" Sumea has a relatively small community and alot of the regulars know each other personally making the voting somewhat dubious.

Submitted by rezn0r on Sun, 06/04/03 - 1:42 AM Permalink

Challenger #1 - DrBadVibes [2nd]
Challenger #2 - Pantmonger [4th]
Challenger #3 - Idaho [6th]
Challenger #4 - Dan Ward [1st] - Excellent model and brilliant optimising!
Challenger #5 - Malus [3rd]
Challenger #6 - David Coen [5th]

Submitted by Idaho on Sun, 06/04/03 - 5:07 AM Permalink

I knew this voting system would be a bit biased, plus people are getting all cranky coz they arent being voted for. people who entered should be blocked form this forum. and i think in the future it should be left upto a board of judges. :) cheers all for your entrys, cant wait to see the next ones in 'Sumea challenge #3'!!!

Submitted by Sorceror Bob on Sun, 06/04/03 - 1:28 PM Permalink

I'm gonna try give some comments and criticisms here, I hope no one takes these as personal attacks, please take what I say constructively, as that is how it is given.

Challenger #1 - DrBadVibes [2nd]
Efficient use of the polies allocated, with a nice even poly distribution. Texture is very cool, with even pixel distribution.
Very high quality work, I like it.. Why not higher? - I personally preferred the gun, the sword is cool, but just doesn't do it for me.

Challenger #2 - Pantmonger [4th]
Good clean model, nice proportions and good anatomy, some more assymetry would be nice, but its solid without. The texture I think could have used a bit more colour, I think if that green is going to be used, it needs to be backed up by a camo type thing. Why not higher? - The texture I don't think suited the character to well, it needed more colours as stated before.

Challenger #3 - Idaho [5th]
Efficient model, with some creative use of polies around the upper torso area. Proportions(char needs to be roughly 7-8 heads tall- legs needed to be longer in your case), and failure to use the rest of the polycount to add details to reach the 3k poly target (strap around leg and buckle thing on shoe on concept for example) hurt what is otherwise, a very well made 2500 poly character. Remember, there is always stuff you can add :).
The texture I think needs work, some areas have been done quite well (the pants for one) but other parts scream rush job. Take the time to get the lighting and other hard to do details done right.. Otherwise they end up detracting from the model.. Areas to work on are the arms.. I think with a bit more of a sunburnt/tanned look it would be a nicely polished character. Why not higher? - the reasons I mentioned above..

Challenger #4 - Dan Ward [1st]
I'm really impressed by the improvements dan has made, the model, I think is outstanding, poly use is very clean, and hes got alot of details out of the count. Everything looks very smooth, and has a nice "weighted" feel to it. The texture kicks ass, it doesn't look super fantastic on the flat, but on the model it really stands out. There are enough small variations on the basic tones to keep him from looking monochromatic, and the eye is immediately drawn to the upper torso/head - something i really like.

Challenger #5 - Malus [3rd]
I think if you had a bit more time to work on this guy, he'd be kicking alot more ass. Kudos for making him in maya too.
The model looks pretty sweet, I really like the head, though no doubt there is some insane amount of polies in there :)
I think his arms could be beefier - huge bulky bastards! But it still looks cool I especially like the dual 50 cals on his arm, though I think modelling drums would have looked cooler, and you would never have to worry about animating the swish of that (trust me, pain in the ass).
Texture is nicely done, I would have liked to have seen some more military type stuff (medals etc) but oh well :).
Why not higher? - This was a hard one :) I felt it lacked the polish that the Drbadvibes and Dans characters had. The boots also act as a focal point (eyes go straight to them when i first looked at it) which I feel detracts from the overall quality..

Challenger #6 - David Coen [6th]
This character failed to hit my "ahh cool" nerve center. Theres nothing especially wrong with her, just a few niggly things.
The model is quite efficient, with lots of nice accessories.. At the same time, she looks boxy, and almost completely symetrical.
The texture has some very nice details, but I'll just say that the rusty colour tone was a very brave choice to go with the very pale skin and hair :)
Why not higher? - The things mentioned above mainly. I know you entered the challenge later than most, and I know how quickly you work, maybe next time a little more patience?

Congrats to everyone who entered, and you're all lucky my hard drive is on its last legs :)
(apologies is my ramblings became non-sensical at any point during this post.. It is 3:30 am after all.)

Submitted by shiptu shaboo on Sun, 06/04/03 - 1:45 PM Permalink

challenger 1# DrBadVibes *1*: simply because it looks the best, thats all that really matters in the end.

2# Pantmonger *2*: nice texturing, good balance of colours.

3# Idaho *5*: the texturing is good, design lets it down

4# Dan Ward *3*: great design

5# malus *4*: very clean looking mesh, a very good understanding of mesh optimising

6# David Coen : i love her face, the texturing needs some diversity and the concept needs some risk

Submitted by souri on Sun, 06/04/03 - 11:21 PM Permalink

Splodge, from Polycount ..

Challenger #1 - DrBadVibes [2st]
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [5th]
Challenger #4 - Dan Ward [1st]
Challenger #5 - Malus [4th]
Challenger #6 - David Coen [6th]

Submitted by animal on Mon, 07/04/03 - 5:34 AM Permalink

Challenger #1 - DrBadVibes [1st] Wow, so much character from a robot
Challenger #2 - Pantmonger [4th] great work, still looks like a duck beak to me
Challenger #3 - Idaho [6th]
Challenger #4 - Dan Ward [2nd] Huge improvement overall in all areas from 1st challenge, congrads
Challenger #5 - Malus [3rd] Really proficient in all aspects just you textures lack impact
Challenger #6 - David Coen [5th]

Great stuff from everyone really, i don't really think i'm up to par yet with all of you, would have been good to have finished mine in time though.

I agree that there should be judges, not us voting next time.1) Some votes could too bias towards themselves 2) some of the voters might not understand the criteria of the competition (ie, apparently the concept/idea wasn't supposed to be taken into account and in that case should have been more like the first comp with a single concept to work from, so the concept quality/orinality etc should be part of the criteria next time or taken out of the equalion all together with a single concept. The variety was cool this time compared to last but i think the concepts gave some an advantage over others that shouldn't it have.(plus my concept art sux at this point anyway,[:)])

Submitted by Malus on Mon, 07/04/03 - 10:01 AM Permalink

Wanted to clear up some things concernig my inital post. I'm not actually cranky about not being voted, it would be a bit weak on my part if that was the case, although ego is a little bruised about the 6th place ones, ouch. [:P]

There where a few guys being penalised for lack of pose etc so that post wasn't just about me.

quote:Challenger #4 - Dan Ward [2nd] ... Posed shots would of added a new dimension to it...
Challenger #2 - Pantmonger [3rd] -... Would of been great to of seen her posed in her different modes....

Just after last time I thought we had settled the voting thing and everyone was in agreeance.

I do definetely stand by my comments on the technical issues but I ammended my vote as I believe people want to vote on an overall 'feel' not on technical aspects, so I'll do it as such.

Thanks guys, and good luck DrBadvibes and Pant's, the heats on you 2 this time. [;)]

Submitted by souri on Mon, 07/04/03 - 1:56 PM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [2rd]
Challenger #3 - Idaho [5th]
Challenger #4 - Dan Ward [3st]
Challenger #5 - Malus [4th]
Challenger #6 - David Coen [6th]

Commentary..
First of all, fantastic work from everyone. I'm sure you'll agree that the bar for the Sumea Challenge has definately been risen. It's certainly a good thing, and it encourages everyone to try that extra bit harder next time, and improve themselves in the process.

Challenger #1 - DrBadVibes [1st]

Challenger #6 - David Coen [6th]This model blew me away. Lots of detail managed with the 3000 polygon limit (sword + sword cover, cape, all the stuff on his back). And the texture is great in terms of design and details. The texture doesn't quite have a quality finished look to it, but hey, DrBadVibes started late and managed to do the lot in a matter of days, and it still looks bloody good anyway [:)]
Concept reminds me of those Ninja demos on the Amiga, by Melon Dezignfrom a long time ago (if anyone remembers those!).. They had similar warped proportions, very stylised. Brilliant work.
Can't wait to see DrBadVibes animated him [:)]

Ok, the next three votes were harder for me, as they were equally impressive as each other and each had their strengths and weaknesses..

Challenger #2 - Pantmonger [2rd]

The mesh looks great, great use of all the polygons, and lots of detail and features.. Love the back pack, and the modelling on the feet. Great job on covering as much texture space as possible. Texture looks great, the armour looks like it's heavy, and metal, but I think it needed more oomph in terms of design. Stripes or some sort of decoration.. also a more higher contrasting selection of colours, rather than the green and brown.. green and white? Grey and blue..? Also the mid-riff section should perhaps be skin-toned coloured, since it looks like it's exposed skin. That would actually make it more interesting too as a whole, I think. Very cool model.

Challenger #4 - Dan Ward [3rd]

Again, a very detailed model making use of all those polygons. I would've made the legs a little bit longer though - he looks a little bit stunted in stature (which might not be important, seeing as he isn't human anyway).
Texture work doesn't look too impressive when you see it in it's layed out version, but works pretty damn well when seen on the model! Lots of nice little details on the armour. Armour looks solid and heavy, and overall, a great looking model.

Challenger #5 - Malus [4th]

Great polygon modelling, very smooth looking, and a great arm gun. It's somewhat the reverse of my comment on Dan's texture with Malus's texture. It looks GREAT on layout - finished quality on the armour, with tonnes of detail.. great work on the face. I can tell a great amount of work was spent on the texture (I'd probably rate it 2nd overal), but somehow it doesn't have quite an impact on the model. It still looks good, don't get me wrong, but the armour doesn't come off as heavy looking, or as believable.. Maybe make it weathered? Or add some specular points or something.. I dunno. [:)] Still, great work by Malus..

Challenger #3 - Idaho [5th]

Polygon model looks cool - definately a different approach with the others by making it human. Texturing work is cool, although maybe a little procedural looking, if you know what I mean. Maybe break it up more. Add more details like stitching (pants) etc..

Challenger #6 - David Coen [6th]

Sorcorer Bob said earlier than the model looked a bit boxy, and I agree somewhat. I think the model could have been approached differently, making her more feminine and curvy - like your danger girl model. From her front on view, her hips to her knee shouldnt be that straight. Probably model all the slender curves of female legs in. Texture is a bit monotone in design, and probably the fault of the concept if it's like that originally.

Anyway, can't wait for the next challenge.. especially so that you guys can critique my work in return [;)] (I feel guilty giving critique when personally I my skills might not even match it!)

Submitted by Shaetano on Mon, 07/04/03 - 8:29 PM Permalink

Exactly my point Malus, would of replied earlier but I've been away.

Theres no doubt in anyones mind that posing does add to the overall model. Vibes has been doing modelling for 4-5 yrs so it probably came naturally to him to pose it for the added effect.
Now with the rules stuck to the very end of the forum folder with no mention on the front page its a little hard for new people (like me) to come here and not mention how great the action shots were when voting and why no-one else attempted it.

Hopefully in future challenges criteria is a little better explained for us n00bies when we go to vote :P (or have a panel of judges like the first).

Submitted by davidcoen on Tue, 08/04/03 - 9:19 AM Permalink

[img]http://www.sumea.com.au/simages2/7_last_02L.jpg[/img]

the 'texture' i did. poor malnurished martian combat girl (mars being the red rust planet), you people realy should read all of 'battle angel alita'...

@Idaho 'people who entered should be blocked form this forum. and i think in the future it should be left upto a board of judges'
heh, competly disagree with this. was tempeted to do a review of peoples excuses as to why they couldn't finish a model as revenge for being rated 5th or 6th so often...

Submitted by rezn0r on Tue, 08/04/03 - 4:51 PM Permalink

Yes it was a shame that not all of the entries were able to be finished... there was some good stuff in there. Hopefully these works will be finished even though the competition is over... another portfolio piece is always good.

The quality of the entries seems to increase with every challenge, I can't wait to see what comes up in the next one.

Congrats to all that finished.

Scott.

Submitted by R32 on Tue, 08/04/03 - 9:11 PM Permalink

Challenger #1 - DrBadVibes [1st] - Very cool model - love the "painterly" style of the texture.
Challenger #5 - Malus [2nd] - Very clean modelling. Very nice detailed texture - didn't come up very well in the renders here - nothing to do with the model or texture - just the lighting for the render looks a bit flat. I think technically this is the best model and texture - nice work.
Challenger #2 - Pantmonger [3rd] - Nice clean model and detailed texture. Maybe the colour scheme could be a bit more striking.
Challenger #4 - Dan Ward [4th] - Nice solid model and texture.
Challenger #3 - Idaho [5th] - good stuff but sems a bit bland compared to some of the other entries.
Challenger #6 - David Coen [6th] - Not a bad model - texture needs a lot of work.

Submitted by Crystalmesh on Thu, 10/04/03 - 8:57 PM Permalink

Challenger #1 - DrBadVibes [1st] Great style, love the choice of colours you used.

Challenger #2 - Pantmonger [3rd] Nice concept, you really need a secondary colour to break up all that green though and some stronger highlights to make it a bit more metallic.

Challenger #3 - Idaho [5th]

Challenger #4 - Dan Ward [2nd] Nice work, but your colours are looking a bit washed out, try to keep the colours in your textures alot more richer and vibrant.

Challenger #5 - Malus [4th]

Challenger #6 - David Coen [6th]

Submitted by Ninja on Fri, 11/04/03 - 12:14 AM Permalink

Challenger #1 - DrBadVibes [1st]
Challenger #2 - Pantmonger [3rd]
Challenger #3 - Idaho [4th]
Challenger #4 - Dan Ward [2nd]
Challenger #5 - Malus [5th]
Challenger #6 - David Coen [6th]

Very nice work everyone =) [:D]

Submitted by souri on Sat, 12/04/03 - 10:39 AM Permalink

Order of challengers..

