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Sumea Modeller Challenge

Description

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

Sumea Challenge #7 - goodgod - Challenger #11

Hello!!

Yeah I'll take part.

My first concept sketches for this challenge, what do you think?
[img]http://www.sumea.com.au/forum/attached/goodgod/2005416202039_concept_1…]
I'll add the glowy bits later.

Submitted by conundrum on Mon, 18/04/05 - 7:31 AM Permalink

judging by your entry last comp this should be pretty good. the only thing i'd suggest is a bit more variation in the suit so that its less symetrical. thats all though, i'm looking forward to seeing it in 3d.

Submitted by conundrum on Fri, 03/06/05 - 11:05 AM Permalink

awesome work, that has a great sense of charcter to it especially the face. The sense of weight is very nice, seems a bit bland at the moment but i'm sure the texturing should add the necessary detail. looking forward to more progress

Submitted by souri on Fri, 03/06/05 - 9:59 PM Permalink

Hey, that's looking very nice. He looks a little bit stunted in height, but otherwise a very cool model!

Submitted by Lechy on Sat, 04/06/05 - 8:53 AM Permalink

Great looking model and neat work with the head. After seeing your previous challenge I'm looking forward to the texture.

cheers.

Submitted by DamienP on Mon, 06/06/05 - 9:44 AM Permalink

Looks great, really like the face.

Submitted by conundrum on Wed, 29/06/05 - 11:09 AM Permalink

looking pretty awesome, can't wait for the final, only cir would be a little bit more contrast but that ought to come eventually anyway

Submitted by Johnn on Thu, 30/06/05 - 9:01 PM Permalink

the ornate armour was right out of left field for me! but it look very good and is working well - I think the direction you are travelling now is just fine :)

Submitted by souri on Mon, 04/07/05 - 5:46 AM Permalink

Well done, you're challenger #11! (if you want to edit your post to add a money shot, you can, but you have till 12 EST)

Submitted by popawheelie on Mon, 04/07/05 - 8:03 AM Permalink

Gratz! Great job! that money shot is on the money :)

I really dig the pose of this character. I have to ask, is that your face? (i sometimes do that, cheaper than subscribing to 3dSK ;) )
Congrats again.

Pop

Submitted by MoonUnit on Mon, 04/07/05 - 10:13 AM Permalink

top work as allways, that head is really something!

Submitted by goodgod on Mon, 04/07/05 - 10:32 AM Permalink

Oops, I made the image too big, and yeah it has some resemblance but only a tiny bit because I only have my self to refer to most of the time, and I?m a bit stingy with money.

Souri, I really enjoyed taking part in this challenge so I?d like to say thank you for making it possible, and I am pretty sure, I wouldn?t have the 3d modelling skills that I have today if it wasn?t for these challenges. So any way, should I change the image size to 800x600?

oh yeah sould I have the poly count and texure size on the money shot?

Submitted by Kalescent on Mon, 04/07/05 - 10:47 AM Permalink

My Favourite by far - excellent job goodgod [:)]

Submitted by conundrum on Mon, 04/07/05 - 11:13 AM Permalink

awesome work, i think you'll certainly be in with a good shot at clinching this one (which is deserving considering how close you were last time). once again yours is my fave, a great model and some brilliant texturing, overall its a very clean design that you executed brilliantly.

Submitted by DamienP on Sun, 17/07/05 - 10:10 AM Permalink

This is brilliant, I love all those different textures you've done, really professional stuff. I can definitely see this entry winning the comp, it's definately my number one pick.

Submitted by tojo on Thu, 21/07/05 - 7:02 PM Permalink

hey dude... just want to say nice work..

yours was my personal favourite last time round... and same this challenge..

really tidy texturing... and a well balanced model... my only crit is that perhaps the armour looks a bit flat in areas and the rivots kinda make it look a bit retro .... not sure if that was what you were going for...

but overall it looks great and really is a pro effort..

thumbs up[:)]

Sumea Challenge #7 - 3DArty - Challenger #1

JETPACKJACK

Submitted by MoonUnit on Mon, 18/04/05 - 8:14 AM Permalink

ooooh looking nice, the blue bits under the skin are pretty non descript though. making them appear more of a surface or something might look better.

Submitted by conundrum on Mon, 18/04/05 - 11:28 AM Permalink

looking good, very fast and impressive work on the texture. i especially like the headset and the blue glow it creates on the skin, it will be good to see how the rest of the body looks. it would be nice to see it against a lighter background so that the features are easier to pick out. keep it up

Submitted by 3DArty on Wed, 04/05/05 - 4:37 PM Permalink

Hi all. Here is some more on JETPACKJACK, I did not get as much done as I would have liked but it is slowly getting there, what you see is just the texture no lighting its just a stand max render. as you can see there is still a bit more to go but it should be all done soon I hope.

I will repost this one again once I get done.

Submitted by Kezza on Wed, 04/05/05 - 9:59 PM Permalink

Very nice!
have you given thought what unreal material effects you're going to use?

Submitted by 3DArty on Wed, 04/05/05 - 10:53 PM Permalink

thx, And no I still need to work out how to use them and get the progam its not something that ive used, but i still have 2 months to learn.lol

Submitted by Makk on Wed, 11/05/05 - 9:06 AM Permalink

Whilst its technically well done, the design is kind of...well, weird.

THe armour seems to be a collection of random detials. It just doesnt look like armour (well to my anyway). The chest piece is alright but the rest are just too noisy. Like the shin gaurds for example, its hard to tell what is going on as there is so much going on, it looks like you have just gone bananas with little indents here and there.
The colours also could use some toning down. There are a lot of different and bold colours going on, they all seem to be fighting each other for my eyes attention.

This probably sounds a little harsh, but I am only saying this becuase I think you have the technical skills to pull off a really nice texture.
You just need to think more about the design as it is soo important. When it goes ingame, poeple wont be care if it isnt 100% pixal perfect rendered, if it is a well constructed, well designed thought out character(or whatever) then it will really stand out.

Just my 02cents :)

Submitted by MoonUnit on Wed, 11/05/05 - 9:23 AM Permalink

gotta agree with makk and personally id like to see something that really breaks away from the basic human male silouhette in the design. a neat feature of armour or something. i know theres the jepacks and eyepeice but take like the silouhette of the front view and it becomes less noticable

like makk said you really have the technical skills, so itd be great to see them taken to their full potential.

Submitted by 3DArty on Wed, 11/05/05 - 7:37 PM Permalink

No thats cool guys im just more or less playing around with it at the momment.

Im hoping it will look a lot better at the end im just playing with a few things till i see how it looks and what parts look better.
I gess I have a strange way of doing things lol[;)]

Again thx for the feed back its always good
too keep me on my toes,I find I work better
under (hi psi).

Submitted by Lechy on Sat, 14/05/05 - 11:59 PM Permalink

The one problem I have when looking at this is that the armour looks like it's painted on his skin, especially around the thighs and arms. I think that had you extruded the armour like you did on the shins then you would get a better effect. cheers.

Submitted by pk on Sun, 15/05/05 - 7:13 PM Permalink

Hi 3darty, the texture is looking pretty good mate! I agree with Lechy, regarding the armour plates needing to be extruded away from the body. Whats the poly count? It looks like you would have enough polys to do this and also still heaps of time left too. How's the job hunting going, i just sent my cv/reel out to some of the local companies last week and plan to send it out to some others this week.

Submitted by Lechy on Sat, 21/05/05 - 8:31 PM Permalink

Looking better now around the legs and neck. Perhaps some more dynamic poses and camera angles with the action shot. cheers.

Submitted by 3DArty on Tue, 31/05/05 - 11:52 AM Permalink

Ok this is me done.[:D]

Polygon Count: 3492

K Byrnes
3D.Arty

Submitted by palantir on Tue, 31/05/05 - 5:29 PM Permalink

Excellent job, well done!
That shot of him in flight is pretty cool! [:D]

Submitted by IronhideNT on Thu, 02/06/05 - 10:03 AM Permalink

Congratulations! Superb work particularly texturing.

Submitted by 3DArty on Fri, 03/06/05 - 9:54 PM Permalink

Thx Guys.

And best of luck to all in the challenge.

Submitted by Lechy on Sat, 04/06/05 - 8:21 AM Permalink

Finished already! bloody hell I gotta get cracking with my model.

Top work and good luck.

Submitted by souri on Mon, 20/06/05 - 4:37 AM Permalink

Congrats 3DArty. You're challenger #1!

Submitted by 3DArty on Mon, 04/07/05 - 5:01 AM Permalink

I know this is a bit late but here is the 3d lines the way it was ment to be done, sorry if this was late Souri. but the ones that I first did are hard to see. as you can see. Im not sure if I can do this but here go,s.

Sumea Challenge #7 - DamienP - Challenger #2

Hello, decided to register and enter the comp, been lurking for a while.

Here's some concepts, I'm thinking it will probably be the Light class soldier:

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200541410113_c1.jpg"]c1.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20054141025_c2.jpg"]c2.jpg[/url]
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Submitted by Sinister on Sat, 16/04/05 - 2:11 AM Permalink

Hey Damien, I love your concept! I'm keen to see your WIP's. Has a bit of a techy navy seal feel to me.

Submitted by IronhideNT on Sat, 16/04/05 - 10:52 AM Permalink

Just a note on the proportions. Seems the crotch area is a little saggy and makes his legs look stumpy.

I don't know about the placement of the shoulders under all that upper armour either. I think maybe you should take notice of where the collar bone should be and then line it up towards the shoulders.

Otherwise good start!

Submitted by conundrum on Mon, 18/04/05 - 12:27 PM Permalink

that was pretty fast, and a great result, everything seems pretty well distributed. my only crit is that the legs are far too short for the body (the arms seem fine), if u just lengthen them it should be great. that all though, i'm looking forward to your texturing

Submitted by xyz on Thu, 21/04/05 - 10:23 PM Permalink

Nice work, what weapons is he going to have?

Submitted by DamienP on Fri, 22/04/05 - 6:02 AM Permalink

conundrum: Legs still too short? Okay will fix it.

xyz: Weapons? Um don't know, hadn't really thought about it. If I do a weapon does it count towards the poly count?

Submitted by DamienP on Sun, 24/04/05 - 4:41 AM Permalink

Very early texture work:

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200542343955_wip01.jpg"]wip01.jpg[/url]
63.03 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200542344039_wip02.jpg"]wip02.jpg[/url]
58.63 KB

Probably going to take a while to texture, haven't really done much texturing and the Unwrap is fairly terrible :)

Submitted by RasTuS on Sun, 24/04/05 - 5:46 AM Permalink

wee he is from the x men
;)

might want to try more combat colours

Submitted by MoonUnit on Sun, 24/04/05 - 10:06 PM Permalink

yeah agreed with rastus, yellows ok for for a mutant in spandex but when your mostly trying to blend with your background its not a terribly good idea :P. perhaps another shade of blue you could get away with or just something a lot more desaturated

Submitted by DamienP on Sat, 30/04/05 - 7:26 AM Permalink

Hi, done a little more texturing. You're right about the colours, probably not that great for blending into the shadows, just thought I'd try something different. I've tried desaturating the colours a little, looks a little strange, I'll most likely change the colours altogether like you've suggested.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20054297269_wip03.jpg"]wip03.jpg[/url]
60.46 KB

Submitted by DamienP on Sun, 01/05/05 - 11:12 AM Permalink

Well my room mate asked for his Wacom tablet back today so had to put a halt to texturing briefly, so I decided to see if I could figure out how to import characters into UT. Well I got him in, but there is a slight scale issue hehe, cool to see running around in there though.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/200543011106_Shot00034.j…"]Shot00034.jpg[/url]
101.91 KB

Anyone know if that's to do with the scale in Max, or something that can be fixed in UnrealED?

Submitted by MoonUnit on Sun, 01/05/05 - 11:37 PM Permalink

it is something that can be fixed in UnrealED (allthough i gotta say i reckon it looks cool to have a hulking giant :P ).

in the animations browser (assuming your using the default male skeleton) pull out "thundercrash" which will be by default in the packages drop down list. then go mesh>>copy mesh properties. switch back to your newly imported characters package and go mesh>>paste mesh properties.

this effectively scales and rotates your character to the right values for UT, usefull for when youve been modelling in a differnt setup (say X up, unreals Z up i think) and without real care for scale.

Submitted by DamienP on Mon, 02/05/05 - 7:06 AM Permalink

Ah figured it out. He's using a custom skeleton, so it was the initial scale in max that was wrong. All working now, thanks :)

Submitted by pk on Sun, 22/05/05 - 6:41 PM Permalink

Hi, looking good so far. Im going to have to make sure my scale is all good too, i dont have any of the unreal games/editors to import the model into, mayb i should look into getting one.