Challenger #1 - DrBadVibes - 1st
Challenger #4 - Dan Ward - 2nd
Challenger #2 - Pantmonger - 3rd
Challenger #5 - Malus - 4th
Challenger #3 - Idaho - 5th
Challenger #6 - David Coen - 6th

Same point massing method as last competition.. 1st placed votes get 6 points, 6th placed votes get 1 point etc..

Challenger #1 - DrBadVibes [1] - 6 6 6 6 6 6 5 6 6 6 6 5 5 6 5 6 6 6 6 6 - 116 points
Challenger #2 - Pantmonger [3] - 2 4 4 4 4 3 3 4 4 5 4 3 3 5 4 3 5 4 4 4 - 76 points
Challenger #3 - Idaho [5] - 3 3 3 2 1 4 6 1 1 1 3 1 2 2 2 1 2 2 2 3 - 45 points
Challenger #4 - Dan Ward [2] - 5 5 5 5 5 5 2 5 2 3 5 6 6 4 6 5 4 3 5 5 - 91 points
Challenger #5 - Malus [4] - 1 2 1 3 2 1 1 3 5 4 1 4 4 3 3 4 3 5 3 2 - 55 points
Challenger #6 - David Coen [6] - 4 1 2 1 3 2 4 2 3 2 2 2 1 1 1 2 1 1 1 1 - 37 points

20 votes total

Submitted by Dan Ward on Sat, 12/04/03 - 7:10 PM Permalink

Conga rats everyone this challenge was great, never any doubt that Badvibes would take the cake your model rocked!

Bring on C3..

Did "rgreen" end up voting? would be good to get his feedback seeing it was his idea for this challenge.

Sumea Challenge #2 - 3D - davidcoen

[img]http://www.sumea.com.au/simages2/7_last_00L.jpg[/img]

http://www.sumea.com.au/simages2/7_last_00L.jpg

what the hell is up with winXP/nis/ftp, having to go back to an old machine to upload any files to the internet

anyway, concept yukiyo kishiro, 2994 triangles. will uv and texture in a bit.

DSC

(note, i am not a forum nazi (glares at souri, we don't have enough people here to have this degree of sorting on the forums, IMHO) feel free to C&C artwork (comment and critique) or otherwise commnet on the thread...)

Submitted by souri on Tue, 01/04/03 - 11:27 AM Permalink

quote:Originally posted by davidcoen

(note, i am not a forum nazi (glares at souri, we don't have enough people here to have this degree of sorting on the forums, IMHO)

Can you expand on this? I'm not quite sure on what you mean..

Submitted by Sorceror Bob on Wed, 02/04/03 - 11:48 AM Permalink

I think her head is pretty large, and her legs could probably be longer - see how the image nicely lines up with the concept..

other than that, good job.

Submitted by davidcoen on Wed, 02/04/03 - 1:15 PM Permalink

@souri, ment nothing intelegent, so amusment that we seem to have more forums than regulars~ the vague bitch was more for reason of wasting 3 hours to upload 200kb of data. speaking of which i am still unable to upload files. ~ great, i finished it (uv mapped and textured) ...

think i fixed the proportions SB, but that will teach me to have head tilted forward in preview with head tiltled back in the reference...

DSC

Submitted by souri on Wed, 02/04/03 - 1:55 PM Permalink

quote:Originally posted by davidcoen

@souri, ment nothing intelegent, so amusment that we seem to have more forums than regulars~ the vague bitch was more for reason of wasting 3 hours to upload 200kb of data. speaking of which i am still unable to upload files. ~ great, i finished it (uv mapped and textured) ...

If you have any suggestions on cutting down the amount of forum sections, I'm all ears.. post it in the suggestion section. I'm not sure why the upload isn't working for you. It's the same upload code that's been working on the site for the last 10 months.. There are issues if you use a browser like Opera, however. If you can give me more details, it would help.

Submitted by davidcoen on Wed, 02/04/03 - 8:24 PM Permalink

[img]http://www.sumea.com.au/simages2/7_last_01L.jpg[/img]
concept from Yukito Kishiro (battle angel alita, last order)

3 days work, rushed the texture (it is mostly a rust pic from a 'royalty free photo cd' then two skin textures from http://astronomy.swin.edu.au ) the vertex colour and global illumination texture bases are from my own code :)

and a resized version of the texture 512x512 http://www.sumea.com.au/simages2/7_last_02L.jpg

souri, the upload problems are my end. have to keep on unpacking my old machine whenever i want to upload files >25kb it seems (on old machine and sumea works fine, ftp busted though, not your problem...)

Submitted by Malus on Thu, 03/04/03 - 12:44 AM Permalink

Nice model David. Textures a bit rushed though, you should really give it a bit more work, the mesh deserves it. [:P]

Why do you want the amount of forums sections cut down?

Submitted by Idaho on Sat, 05/04/03 - 2:44 AM Permalink

great work i really like your style

Submitted by davidcoen on Sat, 05/04/03 - 11:58 AM Permalink

[IMG]http://www.sumea.com.au/simages2/7_again3.jpg[/IMG]

here Souri, didn't realise you have asked for 1024x512 multiple view format for previews~ also made the texture a bit lighter to make it easier to see
uninstalled nortain internet security, but just had two scipt timeouts trying to upload this image (one 150kb, then a 140kb) the 90kb version just worked...

thanks for the comments Malus/ Idaho. texture was rushed as i have a sh_t load of work to do before E3... life can be cruel.

Submitted by Dan Ward on Sun, 06/04/03 - 6:50 PM Permalink

Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.

*Disclaimer these are my personal opinions you can take or leave them as you see fit.

First up I have no idea who or what Yukito Kishiro is so I didn't really get this concept.

The mesh is neat but I feel the body is way to rigid/angular and alot of polys were spent on details that don't give much impact or do much for the models form.

Personally I don't like the boots .. there's something seriously funky going on with the top of his/her foot but again im not sure who the concept is so I don't know if that's how its supposed to be.

You haven't posted your UVmap so I cant comment on that but I assume its good because I cant see any obvious seams.

I like the texture it looks very nicely put together.

Overall I this model didn't trigger my "cool" switch, im sure that its because I don't know who it is your referencing because ive seen your other stuff and it looks great, actually it was your Danger Girl model that inspired me to sit down and start playing with Max :)

Sumea Challenge #2 - 3D - DrBadvibes

Hi all,

Jumping in kind of late on this one. I drew this concept a week ago but I only just got off my butt and registered. The models coming along, I'll post some shots as soon as I get them up.[:D]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/ts-2995concept.jpg[/img]

Submitted by Dan Ward on Tue, 01/04/03 - 2:33 AM Permalink

very nice cant wait to see the mesh

Submitted by inglis on Tue, 01/04/03 - 4:15 AM Permalink

very nice drbadvibes :)

u have 4 days till the comp ends - good luck.

Submitted by DrBadvibes on Tue, 01/04/03 - 11:08 PM Permalink

Thanks!

Here are some shots of the models progress.

This was the first pass, just blocking in all the forms and a getting a feel for the over all shape and poly distribution.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S1.jpg[/img]

More blocking, starting to refine the arms, tentative first steps at a hand[:)] Also getting some base colour in.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S2.jpg[/img]

Moving along, welded the midsections together, more refinement on the arms, hands and thighs, hands are still a bit blocky though. Also added a third finger.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S3.jpg[/img]

Flipped the hands over for a better neutral position which'll make the skeleton setup easier. Added some bunched up cloth around the knees.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S4.jpg[/img]

More refining, added a thick band of cloth around the right forearm and refined the cloth around the knees, decided to include a weapon into the overall 3000 poly limit and used this one as a stand in. It's way over budget though.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S5.jpg[/img]

A wire frame view of the above model...
Poly count with rifle: 3274
Poly count without: 2986

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S5W.jpg[/img]

Stef K

Submitted by Idaho on Tue, 01/04/03 - 11:52 PM Permalink

you could optimise his legs, shoulders and head so that the gun gets included under 3000 polys. :)

Submitted by Dan Ward on Wed, 02/04/03 - 12:34 AM Permalink

Looking real nice,

one thing though, what i really liked about your concept sketch was how the guy isnt asymmetrical, id definately take that over to your mesh if i was you.

tonnes of character though i love it.

Submitted by DrBadvibes on Wed, 02/04/03 - 2:42 AM Permalink

For sure, the asymetry will be back :) I've only ironed him out for modeling and skeleton setup purposes. Once there's a skeleton in place I'll get the pose happening again.

Submitted by shiptu shaboo on Wed, 02/04/03 - 3:25 PM Permalink

you have my vote,
original and and i love the style

nannoo nannoo

Submitted by DrBadvibes on Wed, 02/04/03 - 11:37 PM Permalink

More progress shots...

These are all a few days old, curently the textures about 90% complete.

I had decided earlier to drop the cape but I eventually changed my mind. I felt it added a lot to the design and it'd be a shame to leave it out.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S6.jpg[/img]

The problem with the cloth though was that the left arm intersected through it when placed in a pose. Which was my initial concern with a lo poly cloth mesh. I like to work with a rigged model as early as possible so I can stomp on movement limiting problems and dud edges as they appear.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S7.jpg[/img]

The pass through was solved by simply deleting the entire upper left arm.
This took me far too long to figure out... [|)] but, not only did it fix the pass through it also free'd up a few valuable polys!
Also lowered the polys in the gun model so it's all under 3000 now.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_S8.jpg[/img]

At this point I figured the model was far along enough to begin UV'ing. These UV's are a little rough and the texture density isn't quite uniform but I prefer to iron out these things once I've drawn a few guide lines down and I can see how they're all behaving.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Capnchecker.jpg[/img] [img]http://home.iprimus.com.au/tonkapuff/Sumea/Capnchecker2.jpg[/img]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Capnchecker3.jpg[/img]

Very first strokes of the texture, just laying down some lines to get a feel for the details. Keeping an eye out for tricky spots that'll need UV adjustments cos nows the time to do it.

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Model_TS1.jpg[/img]

Submitted by rezn0r on Thu, 03/04/03 - 12:16 AM Permalink

Very excellent. You have quite a talent.

:)

Scott.

Submitted by Malus on Thu, 03/04/03 - 12:38 AM Permalink

I keep harping on this but is that polycount 2986 triangls or quads? if quads youve blown your limit.

Excellent model btw and the concept rocks.

Submitted by DrBadvibes on Thu, 03/04/03 - 12:59 AM Permalink

The model in the last image (gun included) is 2995 triangles. Got caught out a few times early on with the editable poly false sense of security tho[:)]

Submitted by Dan Ward on Thu, 03/04/03 - 2:03 AM Permalink

Damn thats nice DrBadvibes, how long have you been modelling? please tell me its been a while :)

Submitted by DrBadvibes on Fri, 04/04/03 - 10:28 PM Permalink

Here's my final entry.

He's looking a little different from the initial concept but it was fun watching him evolve. I ended up dropping the gun for a sword which I felt suited him better.

Final overall poly count was 2997 with a 1024x1024 (pictured at 512x512) texture plus alpha map (for the ripped material). All up it took about two lazy weekends and a week of late evenings.

Hope you guys like it [:)]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/base.jpg[/img]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/idle.jpg[/img]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/ts-2995map.jpg[/img]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/battlepose.jpg[/img]

[img]http://home.iprimus.com.au/tonkapuff/Sumea/Final/extra.jpg[/img]

Stef K

Submitted by souri on Fri, 04/04/03 - 10:43 PM Permalink

Incredible work!!
I'd hate to annoying but could you make a 1024x512pixel model shot (wireframe and textured views from multiple angles - exactly as the sample ?) http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=409&whichpage=1

The reason being is that I'd like to place all the challengers pics in one post, so it would be nice if they were all the same size and showed the same angles, wireframed/textured positions etc..

Submitted by inglis on Fri, 04/04/03 - 10:50 PM Permalink

very nice.
youve got my vote :)

the swords works well

Submitted by Dan Ward on Fri, 04/04/03 - 11:09 PM Permalink

That is some serious coolness.

Submitted by Malus on Fri, 04/04/03 - 11:39 PM Permalink

Great stuff man, the texture is really well done, I think you could have made the mesh a bit less chunky since youve got 3000 to work with. The thighs have alot of wasted polys. Excellent job though man, I'd better get cracking if I want to compete with that. [:P]

Submitted by DrBadvibes on Sat, 05/04/03 - 1:07 AM Permalink

For sure, after I started painting the texture I noticed a few areas that were a bit excessive. I didn't feel these really detracted from the whole though so I was happy to let them slide[:)]

Submitted by Idaho on Sat, 05/04/03 - 2:53 AM Permalink

MY GOOOOOOOOOOOOOOOOOOOOOOODDDDDDD!!!! that is awsome. can u please animate it!!!!!!

Submitted by DrBadvibes on Sat, 05/04/03 - 4:51 AM Permalink

Can I animate it? Man I can't wait to!

I'll post something when I get it done.

Submitted by adie on Sat, 05/04/03 - 7:52 AM Permalink

kick ass love him :) here take the dam cup

Submitted by Dan Ward on Sun, 06/04/03 - 7:20 PM Permalink

Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.

*Disclaimer these are my personal opinions you can take or leave them as you see fit.

IMO and without a doubt yours is the best model out of all the entries.

There's nothing to pick at, the concept reeks of originality and has personality up the wazoo plus it is right on brief for this challenge

The mesh looks great (sure there's room for a little optimisation but your within budget and no other areas need firming up), high detail and great form. The cloak, face mask and cloth around the knee just reinforce the professionalism of this model.

Texture is brilliant and suits the model perfectly.

Your at a whole other level to the rest of us and it shows in the final product, I would even go so far as to wager that you didn't even break a sweat whipping this guy up.

Outstanding work, post up a link for your portfolio site so we can see your other stuff please :)

PS - if I had to pick SOMETHING id say you should have posted your final entry in the neutral position and not posed, posing gave you an edge that you didn't need.

Submitted by DrBadvibes on Tue, 08/04/03 - 6:21 AM Permalink

Wow, thanks again guys.

I really had a great time making this guy, I only wish it always went this smoothly :) It wasn't entirely sweat free tho, there was at least one 4am finish.

I'll post a link to my web site if I ever get around to updating it. I think you'd be a bit dissapointed though. It's mostly 2d stuff and not very good at that. I'll post some animations for this guy soonish though.

Stef K.

Submitted by schwaa on Thu, 24/04/03 - 5:11 PM Permalink

Wow, that's amazing, really cool seeing the evolution from concept to finish.

Submitted by schwaa on Thu, 24/04/03 - 5:12 PM Permalink

Wow, that's amazing, really cool seeing the evolution from concept to finish.

Submitted by schwaa on Thu, 24/04/03 - 5:15 PM Permalink

Sorry about the double first post, I got an error saying i had to redo it.

Sumea Challenge #2 - Jonathan_Kerr

Submitted by Pantmonger on Thu, 27/03/03 - 4:07 AM Permalink

If you are trying to post your concept, (the one on the front sumea page)just go to it, right click, open the proporties box, copy the url and place that between the img tags above. Then the image will show.

Pantmonger

Submitted by Malus on Thu, 27/03/03 - 7:20 AM Permalink

nice concept man, should look cool modelled.

Sumea Challenge #2 - 3D - Idaho

Submitted by Dan Ward on Wed, 26/03/03 - 7:54 AM Permalink

Way to go Idaho!

- sorry had to say it..

looks cool better get a move on tho just over a week left :)

Submitted by Idaho on Wed, 26/03/03 - 9:22 AM Permalink

plenty-o-time sunshine! :)

Submitted by Idaho on Wed, 26/03/03 - 10:36 PM Permalink

Any critz?

I have started modeling the character, should be modelled soon, and i will then post another update.

:)

Submitted by Dan Ward on Wed, 26/03/03 - 11:34 PM Permalink

Concept looks good although its a little stylised to be able to give feed back on how you intend to model it.

Submitted by Dan Ward on Fri, 28/03/03 - 6:40 PM Permalink

Looking good whats your poly count looks like you should have a few polys left for detail work

Submitted by Pantmonger on Fri, 28/03/03 - 7:07 PM Permalink

Coming along well, but the legs are a little short, you might want to stretch them out a little, otherwise it looks like he has is pants up to high.

Pantmonger

Submitted by Idaho on Sun, 30/03/03 - 12:32 AM Permalink

Currently 1142 polys, combo of quads and tris.
does anyone know how to show tris in max?

Submitted by Malus on Sun, 30/03/03 - 2:58 AM Permalink

Folow these rules 3 and the triangles you will see:

right click over any viewport-> convert to-> convert to editable mesh.

Shazam!! Your true polycount will be revealed.

You have been amazed by the great Malusino. [APPLAUDE]

Submitted by Idaho on Sun, 30/03/03 - 9:34 AM Permalink

sweet as! man thanks heaps. :)

Submitted by davidcoen on Fri, 04/04/03 - 8:47 AM Permalink

Hello Idaho,
wow, your model looks great.

your coloured concept sketch has some great colour definitions and variations. any though on making the texture palet match more closly?

DSC

Submitted by Idaho on Fri, 04/04/03 - 9:38 AM Permalink

i actually tried matching to the colour study, but it wasnt realistic enough, the cloth looked like metal :)

Submitted by davidcoen on Sat, 05/04/03 - 10:54 AM Permalink

ok, yeah, i guess i am showing doubious fashion sence liking a metalic fabric coat~ but it was more so the pale flesh tones that i liked....

actually the legs seem a little short...?

Submitted by Dan Ward on Sun, 06/04/03 - 7:05 PM Permalink

Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.

*Disclaimer these are my personal opinions you can take or leave them as you see fit.

I have to admit when I first saw your entry I thought it was cool but nothing special, but it grows on me the more I see it.

The mesh looks nice and neat although I can see a fair few places you could have optimised and freed up polys for more detail and/or a weapon which would have pushed you into the "way cool" category

You only used 2600 polys .. you have 400 left, that's one thing that everyone from the first challenge learnt this time round, if you have a 3000 poly limit use them all.

Your UVMAP looks well done, nice big chunks with minimal seams. At first glance the texture sheet looks a little dull but on the model it looks great and works really well. At the end of the day that's what counts right?

Overall I think this is a solid bit of game art and I would go so far as to say it looks "Professional" (meaning I could see this in a commercial game)

Next time use all your polys :)

Great job.

Submitted by Idaho on Mon, 07/04/03 - 12:26 AM Permalink

Thanx for the critz dan, much appreciated the time u have taken. As for the poly count it was more an issue of time rather than just forgetting to use them.
Thats why i left 400 polys spare :)

Sumea Challenge #2 - 3D - Animal

Hi all,

Here's my concept, hope ya like it

[IMG]http://www.sumea.com.au/simages2/121_concept2final.jpg[/IMG]

It kinda rushed but I wanted to get on to modelling and I'm still just starting to learn digital painting with my tablet.

Submitted by Malus on Mon, 24/03/03 - 6:11 AM Permalink

my god man how do you work like that!! blue background of horror!!
its coming along well, although shes not nude in the concept so why model her without her clothing, seems like alot more work.

Submitted by adie on Mon, 24/03/03 - 9:04 PM Permalink

nice work :) but have to agree with malus! why model what u dont need?
and her torso is too shawt in the model..keep going with it though

Submitted by shiptu shaboo on Wed, 26/03/03 - 1:56 PM Permalink

replace that blue background with your concept it will help keep you on track.

nannoo nannoo

Submitted by animal on Sun, 06/04/03 - 1:05 AM Permalink

well my computer/windows stuffed up and had not been working for about a week and a half and i just got it back and working again. Obviously i didn't get time to finish it for the comp, oh well, but i've still got all my files, i have to reinstall all my programs again but once i've done that i'm gunna finish the model for myself. If anyone's interested i'll post it up when i finish but i don't wanna bring up an old thread from an old competition for no reason.
I'll definatly be back for the next one and good luck to everyone who entered

ps. for adie and malus, doesn't matter what art i'm doing (painting, animating or sculpture) i've always just done the body first to get a base to work off, it never occured to me not to. I guess i could save time not doing it in 3d the future but my character was basically a human shape with things like the hat, jacket,gun etc just extruded off so it worked for me this time. Thanks for the idea though, i'll think about it next time i start a model.

Submitted by souri on Sun, 06/04/03 - 1:13 AM Permalink

That's bad luck on the computer situation.. Still definately interested in seeing the final piece of work! Post it in the exhibition section when you're done for all of us to see!..

Sumea Challenge #2 - 3D - Pantmonger

[img]http://home.iprimus.com.au/evilbunny/Jagged/Sk20_TechConcept.jpg[/img]

Yay some free time to get started on this thing.
Have a concept.
Small things and any problems pointed out may be changed.
I will be doing to orthograpics prob tomorrow.

Pantmonger

Whoops, forgot to mention that the girl inside is a cyborg, only her brain is still tissue. Hence lack of armour in certain bits not a prob as she is armour all over.

Submitted by inglis on Sat, 22/03/03 - 4:06 AM Permalink

i was wondering when your were going to start :)

nice concept and marker rendering.
just curious about that large pole coming out of her head.

Submitted by Pantmonger on Sat, 22/03/03 - 4:11 AM Permalink

Gun Barrel behind her head, will be clear in the side view, in the ortho. Its only fired when she is in the air. (those are retracted wings behind her)

Pantmonger

Submitted by Dan Ward on Sat, 22/03/03 - 8:49 AM Permalink

Very nice concept Pants, hope you can do it justice with the poly count.

Submitted by Malus on Sat, 22/03/03 - 9:15 AM Permalink

Awwww Yeeeah buddy!! Shes so sassy, love the claw hand and the backpack man.

And so its begins..... boo ha ha

Submitted by Sorceror Bob on Sat, 22/03/03 - 10:47 AM Permalink

very nice concept! only thing I'm not a fan of are those feet.. Don't look very comfortable

Submitted by Pantmonger on Sat, 22/03/03 - 8:34 PM Permalink

Dan Ward: Thanks, I hope so to, but that has always been part of the fun for me is seeing if I make something fil a polybudget no matter how complex it is.

Malus: Thanks, round one fight (Malus and I enjoy the fight within a fight)

Sorceror Bob: Thanks, The feet are a bit out compared to the rest of the model design. I put them in like that because I wanted some part of it to be ugly but functional because the rest of the concept is so much 'style over substance' work. As for the comfort, she feels no pain.

Pantmonger

Submitted by Malus on Mon, 24/03/03 - 6:14 AM Permalink

Looking good man. Should have enough poly's too, shes has no facial features that tend to use alot.
You doing the gun?

Submitted by adie on Mon, 24/03/03 - 9:58 AM Permalink

nice design work man!! i like the helm looks like a duck head

Submitted by Pantmonger on Tue, 25/03/03 - 8:42 PM Permalink

The little bit of wire from her ear to her mouth uses more polys then I'd like, I have to see if I can keep it in or no. But other then that the head uses the type of poly count I would have used for a 1000 poly model leaving me with a good 500 extra to throw around.

It doesn't look like a duck when its modeled. (or maybe it does, I just don't know)

Pantmonger

Submitted by Malus on Wed, 26/03/03 - 9:43 AM Permalink

Yeah! nice one man, I knew after seeing you the other day you'd fly thru the model :P

Submitted by Malus on Fri, 28/03/03 - 7:58 AM Permalink

Nice job buddy, one thing, is she meant to have a hard line where the armour meets the top of here thigh? Doesn't look like there is one.

Submitted by inglis on Fri, 28/03/03 - 1:28 PM Permalink

strong job pants, lets see ya texture painting skills :)

Submitted by Pantmonger on Fri, 28/03/03 - 7:00 PM Permalink

Malus:

quote:is she meant to have a hard line where the armour meets the top of here thigh?

It is there, just for some reason doesn't appear visable in this shot. Weird.

inglis, thanks this one was a son of a b.... to map, so many little bits and pieces, took a while, and due to the different arm structure from the elbow down there is less texture mirroring then I'm use to. But should turn out ok.

Pantmonger

Submitted by Pantmonger on Wed, 02/04/03 - 6:24 AM Permalink

Done, thank the gods, Im in the middle of packing so finding time to do this was painful, but here is the stuff.

Final Construction
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_FinPoly.jpg[/img]
Texture Map (at 512)
Edit. See below this post
Finished Model
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Texture.jpg[/img]

[img]http://home.iprimus.com.au/evilbunny/MTemp/Sumea2_Rotation.gif[/img]

Pantmonger

Submitted by Malus on Wed, 02/04/03 - 7:17 AM Permalink

Woohoo nice job Pants!!
Love the cloth and the armour.

Submitted by rezn0r on Wed, 02/04/03 - 7:23 AM Permalink

Excellent work as always Pants, tho that body armour doesn't look too protective. ;D

Scott.

Submitted by redwyre on Wed, 02/04/03 - 1:54 PM Permalink

It's the bra for the new-age-military-woman: less stiching for less iritation, and more kevlar for added protection.

(I have no idea what I'm talking about.)

Submitted by Pantmonger on Wed, 02/04/03 - 5:07 PM Permalink

Thanks guys, As for the breasts, the front armour plate had to be removed to allow this individual to have this armour on. But she is a cyborg and the breasts are visual only. (steel being on the other side of them)

Pantmonger

Submitted by Pantmonger on Thu, 03/04/03 - 8:21 PM Permalink

Time is almost up, but there are only like two other completed entries so far. Come on midnight rush, I want some more competition.
Oh and some more feedback would be nice too [:I]

Pantmonger

Submitted by Malus on Thu, 03/04/03 - 9:02 PM Permalink

Yeah Yeah I know lol, Just got engrossed in Mayas animation and fluid stuff, I'll texture it tonight ok. [:P]

Submitted by inglis on Fri, 04/04/03 - 3:08 AM Permalink

quote:Time is almost up, but there are only like two other completed entries so far

yeah..i was just going through the other threads and notice a lot havent been updated, a lot still at concept stage.

quote:Oh and some more feedback would be nice too

youve done very well again :)
i would like to see some more details on the main forms, maybe more decals, identity/class symbols etc?
and i think the orange visor could be improved somewhat-
i like your colour choices

lets hope the competition gets to the bus on time :)

Submitted by Malus on Fri, 04/04/03 - 3:15 AM Permalink

Im coming wait for meeeeeee.........

Submitted by Pantmonger on Fri, 04/04/03 - 4:59 PM Permalink

quote:Originally posted by Malus

Im coming wait for meeeeeee.........

Quick Dude, quick!

Pantmonger

Submitted by Pantmonger on Sat, 05/04/03 - 3:59 AM Permalink

Good thing I came to the site tonight, now that there is a special layout needed and all[:p]

Well here is the layout as requested, Not fond of this style, no real detail can be seen, but its not my comp, so it aint my rules and I'll live so...
Also the 512 of the textue map again so they are both in one place.

[img]http://home.iprimus.com.au/evilbunny/MTemp/sumeaspeciallayout.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Texture-Map.jpg[…]

Lets go.
Pantmonger

Submitted by souri on Sat, 05/04/03 - 4:48 AM Permalink

Those layouts were requested since day one of the challenge, so it's not as if I asked for it just a minute ago.. And I agree, you don't get to see as much detail, but feel free to post closer shots as well! I'd love to see them [:)] Very cool work

Submitted by Pantmonger on Sat, 05/04/03 - 5:07 AM Permalink

Sorry, I just never read that before today, I must of missed it.
Again sorry.

Pantmonger

Submitted by Dan Ward on Sun, 06/04/03 - 6:11 PM Permalink

Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.

Technically overall I think your model is probably the best executed out of all the entries, when I saw your concept pic I went *Gulp* that looks like a "professional" job.

The idea is original and answers the challenge brief perfectly (being a graphic designer by trade im pretty anal when it comes to sticking to briefs)

Your mesh and uvmap are outstanding as always, you have got the UVmapping thing down (I think you need to write a tutorial on how you uvmap your chars so I can get as good as you :)

The mesh is very neat and the polys well used, with my limited experience on what constitutes a "good" mesh there's nothing I can pick on it.