Submitted by MoonUnit on Sun, 22/05/05 - 9:16 PM Permalink

oh yeah thats much better, enchances the whole theme of the character aswell

Submitted by Kezza on Sun, 22/05/05 - 11:04 PM Permalink

Very nice, makes me think of arctic missions

Submitted by DamienP on Thu, 02/06/05 - 10:05 AM Permalink

Minor texture update, still more to do. I'm not happy with the way some of it has turned out so far, might go back and redo some of it if I've got time, but my mate needed his tablet back so I doing the rest of the texture with a mouse, not fun hehe.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20056110044_wip05.jpg"]wip05.jpg[/url]
36.88 KB

[img]http://www.sumea.com.au/forum/attached/DamienP/20056110044_wip05.jpg[/i…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/2005611016_wip06.jpg"]wip06.jpg[/url]
46.03 KB

[img]http://www.sumea.com.au/forum/attached/DamienP/2005611016_wip06.jpg[/img]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20056110126_wip07.jpg"]wip07.jpg[/url]
44.49 KB

[img]http://www.sumea.com.au/forum/attached/DamienP/20056110126_wip07.jpg[/i…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/DamienP/20056110144_wip08.jpg"]wip08.jpg[/url]
47.68 KB

[img]http://www.sumea.com.au/forum/attached/DamienP/20056110144_wip08.jpg[/i…]

Submitted by souri on Fri, 03/06/05 - 10:08 PM Permalink

Very ncie work. I love the design and the overall look of this model, he definately looks like he fits in a game. You could probably be a bit more subtle on the face though. Too many strong creases, I think. I'd also give him more areas of colour in some areas, he has quite a fair bit of white/pale there apart from the creases. Anyway, nice work!

Submitted by Lechy on Sat, 04/06/05 - 8:49 AM Permalink

Great design, but the texture is not doing it justice. You have all that detail in the upper body but it is lost because it's too dark. The texture on the face looks like he had just taken off a pair of ski goggles and the area around got sunburnt, Maybe try and keep an even tone all the way to the edge of the headgear. The eyepatch looks like it's floating as well, maybe put a little shadow around the edges to show that it's in contact with the skin. Hope that was helpful.

Submitted by DamienP on Sat, 04/06/05 - 1:07 PM Permalink

Damn, and I was so proud of his face, it's the first half-decent one I've done hehe :) I'll definetely look into toning down the creases and adding some colour variation, thanks.

Submitted by souri on Wed, 08/06/05 - 1:33 AM Permalink

That run cycle is looking VERY cool [:D].. I makes a huge difference seeing these things in motion, I think.

Submitted by Johnn on Wed, 08/06/05 - 9:09 AM Permalink

Yeah, the run cycle adds some extra character too the figure! unanimated model looks good to by the way :)

Submitted by Kizza on Sat, 11/06/05 - 1:02 AM Permalink

Cool! The run cycle animation looks really good, and the character is great.

Submitted by DamienP on Sun, 03/07/05 - 1:34 AM Permalink

Well I haven't had internet access at home for the past few weeks, so that's why I haven't been updating. So here's my final entry as I won't be able to submit tomorrow:

[img]http://www.sumea.com.au/forum/attached/damienp/20057212426_submit01.jpg…]

[img]http://www.sumea.com.au/forum/attached/damienp/20057212439_submit02.jpg…]

[img]http://www.sumea.com.au/forum/attached/damienp/20057212453_submit03.jpg…]

[img]http://www.sumea.com.au/forum/attached/damienp/2005721256_submit04.jpg[…]

[img]http://www.sumea.com.au/forum/attached/damienp/20057212519_submit05.jpg…]

Didn't have time to set up a nice money shot sorry about that hehe. I know it's not part of the comp, but I did some animation too so I'll attach that too:

[url="http://host343.ipowerweb.com/~damienpc/Gallery/movies/Run01.avi"]Run Cycle[/url]
231 KB

[url="http://host343.ipowerweb.com/~damienpc/Gallery/movies/Climb01.avi"]Climb Animation[/url]
1.7 Mb

Sumea Challenge #7 - Neuralstasis

Hello Hello

Here is a concept drawing (if I can get the post to work) for my entry for the Modeller Challenge #7!

Im going the full on heavy, as you can probably see. I thought quite hard about what armour a heavy would need and came up with a few ideas (not necessarily original).

1. The heavy can be more armoured on the left hand side. Because as with a standard right handed person, that is the side facing the enemy. Thus the larger shoulder pad on the left. I will probably extend armour in other areas.

2. The knee plates are configered so that, when kneeling, the joints are covered from the front.

3. It must have a fully covered head. No disrespect to other concepts but it is simply crazy to have a bare head when you are in a heavy armour suit.

Anyway here is a pic for everyone! Pic done first with a pencil sketch, digital photographed and then cleaned up in photoshop.

[img]http://www.mountgloriousbutterflies.com/sumea/SM_heavy_concept.jpg[/img]

Submitted by Sinister on Fri, 15/04/05 - 9:29 AM Permalink

I like it. I bet it'll look great with its textures!

Sumea Challenge #7 - Sinister

I've just been drawing up a few concepts lately for this comp. I'll post them soon for crits. [B)]

Submitted by Sinister on Thu, 14/04/05 - 8:59 PM Permalink

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/2005413193534_Soldier1…"]Soldier1.jpg[/url]
47.28 KB

Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/2005413193534_Soldier1…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/2005413194341_Soldier2…"]Soldier2.jpg[/url]
53.42 KB

Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/2005413194341_Soldier2…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/sinister/200541319509_Soldier3.j…"]Soldier3.jpg[/url]
75.55 KB

Insert Image: [img]http://www.sumea.com.au/forum/attached/sinister/200541319509_Soldier3.j…]

Here are a few concepts I came up with. Crits and favourites are welcome. I haven't decided on one so comments may sway my decision.
The first one shows the general colour scheme I'm thinking of using.

Submitted by conundrum on Fri, 15/04/05 - 10:13 AM Permalink

all pretty nice concepts, i'd say the last would be my favourite, i like the flow of the design and its pretty original. looking forward to the start of modelling.

Submitted by Sinister on Fri, 15/04/05 - 11:25 AM Permalink

Thanx conundrum. The flow just kind of came to me as I sketched him out. I'm still having a hard time choosing. After looking at him for a while, it dawned on me that I feel he looks a little too similar to the bald guy from the Goliath clan that's already in UT so I'm kind of stearing away from him now.

Submitted by DamienP on Sat, 16/04/05 - 7:36 AM Permalink

The first image is my favourite, I like the design of the body, seems very solid and heavy, and I really like the design of the boots and arm. Not so sure about the head though, I like the idea of having something like the third pic's head on the first guy, more of a human in armour than a full on robot. Or some kind of cool mask like in the second pic.

Submitted by Sinister on Mon, 18/04/05 - 11:14 PM Permalink

Yeah Damien, I agree. I have chosen to take on the first concept and was also considering the head of the second guy on it.

Submitted by tojo on Mon, 27/06/05 - 8:09 AM Permalink

nice work... good volume.. looks like a real ass-kicker..

Submitted by pk on Mon, 27/06/05 - 11:36 PM Permalink

This looks great! good luck getting finished in time

Submitted by Lechy on Tue, 28/06/05 - 9:45 PM Permalink

Looks pretty solid to me.

Sumea Challenge #7 - Bunny

I'm going with a beetle-themed heavy, currently fleshing out the proportions and messing with a few details.

[img]http://www.sumea.com.au/simages2/460_beetleL.jpg[/img]

Submitted by animal on Wed, 13/04/05 - 8:59 AM Permalink

cool idea. Is it going to be an armoured beetle, or beetle themed armour though? Either way I'm looking forward to how this idea turns out.

Submitted by Bunny on Thu, 14/04/05 - 6:42 AM Permalink

The original idea was beetle themed armour, but the thought had crossed my mind to go with the armoured beetle thing. I might do a cyborg-ey bug skin if time permits.

Submitted by Bunny on Tue, 31/05/05 - 11:00 AM Permalink

Boo! I'm back from the desolate wasteland of page 3 and I've brought someone with me...

Forgive my lack of progress, RL can be a beech at times. This charming fellow, now more or less complete, weighs in at 3498 tris. Crits would be appreciated, especially if they come soon because I really need to get unwrapping. :D

[img]http://www.sumea.com.au/simages2/460_beetle1L.jpg[/img]

Submitted by palantir on Tue, 31/05/05 - 5:44 PM Permalink

Wow, that?s pretty cool, and very original.
The only crit from me is to make sure it has enough edge loops around the shoulders and the top of the legs to deform properly. Can?t really tell without a wire, but it looks like it would animate fine.
So get unwrapping! [:)]

Submitted by MoonUnit on Wed, 01/06/05 - 4:41 AM Permalink

looks great! what kind of texture are you planning on? (just because its beetle themed dosent mean it has to resemble one from nature)

Submitted by Bunny on Wed, 01/06/05 - 11:19 AM Permalink

ATM I'm messing around with a near-future military skin, but I'm not sure yet. I'm borrowing a few ideas from newer fighter jets, the zig-zag panel lines and such.

Now you mention it I'm not sure about the joint deformation, but there's room to cut some more polys and add another loop or two if necessary, so I'll see how it goes. Thanks for the crits. :)

Submitted by Lechy on Thu, 02/06/05 - 7:17 AM Permalink

Do you ride a motorbike? the back of that beetle reminds me of a motorbike fuel tank. Pretty cool so far though.

Submitted by Bunny on Wed, 22/06/05 - 9:13 AM Permalink

As I was unwrapping I found TO MY HORROR! that the arms suck... gonna redo them and chances are I won't make the deadline. But when he's done I'll stick him up somewhere anyway.

Sumea Challenge #7 - IronhideNT- Challenger #7

Hey.

Alright this time I'll make a real effort to post regularly with my progress. Hopefully with the time allocated, I'll finish!

I sketched up 3 concepts - one of each class. I had like these stories for these guys, but I won't blab and I'll keep it brief.

On the left it's the light guy. He has practically no armour to maximise his use of bionic legs.

The middle is sorta based around Curtin's concept, sorta with the Arabic mysterious influence.

And finally on the right is the heavy character. I came up with her playing around with these shapes and it needs work but there's something there I reckon.

Anyhow, I don't know which one to go for yet so it would be great if everyone could critique and comment on them please! After that I'll begin to concentrate on one and go for it.

Thanks!

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/200541082232_first_ro…"]first_roughs.jpg[/url]
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Submitted by palantir on Mon, 11/04/05 - 6:04 PM Permalink

They are all good concepts. I think I like the second one the best, which would make for a cool model, but the last one is also very unique which is a plus. It?s a tough choice since they are all cool!

If you were going to go for the last one, I think the concept might need a bit more fleshing out. I don?t know about those arms.

Submitted by Wizenedoldman on Tue, 12/04/05 - 7:33 AM Permalink

Did you take pictures of your sketch book with a digital camera? Genius! Now I know how to get my concepts posted. Tidy sketches too.

Submitted by IronhideNT on Mon, 02/05/05 - 5:54 AM Permalink

Hey, thanks for your responses, and yes I don't have a scanner so all my drawings you see on Sumea is from a digi cam!

Alright there was something in the heavy woman concept, but since there were enough heavies in capable hands, I switched the basic design to a "light" soldier.

I've done a colour study of the character and I hope it's still in the "urban primitive" style of curtins and sumeacools. It works in red and blue and has those glowy bits everyone's talking about.

What do you guys reckon? Does it follow the game look and feel? Need opinions!

By the way, do I have to design the weapons for it too?

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/20055153630_smc7_ligh…"]smc7_light_woman.jpg[/url]
79.57 KB

Submitted by Wizenedoldman on Mon, 02/05/05 - 7:03 AM Permalink

I find it hard to imagine how this creature would walk looking at the physicality of it's legs, it's hard to make out whether it can actually bend at it's knees or not. If you're going for the bird/raptor style of leg try shortening the lower limb and lengthening the mid limb. I like it overall but maybe needs some refining.

Submitted by MoonUnit on Tue, 03/05/05 - 12:15 AM Permalink

not a great fan of the colour scheme but the designs neat, personally id investigate a few variation on the shoulders though and pick which you like best

Submitted by puck on Wed, 11/05/05 - 5:55 PM Permalink

Hey IronhideNT,

I like where you're going with the design of the 'light', and i think perhaps you could push it even further.

But I agree with Wizenedoldman that the legs need to articulate better, and to me it looks a bit top-heavy with those retro shoulder pads. Although, i could see it working if the 'light' walked and ran more like a dog and only stood up to attack and to look ahead (Like a Meerkat) [:D]
Maybe the design of the light class makes it the least human looking of the three, because it's built for speed and reconaissance? You could push the form to be more dog like, or expand on your original drawings for the heavy and bring in multi-jointed arms?

Submitted by IronhideNT on Wed, 18/05/05 - 10:45 AM Permalink

Hey thanks for your responses, they were helpful!

Actually puck I was heading down the animal deformation path, but I was thinking more insect like a grasshopper. I was also debating what type of head this thing should have. I originally planned for a scary looking human head, but as you said, it may not fit the design very well. hmmmm.

I had to get on the modelling stage so here's just an overall shape of the concept into 3D plus the various changes that everyone suggested.

Yeah, the mesh is ugly but I was wondering what you guys thought of the look of it overall?