Creatively/personally I don't like the snout thing on the helmet and I think the end of the arms (hand and claw bits) should be bigger/bulkier like in the concept, give her more attitude.

I think where this model fell over is the texture, again technically it looks great, everything is well done and realistic. The problem is it doesn't suit the model, she's a flyer yet she's in drab green paint, the concept has heaps of contrast and it works REALLY well, this model needs a serious manga paint job.

Do yourself a favour pants and redo the texture then you can have my vote for the number 1 spot.

Sumea Challenge #2 - 3D - Dr.Watson

I'm pretty new to modelling (this will be my 3rd model so far if I manage to finish it [:p] ) but I think this is a good learning experience for me so I give it a go anyway. Here is my rough concept design. I knew I have a slow start. Just hope I have enough time to finish the model [;)]

[img]http://khors.uhome.net/models/concept003c.jpg[/img]

C&C and welcome. Thanks [:)]

Submitted by adie on Thu, 20/03/03 - 10:55 PM Permalink

her legs are to long(her hands should come to just above the knee, pelvise is a bit long to , but u might like the legs long and sexy , if so try and exaggerate the shape a little more ..when I design for low polly 3d i try and draw things a bit square'sh so it makes it a bit easyer to work out how i will moddle it..nice clean design though..good luck hope u have time :)

Submitted by Malus on Thu, 20/03/03 - 11:21 PM Permalink

adie: with average human proportions the knee is about one hand length from the finger tips, his are pretty close to that.
Her right leg looks like its in a painfull position though, looks like its be chicken winged.

Submitted by adie on Fri, 21/03/03 - 2:32 AM Permalink

hehe yeah chickend winged .. i think its been drawn like that to show the leg from a different angle , to give u more of an idear of what its going to looks like ..and yeah geuse your right about the leg proportions..

Submitted by shiptu shaboo on Fri, 21/03/03 - 5:40 AM Permalink

i always find that if something doesnt look right and you cant see what, i use this technique that i picked up from some drawing manual somewhere.
get a mirror and look at your drawing from its reflection.
its strange but it actually works, it allows you to look at your drawing from a completely different perspective.

nannoo nannoo

Submitted by Malus on Fri, 21/03/03 - 7:48 AM Permalink

that or turning it upside down.

Submitted by Dr Watson on Fri, 21/03/03 - 7:58 AM Permalink

Thanks for the comments [:I]

adie: guess I've read too much Japanese manga. It has become my habit to draw characters with long legs and big eyes [:p]

malus: chicken wing? Isn't she tasty [:p] It wasn't planned that way. When I nearly finished the drawing, I found her whole body leans towards to the left too much. So I have to draw her right leg that way to give the character more balance [B)] She'll be right in her low poly model form [:)]

shiptu_shaboo: yes, I used to hold up my drawing to a light source and see from the other side of the paper (same effect as looking at it from mirror) I found my drawings looks funny most of the time [8)]

Sumea Challenge #2 - 3D - Adie

here my design for challenge 2
will fiish him off tonight

[img]http://homepages.ihug.com.au/~pigsnogl/images/sumea2.jpg[/img]

Hes from the not so far off furure, he has the brain of J.w. bush making him the would most deadly machean ever made...he he.. Lame i know couldnt think of anthing maybe later

Submitted by Sorceror Bob on Wed, 19/03/03 - 9:04 AM Permalink

the brain of dubya eh.

better put him in nappies then :)

concept looks cool, i like the real burnt look you got for the drawing too, nice touch

Submitted by shiptu shaboo on Wed, 19/03/03 - 10:17 AM Permalink

charcoal!!!
wicked look to your concept.
i always imagined bush more like an orangotan

nannoo nannoo

Submitted by Sorceror Bob on Wed, 19/03/03 - 10:45 AM Permalink

charcoal eh ;)
didn't realise it was scanned :P I should have maximised the image in IE :P

Submitted by inglis on Wed, 19/03/03 - 8:16 PM Permalink

nice concept adie.
good luck again :)

Submitted by adie on Wed, 19/03/03 - 8:28 PM Permalink

Thanks and nah its not charcoal! I drew it with a mega thick graphite pencil on some realy cheap paper. and when i scanned it in the paper came out all brouwn and burnt looking. I like to sketch big with a Big pencil or just a bamboo stick dipped in ink( none of these fancey pens for me).. You lern a lot more drawing thing big and fast..this pic took me about half an hour..and took up a hole A3 peace of paper..
I worked for chanele ten for awhile doing the cortroom drawing and u have to draw realy fast because sometimes there only on the stand for min or so , and u have to make the rest up ..thats why they always look so dodgy

Submitted by inglis on Thu, 20/03/03 - 10:58 AM Permalink

address but "[]" instead of "<>".

nice start adie.staying pretty true to your concept. (which i think is really cool character design :) is it based off anything?)
are you keeping the knees like that? i like the knee design in your concept more.
thats one big ass gun :)

Submitted by Dan Ward on Thu, 20/03/03 - 6:35 PM Permalink

looking real good adie, you have got it really close to your concept

Submitted by adie on Thu, 20/03/03 - 9:42 PM Permalink

thanks Inglis so thats how its done :P
its not realy baised of anything but was thinking of ABC woriors when I drew it, I remember that warhammer had a big ass gun like that. I couldnt find any my comics with them in it..so just made it up!
yeah the knees will look like the design was just ruffing out the design to work out how many polly I can put in the knees and ankles and things..

Submitted by Malus on Thu, 20/03/03 - 10:17 PM Permalink

ABC warriors rock! I love that comic.
His name is actually Hammerstein not warhammer and he has a big hammer for a hand not a gun.

I always liked Deadlock, Joe pineapples and Morrigin, must be the pagan in me. :P

Ive actually started some work on modelling the whole ABC Warrior team last night!! Wierd huh, not much done but its going to rock when theyre finished.

Its looking good Adie, nothing better than a physco robot. [:P]

Hammerstein at his most relaxed:
[img]http://www.dreamnation.fsnet.co.uk/hammer.jpg[/img]

Submitted by adie on Fri, 21/03/03 - 12:14 AM Permalink

he he yeah new it was hammer something.. haven read them for years backin the good old days he use to carry a big ass gun , but i geuse he uses anything he can get his hands on..modeling them sounds like wicked fun !!carnt wait to see them ...hey is pineapple still with them??? ..hes kick ass too

Submitted by shiptu shaboo on Fri, 21/03/03 - 5:45 AM Permalink

SIMON BISLEY i loved that guys art when i was kid, i still remember drooling over the ABC warriors and Slaine when i was knee high to a grasshopper.
a source of inspiration that will take me to the grave.

nannoo nannoo

Submitted by Malus on Fri, 21/03/03 - 11:16 PM Permalink

Thers my guys, don't they look purdy [:P]

Im doing all of them yikes, better get back to it!!

Submitted by WAR HEAD on Sat, 22/03/03 - 7:27 AM Permalink

I love Joe Pinapples, the assassin robot... How cool is he! And the chick (TERR-1, i think) had an A$$ to boot!

Submitted by adie on Mon, 24/03/03 - 9:47 AM Permalink

[img]http://homepages.ihug.com.au/~pigsnogl/images/sp2_01.jpg[/img]
did some work on him today changed his arm and hand but still not happy with it[:(!] oh yeah i changed his head what do u think of it?? Dose it look out of place with the rest of the design? and dose he look too tall??

HEY i need some HELP [?] how can I export a pic of the maping?? I havent done that before... saw some u did it in the last challenge i thik it woud cut down my textureing time..im using max 5 and i got this script to do it for max4 but itdosent work in 5..help please [B)]

Submitted by inglis on Mon, 24/03/03 - 9:55 AM Permalink

hahahah that head looks funny :)
i think its a little too small :)

get textporter

Submitted by adie on Mon, 24/03/03 - 10:03 AM Permalink

where can i get textporter cos the verion i got dont work for max5?

Submitted by adie on Mon, 24/03/03 - 10:17 AM Permalink

yeah it works thanks inglis :)

Submitted by inglis on Mon, 24/03/03 - 12:27 PM Permalink

np.

how close are u to the 3000 polylimit now?

Submitted by rezn0r on Mon, 24/03/03 - 12:39 PM Permalink

Personally I like the small head. Its coolness is matched only by the characters WINNING SMILE!

I love it. Good work.

Scott.

Submitted by adie on Mon, 24/03/03 - 8:06 PM Permalink

the polly count is 2972!! so only a few more polys to play with:( But if i changed the head to a helmet it would free up maybe 100

he he winning smile :) thanks scott

Submitted by shiptu shaboo on Wed, 26/03/03 - 2:00 PM Permalink

i like the small head, exagerate it even more with the texturing.

nannoo nannoo

Submitted by adie on Sat, 05/04/03 - 7:33 AM Permalink

Well Im out!! I was goin to finish Textureing him today but woke up sick.[8].so its on the shelf with my model and Back into bed for me ...sob sob and I geuss its good by to my sumea golden cup Ill have to hand that over to the winner[:(] ...sniff sniiff but not for long my pritty you'll be back in my hands next Round, when I kill u all he he he he he he he he ehe hehehhhe eh........[|)]

Submitted by rezn0r on Sun, 06/04/03 - 1:25 AM Permalink

Noo, thats a shame. I was going to vote for your model because its smile made my day. [:)]

Better luck next time.

Scott.

Sumea Challenge #2 - 3D - WAR-HEAD

im pretty slack... this is only my second post here. I do, however, plan to do a lot more.

Heres my preliminary concept sketch of the "Techno-Soldier". I don't know how much of the actual 3D model / texture I'll get done. I started the last 3D challenge and got pretty close to finishing, but I've been kinda busy lately and I just ran out of time.

[img]http://www.boomspeed.com/warhead/techsol.jpg[/img]

--or-- (if that doesn't work!)

[url]http://www.geocities.com/msfolio/sumea/techsol.htm[/url]

WAR-HEAD
[url]www.geocities.com/msfolio/[/url]

Submitted by Dan Ward on Wed, 19/03/03 - 5:33 AM Permalink

looking good, hope you get to model it should be a cool model.

Submitted by shiptu shaboo on Wed, 19/03/03 - 5:39 AM Permalink

it looks good, seems like a fairly straight forward model.
it reminds me a lot of warhammer 40k
i dont think i would use the neck ring it will limit the movement way too much

nannoo nannoo

Submitted by Malus on Wed, 19/03/03 - 5:50 AM Permalink

Yeah does look alot like a warhammer inspired piece, nice though, with 3000 polys you can go to town on the detail with it though.

Submitted by WAR HEAD on Wed, 19/03/03 - 7:42 AM Permalink

Cheers guys. I'm trying to get away from the whole Warhammer 40k look, but im still workin on the final concept... I want to do something different with his face mask and back / shoulder area. Also, some nasty lookin weapons would be sweet.
should have something new to show soon.

Submitted by WAR HEAD on Mon, 07/04/03 - 10:35 AM Permalink

Sorry guys. Like I suspected, I couldn't make time to build the model. I've been looking for somewhere to live over the last 3 weeks and haven't had too much spare time to get into the modeling. I have, just recently, found somewhere to live. So when I get settled, I will make an effort to get an entry in to the 3rd Sumea Challenge!

Poison: I have been drawing since I was about 5, but nothing really serious. I love my comics. My first major inspiration was Superman... (later followed by Batman, Spiderman, He-Man and various other characters whose names end in "man")

P.S. I'm extremely impressed with all of the entries. The talent floating around these boards is amazing. Good work everyone!!!

Sumea Challenge #2 - 3D - UniqueSnowFlake

Well I thought I should jump into the action and onto Sumea.com.au
so hear goes my first post here (please don't stuff up!)

[img]http://www.boomspeed.com/unisnowflake/Techno_Soilder_USF.jpg[/img]

just made a account with boomspeed so I hope that will fix the probelm with the picture not showing up all the time.

please give your C&C's

Submitted by inglis on Wed, 19/03/03 - 4:38 AM Permalink

nice clean concept snowflake :)

my 2 cents:
- the hands look too small
- it would be good if his feet were made up of two parts. would make walking with large feet like that smoother.

keep it up! ;)

Submitted by Dan Ward on Wed, 19/03/03 - 5:31 AM Permalink

Very nice, i agree the hands are a little small but rest of it looks very cool.

Submitted by shiptu shaboo on Wed, 19/03/03 - 5:35 AM Permalink

i would lift the gun slightly of the shoulder otherwise its gunna pinch the back and shoulder and stretch the textures when it moves up and down(ugly)
i agree with inglis two parts for the feet (toes) otherwise it wont walk right.
look at some giger
http://www.hrgiger.com/
your design seems to be heading in that direction

nannoo nannoo

Submitted by Sorceror Bob on Wed, 19/03/03 - 8:58 AM Permalink

giger fluffs us all.

told you the hands were too small, hows the poor guy sposed to jerk it!!

Submitted by Malus on Wed, 19/03/03 - 9:14 AM Permalink

See you took the matrix battery idea, nasty way to live really.
Its bad enough when you lick a 9 volt battery let alone being one.
Apart from the hands and the toes, I think you should show the head has some sort of sensors and relays as you said, at the moment its pretty redundant.

Submitted by UniqueSnowFlake on Wed, 19/03/03 - 9:59 AM Permalink

Thanks for the feed back guys.

after a bit of modelling today, I have bits of the barrel done and the feet.

I'm going to realy have to think about hands its the second concept I have posted were people said my hands were to small. (Not that the model turns out that way.)

Inglis: the way I was going to have the feet is as his foot rolls forwards the bit at the front (toe) slides in. then slide back out as his feet move off the ground. (that is posable because his real toes hang above the Metal ones. I can post a picture of were his body sits in the machine if you real want.)

Shiptu_shaboo: The gun on his back is attached to his back plate. (like the generator at the back.) and there won't be in many positions then the one he is in. It will mostly be leg movement.
(What am I ment to be looking at from "giger")

Sorceror Bob: I don't think his realy worried about that.