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005517103330_smc7_mo…"]smc7_modelblock.jpg[/url]
18.06 KB

Submitted by Lechy on Thu, 19/05/05 - 6:42 AM Permalink

I hope you don't take this the wrong way but I think the legs look kinda goofy at the moment. Maybe it's the rounded bend at the back, are they going to be mechanical? Because if they are maybe it would look better if there was a mechanical joint there instead of a rubbery like bend. The body armour looks pretty cool. I'm not sure I like the arms though, a little thin. Anyway that's just my opinion. cheers.

Submitted by MoonUnit on Thu, 19/05/05 - 9:45 AM Permalink

yeah the original version where the legs went into a sort of new armour set on the lower leg does look a lot better then just rubbery bends. I thought the human ish head looked allright but in retrospect i suppose its sort of non sensical, pad out a couple of ideas i suppose.

Submitted by IronhideNT on Sun, 22/05/05 - 9:18 AM Permalink

Yeah thanks for picking that up guys! Seemed like I totally forgot my concept while modeling. Ah well.

Here's a new update I've been working on and it's 3376 polys with abit more refining to go.

Right now the arms are sticking into a hole on the main body armour - it's actually not attached to anything. It's all good but on occaions you can see through the gap between the arm and the armour. Is there a way game models get around this problem to patch it up?

Once again feedback on the character would be great.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/200552191637_smc7_mod…"]smc7_modeling_001.jpg[/url]
13.1 KB

Submitted by DamienP on Mon, 23/05/05 - 12:55 AM Permalink

That's looking cool, is he all robotic now or does he have organic bits to him like in the original concepts?

I wouldn't worry too much about seeing the gap between the arm and armour, I'd imagine it's very rare you see that close up when playing UT, though you may have some issues with the arm crashing through the armour at the more extreme poses. Again, this will be hard to pick up in UT anyway. I know that a few of the UT models that come with the game have the same issues with arms crashing through shoulders, and they've solved it by sticking huge shoulder pads on the character so you can't see it :)

Maybe now would be a good time to do a quick rig to see how it all works?

Submitted by IronhideNT on Thu, 02/06/05 - 10:00 AM Permalink

Hey Damien thanks for your advice!

Yeah, compared to my original idea it's gone more robotic than I wanted. But somehow, it looked okay in my sketches, but when I did it in 3D it was beginning to look strange ...guess I need more experience.

Cause there's not long to go I've told myself to go ahead with unwrapping and texturing. Now I haven't fully decided on the colour scheme, but I was playing around and came up with this:

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/20056194919_smc7_mode…"]smc7_modeltextureflats.jpg[/url]
20.42 KB

What do you guys reckon? It's meant to be a female type thing.

Submitted by IronhideNT on Sun, 05/06/05 - 10:04 AM Permalink

Texturing wasn't really working for me and I've figured it's because the design's a little shoddy. I've reworked the modeling side of things to try to get a more feminine look out of her. Gone are the "I'm about to take off" shoulder pad wings and replaced with a more subtle fabric cape. I also got rid of the head shell with a spikey anime type pony tail thing. Anyway its 3470 polys and there's no turning back now....I hope!

Does fabric have to be attached to the model?

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005649582_smc7_model…"]smc7_model_002.jpg[/url]
8.83 KB

Submitted by MoonUnit on Sun, 05/06/05 - 10:41 PM Permalink

PM kez about the fabric stuff, he'd be the person to ask. I like the new shoulder pads though, but it does make it look like the torso could be scaled down just a bit

Submitted by Kizza on Sat, 11/06/05 - 12:59 AM Permalink

Really cool character design!

Submitted by IronhideNT on Tue, 14/06/05 - 8:18 AM Permalink

Alright here we go again.

In typical me fashion I have remodeled parts of it again and re-unwrapped them. Now when I look back at it, her body did look too big, so thanks for picking that up! She's got a more "small but quick" feel that I wanted so yeah, modelling is done done done!

Now texturing. I don't really understand UT2k4, but if I read those UDN docs correctly, I'll be using spec maps - is that okay? Also do I have to paint in the glowy bits myself or does UT2k4 magically do it for me?

I've just roughly blocked in the colours for the moment. Any feedback will be great!

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/20056138736_smc7_mode…"]smc7_modeltextureflats2.jpg[/url]
50.1 KB

Submitted by IronhideNT on Sun, 26/06/05 - 10:24 AM Permalink

After a horror couple of weeks I'm back on this thing. I'm crossing my fingers that I'll finish!

Here is more texturing progress on my character. I have to put in more detail, shadows, etc.

Comments and suggestions would be great again!

I'm still confused as to whether or not I have to model a weapon of some sort???? Also is it due on Friday the 1st or Sunday the 3rd?

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/IronhideNT/2005625102040_smc7_mo…"]smc7_modeltextureprogress_1.jpg[/url]
15.97 KB

Submitted by Johnn on Wed, 29/06/05 - 10:04 AM Permalink

I like where that texturing/colour scheme is going IronhideNT. Don't know about the deadline, I have the same confusion...I hope it is the 3rd - would be cruel to end just before a weekend (being a last opportunity to finish up details for most people.)

Submitted by IronhideNT on Mon, 04/07/05 - 1:47 AM Permalink

Oooo the rush of trying to get things finished! But yay I'm done! I've only used a colour map just in case we can't use specs and I've added the insignias of Curtin's concepts.

Thanks everyone for helping me out and good luck to all the challengers!

1. 1024x512 pixel default software lit orthograpics

[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057313827_smc7_pres…]

2. 1024x512 pixel untextured wireframe

[img]http://www.sumea.com.au/forum/attached/IronhideNT/2005731397_smc7_pres_…]

3. 1024x512 uvw wire layout of character and head

[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057314058_smc7_pres…]

4. 1024x512 version of your texture flats of character/head.

[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057314239_smc7_pres…]

5. 800x600 money shot which can be lit and posed

[img]http://www.sumea.com.au/forum/attached/IronhideNT/20057314330_smc7_pres…]

Submitted by souri on Mon, 04/07/05 - 3:56 AM Permalink

You're challenger #7!

Submitted by pk on Mon, 04/07/05 - 4:19 AM Permalink

Congrats IronhideNT, great unwrap and very cool moneyshot!

Submitted by MoonUnit on Mon, 04/07/05 - 10:19 AM Permalink

yeah thats a real neat money shot, good luck!

Submitted by conundrum on Mon, 04/07/05 - 11:16 AM Permalink

cool stuff, great model backed up by solid texturing. i really like the profile of it, the upper torso has a very nice feel to it in particular. good luck

Submitted by DamienP on Sun, 17/07/05 - 10:11 AM Permalink

Schweet mate! Love the money shot.

Sumea Challenge #7 - Wizenedoldman

Early stages yet, wish I could post my concept but I don't have access to a scanner at the moment. I'll be doing the fighter class and it should fit somewhat with the style of Curtin's concepts.

[img]http://www.sumea.com.au/forum/attached/Wizenedoldman/20054619018_fighte…]

Submitted by rezn0r on Thu, 07/04/05 - 11:39 PM Permalink

Looks Canadian. :P

Scott.

Submitted by MoonUnit on Fri, 08/04/05 - 4:22 AM Permalink

lol rez, looking good so far wiz, does echo curtins style a bit yeah

Submitted by palantir on Sat, 16/04/05 - 9:23 PM Permalink

Yeah, futurism ? the way things are going, we?ll probably be running around with stones and pointy sticks [:P]

Interesting concept, which looks aligned with Curtins concepts. With those extremely lanky proportions, he looks kinda alien. Good work so far.

Do you plan on showing a full-bodied concept? That would be cool. [:)]

Submitted by Wizenedoldman on Sat, 30/04/05 - 10:04 AM Permalink

[img]http://www.sumea.com.au/forum/attached/wizenedoldman/200542992756_fight…]

[img]http://www.sumea.com.au/forum/attached/wizenedoldman/200542993148_fight…]

I'm thinking I should put a little story with this guy now so here goes:

Bred from the biomass vats owned by the Pollo Peace Solutions corporation, the genetically engineered SS-23 model soldier has been designed for battle, stripped of all unnecessary parts and programmed to eliminate.

The SS-23 comes fully loaded with an arm-mounted, close-range phase cannon which upon firing lets out a wide spread blast of super-kinetic plasma discharge which can bring down an African bull eliphant at full speed.

Installed in SS-23's spinal nerve port is the optional 'senseboost?' functionality. 4 chambers contain a seperate neurotransmitter for the sense of sight, hearing, touch and smell and can be deployed at will by the individual soldier with a mere thought. These highly developed chemicals produce a hyper-sensitivity for the said senses and can aid the soldier during battle in many ways. Of course discretion should be taken when using these as there is a limited supply in each chamber, but refills can be purchased at your local Pollo reseller, and if they're not in stock, ask them to get them in!

Fitted into each SS-23's helmets are scopic lenses that have the ability to pick up almost any specified electromagnetic wavelength. This includes audio pick up which, through sensors connected directly to the brain, enable the soldier to 'see' sound, a truly unique feature to this model, and almost unprecedented on the modern battlefield giving the SS-23 model an even greater edge against your enemy.

Standing at over 7 feet tall and coming in a range of colours such as vermillion, turquoise and fuschia, head on down to your local Pollo Peace Solutions reseller and pick up an SS-23 for yourself today, with a launch price special of $2.1 million US, how can you say no!?

disclaimer: Pollo Peace Solutions takes no responsibility for any fatalities of customers caused as a result of the removal of the SS-23's helmet, you've been warned, NEVER TOUCH THEIR HELMETS!

Submitted by MoonUnit on Sun, 01/05/05 - 11:42 PM Permalink

a story is allways welcome! :D
is he just ballancing on his toes temporarily or do you plan to have him move about like that?

Submitted by Wizenedoldman on Mon, 02/05/05 - 9:06 PM Permalink

Thanks Moony, what I plan to do is model him some shoes/boots and maybe keep him in that pose, so the shoes would have some thick soles at the back, but maybe not up that high. Gives him a more 'ready for action' look. I've also ditched the hand gun for the moment, unless anyone likes it, but I'm not sold on it.

Submitted by MoonUnit on Tue, 03/05/05 - 12:10 AM Permalink

unfortunatly neither am i, also if this is keyed towards becoming a UT2k4 character then im not sure if that kind of thing is possible, ask kezza.

Submitted by conundrum on Fri, 06/05/05 - 9:07 AM Permalink

nice work wizend, i really like the style and feel of the character. one thing that sticks out is the flatness of his bum and the back of the thighs. in answer to ur question, perhaps try some sort of wiring to make the pants look futuristic, you can also use the texture for this.

Submitted by MoonUnit on Fri, 03/06/05 - 8:03 AM Permalink

aaaah i cant beleive i never noticed it till now but your dude looks sad! Its because of those little handles (i think) above the eye holes on the helmet, especially with the circular eye holes they look like little cartoony eyebrows, slanted in a sad/worried expression. He's also lacking fine detail, i mean i know his attire is pretty minimalistic but maybe a buckle on the shoulder straps? things like that (lol yes i know, i just told you to take something away and complained there wasnt enough detail).

Thats like.... refinement though, its a great model

Submitted by Johnn on Tue, 14/06/05 - 7:21 AM Permalink

I like the style of him Wiz. It was good to see the project progress through a refinement process too.

Submitted by MoonUnit on Tue, 14/06/05 - 8:27 AM Permalink

lookin great, still think those handle things on the helmet look like sad eyebrows but those extra details you added have paid off, looks much more complete.

Submitted by conundrum on Tue, 14/06/05 - 9:24 AM Permalink

great work, i don't really have much to crit as it semms pretty clean. i'm looking forward to the texturing.

Submitted by Wizenedoldman on Tue, 14/06/05 - 10:16 AM Permalink

Cheers guys, getting positive feedback like that motivates me to work on the texturing :) And Moony, thanks again for that detail tip, really helped me push the model that little bit further with some spit and polish.

Submitted by Johnn on Thu, 30/06/05 - 11:34 PM Permalink

He looks Jaundiced! I think he might lack variation in tone as a general thing. I actually prefer the untextured models colour break up and balance.

Submitted by MoonUnit on Fri, 01/07/05 - 2:35 AM Permalink

cant say im a fan of the colour scheme :( the helmet in particular... i imagined something more metallic then yellow and it seems like everythings just getting muddy and your loosing things like the multiple straps around his waist which have just blended into one right now. The skin looks like someone has been hitting the fake tan too hard. sorry to come down on it so harsh but i think you could pull off a lot better

Submitted by Johnn on Fri, 01/07/05 - 9:33 PM Permalink

apparently that fake tan look is the 'in' thing in the UK at the moment! I like this colour scheme much better Wiz

Submitted by MoonUnit on Fri, 01/07/05 - 9:42 PM Permalink

its a great improvement :) lets see that detail! :D oh and a note, watch out with getting too dark that it becomes a silouhette in parts.

Submitted by Lechy on Fri, 01/07/05 - 9:45 PM Permalink

Yep a little more detail would help a bit, perhaps make the gray straps a different colour because they are hard to distinguish from the torso.

Sumea Challenge #7 - DarkAngel

Hey there, just reserving my little spot :)

Most likely going for the "Heavy" type character - but i'll see how it pans out hehehe... will try and get the concept up asap :)

Submitted by palantir on Mon, 11/04/05 - 6:10 PM Permalink

Nice work. I like the design, very original. He sure looks like a heavy!

My only critique would be that maybe his head proportions are a little off? From the side view it looks like he?s missing the back part of his brain. Though maybe he?s supposed to only have half a brain!?

Submitted by DarkAngel on Tue, 12/04/05 - 4:23 AM Permalink

haha good question...

umm i was going for a slant at the back of the head... probably started the slant to fwd... ill fix it...later... maybe :P

Darkangel

Sumea Challenge #7 - Palantir - Challenger #16

I?ll be entering again. Hopefully this time I?ll actually finish ? third time lucky! [:P]

I?d like to try my own concept, but I?m not sure what style to go with. I was thinking of a cyborg style of dude if that?s okay.

Here?s my first concept sketch:
[img]http://www.sumea.com.au/forum/attached/palantir/20054594840_concept01.j…]

Submitted by xyz on Wed, 06/04/05 - 10:30 PM Permalink

Which class are you making? I think cyborg will
be the way to go.

Submitted by palantir on Thu, 07/04/05 - 4:31 AM Permalink

I?m aiming for the support class - medium armour, construction/engineer class guy.

Since I?m posting, here?s a tiny update:
[img]http://www.sumea.com.au/forum/attached/palantir/20054632640_concept02.j…]

Just a bit of tweaking ? lost the oversized shoulder pad and the backpack, and changed a couple of minor things. I tried a few different head types, and while a typical futuristic helmet suits him (ala Halo), I feel it?s too clich?d. Plus we?ve got 1024x1024 res to play with on the head, so I really wanted something with more detail then a simple full-faced helmet.

I?m a bit concerned with this guy actually since he?s so metallic and I?m inexperienced with painting metal. But that?s why I want to try it ? to challenge myself.

Right, onto the reference sheets then (and figure out what the rest of him looks like!).

Submitted by palantir on Sat, 09/04/05 - 9:53 AM Permalink

Here are the reference sheets, with some minor changes. I?ve tried to make his proportions more realistic. I?ll still need to draw up some detailed images for both his head and his robot arm, but for now this should be enough to get me started on the 3D model. I?ll no doubt change things a bit as I add detail to the model.

C&C always welcome. [:)]

Well then, time to fire up Max.

[img]http://www.sumea.com.au/forum/attached/palantir/20054885015_ref_sheets_…]

Submitted by LiveWire on Mon, 11/04/05 - 7:22 AM Permalink

hahahahaha

i'm sorry but i find that picture really funny!

Submitted by palantir on Mon, 11/04/05 - 5:57 PM Permalink

[:D] Thanks, a bit of silliness never goes astray.

Of course I assume your laughing at the ridiculous body proportions, not the beautiful face texture which I slaved over for hours. j/k

Submitted by MoonUnit on Wed, 20/04/05 - 10:29 AM Permalink

looking neat, not a massive fan of that large heel though. looks like hes got "toes" on both sides

Submitted by palantir on Wed, 20/04/05 - 5:27 PM Permalink

Good point MoonUnit, I think I?ll lose the heels. Thanks for the crit. [:)]

Submitted by Lechy on Thu, 21/04/05 - 8:01 AM Permalink

yea definitely better without the big heel.

Submitted by UniqueSnowFlake on Fri, 29/04/05 - 7:49 PM Permalink

First off I'd work on the weight of your model a bit more, his looking a little off, his legs were the first thing I thought were off. I like the weight of your character in your original concept alot more then your model.

As for going over your limit. I noticed on your arm in your last post you have a wire on his arm at the front. When you see your guy in UT you are hardly going to see something as small as that so I would cut alot out of that, then when you are texturing it make it a brighter color so it stands outs so you can see it.

You might want to move polies to areas like the head and breast plate which are large areas that should have more detail in them.

-USF

Submitted by palantir on Sat, 30/04/05 - 12:55 AM Permalink

Thanks for your comments USF, very helpful. [:)]

I think where I went wrong with the weight was making him too tall and slender in the reference images. Actually I didn?t realise how odd the legs looked until I focused on that small full-body image on my last post. Zooming out from time to time is probably a good idea. So I?ll play around with the general mass a bit more.

Good point about the small detail not showing in-game. I?ll definitely work on that.

Submitted by Wizenedoldman on Mon, 02/05/05 - 7:19 AM Permalink

It's got a particular Star Wars aesthetic to it, it's certainly an angry looking robot. What's the blue thing on his head? Some sort of scope? If it feels good, go with it.

Submitted by palantir on Mon, 02/05/05 - 7:35 AM Permalink

I believe it?s some sort of scope/camera thing on his head, but I intended for it to be part of the glowing team colours. No good?

It does look a bit too Star Wars, doesn?t it? I was actually trying for a modern fighter-pilot style of helmet evolved, but I think Star Wars style got in the way.

I think I like the basic direction of this concept, but I think I need to experiment with it a bit more. I?ll probably lose the Darth Vader style mouthpiece for one thing.

Submitted by palantir on Mon, 16/05/05 - 8:48 AM Permalink

About time I updated.

I?ve been a bit uninspired with the cyborg concept, so I?ve gone for more of a straight robot kind of thing ? well, less flesh, whatever it is (I?ll know for certain when texturing).

I played around with some different concepts for the head and liked this style the most.

This is pretty much what it?s going to be, I just need to make a few adjustments to various areas, and then go tri chopping mad ? it?s about 250 poly?s over budget as is. Should be okay though, because I can see several areas over-detailed, I?m just happy I?ve got the bulk of the model done.

[img]http://www.sumea.com.au/forum/attached/palantir/200551584548_update07.j…]

Submitted by Lechy on Thu, 19/05/05 - 6:49 AM Permalink

I like the idea with the spine.

The legs seem a little short, they're also a little dull compared to the rest of the body.

I think you should have no problem cutting down tris.

cheers.

Submitted by palantir on Mon, 30/05/05 - 3:43 AM Permalink

Grrr, still progressing slowly. I really need to spend less time playing Guild Wars and more time working. Evil mmorpg?s? [}:)]

Lechy, thanks, yeah the tri culling was easy, leaving a fair bit of room for tweaking, especially with the arm redesign. I gave up on those complex arms after wrestling with some animation tests. And I?m not sure what happened with those legs, but I?ve fixed them.

Anyway I thought I?d post the update before I begin the unwrap:

[img]http://www.sumea.com.au/forum/attached/palantir/200552934013_update08.j…]

Edit: It's at 3496 tri's.

Sooooo?
I?ve got to get back to Guild Wars now; I?m almost level 20!! [:0]

Edit to include poly count

Submitted by 3DArty on Tue, 31/05/05 - 7:33 PM Permalink

Hi there Palantir

And thx for the feed back, he is looking tops im looking forward
to seeing him textured, best of luck with it.

Submitted by palantir on Fri, 10/06/05 - 8:53 AM Permalink

Ergh *grunt of frustration* - I think I should win the slowest worker award [:(]
I finally got it unwrapped and packed:

[img]http://www.sumea.com.au/forum/attached/palantir/20056984718_update09.jp…]

[img]http://www.sumea.com.au/forum/attached/palantir/20056984759_wires.jpg[/…]

It took even longer then usual because I?ve never packed for two textures before, so had to figure out how to do that. I don?t know if the way I did it was the best way or not. After unwrapping the UV?s I packed them into two separate sections in the edit UV window, then converted to edit mesh and selected every poly from one of the unwrapped sections and then detached them so there are two meshes. I can then reattach them when I?ve finished mapping. But this seems like poor workflow, there must be a better way? That?s the only way I could figure out how to do it, anyway.

Well then, looks like I?ve got 2 weeks to learn how to paint metal and get this sucker textured!

Submitted by palantir on Fri, 24/06/05 - 7:58 AM Permalink

I?ve tried a bunch of different colour schemes, and have decided to go with a simple blue and grey worn metal look. So far I?ve just really worked out the colour scheme and began some detail on the legs. I?m not sure what I?ll do with the eyepiece though; maybe just straight black would look better? I really need to get moving now.

[img]http://www.sumea.com.au/forum/attached/palantir/200562375158_update11.j…]

[img]http://www.sumea.com.au/forum/attached/palantir/20056237538_update10.jp…]

Submitted by Makk on Fri, 24/06/05 - 10:05 AM Permalink

Hey Palantir, its looking good so far. I like the idea with with the exposed sections.

Dont forget you could play with shaders in UT2K4, for example a nice reflective shader might look good for the eyepiece. Dont know anything about ut shaders so I cant help you there buddy :)

Also dont be afraid to up the brightness in youur highlights. picking a yellow-ish white and going in with a 1 pixal brush and painting in highlights where any sharp edges catch the light can help.

Goodluck with it and I hope you get it finished :)

Submitted by palantir on Thu, 30/06/05 - 1:48 AM Permalink

Thanks for the tips Makk. I did find that exploring a broader colour range gets a much better result, especially in the highlights. I don?t know anything about UT shaders either, so I?ll leave that until the end ? if I get time.

I went back and made a few changes to the mesh, I?ve unwrapped and repacked half the model again, and now I?m just started the first texturing pass again. [:P]

Probably not the best move to go back, because now I?ll really be pushing to get something complete by Sunday, but I just wasn?t happy with some of the model. I have a reasonably good idea of what I want now, so if I apply myself I?ll get there.

Here's a render of the modified head with just preliminary texture sheets set up:

[img]http://www.sumea.com.au/forum/attached/palantir/20056291460_test_render…]

Submitted by MoonUnit on Thu, 30/06/05 - 9:19 PM Permalink

wow a interesting change, i think its got my vote over the original actually, wd

Submitted by Johnn on Fri, 01/07/05 - 9:45 PM Permalink

ah! I was going to agree with Moonunit, but with the visor it makes sense - and looks good.

like Makk said regarding metallic stuff - real bright highlights is a good start to indicating hard, smooth surfaces like metal.

Submitted by Lechy on Fri, 01/07/05 - 9:48 PM Permalink

Whoa it's dark, hard to see the detail with that lighting, but it's starting to look pretty neat.

Submitted by palantir on Sat, 02/07/05 - 5:18 AM Permalink

Thanks guys. I?m still stuffing about with the mesh, which is probably bad considering the looming finish line, but it?s still got things I?m unhappy with (I could use another month on the mesh alone!). My last image is WIP, I didn?t want to show it in detail yet, but just to clarify the idea for the head.

Now onto some texturing ? eek!!
I guess I?ll just try to think about the highlights, about where the light source would be coming from, and remember to vary the tone more.
?Should be a fun weekend! [:D]

sumea challenge #7 - Lechy - Challenger #9

Like picpoc I was also thinking of doing a big beefy dude. I'll post some concepts later. cheers.

Ok here are some concepts. Now to start on max.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/20054254642_HeavyArmour.jpg"]HeavyArmour.jpg[/url]
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[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/20054254713_HeavyArmour2.j…"]HeavyArmour2.jpg[/url]
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Submitted by picpoc on Wed, 06/04/05 - 9:36 PM Permalink

well, u're in.... what chance do i have now? damn!

Submitted by Lechy on Thu, 07/04/05 - 7:25 PM Permalink

Jeeez Picpoc, I haven't done a finished model for frickin ages. So it will probably be rusty.

Submitted by picpoc on Sat, 09/04/05 - 11:15 PM Permalink

how u doing with the concept? i'm waiting for u to go first... i'm doing mine and using your 2d pics as a refrence. no one does big guys as good as u do!

Submitted by puck on Wed, 11/05/05 - 6:34 PM Permalink

Looking good Lechy,

I like the outline, those back spikes look cool. The concepts remaind me of chaos space marines (sci-fi and yet gothic and ornate); I'm looking forward to seeing that come out in the texture.

Submitted by pk on Sun, 15/05/05 - 6:51 PM Permalink

gday mate, this is looking sweet! hows it going modelling again? ur concept is very cool. Looking forward to seeing the texture!

Submitted by Sinister on Tue, 14/06/05 - 6:23 PM Permalink

Hey Lechy, you were wondering wot to do with the extra polys... I think the face could do with a lot more detail. Right now its just a sphere with no definition of facial features.
If there was a spot I had to say was lacking polys, that would be it [;)]

Submitted by Me109 on Sat, 18/06/05 - 4:04 AM Permalink

I don't mind this model at all.. will work great in the engine... this guy will stick out against the background really well... nice work all round.. bring on the texture....

maybe you could use you poly's on more pointy bits... or the face is a good idea too!

Submitted by picpoc on Sat, 18/06/05 - 10:43 PM Permalink

yeap, it looks realy good, congrats on the new job!

Submitted by Lechy on Mon, 20/06/05 - 12:13 AM Permalink

Thanks picpoc. Here is the final model with a dodgy physique, I'll clean it up later. It's about 3000 polys, I changed the back a bit, added polys to the head and made adjustments to the forearms. I'm currently in the process of unwrapping. I'll post some textures soon. cheers.