Malus: I figured no one in there right mind would want to be in such a weird position. (I'm sure you can imagion the back problems.) thats why I thought the Matrix (or something along the lines of it) would be good. I agree with you about adding senors to the head.
its just if I put them onto the concept it looked like the head was part of the arm or something weird. I'll either concept it when I get up to it or just deign it as I'm making it.

Well hope I covered everything. If I've gone totally off the track then please let me know :)

Post ya later.
UniqueSnowFlake

Submitted by inglis on Sat, 22/03/03 - 4:22 AM Permalink

nice work.
very heavy,just wondering what the polycount is on that?

Submitted by Malus on Sat, 22/03/03 - 9:21 AM Permalink

its way over 3000 polys. Looks accurate to the concept though. :P

Submitted by Sorceror Bob on Sat, 22/03/03 - 10:14 AM Permalink

Pete (snowflake)was having too much fun with this guy and kept adding more and more detail.

looken good - optimise it though you bum!

Submitted by inglis on Sat, 22/03/03 - 10:40 AM Permalink

lol
do a high poly and a low poly version :)

Submitted by shiptu shaboo on Wed, 26/03/03 - 2:04 PM Permalink

i dont think theres anyway of optimising those legs.
but nice legs mate, now thats something i never thought i would say.

nannoo nannoo

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

seeing as there is 1 day left- wheres the model??

Sumea Challenge #2 - 3D - Dan Ward

Howdy folks,

Okies here i go with my entry for challenge number 2, this is what i have so far.

Its not really based on any set concept, although i used a bunch of reference material from all over the place i just made it up as i went along.

I really tried to squeeze the most out of the poly limit this time, used up 2940 polys so far and no doubt il be able to add a little more detail when i clean up the mesh later on this week.

Still early days so if you have any C&C i would really appreciate it .. in particular im not happy with the side view, yet i cant work out what it is that i dont like about it.

Cheers

http://www.steelkey.com.au/beta1.jpg

Submitted by Sorceror Bob on Mon, 17/03/03 - 10:27 AM Permalink

Looking good dan, remember that proportionally, a basic adult humanoid character needs to be around 7 - 8 heads tall. I think the legs could be made longer to resolve that.. :)

Submitted by Dan Ward on Tue, 18/03/03 - 9:27 AM Permalink

After a few hours of tweaks i decided to treat myself and slap some materials onto the mesh to see how it would look ..

[img]http://www.steelkey.com.au/6.jpg[/img]

[img]http://www.steelkey.com.au/beta3.jpg[/img]

-edit found a couple of earlier renders figured id post them up as im having serious thoughts about starting a new entry for the challenge (i even did a concept for this one) and not sure if this guy will progress further.

Submitted by adie on Wed, 19/03/03 - 7:23 AM Permalink

looks cool I like him :) he reminds me of a GI-jo I had when i was a kid ..one thing though make the armor on the back the legs drop away.. so if he were to bend his legs it wouldnt hit together.and have u thought of texture burning that shiny metal?? cos that helm looks cool

Submitted by Dan Ward on Wed, 19/03/03 - 6:48 PM Permalink

If by texture burning you mean "render to texture" within max then yeah i was going to see if i could work out how to do that :)

if not .. what is this texture burning you speak of?

Submitted by adie on Wed, 19/03/03 - 9:53 PM Permalink

yeah render to texture or textur baking as its called in help is easy to use ...well it was the other day but now its all fucked up when i use the maping i put on my oject ..i think it must be bazil stuffing it up ahh well thats my prob no t yours..just ask if u have any probs

Submitted by redwyre on Mon, 24/03/03 - 1:04 PM Permalink

looks a bit chucky, but cool none the less

Submitted by Dan Ward on Mon, 24/03/03 - 7:07 PM Permalink

Well I finished my new model and im really happy with the results.. only one problem, I decided to give poly modelling a try (as opposed to mesh) and forgot to take into account that 1 poly = 2x tri ...

hence my model is almost exactly 2x the poly limits for this challenge :) doh!.

still, im going to finish this guy he's definitely my best model yet.

[img]http://www.steelkey.com.au/s2.jpg[/img]

Submitted by inglis on Mon, 24/03/03 - 10:33 PM Permalink

looks good.
better start optimizing though :)

Submitted by souri on Wed, 26/03/03 - 12:49 AM Permalink

Woah.. I like what you've done with this model.. very detailed. I think thinning the legs etc, making it less humanoid and more robotic was a good choice. Looks fantastic!

Submitted by Dan Ward on Wed, 26/03/03 - 9:54 AM Permalink

Woot! I have cut over 3000 polys from the model above and have got it in under the 3k limit, and i didnt loose that much detail that i wont be able to pick back up with the texture.

[img]http://www.steelkey.com.au/ts.jpg[/img]

now time to UVmap.

edit - that should be 2997 polys total the 2097 is a typo which im to lazy to fix :)

Submitted by inglis on Wed, 26/03/03 - 9:56 AM Permalink

2097 polys...you still have 900 to play with.

looks real good though :)

Submitted by Malus on Wed, 26/03/03 - 10:01 AM Permalink

Good stuff Dan. Nice optimising.

Submitted by Malus on Wed, 26/03/03 - 10:06 AM Permalink

Whoops :P Still good though man. [:D]

Submitted by shiptu shaboo on Wed, 26/03/03 - 1:47 PM Permalink

boy does he look fun to i.k
all those cables, spring modifier baby is all i can say.

nannoo nannoo

Submitted by rezn0r on Thu, 27/03/03 - 1:27 AM Permalink

Awesome work. Very cool model, and excellent optimisation. I can't wait to see it wearing a texture.

Scott.

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

great start :)
1 day left.

go on...use up that last polygon :)

Submitted by souri on Sat, 05/04/03 - 7:28 AM Permalink

That looks awesome!! Post some closer shots if you have the time!

Submitted by Dan Ward on Mon, 07/04/03 - 6:38 PM Permalink

Just wanted to reply to a couple of comments that have been made in the voting thread about my texture sheet looking monotone and not very impressive.

My rant is: does it matter what the texture sheet looks like if it works on the model?

When I create my textures (this being the second texture sheet I have done) I am constantly rendering out shots of the model to see how it looks, I see no reason to make your texture sheet look all snazzy if on the model it looks like junk. I have no issue with just adding a box of colour over a section of the map if the corresponding polys on the model don't require any detail.

In my opinion its how the model works in the final engine (in this case Max's renderer) that counts.

I was trying to get my renders to match the vision I had for this model, that being a semi futuristic "techno soldier" that has been well used on the field of battle.

Sure critique my UVMAP I know I have a tonne of improvement needed before im at a professional level, but in all modesty I think I really lucked in with the texture it came out way better than I expected and suits the model/concept perfectly.

P.S - If your interested in downloading a rotation of my model (350k DivX)
point your browser at http://www.steelkey.com.au/s2/rotation.avi

Submitted by Malus on Tue, 08/04/03 - 4:49 AM Permalink

Dan,
I think the biggest thing is that it looks good at a certain distance but up close it will be very flat, its ok if its always going to be further away. I feel mine suffered from the opposite, it looks really detailed up close but blends into a washed out mess of colours in the far distance as my posts have shown (wish you guys could see it in Maya viewport uncompressed on my 21 inch monitor lol).

You may be right about detailed textures being wasted if it looks crap on the model but I tend to think the more detailed the texture the better it will look in a decent engine. (a 1024 x 512 jpg compressed at 56% isn't going to do anyones work justice.)

Hope my critique didn't offend btw, I just tell it how 'I' see it, I tend not to sugar coat because I find it patronising.

Submitted by Dan Ward on Tue, 08/04/03 - 5:24 AM Permalink

Not offended at all malus, the reason I post here is to get feedback :)

However in this case I beg to disagree, ive rendered out some high res shots of my model (one of them graces the desktop on my 21inch monitor) and I gotta tell ya it looks even better close up, especially seeing that we are talking about a low poly "in game model"

Id be more than happy to post a high res shot if you would like to see it.

I'm not arguing with you that my texture sheet looks "dull" my point is I don't think its relevant to the end product.

Submitted by DrBadvibes on Tue, 08/04/03 - 7:07 AM Permalink

Great work Dan, and a massive improvement over your first comp entry. Well done!

About the only thing that nags at me is that the thighs look a little crooked. Texture looks good although there's room for a bit more detail in the dark metal areas I thought, the spine area looks a little empty.

Are you gonna rig him?

Submitted by souri on Tue, 08/04/03 - 9:01 AM Permalink

quote:Originally posted by Dan_Ward

Just wanted to reply to a couple of comments that have been made in the voting thread about my texture sheet looking monotone and not very impressive.

My rant is: does it matter what the texture sheet looks like if it works on the model?

I agree, it doesn't really matter. I just thought I'd give an observation anyway. People are just giving some thoughts, that's all.
I think it really is limiting if we can't comment on the concept, or texture (except layout) now. There's not much really left to comment on. Maybe next time everyone can just make their vote, and that's it.

Submitted by Dan Ward on Tue, 08/04/03 - 6:21 PM Permalink

Thanks Vibes, yeah the legs are a little knock-kneed its one of the things that im not totally happy with on the mesh, and yep to be honest the texture is only about 70% complete I was running out of time and wasn't really in the mood to do it on Friday night so I had to just rough in areas that otherwise would have been more detailed (especially the exposed back area).

As to rigging it .. i would if i could, i havent got as far as rigging a model yet :)

Souri that's cool im not angry or whatever about those comments, as I said before C&C is why we are all doing these challenges. I just wanted to know if it was considered important for the texture sheet itself to look "polished" regardless of what end product looks like.

People are always going to be defensive when it comes to commenting on creative works its all part of the fun, and probably the reason its so hard to get people to comment because they don't want to have to justify their comments :)

Anyway thanks for taking the time and effort to run the challenges, I know I get a tonne of benefit by participating in these things and I would assume everyone else does, bring on challenge #3 i need a new project!

Submitted by Malus on Tue, 08/04/03 - 7:42 PM Permalink

Souri: I don't see the point in just voting without critiquing, what happens when you do a model in development and your AD tells you its all wrong are we going to have a cry, its important to be able to take comments and read them for what they are, if you can't then you really aren't going to make it in a very critiqued industry.

As for people getting defensive, I can only speak for myself but I tend to get my back up when people comment on unconstructive personal views (ie. "I would have given her a bigger gun") or disregard the rules of a vote completely.

I actually got a decent critique from a guy named modeling_man on CGtalk, it was mainly negatives about my texture but it was well thought out, mature and constructive so I took it onboard as it 'helped' me understand what I needed to work on. More people should learn how to critique / vote constructively I believe.

Dan: you should try rig him if you haven't got that far yet, good practice.

Submitted by Dan Ward on Tue, 08/04/03 - 8:12 PM Permalink

attempting to bone him now(and i mean that in the nicest possible way), il keep you posted as to the results :)

Sumea Challenge #2 - 3D - Sorceror Bob

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

Concept so far. I was gonna colour her in.. But meh.

This has been a character I've been wanting to make for a while.. Not this particular concept but something like it.

Each of those pads on her are shield type thingies.. The design will probably change alot between the concept and model though..

Submitted by adie on Sat, 15/03/03 - 12:24 PM Permalink

cool design but, foooweee man is she ugle!! She wasen't behind the led door when the bom hit!! thats for shaw

Submitted by Sorceror Bob on Sun, 16/03/03 - 1:42 AM Permalink

hahah blame the ugly on my drawing. not sure if it'll come out on the model. we'll see hehe..

yeah, I'm gonna model the guns too.. Shouldn't be too much more than 50 polies each.

Submitted by Doord on Wed, 19/03/03 - 10:14 PM Permalink

I have just the one thing to say.

Very joanna dark

Submitted by inglis on Thu, 20/03/03 - 1:41 AM Permalink

hey! its looks like tomb raider! :p jk.

hows the model going bob?

Submitted by Sorceror Bob on Thu, 20/03/03 - 3:31 AM Permalink

honestly, I haven't started yet.. I want to unwrap that alien warrior guy before i get started on this bird.

:P I really want to get started, but I promised I'd have the other one unwrapped so they could skin it

Submitted by shiptu shaboo on Thu, 20/03/03 - 11:53 AM Permalink

why is it if you see a chick with a gun everybody goes tombraider?
whats going to happen when people start associating guys with guns as snake?

nannoo nannoo

Submitted by inglis on Thu, 20/03/03 - 12:07 PM Permalink

i was joking because of the jdark thing. it was the only other female gun wielding game character that came to mind.
anyway, dont want to clutter up bobs challenge thread anymore :)

Submitted by Pantmonger on Tue, 25/03/03 - 8:31 PM Permalink

Got a lot of straps and buckles to go through with this one, I dont envy you doing that, but get it right and it should look sweet. I think you are currently one of the few going for a cyber light soldier, good to see the diversity.

Pantmonger

Submitted by Sorceror Bob on Wed, 26/03/03 - 1:23 AM Permalink

cheers pants, straps are fun!
I'm just hoping the silhoutte wont be too cliche is all :P

Submitted by Sorceror Bob on Fri, 28/03/03 - 8:14 AM Permalink

*throws in the towel*
max files dead, autobak worthless..
I was running behind before :) now theres no way I can catch up :P

This has happened a few times now, I think its time for a format :(

Submitted by Malus on Fri, 28/03/03 - 8:31 AM Permalink

Bad luck man, that sucks. Maybe next time huh. Hope your PC's ok.