[img]http://www.sumea.com.au/forum/attached/Lechy/20056190845_MechfinalSL.jp…]

[img]http://www.sumea.com.au/forum/attached/Lechy/20056190859_MechfinalSL2.j…]

Submitted by Makk on Mon, 20/06/05 - 8:37 PM Permalink

Awesome lechy, my fav so far :)
I like the design of the hands

Submitted by MoonUnit on Fri, 24/06/05 - 1:36 AM Permalink

well... right now hes pretty much flat colours, i do hope you are going to add some metal detail right?

Submitted by Anuxinamoon on Fri, 24/06/05 - 3:28 AM Permalink

quote:He's almost finished, just a few more adjustments and I'm done.

Hmmm when I first saw that pic I thought you had just started the texturing and had laid down the base colours for you to start painting on.

Please tell me you will be adding texture, colours and contrast to it. I'd hate to see such a cool model be spoiled by some sub-par texturing.

Submitted by Lechy on Fri, 24/06/05 - 9:35 AM Permalink

bah! I was only kidding, you are right Anuxinamoon. I'll try and give him some sort of texture, but after an hour of working on the texture I'm ready to just toss the whole thing. arrrghhh!!!!

Submitted by Makk on Fri, 24/06/05 - 10:18 AM Permalink

Dont give up lechy! :)

A few tips that I use when painting any texture. please note that this isnt they only way to go about texturing, just my basic method yadda, yadda, yadda :)

Something to keep in mind when you are texturing is a light source.
Generally, its a good idea to have it above the player. So therefore highlights would be the strongest at the top of the model and weakest at the bottom. For shadows they would be the lightest at the top and stronger below, but be midnful of areas that wont catch light very much, for example the under arm area.

Painting with a light sourde in mind and trying to pull out the forms of the model is the basic foundation to good texturing.
If your not completly comfortable picking the different colours for shading, work in greyscale. By that I mean just picking shades of grey. You can add colour easily by making an overlay layer filled with the base colour (red for example). Also I like to lay down the colours that Im using somewhere on a new layer, that way I can easily refer to them and the colours are more consistent

Once you have got the base shading down for you texture, its time to add some surface texture. Find a good photo of the material your painting (metal in this case) (and dont forget, dont use any copyrighted photos!!) and on a new layer above the bsae shading, fill in the areas that you want to be metal. Next simply change the layer mode to overlay or softlight (matter of fact try them all out and see what looks best) and WOOP! WOOP! your texture should look more realistic.

The last stage is general tweaking, making sure you highlights are bright enough, sharpining up any areas that arent well defined or blurry, etc.

hehe, thats about it lechy.
Hopefully you havent fallen asleep and this is of some help to you :)

Submitted by Lechy on Fri, 24/06/05 - 8:09 PM Permalink

Thanks Makk, Although I'm familiar with a lot of what you said, I haven't textured anything for over a year and a half and it's a bit of a struggle to get the look I want. But thanks for the support and I will soldier on.

BTW are we allowed to use specular maps?

Submitted by 3DArty on Fri, 24/06/05 - 10:43 PM Permalink

[BTW are we allowed to use specular maps?]

Hi im not sure if can or not,I think you can UT 2004 can use it .

Submitted by 3DArty on Sat, 25/06/05 - 10:58 AM Permalink

Thats looking sweet. you probly know this but where you have the gray where the paint is chiped add some lighter gray or all most white as well, more so on the sharper parts but with spacers, so if the light is not hiting that part of it.It will still have the same look. just to give it a bit more of a tin look.

keep it going its looking good.:)

Submitted by pk on Sat, 25/06/05 - 6:38 PM Permalink

im liking what im seeing so far. i know ur time is pretty limited at the moment, so good luck and put in the hard yards. U HAVE 2 finish this in time!!!

Submitted by popawheelie on Sat, 25/06/05 - 8:31 PM Permalink

Looking great! whats this talk about spec maps? Are they in the comp?

pop

Submitted by Lechy on Tue, 28/06/05 - 9:00 AM Permalink

Here is my effort so far, I'm fast running out of time because I won't be able to work on this after thursday. I spent most of the time so far trying to figure out what to do with the orange painted metal.

thanks for that tip 3Darty, I used a lighter shade of gray on the edges and it did look kinda better.

[img]http://www.sumea.com.au/forum/attached/Lechy/200562785633_MechTexturing…]

Submitted by 3DArty on Tue, 28/06/05 - 5:36 PM Permalink

looking good but you might just want to tone them back just a bit as some of them just look a bit to white just try and get them to blend into the gray a bit more. the ones on his arms look spot on but there is one or two on his sholder and above and around his head are a bit strong.just tone them back a bit. it needs to work a bit like the background you have for that render from dark to light a good way to fix it is to use the blend tool where the white and the gray meet.

Submitted by Lechy on Tue, 28/06/05 - 8:15 PM Permalink

Aye, I'll have a play around with that. cheers

Submitted by MoonUnit on Tue, 28/06/05 - 8:20 PM Permalink

looking better all the time, heres hoping you can detail the rest of it in time!!

Submitted by Kalescent on Wed, 29/06/05 - 1:39 AM Permalink

Lechy: This is my favourite I think so far, Im really liking how the texture is coming along, Especially down near the legs where it looks like a bit of oil has been seeping out between armour panels or just general grit has gathered in those areas over the years.

Try not to get too carried away with the black smokey parts though between armour etc and like 3dArty pointed out just take the edge off those highlights. Bring the remainder of the texture up to the same level and give the model a good looking over before delving in for another detail pass.

Overall its looking really good though - finish it [:)]

Sumea Challenge #7 - Picpoc - Challenger #3

Hi guys.

Once again going to try my skills in the challenge. I?m going to try to do a big dude, and have started doing some concept art. Soon should have some to post.

cheers

Submitted by Lechy on Wed, 06/04/05 - 4:15 AM Permalink

'sup, Picpoc. I'm gonna do a big dude too.

Submitted by picpoc on Thu, 21/04/05 - 5:47 PM Permalink

Hi guys. Here?s my big guy character concept pics. I?ve tried to come up with something more original, but it all just looked bad. So I went with this one. I hope it will look better in 3D.
Let me know what u think, all comments are welcome especially critique ones.

Cheers

Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005420174342_blueprint_a…]

Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/200542017451_blueprint_ca…]

Submitted by LiveWire on Thu, 21/04/05 - 9:07 PM Permalink

cripes! that's a nice painting! should look great modeled. the only thing i can spot is that he looks like he would fall over backwards on the character sheets, but that's a matter of how you pose the final mesh i guess.

Submitted by Kezza on Thu, 21/04/05 - 10:31 PM Permalink

This looks great,
I can really see this guy trudging around the battlefield providing support fire for other players.
Nice work!

Submitted by MoonUnit on Fri, 22/04/05 - 1:32 AM Permalink

thats crazy, looks really good. agree with livewire on the toppling back thing though.

Submitted by picpoc on Fri, 22/04/05 - 3:46 AM Permalink

thanks guys. yea he looks like he's going to tip back. gonna fix that when i skin him and pose.
cheers

Submitted by Lechy on Fri, 22/04/05 - 5:01 AM Permalink

Neat stuff picpoc, i suppose i should stop being lazy. Ill post my stuff this weekend. Great work with the painting too.

Submitted by Lechy on Sun, 01/05/05 - 2:46 AM Permalink

Lookin good, it's very neat, which is more than i can say about mine. I almost forgot how to bloody make a 3d model.

Submitted by conundrum on Sun, 01/05/05 - 5:40 AM Permalink

its coming along well, a very close to the concept and you have managed to keep the poly count relatively low which is good. one thing that sticks out is the feet, they make him look unbalanced, i think the best way to fix it is just flatten his feet so that the front doesn't curl up, when bipeds stand up straight they put distribute the weight over the whole foot. other than that its very nice and i'm looking forward to seeing it progress.

Submitted by Wizenedoldman on Sun, 01/05/05 - 7:51 AM Permalink

I'd also try bringing his centre of gravity forward which is roughly in the centre of the pelvic area, this will make him look a lot more balanced.

Submitted by MoonUnit on Sun, 01/05/05 - 11:39 PM Permalink

yeah he still caries that toppling backwards look, the torso and pevlis need to come forward as wizend said.

Submitted by picpoc on Sat, 21/05/05 - 10:40 PM Permalink

Hi guys.
Finally I have managed to finish the model. I?ve been a little busy lately and couldn?t spend as much time on it as I wish to. Currently the model is 3499 tris. Let me know what u think, should I change anything?
Cheers

Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005520223648_inf_wire_2…]

Insert Image: [img]http://www.sumea.com.au/forum/attached/picpoc/2005520223839_inf_model_2…]

Submitted by Lechy on Sun, 22/05/05 - 12:06 AM Permalink

I like it. I can't really crit the model, as I haven't really done much modelling but I'll give you some feedback on the texture.

Submitted by pk on Sun, 22/05/05 - 12:50 AM Permalink

Hi Artur, nice work, I cant see any major flaws in the model, looks pretty good to me. Good luck with the texture!

Submitted by IronhideNT on Sun, 22/05/05 - 8:54 AM Permalink

Looking good! I think the width of the hips in the model has made him look chubbier than what you had in mind when you drew up your concept.

I'm no expert on this topic but it'll also be interesting how much freedom of movement you get on such a solid looking character. During animation the space between his large feet, his low knees, and the bar across his gun could call for some unnatural movement.

Submitted by MoonUnit on Sun, 22/05/05 - 9:19 PM Permalink

I agree with ironhide on the chubby comment, other then that its top work

Submitted by Kezza on Sun, 29/05/05 - 1:12 AM Permalink

Oooh!
We're DEFINATLEY going to want a texpanner material on that chain feed. [:D]

Submitted by Lechy on Tue, 31/05/05 - 6:59 AM Permalink

he's lookin' like a one mean mutha! I think this is an improvement over the last one, cheers.

Submitted by palantir on Tue, 31/05/05 - 9:15 AM Permalink

Yeah, it?s looking great. He sure looks tough!
I?m looking forward to seeing him textured. [:)]

Submitted by Lechy on Mon, 20/06/05 - 12:05 AM Permalink

Hi Picpoc, the texture is looking a little blurry, especially around the arms. I'm not sure if the blue and red work too well together, maybe if the red was brighter and a different texture. I think you are suffering from the same problem as PK, where it looks like you have the same texture all over, but with different colors. Maybe try using different materials. cheers.

Submitted by picpoc on Mon, 20/06/05 - 1:41 AM Permalink

i haven't done the arms yet. it's just a base texture which i'm gonna over-paint, all i have done is the head an the chest, but even that isn't finished yet.

Submitted by DamienP on Sun, 03/07/05 - 8:03 AM Permalink

Awesome! Reminds me a lot of Warhammer 40k which is always a good thing.

Submitted by souri on Sun, 03/07/05 - 8:09 AM Permalink

Nice work. You're challenger #3!

Submitted by Makk on Sun, 03/07/05 - 10:13 AM Permalink

kickass buddy :)

The design of the texture really gives the character some attitude

Congrats on getting it finished! :)

Submitted by Anuxinamoon on Sun, 03/07/05 - 11:12 AM Permalink

Oh awesome! The patterens on the texture are really nice :D Goodluck!

Submitted by MoonUnit on Mon, 04/07/05 - 1:11 AM Permalink

yeah thats definetly very 40k esque, well done

Submitted by Kalescent on Mon, 04/07/05 - 2:17 AM Permalink

Really nice job PicPoc - Textures really make this guy stand out [:)]

Sumea Challenge #7 - FlyingMonk - Challenger #5

A new comp... seem like its time for me to de-lurk and start doing some 3d work again.

I don't have a concept just kinda sketching things in at the moment.

Going for a light or maybe medium class

[img]http://www.sumea.com.au/forum/attached/flyingmonk/200544101718_whatever…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/flyingmonk/200544101718_whatever…"]whatever001.jpg[/url]
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Submitted by Lechy on Wed, 06/04/05 - 4:12 AM Permalink

Hi, flying monk, long time no hear. The model is looking pretty cool as usual.

Submitted by FlyingMonk on Mon, 11/04/05 - 1:17 AM Permalink

Bit of an update...

I like how the torso and head are working out. Now I just need to work out what to do with the arms, legs and any other bits. Poly count is around 2300 at the moment, time to start thinking about some more details me thinks.

[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20054100141_whatever0…]

Hey Lechy, man its been a while. Hurry up and post something so I know what I'm up against.(and also so I can poke fun at your lousy drawing skills :) )

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/20054100141_whatever0…"]whatever002.jpg[/url]
69.36 KB

Submitted by palantir on Mon, 11/04/05 - 5:59 AM Permalink

That?s looking good, I like it. :)
Have you done any concepts for it yet, or are you working out the details as you go?

What?s that circler indent on his back?

Submitted by FlyingMonk on Mon, 11/04/05 - 6:33 AM Permalink

Palantir. Yeah, no concepts. I'm trying out this strip modeling thing, basicaly you just make the defining mesh loops to get the shape and fill in the rest later when you have the shape you want.

As for the circle thing on his back, I don't know but when it come to texturing I suspect its going to be glowing.

Submitted by Aven on Mon, 11/04/05 - 7:32 PM Permalink

I really like the shape of him so far (looks like he has a bit of a belly going :D).

I liked your original face a little more. Difficult to really tell though, as the new one is only half done.

He has a very feminine looking rear end.

Submitted by souri on Tue, 12/04/05 - 2:57 AM Permalink

Model is looking very cool so far [:D]

Submitted by palantir on Thu, 21/04/05 - 8:23 AM Permalink

Very good!
It looks like you got rid of the circular indent on his back? I thought that thing was a good idea (and would look good glowing ? like his suits power pack or something).

Anyway, great job on the model.

Submitted by Lechy on Fri, 22/04/05 - 5:04 AM Permalink

Looking good so far. I want to see concepts damnit. Oh and how is the monitor switching going these days? cheers.

Submitted by conundrum on Fri, 22/04/05 - 7:04 AM Permalink

awesome work, the poly distribution is incredibly even and everything seems to be contributing to the sillouhette which is great to see. nothing to crit, i'm looking forward to the textures. i'm expecting a slimy frog/amphibian look (with high tech armour embedded in his body), but without a concept i can't be sure (it would look cool though). keep it up

Submitted by popawheelie on Wed, 27/04/05 - 10:51 AM Permalink

Very nice work! thats one clean looking model.

With the left over poly's how about some boots/feet/flipper design, they sort of look a bit plain, in comparison to the rest of the model.

lookin' forward to seeing the textures.

Submitted by FlyingMonk on Sat, 30/04/05 - 9:46 AM Permalink

Thanks for the feedback guys. I've finnished modeling and unwraping, so I'll post something when I make some progress on the texture.

conundrum - that slimy frog idea sounds great. Defantly better than my origonal idea of a plain boring wetsuit sort of thing.

palantir - It got optimized out, but after everything was finished I relised I had some polygons to spare so its back in now.

Now if I can just get some texturing done, I might just be able to get something finished for once.

Submitted by FlyingMonk on Thu, 05/05/05 - 9:00 AM Permalink

I've started on the texturing and laying out where all the glowy bits will be

[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20055485918_whatever0…]

The comp rules said that they wanted to get away from the Red vs Blue cliche. So I'm thinking of going for Green vs Yellow...

Why you might ask, well its partarly to do with the fact that my Xbox controler is sitting near my desk and the colours are : red, blue, green and yellow. And if it was used in a mod we could always claim that its some kind of Australian thing.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/20055485918_whatever0…"]whatever004.jpg[/url]
66.52 KB

Submitted by Kezza on Fri, 06/05/05 - 1:17 AM Permalink

Green and yellow are a good idea, because it may be difficult to distinguish between the two at distance :)

Submitted by shath on Sat, 07/05/05 - 1:18 AM Permalink

nothing against your model but why would a soilder need glowy bits, that just make's him a target.
i know they said they like glowy bits but i just se no sence in it.
though i like your model very futuristic, almost looks anphibious.

Submitted by Kezza on Sat, 07/05/05 - 4:21 AM Permalink

Every soldier needs glowy bits! It's the way of the future!! [:D]

Submitted by palantir on Sat, 07/05/05 - 7:06 AM Permalink

I think the idea is that the teams will be identified by the colour of their glowy bits. It?s probably not realistic, but does that matter? It?s the future. In the future everything looks cool!

I like the layout of your glowy bits Flying Monk, and good idea with the yellow & green.

Submitted by Malus on Sun, 08/05/05 - 5:45 AM Permalink

quote:i know they said they like glowy bits but i just se no sence in it.

I'm with you on that Shath, adding glowy bits just because they are cool is about the worst design descision you could make.

Only add them if they serve a purpose, make up the reasons if need be but saying "Because is like, rad dood." is never a good reason. :P

Like the progress so far Monk. :)

Submitted by MoonUnit on Sun, 08/05/05 - 8:41 PM Permalink

Their purpose was to define team colours and make players easily identifiable as members of either team if im not mistaken. Not so much a game world decision as much as a design one.

Submitted by Lechy on Thu, 19/05/05 - 6:56 AM Permalink

You better finish this time Dan, do it for me, ....please.

Submitted by FlyingMonk on Thu, 19/05/05 - 8:47 AM Permalink

Oh Shane. if you say it like that, I'm just going to have to finnish it just for you.

With the whole glowing thing. Since this is suposed to be in the style of UT2K4, I'm going gor style over any kind of realism. Besides when did gameplay aspects have to make sence?

On another note...My internet is down, so my updates will be even less frequent, if such a thing is possible.

Submitted by FlyingMonk on Mon, 13/06/05 - 9:31 AM Permalink

I'm alive again! So I have a place to live and an internet conection again. I'm realy trying hard to finnish this one. The texturing is getting there. There are still sections that havn't even been painted yet and I still have alot of tweaking and fixing to do.

With just over 2 weeks left I'm going to have to realy start doing some work.

Oh and coke and sugary snacks will help too. I'm going by the mis-guided belief that caffein and sugar make me work better.
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200561292913_whatever…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200561292913_whatever…"]whatever005.jpg[/url]
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Submitted by pk on Mon, 13/06/05 - 7:26 PM Permalink

Ive liked watching ur progress with this character, this is a great design with nice distribution of polys and the texture is looking like it will be very cool.

Submitted by palantir on Tue, 14/06/05 - 3:45 AM Permalink

Hell yeah, I?m liking where this is going. And great idea you?ve got there with the power on and eject symbols!

Submitted by MoonUnit on Tue, 14/06/05 - 8:33 AM Permalink

looking great but personally id like to see a bit more colour variation then just warm/cool greys, perhaps some more of that blue you have on the thighs?

Submitted by Me109 on Sat, 18/06/05 - 4:00 AM Permalink

Looking cool mate.. love the pose.. and the intricate detaill... can't wait to see the final model!

Submitted by FlyingMonk on Sun, 03/07/05 - 12:58 PM Permalink

DONE!

Wow, I don't think I've actualy finished an online comp since the Paul Steed did the 'Bad Girl' comp all those years ago.
So here we go:

Textured:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572124913_FlyingMo…]

Wire:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/20057212505_FlyingMon…]

Texture Maps:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572125114_FlyingMo…]

Wire Maps:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572125213_FlyingMo…]

And the pretty render:
[img]http://www.sumea.com.au/forum/attached/FlyingMonk/200572125257_FlyingMo…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572124913_FlyingMo…"]FlyingMonk_colour.jpg[/url]
63.33 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/20057212505_FlyingMon…"]FlyingMonk_wire.jpg[/url]
81.99 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572125114_FlyingMo…"]FlyingMonk_Colour_Map.jpg[/url]
90.55 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572125213_FlyingMo…"]FlyingMonk_wire_Map.jpg[/url]
128.79 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/FlyingMonk/200572125257_FlyingMo…"]FlyingMonk_moneyshot.jpg[/url]
59.19 KB

Submitted by conundrum on Sun, 03/07/05 - 1:05 PM Permalink

great work, i really like the model (probably my favorite), but i'm not so sure about the texture. it seems slight desaturated (not that i should be critiquing texturing), but other than that a very nice entry. good luck

Submitted by souri on Sun, 03/07/05 - 2:40 PM Permalink

Well done! You're challenger #5!

Sumea Challenge #7 - mikamika

well i thought i join the fun again and have a go. the concept is for a support class, so medium armour. and i'm kind of thinking of him as a moblie weapons locker.

ive even had a go at the head :)

[img]http://www.sumea.com.au/forum/attached/mikamika/2005443438_idea1.jpg[/i…]

[img]http://www.sumea.com.au/forum/attached/mikamika/2005443928_head_02.jpg[…]

Submitted by UniqueSnowFlake on Tue, 05/04/05 - 4:47 AM Permalink

thats a him?!?!?!?!?

ARHHHHHHHHHHHHHHH! [:0]

well I guess thats a good thing... one ugly girl if it was [:p]

very interesting so far, keep it up [:)]

Submitted by xyz on Tue, 05/04/05 - 4:58 AM Permalink

You could add some facial hair and deform the lips around the cigar.

Is he/she going to have a big arse and a g string?

Submitted by Kezza on Tue, 05/04/05 - 9:26 AM Permalink

Hahaha, that's great!

Submitted by Pauli G on Wed, 06/04/05 - 12:13 AM Permalink

I was thinking the other day that UT2004 was missing something.... and its so obvious... drag-queens!

Great concept, mate!. Can't wait to see the model completed.

Submitted by conundrum on Thu, 14/04/05 - 12:01 PM Permalink

nice progress so far, really good modelling on both the head and the body. my only crit would be that the head seems as though its in a wierd position, im not quite sure why. thats all though, im looking forward to more.

Submitted by Kalescent on Thu, 14/04/05 - 11:02 PM Permalink

Your ideas are so original! I love the face and its definately something i could see running around in ut2k4, although i have to admit, i would be wanting to hunt this model down and kill it every time i saw it lol! Thats a good thing! [:D]

Submitted by Aven on Fri, 15/04/05 - 7:04 AM Permalink

Huzahhhh. Genitalia defenition :D

The shape is looking really cool at the moment.

Submitted by DamienP on Sat, 16/04/05 - 7:40 AM Permalink

Excellent, really like the idea for this guy, and model is looking great. Can't wait to see him running around in UT.

Sumea Challenge # 7 - Nibbles

reserving my spot...
am going to try curtins engineer character and possible if time permits some extra robot style characters.

curtins character
[img]http://www.sumea.com.au/forum/attached/Nibbles/200543235019_20053301820…]

or maybe one of my many chars from the sumea concept forum or the droid designs i didnt get time to enter into the concept forum... ah descisions descisions.....
[url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2682&whichpage=1[/url]
[url]http://www.sumea.com.au/sprofilepic.asp?pic=463_Droids.jpg&news=1450&id…]

Submitted by Nibbles on Wed, 13/04/05 - 3:50 AM Permalink

CONCEPT PHASE -> Droid Style Scout Class

[img]http://www.sumea.com.au/forum/attached/Nibbles/200541224243_droid_desig…]

Okay finaly got my concept done for the light scout style class. I wanted to go for a lankey robot design so I worked from some of my unused designs til I was happy with the rough form (one on the left) then began to work it to a final design that I was happy with (the one on the right) feels good a post up, hopefully more before the end of the week.
[B)][}:)][B)]
NIBBLES

Submitted by Nibbles on Sat, 23/04/05 - 12:42 AM Permalink

MODEL PHASE -> Droid Style Scout Class

beeen sooooo busy at work, so i thought it was about time to upload my progress on my model so far... as you can see started the droid character currently sitting around 3000 tris including weapons.
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203122_WIP_1.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203132_WIP_2.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203141_WIP_3.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203425_wip_5.jpg[/…]
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203412_WIP_4.jpg[/…]
Scrapped the old arms they didnt look anything like my concept! (thats what happens at about 2 in the morn when u forget your reference)
[img]http://www.sumea.com.au/forum/attached/Nibbles/200542203439_WIP_6.jpg[/…]

comments and crits welcome.. will update next week with more model shots and *'hopefully* texturing as well
CHEERS
NIBBLEs

Submitted by Bunny on Sat, 23/04/05 - 1:53 AM Permalink

Love the concept, looks kinda Short Circuit-y on crack. The limbs are just a touch skinny for my taste, especially with the big stompy feet. I'd either tone down the feet or thicken the legs, just a little.

Submitted by Nibbles on Sat, 23/04/05 - 1:55 AM Permalink

will thicken those legs up a bit and drop those feet down a bit (now that you mentioned it it is a bit extreme)
Thanks Bunny.

Submitted by LiveWire on Sat, 23/04/05 - 6:01 AM Permalink

yeah... i dont think that thing could walk to be honest....

Submitted by palantir on Sat, 23/04/05 - 9:44 AM Permalink

Nice modelling job. [:)]

I think the legs are cool and actually realistic as they are (they don?t need muscle after all ? and thin steel is very strong!), but the feet just need some scaling down. I quite like the concept of a robot/droid with skinny legs and largish feet to weigh it down and stop it from toppling over ? just not feet quite that large. Of course considering the size of that weapon, it does need some sort of counter balance.

Oh ? and I love the camera head ? ?big brother? is watching!

Submitted by MoonUnit on Sun, 24/04/05 - 2:17 AM Permalink

a really bizzare but cool looking idea, thatd be awesome to see animated

Sumea Challenge #7 - XYZ

I think I will work on my own concept for the Covert sniper character.
Here is a concept image.

[img]http://www.sumea.com.au/forum/attached/xyz/200543222237_sniper_concept_…]

Submitted by palantir on Wed, 06/04/05 - 11:59 AM Permalink

Nice concept ? though I must say it doesn?t particularly strike me as being futuristic.
It makes me think more of an urban warfare type character.