Submitted by Sorceror Bob on Fri, 28/03/03 - 8:42 AM Permalink

next time definately..

i've been tempting fate for too long. :P my last format was.. was.. I dont think i've formatted this HD since i first got it..

that was about 4 - 5 years ago heh :)

Submitted by inglis on Fri, 28/03/03 - 1:31 PM Permalink

hard luck. i know the feeling- i think every 3dsmax user knows the feeling :)

Submitted by Pantmonger on Fri, 28/03/03 - 7:04 PM Permalink

Sorry to see you go, that sucks a lot.
But next time in polygon city I'll see you at high noon (thats when the directional light is abouve our heads)

Pantmonger

Submitted by Sorceror Bob on Fri, 28/03/03 - 11:09 PM Permalink

yeah :P

just grabbing bookmarks and stuff now for safe keeping.. with any luck i'll be up and running soonish hehe

Submitted by Idaho on Wed, 02/04/03 - 2:41 AM Permalink

Sorry to hear that mate your concept showed a lot of potential. My only suggestion for the future is incremental saves, and BACK UP TO DISK!!!!!!!!! STICKY TAPE A NOTE TOO YOUR MONITOR IF YOU HAVE TO! .....:)

Submitted by Sorceror Bob on Wed, 02/04/03 - 11:37 AM Permalink

hahah i learnt the hard way to save often, now i also have to save seperate files :P

Format hasn't happened - not enough blank cd's for backupage :P, as well as the fact i've lost some of my more important install cd's (max).. It'll happen once things are quiet on the job hunting front.. errr. quieter

Submitted by shiptu shaboo on Wed, 02/04/03 - 3:19 PM Permalink

i have corrupted all my incremental saves at one stage before so there is no one infalable way of stopping corruption other than burning to c.d

bad luck, i know how you feel watching hours of your life go down the drain.
try ghosting your machine its a simpler alternative longterm

nannoo nannoo

Sumea Challenge #2 - 3D - Malus

Hey guys,

Well I've started the concept for my submission. I'm moving this weekend so I won't be able to get a start on the model until mid next week at least.

Thinking of doing him in Maya instead of my native 3D Max just to further the addition of feathers in my old cap. [xx(]

Hes a WWII veteran named General Paton [:p], A Gun lovin' Gi Joe take no shit kinda guy. Need someone to take on all those nazi zombies popping up in games recently.

[img]http://www.inkmancomic.com/dean/WIP/PatonMK2concept.jpg[/img]

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/Portfolio/index.html

Submitted by inglis on Sat, 15/03/03 - 6:58 AM Permalink

cool concept malus.

should come up a treat in 3d :D

Submitted by Sorceror Bob on Sat, 15/03/03 - 7:53 AM Permalink

patton eh... wheres the ivory handled revolvers!!

Submitted by Malus on Sat, 15/03/03 - 11:24 AM Permalink

Cheers guys,
I really like this idea actually, looking forward to starting it.
I knew I forgot something, the revolvers!! Would look a treat, I might model them after the comp since they'll bump the count way over the limit.
I left out his shiny steel helmet too. :P

God bless gun totting americans.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/Portfolio/index.html

Submitted by adie on Sat, 15/03/03 - 12:17 PM Permalink

looking good Malus!! One thing though.. try to remember to sketch out the hole form of the dude before u start on details .It helps to balance out the proportions.

Submitted by Malus on Sun, 16/03/03 - 3:20 AM Permalink

I don't bother fleshing out the whole thing when I sketch, maybe for a finished piece but that pic is just a rough 2 hour job for my own reference. Didn't think the proportions were off anyway, which area do you mean?

Submitted by adie on Mon, 17/03/03 - 8:18 PM Permalink

his legs look like they might me a bit long?? just a little..I was just saying to sketch it out so u get a balanced design

Submitted by Malus on Wed, 19/03/03 - 8:51 AM Permalink

Adie: Actually after your post I checked the proportions with one of the hundreds of anatomy books I own and his legs are a little short. :P

But like I said just a quick sketch for reference. Not going to model directly from this pic, might either try freehand modelling it or doing some orthographic sketches.

woohoo post 100!! do I get a sumea decoder ring?

Submitted by adie on Wed, 19/03/03 - 8:48 PM Permalink

theres only one modern anatomy master and thats bridgman so if u havent got one of his books get one because he's the best !!

Submitted by Malus on Thu, 20/03/03 - 11:43 AM Permalink

Yeah a bit vague for my liking, nice and loose for painting but I prefer Hogarth for my illustrative work, hes more finely detailed, scientific, methodical.

Submitted by shiptu shaboo on Thu, 20/03/03 - 11:48 AM Permalink

hogarth's great for exagerated dynamic comic book stuff, his women just look damn scary.
if you are going for something more realistic theres a great book called anatomy for the artist.

nannoo nannoo

Submitted by Malus on Thu, 20/03/03 - 12:10 PM Permalink

Got it, and about a gazillion others, the best overall is Anatomy drawing school, published by Konemann, not in print anymore but it is by far the best piece of anatomical reference material available.

Submitted by adie on Thu, 20/03/03 - 10:05 PM Permalink

yeah i would have to agree with u Anatomy drawing school is a kick ass book for anatomical reference(my copy was stolen when i was at uni) but if u want to Lern how to draw a human Bridgman is the most easy to copy from ..yeah true his woman are kinda chunky but they teach u the right form

Submitted by Malus on Sat, 22/03/03 - 9:39 AM Permalink

Finally got to start him today.

4 hrs work on maya, bit slower than usual but I'm still getting used to it.

Hes currently only 1300 polys so when his mouth is done I should have 1600 or so for the rest which should be more than enough.

This image is updated so its now 2800 and has taken around 8 hours, just cruising along with this guy getting comfortable with maya.

[img]http://www.inkmancomic.com/dean/WIP/Patonmk2wip01.jpg[/img]

Submitted by Sorceror Bob on Sat, 22/03/03 - 10:33 AM Permalink

looking solid so far malus, I've gotta learn maya somewhere down the track, but at the moment, I personally find its low poly tools are below max's standard - I like working triangulated..

Still, you've gotten a good accurate representation of your concept so far, looking forward to seeing how you go.

Submitted by inglis on Sat, 22/03/03 - 10:38 AM Permalink

looking good malus.
end results for this challenge should be very impressive :)

Submitted by Malus on Sat, 22/03/03 - 11:24 AM Permalink

Scorcerer_Bob: thanks man, yeah I too think Maya's low poly modelling is below Max's, getting used to it though. Maya's probably a better piece of software overall though but for low poly game modelling Max still gets my vote. (BTW: I triangulate when I do the cleanup.)

inglis: Cheers bud, your voting for me right?! [:P] lol

Submitted by Malus on Tue, 25/03/03 - 11:57 PM Permalink

Ive updated my model so go to the first page to see his progress.
He's coming along pretty well, i'm enjoying modelling this guy, have been taking my time, trying new things in Maya with him.

Submitted by souri on Wed, 26/03/03 - 12:12 AM Permalink

That model looks awesome!!.. Great work [:)]

Submitted by Malus on Wed, 26/03/03 - 9:53 AM Permalink

Thanks souri, should be uvmapped and getting on with the texture by tommorrow night if I can squeeze a few hours in tonight and tommorrow.

Submitted by Malus on Thu, 27/03/03 - 12:29 PM Permalink

Well the mesh is completed, 3000 polys exact-amundo!

Pretty happy with it, got all the detail in that I put on the concept I think.
Has taken around 9 hours to do including the UV mapping, slower than most of my other models but Ive only been using Maya for a whole 2 wks and so I'm ok with the time its taken.

Just texturing now, yippee the cool(er) bit. [:D]

[img]http://www.inkmancomic.com/dean/WIP/Patonmesh02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/Patonmesh03.jpg[/img]

Submitted by Dan Ward on Thu, 27/03/03 - 6:44 PM Permalink

very nice well done!

nice clean mesh and a cool character, specially like the face.

Submitted by Pantmonger on Thu, 27/03/03 - 7:39 PM Permalink

You finished the legs off, nice work there, simple solid but coolleg design, I like the fact that they have got thet little bit of a goat angle to them helping him look like a man of action despite his girth.

Now UVW map that guy.

Pantmonger

Submitted by Malus on Thu, 27/03/03 - 11:38 PM Permalink

Dan: thanks man, I really wanted to keep the mesh tight and its good to see it payed off. Believe it or not but the face was the quickest part to model?!

Pants: The legs are done! yikes! Didn't concept them so I struggled with a few ideas, glad you like the designof the boots, he was looking cumbersome and I had hoped they would make him look more dynamic. Guess it worked. [;)]

Submitted by inglis on Thu, 27/03/03 - 11:50 PM Permalink

ah nice job once again malus-
hows the maya learning curve going?

Submitted by Malus on Thu, 27/03/03 - 11:54 PM Permalink

Its not to bad, I mean modelling is modelling right, just different tools. The new game modelling scripts from the Alias website are helping.
I want to play with the highend stuff, maybe do that animated short I've always wanted to do.
I'm torn between Maya and Max now though, oh the agony.

Submitted by Malus on Sat, 29/03/03 - 12:21 AM Permalink

I lost one of my folders so Im back to uvw mapping lol, oh well next few hours and I'll be done...again.

Submitted by RasTuS on Tue, 01/04/03 - 12:00 PM Permalink

you should post more updates and get back to texturing it

Submitted by davidcoen on Thu, 03/04/03 - 11:43 AM Permalink

very expressive model, but not certain if it is 3000 triangles, looks sort of like it, but not sure (getting laszy, not going to count them in preview)

DSC

Submitted by Malus on Thu, 03/04/03 - 9:10 PM Permalink

its exactly 3000 david, Im a triangle nazi, shits me when people don't get the count right since its the most basic of knowledge if you want to make games. lol

Sumea Challenge #2 (reference guide)

Techno Soldier:

The idea is basically a soldier that has an abundance of technology.

A gun isn't necessary, could be a recon soldier, a communications soldier, demolitions, melee etc.

The time period could be anything from modern to futuristic. You could even mix historical soldiers with technology i.e. a augmented samurai carrying a futuristic laser mono-blade.

Doesn?t need to be human or alive for instance it could be a robotic or even part robotic (augmented).

Some areas that might provide inspiration: Cyberpunk, the Star Wars universe, Feng Zhu's website, Deus Ex, Big world, mist world (book) etc - Anything a bit futuristic sci-fi.

[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/char_31a.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/char_14.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/char_01.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3453.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3454.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3455.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3456.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3458.jpg[/img]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/DSCN3459.jpg[/img]
[url]http://www.kidrobot.com/reports/HKtoycon2002/day3/Day3c.html[/url]

Hope this helps! [?]

Rod.

Submitted by souri on Fri, 14/03/03 - 10:20 AM Permalink

Oh crap. I stuffed up that last link on your post, Rod.. (I saved the images onto Sumea, and changed the links in your post to reference the ones I saved on site)..

Submitted by rgreen on Fri, 14/03/03 - 9:15 PM Permalink

No problem, fixed..

Rod.

Sumea Challenge #2

Overview: Sumea Challenge #2: 3D: In-game character (Modelling & Texturing)

Polycount Limit: 3000 triangles (please make sure you state the polygon count with your final submission)

Texture: 1 x 1024 x 1024 Texture Map (alpha channel allowed). No procedural textures.

Theme: Techno Soldier (check 'Sumea Challenge #2 (reference guide)' thread)

FINISH DATE: End of the day Friday 4th April (3 Weeks Total)

The model should be created with polygons - triangles and planar quads - do not use any 5+ sided polygons.

You can create your own original creation (based on the theme) or source a concept from an external source (including the concept source will help the judges).

Use the Work In Progress Forum to show your progress from start to finish.

Use the following syntax for your thread name to avoid the forum getting out of control: 'Sumea Challenge #2 - 3D - Username'

Entries will be judged on the ability to create good game art within the technical and timeline restrictions. The focus is on Modelling and Texturing.

There is no need to rig or animate the character.

When submitting the final image for judging please use the sample submission thread as a guide. Judges will need good views of the mesh as well as the texture to be able to give a good critique.

Please also post the texture as shown below(good quality jpeg will suffice).

You can use any method to create you texture. Hand painted, baked, photo reference etc.

Goodluck. [:D]

** Souri - chucking in the sample pics here.

Here is a sample final submission:

The skin:
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/C3_1skin_samp.jpg[/i…]

The model (and yes I realise this model isn't made of polygons but in fact it was made with NURBS - please only use polygons):
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/C3_1submission_samp…]

This model and texture was taken from the alias wavefront website.

Submitted by Dan Ward on Fri, 14/03/03 - 5:49 AM Permalink

when you say Techno Soldier any time period .. does that mean pretty much anything that has a weapon?

Submitted by Pointy on Fri, 14/03/03 - 5:49 AM Permalink

quote:"The model should be created with polygons - triangles and planar quads - do not use any 5+ sided polygons."

Ok this rule makes no sence, what possible difference does this make unless you mean the polycount limit should be 6000 triangles.

Also the topic isnt descriptive enough,
Is it a human wearing futuritic armour
Can it be a alien or other creature wearing futuristic armour
Can it be a techno DJ/clubber who happens to be a soldier
Is it a mech

Submitted by Malus on Fri, 14/03/03 - 6:50 AM Permalink

Pointy: I think that is just so its easier to view the mesh for judgeing purposes as its all the same triangle countno matter what the structure.

Could you specify wether textures need to be handmade only. Please no photo sourcing, or at least make it compulsory that you have to say if you used photosourcing.
We don't need to model a weapon with it right?

Cool topic btw. Thanks for the support with this challenge Rod.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/Portfolio/index.html

Submitted by Sorceror Bob on Fri, 14/03/03 - 7:54 AM Permalink

Regarding the polycount question.. I think it means the polycount needs to be 3000 triangles.. Using either triangular or quad based polies (poly can be any number of sides)

I'm not sure I agree with the photosourcing thing - i hand paint my stuff, dont like photosourcing, but in the end the only thing that matters is the final product, not how it was done.

Topic seems a bit broad too, not saying i'm unhappy with it, but I think some stronger guidelines may be good.

Submitted by rgreen on Fri, 14/03/03 - 8:58 AM Permalink

Yes, it is meant to be 3000 triangles. The reason I said to use polygons specifically is because I didn't want people to make a nurb mesh like in the sample thread. Twisted quads and 5+ sided polygons are illegal game art because the engine has to spilt them arbitrarily and this can produce undesired results.