Still, I suppose if you incorporated a modern urban look into the futuristic genre you?d get something quite unique?

Submitted by xyz on Sun, 05/06/05 - 2:15 AM Permalink

I have been spending too much time trying to survive lately. Now thats on track I am going to finish this comp. here is yet another concept which I have started to model.

He is still the sniper, I thought way too much about this concept.
Basically I decided that he is going to have the legs of a cat, which are grafted onto his torso(might use the direct x fur shader?). He also sports an oversized shoulder guard and a helmet which covers one eye. His camo will reflect a cat mixed with a final fantasy character.

maybe no tail, but a cape which has balance elements.

now to the model, for sure.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/xyz/20056415039_ff02.jpg"]ff02.jpg[/url]
19.19 KB
[img]http://www.sumea.com.au/forum/attached/xyz/20056415039_ff02.jpg[/img]

Submitted by conundrum on Sun, 05/06/05 - 4:45 AM Permalink

if you are going for animation (i'm not sure if the unreal engine needs facial animation capabilities) i'd suggest improving the edgeloops. right now it looks a lot like a grid which will cause a lot problems when animating, try finding some examples of top artists work and see how they construct the face. even looking at anatomical images of muscle structures in the face will give you a good idea of where to place edgeloops. its an interesting concept though and it'll be good to see how it develops

Submitted by xyz on Wed, 08/06/05 - 2:51 AM Permalink

I had a look and understand now what was wrong.

I am not sure if I need to but for the sake of
the exercise I am going to remodel the head using
splines to trace over the original mesh in more
suitable curves. Hope this doesn't up the poly count?

This is the model with the bad edge loops.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/xyz/2005672455_ff_side.jpg"]ff_side.jpg[/url]
7.63 KB
[img]http://www.sumea.com.au/forum/attached/xyz/2005672455_ff_side.jpg[/img]

Submitted by Kezza on Thu, 16/06/05 - 2:46 AM Permalink

quote:Originally posted by conundrum

if you are going for animation (i'm not sure if the unreal engine needs facial animation capabilities) i'd suggest improving the edgeloops. right now it looks a lot like a grid which will cause a lot problems when animating, try finding some examples of top artists work and see how they construct the face. even looking at anatomical images of muscle structures in the face will give you a good idea of where to place edgeloops. its an interesting concept though and it'll be good to see how it develops

Sumea Challenge #7 - LiveWire

ok, i'm thinking i'll go with the support class for the myological based team, based off sumeacool's design:

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054435054_triton_02…]

probably wont model it 1 for 1, but alter bits as i feel like so i can get a bit of my own touch i there too. also i'm thinking of adding soe 'snakes' or something from the medusa concept cos i think they would be fun to animate. dunno, will have to look into it a bit more.

Submitted by sumeacool on Wed, 06/04/05 - 8:11 AM Permalink

hey dude!
awesome!
i'll have a roughish csheet for this guy up either tonight or tomorrow if that helps.
post it in the concept section.
i feel i've go a bit too ancient with the ideas are you thinking more futuristic/ military?
it will be great to see what you change or add using bits of this as a base.
cool!

:)

Submitted by LiveWire on Wed, 06/04/05 - 8:39 AM Permalink

one thing that has got me wondering from this guy and the medusa design is are they living or robotic? they have gears and other such parts. i guess i see it as a robot with it's design based around an ancient Greek theme, or something. the mod doesn?t have a story/plot yet, but whatever it is it will involve two heavily armored military teams going at it - so any character's basic design should be based around combat functionality first and foremost. i think this guy looks like a pretty mean soldier as is, but i'll probably change the feet to something more practical and less elegant. i'm thinking also that i wont give this guy many specific glowybits on his amour, but rather have glowy things in the construction underneath which illuminate though the open areas i the amour. i guess open areas sort of reduce it's combat effectiveness, but they look cool, so i'll just say it's light amour designed to protect the internals from bumps and light fire.

no rush on the model sheets though, unless there are other people looking at this one too. I?ve got some assessments for QANTM to get though before i commit myself seriously to this challenge. but QANTM finishes in four weeks, and we have 3 months for the comp so i should begin this guy in a couple of weeks when my assessments start to wrap up, if i cant find time sooner.

Submitted by sumeacool on Fri, 08/04/05 - 10:56 PM Permalink

Hey there,

umm, i was thinking they are robotic with a bit of grey vat grown flesh for protecting the mechanics to a degree..
like the terminator but the technology is more archaic like da vinci's spring and gear based machines. so the majority of their insides are clockwork cogs and things.
made with finely crafted brass, steel and wood.....then the addition of the glowy stuff that could be modern fuel or eerie ghost energy..
:)
yeah plot wise i was thinking a future Deadelus had re-incarnated the spirits of dead gods through his technology and being a nasty future version he wants to take over the universe.
muah-ha-ha-ha-haaaar.

i dunno.. I'm really interested to see what you come up with!..I mean it'll be cool to see an idea realised in 3D and fascinating to watch it evolve into something better and more aligned with the ideas for the mod..

anyway there are super-rushed csheets in the concept section and i'll post an alternative head..it's cheesy but i thought people may not like the spartan thing or want to use it on something else..

Submitted by LiveWire on Sat, 09/04/05 - 9:31 AM Permalink

awsome dude. cant wait to start modeling it. i now have three weeks of qantm left with my two major assessmnts due in the next couple, so it shouldnt be much longer now until i get a start on it :)

also, i like the helmet, but i also like the alternative version! choices, choices... i might have to see if i can come up with a compromise...

Submitted by souri on Tue, 12/04/05 - 2:56 AM Permalink

I love this concept from Sumeacool. Can't wait to see you have a go at it!

Submitted by LiveWire on Tue, 12/04/05 - 3:25 AM Permalink

yesterday i was looking up stuff on ancient greek mythology for some ideas, when i started to get some ideas for a back story for him, which then went on to get bigger and bigger, such that it would be a backstory for his entire team/race.
a story for the sumea mod is probably not nessesary, the game is fairly simplistic and all we really need is a premis for the combat, setting, etc. but if i ever write it down i'll post it up here as a possible idea.

Submitted by IronhideNT on Tue, 12/04/05 - 5:16 AM Permalink

Yeah I'd agree with what Livewire said. It's hard to pin a design when there's so many other sub genres and nuances of "futuristic".

Submitted by LiveWire on Mon, 09/05/05 - 9:42 PM Permalink

ok, finally finished qantm and had the celebration weekend, so now it's time to get on with this. however, i'm going to begin learning maya, so i'll be doing the model in that.

i've watched a bunch of video tuts, and the modeling part seems pretty straight forward, problem is they skiped over the hypershader, meanig i have no idea how to get a texture onto my reference planes to begin modeling in the first place! can anyone explain to me how to do this, or point me in the direction of some tuts so i can get started? i'm about to go looking for some now myself anyway.

so far maya looks pretty interesting, cant wait to get something going...

Submitted by LiveWire on Tue, 10/05/05 - 6:01 AM Permalink

thanks a bunch, i also just got a video tut on the hypershadder and materials in general, which should be good

Submitted by shath on Tue, 10/05/05 - 8:34 PM Permalink

thats cool!! i was going to go for a medievil knight look aswell, i have another idea anywho.
i agree on your metroid prime statment it rocks!!!

Submitted by LiveWire on Tue, 10/05/05 - 8:47 PM Permalink

GARH!!! maya is giving me the shits. this interface is going to take some time to gt use to. Just having to use Alt to move the cmaera around everything is confusing.

I have a question though: i set up image planes, but i couldnt figure out how to move them around (i didnt want them intersecting in the middle of the viewport) so i just used their attributes to make them invisible, which turned them off in the perspective viewport and not the others. however now in the orthographic views anything behind the veiw planes i can select but not see, so i was going t oahe another try at moving them but i cant select them in the orthographic views, and therefore cant turn their visibility back on.

i figure once i'm able to navigate the viewports and fix these irritating problems i should be right for modelling, especially now that i have MJ Poly Tools installed. But it's just getting to that point in the first place that's the problem!

EDIT: another question. is there anyway to make geometry transparent. in max you can simply hit ALT+X to make an object see through, making it very easy to work with image planes, i'm hoping there is a way to do the same in maya

Submitted by Malus on Wed, 11/05/05 - 3:47 AM Permalink

Just make a polygonal plane instead of image planes (much easier) and attach the image to them. Simple.

As for double sided, press CTRL-a to bring up the attribute editor, search the tabs for one that say render stats and tick double sided on.

Transperancy is under the shading tab, top left on every viewport, look for X-ray and turn it on.
Alternatively just make a hot key that runs this script.

$p[0] = `getPanel -wf`;
modelEditor -e -xray (!`modelEditor -q -xray ($p[0])`) ($p[0]);

I'd advise going and getting some tutorials as these problems are pretty easy to solve if you just do a basic google search.

Wait until you get onto harder things. [:P]

Submitted by LiveWire on Wed, 11/05/05 - 6:33 AM Permalink

thanks Dean.

and don't worry, i've been searching every time i get stuck, but i also post as there's a chance of getting both an answer and advice, such that script you just posted.

also i've watched several hourse of video tuts that came with the UT2004 dvd, which were realy handy, but skiped over things like setting up image planes or using the hyper shadder. once i get well into modelling i think i'll be right, with only the different tools and interface to get the hang of. then once i've got a basic hang of it i'll start re-arranging the shortcut keys to make it easier :)

EDIT: right, i've started my scene again, using image planes again cos texture planes run terribly slow for some reason, and dropping the render quality means i cant cant see the detail. but i've figured out move te images planes now (found it in a tutorial eariler today), so hopefully i can get started modeling now...

Submitted by LiveWire on Wed, 11/05/05 - 8:37 PM Permalink

yes, still no pictures, but i have a reason: this is turning out to be one of the ugliest models i've done. i blame it on not knowing the tools - at the moment i'm having trouble re-ordering the flow of polys or adding detail. it seems that the methods available (at least that i've found so far) in maya take twice as long to use than Max, but maybe it's just my incopetance stemming from less than two days using the program. hopfully i once i've got the model blocked out and a bit o detail added, i'll have gotten used to the tools enough to make it look good [:)]

i guess the worst thing about doing the comp in Maya is knowing that if i was using Max the mesh would be almost done by now!

anyway, i'm sure few of you really care about my experience with Maya modelling thus far, so back to work...

Submitted by Makk on Thu, 12/05/05 - 7:04 AM Permalink

Have you tried downloading the MAX7 demo? it gives you a free 30 day trial

Submitted by puck on Fri, 13/05/05 - 12:23 AM Permalink

I don't know maya at all, but i've heard the polymodelling isn't as intuative as it is in max...but that could just be extremist max fanboys talking.

It's hard enough modelling and texturing a character without having the learn the program at the same time [:0] Good luck with it!

Looking forward to seeing some pics.

Submitted by LiveWire on Fri, 13/05/05 - 5:04 AM Permalink

yeah, got my copy of max 7 earlier this year, love some of the new tools.

i'm starting work at Krome in just over a week now, where i'll be using Maya, so i want to get into it as much as possible before i start to ease the transition.

oh, and still no pics, i decided i needed a few days off for R&R and games, seeing as i just finished qantm and am about to start full time work.

Submitted by LiveWire on Fri, 03/06/05 - 2:40 AM Permalink

ok.

since i started work i didn't think i'd have time to finish the comp (foiled again!) but it seems i've had a reasonably amount of time to spare and i've been able to work on my entry afterall.

i started a few weeks ago when i was first learning maya, but scrapped that and began again a couple of days ago. reason being my original model was terrible, since i knew nothing about maya. now that i understand and have gotten over the interface and know a lot more of the tools i'm better.

in the end i'm still not happy with this model compared to some of my other work, namely my smaus model, but again i blame that on my proficiency in maya, and i can see in the model a timeline of improvement progressing from the earlist parts to the latest.

obviously still a bit to go, and once all the parts are done i'll be ging back over it and fine tuning it as much as time allows. though since there's less than a month to go that probably wont be a very large amount of time.

polycount is currently 2462 tris, not that that counts for much at this stage with a fair bit still to go and tweeking to be done.

[img]http://www.sumea.com.au/forum/attached/LiveWire/20056222844_SWorking.jp…]

oh, and one more thing, i'm going for a hybrid between the original concept and the reference pics, as you'll see latter. i figured i've bored you with enough typing already that i probably should explain even more.[:)]

Submitted by souri on Fri, 03/06/05 - 10:03 PM Permalink

Hey, are you kidding? **Very nice work** on the model!! You should really try to finish this one, it's definately a contender, I reckon!

Submitted by J I Styles on Fri, 03/06/05 - 10:47 PM Permalink

really liking the neck details and upper torso, but it progressively loses continuity from there down. The knee and inner thigh area especially needs some attention -- use smoothing groups to define some hard edge surfaces like the major muscle group changes

Submitted by LiveWire on Sat, 04/06/05 - 12:02 AM Permalink

yeah no smothing groups on it yet, all flat shadded. it's got arms now and i've had to take out some detail in some areas cos i had exactly 19 tris left with which to do the head. i want to add detail tot he torso to get the concave groves looking better, and i want to add all the little accesories aswell. i'm going to shange how the legs join the body to, i've never been happy with that since i started.

thanks for the crits though, i'll definatly have to look into the poly density/distribution. probably have to take some out of the neck to stay within the limit.