Re photo source: This is a quite valid way to create textures. However if the photos aren't cleaned and touched up enough they won't look very good and this will affect their rating.

I'll update the brief accordingly.

Regards,

Rod.

Submitted by Sorceror Bob on Fri, 14/03/03 - 9:52 AM Permalink

cool, just colouring the concept now. this will be good fun :)

Submitted by souri on Fri, 14/03/03 - 10:22 AM Permalink

I've sent an email to most of the modellers on Sumea, so hopefully there'll be more challengers this time.. and yeh, the topic is definately cool. Can't wait to see what people come up with! Should be very, very interesting!

Submitted by davidcoen on Fri, 14/03/03 - 11:44 AM Permalink

personal preference would be for everyone to be using the same 'concept' as to make it a bit more of a level playing field... but anyway

surgest 'jim burns' for people looking for concepts, hmmn, actully (glances at 400kg of reference books) think there might be some 'amano yoshitaka' stuff in there....

DSC

Submitted by rgreen on Fri, 14/03/03 - 9:22 PM Permalink

The problem is that not everyone would be able to complete adequate concept designs. I know this is a key component to creating game art but I wanted to make sure everyone could have a go.

Rod.

Submitted by Malus on Fri, 14/03/03 - 10:00 PM Permalink

Didn't mean to say photo sourcing isnt a valid way of doing textures, its a waste of time hand drawing somethings when you can just snap away and fix it up.

I just thought that since its a challenge based on our skills as modellers/texturers that its a more accurate gauge of those skills if we don't use photosourcing or at least have to specify if we did.

I agree with Pants on the original design comment I would like to see the ideas everyone has out there, but it might leave out a few people.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/Portfolio/index.html

Submitted by Meatex Salami on Sat, 15/03/03 - 1:57 AM Permalink

Well i think that it should be however the artist wants to do it.
If he/she wants to photosource thats fine.
Boths methods have advantages and disadvantages.
A developer really wouldn't care (i would think anyway) which method you use so long as the end product is good.
I will probably join in but mine won't be as good as anybody elses.
So does it need to be a bi-ped or can it it something like the tank at the end of ghost in the shell?

Submitted by Pantmonger on Sat, 15/03/03 - 2:03 AM Permalink

"A developer really wouldn't care (i would think anyway) which method you use so long as the end product is good."

Well that would depend on how you got your hands on the original photos. If you did not take them your self and you don't have permission from the one that did, then you are in breach of copyright.
Thats the kind of thing that the average Dev does care about.

Pantmonger

[img]http://home.iprimus.com.au/Evilbunny/Jagged/GamaPantsWeb.gif[/img]

Submitted by rgreen on Sat, 15/03/03 - 2:16 AM Permalink

If you create the textures using photos and sources that aren't licensed you are safe as long as you've changed it enough so that it's isn't recognisable as the source (I think legally it's like 25% difference or similar). If an artist takes a photo and just planarmaps it to a mesh then they deserve to be sued.

Photos aren't an 'easy' solution as it takes quite a lot of work to integrate it adequately onto the mesh so the lighting, depth and colours are believable. Photos can be a great basis for a texture allowing you to get that 'realistic' edge that would take hours and hours of 2D 'rendering'.

From my experience sourcing 'unlicensed' reference is common practice when creating game art since it is so dramatically changed before it's considered finished.

>So does it need to be a bi-ped or can it it something like the tank at the end of ghost in the shell?

I think that is bordering on a vehicle rather then a soldier, it's got to be an autonomous soldier - not driven.

Rod.

Submitted by Malus on Sat, 15/03/03 - 2:39 AM Permalink

Hey guys,

Just to clear up the confusion, I use photo sourcing myself for certain models and maps, its an excellent way of creating textures in development, Max Payne for example.

what I was trying to say was for a "challenge" i believe its a more accurate representation of your skills if you only hand draw, but hey its not my comp so I'll do it my way and others can do it theirs.

Check out my all terrain vehicle in the exhibition thread, chockers full of photosource goodness. :P

Wonder how many people here knew about the copyright issue too, didn't realise about the 25% thing, good to know Rod.

God I high jacked the damn thread, argh !! Back to the sexy challenge.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/Portfolio/index.html

Submitted by Meatex Salami on Sat, 15/03/03 - 8:48 PM Permalink

quote:Originally posted by rgreen

>So does it need to be a bi-ped or can it it something like the tank at the end of ghost in the shell?

I think that is bordering on a vehicle rather then a soldier, it's got to be an autonomous soldier - not driven.

The tank at the end of ghost in the shell didn't have a driver. The guy in there was fused with the tankand was part of it.
I just want to know how "human" it has to look.
Can it be like a dog robot like AMEE from red planet?

Submitted by shiptu shaboo on Sun, 16/03/03 - 4:32 AM Permalink

i think its a great idea, the ambiguous design element gives the freedom seldom achieved in project work and makes everyone get off there butts and work on there own ideas

nannoo nannoo

Submitted by Malus on Sun, 16/03/03 - 10:48 AM Permalink

Meatex: I think the tanks is more of a vehicle with human components than a human with vehicle components, bit of a stretch to say its a soldier. Didn't realise it was actually fused in there, nasty...cool.

I love the open ended style of the comp.

Submitted by Pantmonger on Sun, 16/03/03 - 8:11 PM Permalink

"The tank at the end of ghost in the shell didn't have a driver. The guy in there was fused with the tankand was part of it"

My understanding of Ghost in the Shell is that no one is ever permentantly fused with any machine, they can plug into robots, but they are not part of them. anyway.
Where this distinction all gets weird is also from Ghost in the Shell in the Manga and TV anime series there are little supamobile spider tanks called Fuchikoma, they can be controled from within, but are also independant. So they are by def techno soldiers. But to keep it simple I'll prob go for the biped.

Pantmonger

Submitted by shiptu shaboo on Mon, 17/03/03 - 12:55 PM Permalink

a soldier doesnt have to be human in my oppinion, but at what point does it become a droid?
i think any organic (meaning) living element then therefore cyborg.
but then we can down the what is life arguement.

nannoo nannoo

Submitted by Pantmonger on Mon, 17/03/03 - 6:59 PM Permalink

Im going to be anal cause im such a keeno.

Cyborg is anything that was once a living thing that has had Hardware added.

Bio-mechanoid is any constructed machine that has living organic parts.

I hate that Hollywood always gets this wrong.

Pantmonger

Submitted by Meatex Salami on Mon, 17/03/03 - 10:22 PM Permalink

quote:Originally posted by Pantmonger


My understanding of Ghost in the Shell is that no one is ever permentantly fused with any machine, they can plug into robots, but they are not part of them.

I reckon that he was in there for good
I mean the guy looked like he had only an upper body and all the wires and cables and shit coming out of him and going into the tank.
He wouldn't be getting out of there any time soon.
anyways
so will it be a soldier that was at least at some point human?

Submitted by Pointy on Tue, 18/03/03 - 1:28 AM Permalink

when is this cut off date for this one?
*fingers crossed* please be more a than a month
Also imho i think to keep a level playing field the soldier should be restricted to a biped of some description, it makes it hard to compare a tank verses a human soldier.

Submitted by rgreen on Wed, 19/03/03 - 1:43 AM Permalink

The closing date is three weeks from the start of the challenge.

FINISH DATE: End of the day Friday 4th April (3 Weeks Total)

OK, some clarification on the soldier vs Tank debate:
A tank type character is OK as long as we can visually identify that it is being controlled by an organic creature. So no pure tanks with the statement "There's a guys brain in side" ... if it's got a brain show it (i.e. Krang TMNT) So it's got to be self aware and visually so - Not just a vehicle.

Does this help or just add more confusion? ;)

Rod.

Submitted by Pantmonger on Wed, 19/03/03 - 6:15 AM Permalink

Helped me, thanks for the clarification, I think that things got a bit confused because one of the ref images looks very Mech.

Pantmonger

Submitted by StrkEagle on Fri, 21/03/03 - 9:33 PM Permalink

sorry folks, i gots ta disagree with you, i think the first challenge was a better idea.... one concept

sure the creativity side is good if you design your own concept but wouldn't you be modelling to a given concept if you were working in a game co. ?
and there may be issues when judging time comes round....
thats just my 2 cents

Peter Gillespie
www.3dluvr.com/eagor

Submitted by Malus on Fri, 21/03/03 - 11:01 PM Permalink

Yeah you would be modelling from given concepts in development, but the fact that you can conceive, model, texture is a big thing for alot of us and I myself enjoy modelling my own concepts when its just for a challenge.

The challenge says model and texture so the only things that really should be judged are the those, not the concept anyway.

MESH:
-its use of polys
-their distribution
-its ability to animate well without deforming badly

UVW MAPPING:
-how well set out
-use of space
-seams created
-stretching

TEXTURES:
-this is different as no style has been set, so if someone does a cartoony one and another does realistic they should be judged according to there style.

The concept isn't being judged just the end product, saying that, if you concept a cow with guns and model it like a busty women you obviously did something wrong.

I tend to think most of the people saying why conceive your own are worried that if there concept isnt as good as others they might lose, don't its not about the concept.

Submitted by rgreen on Fri, 21/03/03 - 11:26 PM Permalink

Malus is correct. The quality of the concepts will not be considered when judging the entry. The focus will be on Modelling and Texturing (and as Malus said this includes good quality UVing). This is why I tried to provide some reference for the challenge, if someone creates a model directly from those images they won't be penalised. We didn't want to ostracise anyone from the challenge but wanted to give everyone enough freedom to create their own personal entry.

In any case we will see the results at the end of the challenge, and so far I think they are coming along quite nicely. Keep up the good work guys![:D]

Rod.

Challenge #2 Topic Discussion

While challenge #1 results are being sorted- thought we could discuss what the topic would be for Sumea Challenge #2.
Post your thoughts.

lachlan inglis
Showreel WIP: http://effectism.com/sample/

Submitted by inglis on Mon, 24/02/03 - 1:59 AM Permalink

I was thinking of having a topic (e.g. Winter Beasts, Ancient Evil) (just made them up :)) and then everyone can come up with their own character concept for the topic choosen and like before document their process from concept sketch to the final submission.

lachlan inglis
Showreel WIP: http://effectism.com/sample/

Submitted by adie on Tue, 25/02/03 - 12:57 AM Permalink

yeah i think a topic would be a good idear would give more freedon to the design ..or maybe creature name and what it dose ..(eg name:wesalneck,what it dose:slowly eats brain via ear)

Submitted by Pantmonger on Thu, 27/02/03 - 10:03 PM Permalink

I think that the one thing that needs to be done for the comp regardless of the topic is to set in stone the detail and be as comprehensive as possible. This means we need the following information.

Close date of the Comp: A date and time, can?t be changed once set.
Topic of the Comp: A general statement of what the topic is.
Rules of the Comp: A run down on all the tech aspects, eg.

Polycount
Texture Map number and Size
Max Number of people working on each entry
How original must the design be (entirely new, based off a legend, copied from someones art)
Details about polys, like seamless mesh necessary or not
Details about texture maps, like photo source acceptable or not
List of compulsory shots for entrance, like wire frame, textured, shot of texture map, etc.

And lastly some sort of prize, it only has to be a token thing, but something would be nice.

I think that if these details are worked out and stated at the beginning then there is less confusion in general, and you have clear lines by which you can eliminate someone if the need arises.

Pantmonger

[img]http://home.iprimus.com.au/evilbunny/Jagged/GamaPantsWeb.gif[/img]

Submitted by Malus on Thu, 27/02/03 - 10:57 PM Permalink

One more thing a vote within a better time frame.
I know it might be hard getting the industry guys/gals to do that with there limited free time, but if there was a voting deadline then at least they can say wether or not they can help out.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/portfolio/index.html

Submitted by inglis on Thu, 27/02/03 - 11:23 PM Permalink

i dont think it really matters...
they would just vote for themselves- would be the same result if they didn't vote.

lachlan inglis
Showreel WIP: http://effectism.com/sample/

Submitted by souri on Fri, 28/02/03 - 10:21 AM Permalink

quote:Originally posted by Pantmonger

And lastly some sort of prize, it only has to be a token thing, but something would be nice.

I've sent emails to a graphics tablet distributor, and a 3ds Max reseller, but I've received no responses.. [:(] graphics tablets/gfx cards/software prizes would be great..

Submitted by inglis on Fri, 28/02/03 - 10:44 AM Permalink

wow souri- they would be some really serious prizes.

how about a big gold star next to your name for a month :p

lachlan inglis
Showreel WIP: http://effectism.com/sample/

Submitted by Sorceror Bob on Fri, 28/02/03 - 12:11 PM Permalink

I'm looking forward to doing the next challenge.. A prize would be nice, but I think I'd be happy enough to win :)

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

Bring on the next challenge!! I dont care what it is, so long as it isn't anime!!

Submitted by souri on Tue, 11/03/03 - 8:58 AM Permalink

For the next challenge, a few more things would definately be required.. Wireframe shots, and multiple angle shots.. probably give models different poses (arms out pose, run pose, some other pose) so challengers can be tested on deformations as well.. so yeh, rig your characters.. just to up the ante a bit... what do you think?
It doesn't look like it's going to happen with prizes.. I am sooo over chasing people up, and I haven't received a reply with any of that stuff.. if anyone wants to chase companies up for prizes for Sumea, be my guest. [:)]..

Submitted by Sorceror Bob on Tue, 11/03/03 - 9:25 AM Permalink

I think it sounds good, what about the timeframe?

Submitted by shiptu shaboo on Tue, 11/03/03 - 11:57 AM Permalink

maybe a theme would be good
everybody wants to do beasty creatures because they are fun, but i like to use my stuff for my folio and companies want to see you can make more than monsters.

Submitted by timbrex on Tue, 11/03/03 - 3:49 PM Permalink

I did not get the chance last time to try out for the competition....but next time around I will give it a shot...I hope!
But I agree with Pantmonger...there should be some serious guide lines set.
Lets keep it as real to a gaming senario as possible ( did that make sense)?
Be nice if someone from the Industry could set a challenge...hey!
And maybe the prize could be ......wait for it!...thats right a super-duper job!!!!...or a gold star,...,I like that idea too.
Thank you and goodnight!!!

Submitted by souri on Wed, 12/03/03 - 11:32 AM Permalink

Well, Rod (from Infogrames) is writing something up for you tomorrow.. so stay tuned [:)]

Submitted by Sorceror Bob on Wed, 12/03/03 - 11:38 AM Permalink

Is that for the next challenge?

funky bananas!!

Submitted by souri on Thu, 13/03/03 - 1:19 AM Permalink

"Hey, don't thank me... thank the Earth's gravitational pull"..

Yep, it's for the next challenge..

Submitted by rgreen on Fri, 14/03/03 - 4:04 AM Permalink

Challenge is going up now...

Any end in sight for the Comp.

Just wondering as it's been 10 days now, how is the judging going etc.
Or has it all been lost somewhere in the void.

Pantmonger

Submitted by souri on Mon, 24/02/03 - 3:01 AM Permalink

I've contacted about 5 art/creative directors/lead artists etc, with hopefully 8 judges in total, but I've only received a small number of results so far..

Submitted by adie on Tue, 04/03/03 - 12:01 AM Permalink

Well looks like those results will have to do ...
come on who's the winner???

Submitted by souri on Fri, 07/03/03 - 2:20 AM Permalink

Doh.. nevermind.. there's a copy in his journal..

Sumea Challenge #1 Final Results

Ok, final pics in these thread... no comments on the results in this thread, as I'm hoping to get a few creative directors/art people in the biz to comment on each of the entries and give their vote...

Challenger #1 - Pantmonger
[img]http://home.iprimus.com.au/evilbunny/Jagged/3d15_BeastDone.jpg[/img]

Challenger #2 - Malus
[img]http://www.sumea.com.au/simages2/37_BeastL.jpg[/img]

Challenger #3 - Adie
[img]http://www.sumea.com.au/simages2/85_posedbackL.jpg[/img]

Challenger #4 - Dan Ward
[img]http://www.steelkey.com.au/shrallfinal.jpg[/img]

Challenger #5 - Eagor
[img]http://www.sumea.com.au/simagesmisc/eagorsoldier03.jpg[/img]

Still waiting on the others for their final pieces.. post them below if you have them done, and I'll add them to the list.
I will remove all the messages below, and then be contacting the creative directors and arty people in the biz to vote/comment on them all in this thread..

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

Steve Stamatiadis - Creative Director and co-owner of Krome Studios

Rank 1 - Challenger #2 - Malus

Most interesting variation on the original art yet it still manages to retain the feel of the drawing. The chainmail works really well with the armour. On the downside I think it's a little too monotonal in the colour scheme, hard to tell where the skin ends and the armour starts. Also there are a lot of spare polys that could be used to take a few off a few of the harder edges.

Rank 2 - Challenger #3 - Adie
Another good solid model, I like the colour scheme on this one better than #2 but it's misses top just by a whisker. Nice variation in the materials but texturing could use a little more contrast to pick out the details. Again if you have 3000 polys don't be scared to use them, there are plenty of places on this model that could use that extra bit of detail to define the silhouette better, like the toes.

Rank 3 - Challenger #1 - Pantmonger
The texture is a little to clean looking but there's some interesting details there. The shoulder pads are nice and smooth looking but his thighs are very angular - again work at the silhouette. The face could use a little looking at.

Rank 4 - Challenger #5 - Eagor
The mesh looks ok but the texture lets it down. Could use more variation in colour/material texture. A few more views would have been nice.

Rank 5 - Challenger #4 - Dan Ward
A lot of potential here which seems to be let down by inexperience. Definitely keep at it. Learn about smoothing groups and how to paint better textures but I like the color scheme best on this one. Again you have way more polys to play with so use them.

All in all nice work people. Looking forward to seeing what come forward for the 2D challenge.

------------------------------------------------------------------------------------------------------------------------------
Stefan Kamoda (Blue Tongue)

1st : Challenger #3 - Adie
Best overall I thought, nice pose, nice texture, good proportions, nice heavy feel to it. Consistant.

2nd : Challenger #1 - Pantmonger
Nice texture but the proportions seem a little off, especially the thin neck, weakens the design. Still pretty damn good though.

3rd : Challenger #2 - Malus
Excellent, on par with entrys #1 and #3, would liked to have seen a pose.

4th : Challenger #4 - Dan Ward
Harsh edges where there shouldn't be, textures look bland and slapped on. Seems a bit too thin.

5th : Challenger #5 - Eagor
Only one view, poor textures, pose is symetrical, shoulders look oddly placed and lack strength.

----------------------------------------------------------------------------------------------------------

Rod Green - Technical Director Graphics, Infogrames Studios Asia

1st : Challenger #3 - Adie:
Geometry:
The shape (silhouette) of the character looks really nice.
The shape of the head looks good.
The layering on the armour is well done too.

Texture:
I really like what you've achieved with the texture. Over all it ooks very natural.
There is some areas that need to be made sharper (flat of the weapon).
The metal is a little too 'cloudy' it could do with a flatter texture (but still sharp).
The nicks and cuts in the texture are good but still could be a little sharper.
Nice cloth/leather.

2nd : Challenger #2 - Malus:
Geometry:
Good distribution of polys through the mesh.

Texture:
I really like the scales on the skin and around the face.
Horns, tails and claws look great.
The metal textures look a little too burnt and would 'blow out' when lit in an engine. However since a specular map couldn't be used it would be hard to achieve a good metal look.
This 'blow out' is evident on the gold chest buckle.
The chainmail looks good but the links don't interweave like chainmail should.
Texture looks a little too 2D, needs some work to make is more realistic ('render' it further).

3rd : Challenger #1 - Pantmonger:
Geometry:
Overall there seems to be a good distribution of polygons through the mesh. The upper body is well constructed with nice smooth curves to the armour.
There is a little too much detail in the feet and not enough in the legs. The silhouette of the legs shows some obvious facets.
There is some odd polygon construction around the knees and buttocks.
I know this wasn't part of the brief however the knees wouldn't deform well when animated.
Some twisted quads present that might cause issues.

Texture:
Is nice I especially like the metal fastener on the leather straps for the chest.
'Scales' on the back of the neck is a nice idea, might need a little bit of work to better integrate it.
Nice paint detailing on the armour pieces.
The texture looks a little hand painted/air brushed in places (esp. cloth, muscle shading and skin folds).
Face looks a little odd - mouth too small and too close to the nose.

4th : Challenger #5 - Eagor:
Geometry:
Shape looks ok - though it's hard to tell from the supplied image.
Armour is nice.

Texture:
Looks good but a little flat - again it's hard to tell from the supplied image.

Rank 5 - Challenger #4 - Dan Ward:
Geometry:
The area around the waist looks ok.
The shape of the character is very 'blocky'. The silhouette shows some obvious facets.
The legs look a little thin from the side.
Not much detail in the head, hands etc - very square.

Texture:
The textures need some work to get them looking better.
The yellow texture on the back of the next looks out of place.
The texture on the weapon is a little too saturated and it's hard to tell what material (metal, wood etc) you are emulating.

------------------------------------
Many thanks to Steve, Stefan, and Rod for their time in writing and ranking the results!!!!! I'm sure these guys are very busy, and commenting on stuff like this take a good portion of their time.. and thanks to the challengers too. You took to the challenge when a tonne of others even didn't.. And I thought all the works were fantastic, and it's pretty cool to see everybody's interpretation of the concept art.

1st rankings get 5 points, 2nd gets 4 and so on...

Adie 4, 5, 5 = 14 points
Malus 5, 3, 4 = 12 points
Pantmonger 3, 4, 3 = 10 points
Eagor 2, 1, 2 = 5 points
Dan Ward 1, 2, 1 = 4 points

Submitted by Malus on Mon, 10/03/03 - 11:38 PM Permalink

Congratulations Adie.
Thanks to the judges for spending the time to look over our work and for the constructive feedback. (knew my armour would kill it lol)

Way to go Pants, we got the top 3 man.

Great job to everyone else, can't wait for the next one.

Dean Ferguson - 3D/2D Artist

http://www.inkmancomic.com/dean/Portfolio/index.html

Submitted by adie on Tue, 11/03/03 - 8:37 AM Permalink

[:D]*bow* [:X]
I like to thank ...(struggling to hold back tears).. My dog Chewie, Wacom, Discreet, Right hemisphere, all the judges,this little monkey [B)]

And a spesial thanks to Malus, Pantmonger, Eagor, Dan Ward, can't wait to battle it out with you in round 2

And a giant thanks to Souri for the kick ass site !!hope u get some sponsors real soon.

oh yeah I'm still unemployed so if anyone knows of any work going
( nudge nudge [;)][;)] )

Submitted by beatsta on Tue, 11/03/03 - 11:17 AM Permalink

wicked adie.much congratulations :)...hope you can just go out and get a job :)

Submitted by Dan Ward on Tue, 11/03/03 - 6:44 PM Permalink

Grats guys great job :)

Bring on the next challenge i have almost 3 months of 3dmax experience under my belt now as opposed to a week i had on the first challenge, ive learnt a few things now like how to UVmap and meshsmooth!

Sumea Challenge #1 -3D- Malus

Hey guys,

Well I'm just sneaking this one in! Started yesterday, modelled and uvw mapped in 7.5 Hrs. Started the texture just now, eeep only 6hrs 51 minutes till deadline. Fingers crossed.

I changed it up a bit as was mentioned, even gave the dude a tail as Its really unbalanced with that long neck out the front. The concept doesnt show his back so I thought what the hell.

Poly count: 2966

[img]http://www.inkmancomic.com/dean/Portfolio/Images/beast-uvw.jpg[/img]

[img]http://www.inkmancomic.com/dean/Portfolio/Images/Beast-facet.jpg[/img]

Submitted by Malus on Thu, 13/02/03 - 11:24 AM Permalink

Hey anyone know why by Sumea is saying I posted at - 13/02/2003 : 00:19:53 ???
its actually the 12/02/03 and its 11.39??

Don't want to be disqualified for being late when I'm not. :|

Submitted by Malus on Thu, 13/02/03 - 6:25 PM Permalink

Midnight on the 13th? Crap. Oh well, shows i can work under pressure though hey :P
Yeah not that happy with the armour but like you said, I was texturing like a mad man and thought I would miss the cut off If I tried to dirty it up. I'll fix it and repost it soon, hope it doesn't let my chances in the challenge down.

Submitted by adie on Thu, 13/02/03 - 8:30 PM Permalink

Nice work looks kick ass ....I like the chainmail

Sumea Challenge #1 -3D- Adie

ok here it is ...its all a bit rushed ..only 656 polys so far I'llhave to go back and add more detail.. started him yesterday.. but i dont think hell be ready till tomorrow lunch time[:(]

[L]sprofilepic.asp[L2]pic=85_BEASTY.jpg&news=264&id=85&name=Adie&forum[/L]

Submitted by beatsta on Thu, 06/02/03 - 5:49 PM Permalink

I wld only say, look at the proportions of the character, the concept drawing looks as tho the character is hunched over but if he was upright then his hands wldnt be past his knees, as the proportions look unrealistic, and those calves are way too short.... ( calves.shins are the same lenght as the tigh. Think of balance for the character and the lines of the character flowing. yr texturing looks good, but if you used a pen then they cld be much better..(teehee) and why rush it? why only use 656 polys when its supposed to be 3000? why not use as many polys as the requirements and use it for yr portfolio? and use the time up until the deadline

Hope you wanted sum feedback like this.... [:)]

Submitted by adie on Thu, 06/02/03 - 9:28 PM Permalink

yeah i see what u mean about the claves there a bit shawt hey ...but i like the arms a bit longer and i dont realy think hes that hes hunched over because hes got that gerdel thing on and he wouldnt be doing mutch sloutching with that thing on ..ow and i am using a wacom how'd u thik i drew that skin without one ..he he he

Submitted by adie on Thu, 06/02/03 - 9:38 PM Permalink

Its only 656 polys becase i like to add detal in later when all the texturing is done so I only have detail where I need it

Submitted by Pantmonger on Thu, 06/02/03 - 10:28 PM Permalink

Going well, but (and I?m sorry to be picky) that model is in no way 656 poly, just a quick count not including the head puts you above 800 and I wasn't picking out the little ones when I counted. Are you counting triangles or quads? Because quads aren?t polys regardless of what your program tells you. If your using max convert to editable mesh before using the poly count utility to get a correct count.

Pantmonger

Submitted by adie on Thu, 06/02/03 - 11:00 PM Permalink

hey thanks Pantmonger didnt no that max dosent count properly when its a editpoly .. I was thinking that it must be more than 656 my self..3078 faces thats Like 1534 pollys isnt it???

Submitted by Pantmonger on Fri, 07/02/03 - 8:12 AM Permalink

quote:Originally posted by adie

3078 faces thats Like 1534 pollys isnt it???

every face (ie tri) is a poly.

Pantmonger

Submitted by beatsta on Thu, 13/02/03 - 4:58 PM Permalink

adie, your final textures look fantastic!!! well done man, hope you are pleased [:)]
keep em comin [:)]

and i mean the final textures that are posted with your profile and not the ones in the sumea challenge results.. as at this hour they
are different....

Submitted by Malus on Thu, 13/02/03 - 9:18 PM Permalink

Adie: Texture looks great man, hey is that a cane toad skin, you just scanned in?

Submitted by adie on Thu, 13/02/03 - 10:35 PM Permalink

yes i did scan in a cane toad key ring my bro broght back from QLD then made a brush using deep paint and paited the bits i wanted then fixed it up useing photoshop the face & the hands of the creature I drew by hand it was a lot qicker than cloning bits of the scan

it woud have been qicker to hand draw the hole thing now I look back at it because the half the time texturing was spent cloning and stuffing around geting the bits i wanted ...

[?]hope i dont loose any marks for using a scan because it ended up harder thand just drawing it