Submitted by LiveWire on Sat, 04/06/05 - 2:25 AM Permalink

ok, still a lot to go. it's 3599tris at the moment. pleanty i can take out of the head (i worked from a smoothed cube cos a sphere didnt give me what i wanted) and a few other places. i went with the original head design simple cos i didnt have the polys to do the other one. i want to add accessories such as the shrukin (sp[:P]) and the loincloth, and a few other details.

but, that'l do for today- it's beer o'clock!

[img]http://www.sumea.com.au/forum/attached/LiveWire/20056322156_working2.jp…]

Submitted by 3DArty on Sat, 04/06/05 - 3:23 AM Permalink

Looking Good. looking at the head it reminds me of the gladiator.

Keep it going.[:)]

Submitted by MoonUnit on Sat, 04/06/05 - 6:18 AM Permalink

looks awesome, the head does look a bit... seperate in the sense that ofcourse it came from a seperate concept, perhaps just modding it a bit to fit in with the rest of the body a bit more.

Submitted by Lechy on Sat, 04/06/05 - 8:33 AM Permalink

Looking great so far, but I'm not a big fan of that big cylinder of a left arm. From a distance it just looks like a clunky old cylinder.

Submitted by LiveWire on Tue, 07/06/05 - 12:37 AM Permalink

done and done... almost. if i change anything else it will be minor tweeking.

still not entierly happy with it. i'm sure i could have done better, but i'm ruing out of time to get it done so this will probably do. crits still welcome though cos i might adjust a few things before i finish unwrapping it.

at the moment i think th legs look too short, or too wide, or something. might be the loincloth making them look fat, but i think i'll lengthen them a bit. i'm leaving it all for now though until i get some futher oppinions.

oh, and i'm not sure if i should do the belt as a texture (see post above for a concept pic of belt). at the moment that's what i plan to do and i have placed two splanes accross the gap between the torso and the leg to paint on. that's not really who i would normally do it, but in this case that would involve quite a bit of detail and and my detail level at the moment isnt really that high cos i need all the polys for the mechanical parts, etc. any comments/ideas?

[img]http://www.sumea.com.au/forum/attached/LiveWire/20056603649_spar1.jpg[/…]

[img]http://www.sumea.com.au/forum/attached/LiveWire/2005660374_spar2.jpg[/i…]

Submitted by palantir on Tue, 07/06/05 - 4:32 AM Permalink

That looks really cool Livewire.

I think you do need to lengthen the legs. From the side he looks properly proportioned, but from the front it looks off, and I believe this is because of the long arms. Basically the leg proportions should match the arm proportions. If you think of a normally proportioned body, with the arms resting down, the hands would rest about mid-thigh, but with your guy they are down to the knees. I think if you just make the legs the same kind of length as the arms, so that the hands rest mid-thigh, it would look right. Extremely tall and lanky, but properly proportioned, and very cool. IMHO, of course.

Great job on the model.

Submitted by LiveWire on Tue, 07/06/05 - 7:30 PM Permalink

heh, yeah shortly after posting this i looked at it again after a short break. i realised that the arms are far too long. normally i would model the arms at 45 deg. like above, but in this casei modeled them straight out like on the concept, and after rotating them down at the very end it showed how long they really were. i intend to shorten them and lengthen the legs a bit, then start unwrapping.

Sumea Challenge #7 - UniqueSnowFlake

Morning,

Don't have time to get myself a concept done, So just thought I'd start on Curtins concept.

Started yesterday afternoon, This is how far I got. Wanted to post 360 but render sizes were too big [:X]

Anyways heres my start:

[img]http://www.sumea.com.au/forum/attached/UniqueSnowFlake/20054319410_USF_…]

question to curtin: In your back concept you have a metal plate on his belt near his lower back. This isn't on your side concept so just wondering which way you are going with this.

Submitted by Nibbles on Tue, 05/04/05 - 12:43 AM Permalink

yeah, curtin said that he stuffed up there, the back plate should be on the side drawing too but he forgot it i was talking to him on friday or was it thursday and he did mentioned that to me ( i was going to model one of his characters guess ill do one of the others then or one of my own seeing as your doing a fine job of this one)
oh and sorry curtin for answering for you.... :)
NIBBLES

Submitted by codyalday on Tue, 05/04/05 - 4:51 AM Permalink

Really nice, keep it up. How many polygons is that at the moment?

Submitted by conundrum on Tue, 05/04/05 - 6:05 AM Permalink

awesome work so far, its very close to the concept. nothing much to crit other than there's a very deep cut in the shoulder which looks a bit odd, im not sure if its intentional though. keep it up, im looking forward to more.

Submitted by Makk on Tue, 05/04/05 - 8:32 AM Permalink

Off to a good start :)

Submitted by MoonUnit on Tue, 05/04/05 - 9:17 AM Permalink

wooOOoow curtins stuff looks even better in 3d, looking forward to the progression of this model

Submitted by UniqueSnowFlake on Thu, 07/04/05 - 12:18 AM Permalink

Thanks for all your comments so far.

First off to Curtin, thanks for the great concept been fun so far. Down the road try and think about what engine you are designing to and if things would work when they are put into 3D. What I mean is that the arm join wouldn't work at all so I had to design that but trying to keep it as close as your concept. I won't be adding the cape because I don't see it technically possible in UT2004.

Conundrum: As you said I was following the concept and yeah, in the concept the shoulders were that kind of shape so I followed it. So it was intentional [8D]

Now Joel.. [:p] I am following a concept I'm not sure if you have seen it before you posted. I'm not totally blind I have seen a shoulder before, I do belive I have 1 or maybe 2 [:p] Either way this whole guys body is pretty random. Don't evern get me started about his face proportions [:X]

Major Pecs signing off. [8]

Submitted by curtin on Thu, 07/04/05 - 5:08 AM Permalink

I got a bit turned around with your answers to the last post. If you're changing the concept because you'd just like to tweak it, or for technical reasons that of course is totally cool with me.

Just in case there is any confusion though - the left (organic)shoulder on that guy is basically a rough ball that curves outwards. The armpit faces downward rather than forward. There isn't a deep cut. Again I don't know if i'm getting everyone's questions wrong here - sorry if I am.

And because the original concept had a cape, the upper chest is armour/clothing rather than musculature - so that may throw some people off. Just something to factor in if you want to ditch the cloak.

Its your own model though, so feel to reinterpret anything I throw up :)

Submitted by Lechy on Sat, 09/04/05 - 7:34 AM Permalink

the model is looking pretty cool. But whether or not you were following the concept, the left shoulder is still way off and is detracting from an overall good looking model. cheers.

Submitted by UniqueSnowFlake on Mon, 11/04/05 - 3:53 AM Permalink

And the I's have it!
Made a fix for the arm which I hope will work.
Won't be a post for now, I was just wondering if Curtin could design the gun for this guy so I can get it modelled before my next post [:D]

Cheers

Submitted by curtin on Wed, 13/04/05 - 1:15 AM Permalink

I will go back and do model sheets for all the weapons I've put in the concepts, but I have to finish the heavy soldier and demololitions character model sheets first as I know there are some people that are waiting for them before they can start.

sorry - I hope this doesn't put you out too much.

c.

Submitted by Anuxinamoon on Wed, 13/04/05 - 4:45 AM Permalink

Looking good. Though I do think you should listen to Joel about your shoulder and arm piece. He has years of industry experience under his belt and I think that his suggestions should be considered. No matter what the concept says, you should always have the basic rule of proportions and muscular flow in mind, because it WILL make your model look amature.

Submitted by palantir on Wed, 13/04/05 - 5:23 AM Permalink

And you shouldn?t so easily dismiss advice from someone trying to offer expert support to the challenge ? that?ll only discourage them from helping other challengers.

Submitted by UniqueSnowFlake on Wed, 13/04/05 - 8:13 AM Permalink

A. I didn't dismiss it
B. I did listen just hasn't been posted.

As for the comments to Joel, I would think he knows me well enough that I like to have a joke so everyone else don't take it the wrong way I'm not out to dis anyone.

So everyone just relax and enjoy yourself!

Peace [}:)]

Submitted by UniqueSnowFlake on Wed, 13/04/05 - 8:27 PM Permalink

Wow quick as, your a champ Curtin. [:D]

Should be posting soonish then, if not, then on the weekend. [8)]

Submitted by curtin on Thu, 14/04/05 - 9:50 PM Permalink

wow that looks great.

really the only suggestion i would make is to round off the edges on the handle/grip.

very cool.

Submitted by curtin on Fri, 15/04/05 - 12:45 AM Permalink

Originally I saw the top part of the main piece of the gun (the bit that connects to the scope mount) as curved - so that the main piece was an arch with a square bottom. And the piece that connects the main gun section with the barrel was a cylinder (like the ring just near it).

But I kinda like what you have done there already so I wouldn't bother changing it - I think it looks great just how it is.

good work.

c.

Submitted by DamienP on Sat, 16/04/05 - 7:46 AM Permalink

Awesome man. Great concepts by Curtin, really original designs and the models so far are perfect, should be a great entry when it's all textured.

Submitted by 3DArty on Mon, 18/04/05 - 2:11 PM Permalink

Nice Work plenty of shape and tone in this one. And the gun looks cool too. well done

Sumea Challenge #7 - Codyalday - Challenger #15

Going to participate in this, first time as well. This is good to test myself on a time limit. I havn't thought of a concept yet, but I will these following days.

Submitted by codyalday on Thu, 07/04/05 - 9:55 PM Permalink

Got my character concept, but I have to install the scanner on my brother's computer as my CD Player doesn't work. I am doing a female covert class, with speed and agility as its main advantage.

Submitted by codyalday on Sat, 09/04/05 - 10:51 AM Permalink

Finally my brother let me install the scanner on his computer, so here it is. I had to scan it twice as the size of the paper was too large for the scanner, and the quality is not that good, though I am quite happy with it.

[img]http://www.sumea.com.au/simages2/429_Cody_Covert2L.jpg[/img]

The face and the left arm need some work, so I will probally change and add some things in the modeling stage.

Submitted by Kalescent on Sun, 10/04/05 - 10:50 PM Permalink

Reminds me of the Joan of arc tutorial!

Submitted by LiveWire on Mon, 11/04/05 - 1:11 AM Permalink

ooh, joan of arc tutorial eh, we have a noobie :) post lots of progress pics and listen to what everyone has to say - you should get a LOT out of a comp like this.

Submitted by Wizenedoldman on Tue, 12/04/05 - 7:35 AM Permalink

I'm curious, is the character going to be female or male? Cause in the concept it looks male but the model has a femininity to it.

Submitted by codyalday on Tue, 12/04/05 - 9:39 AM Permalink

Going to be female, the concept was done fairly quickly, so the anatomy wasn't too good.

Submitted by codyalday on Fri, 22/04/05 - 3:04 AM Permalink

Done some more to my model, still very unsure how I am going to do the head, helmet, strap with mask, hairstyles, so I will probally model the head with a new hair style and a helmet. The little radio thing can paint a target or area so that a heavy character can shoot and it will go to the painted place, maybe. Around 2600 tris at the moment. Comments and crits appreciated.

[img]http://www.sumea.com.au/forum/attached/codyalday/20054213441_Covert06.j…]

Submitted by Wizenedoldman on Sat, 30/04/05 - 8:13 AM Permalink

From a technical standing one thing that needs to be fixed up is all of your 5 sided polys you have on your character and also the gun. Simply cut where you want a line between two existing vertices and you'll be fine (don't worry it won't add any polys). Actually I can only see two on your character around the torso area, but there's a fair few on the gun.

Submitted by codyalday on Sat, 30/04/05 - 9:37 AM Permalink

Yeah, thankaz for that Wizenedoldman, didn't really notice that. Will make those edges visible soon.

Submitted by Wizenedoldman on Sat, 30/04/05 - 10:29 AM Permalink

How are you going to implement the transition between the flesh and the robotic arm?

I just realised what that gun reminds me of, it's my PSone lightgun for point blank!

Submitted by codyalday on Sat, 30/04/05 - 11:47 AM Permalink

Not really sure there yet, I will see how I go when I get to nearly finishing off the model.

Submitted by Lechy on Sun, 01/05/05 - 3:21 AM Permalink

I can't help much from a technical point, but from the back it looks like the models behind is sagging a little. It was too hard to explain so I took a leaf out of joels book and drew over your image, hope you don't mind.

[img]codyalday_touchup.jpg[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/200543031936_codyalday_tou…"]codyalday_touchup.jpg[/url]
50.61 KB

Submitted by codyalday on Sun, 01/05/05 - 5:24 AM Permalink

Thankaz for that picture, that is going to help heaps. Will get to work on it soon.

Submitted by popawheelie on Tue, 03/05/05 - 9:15 PM Permalink

it maybe just me, but the proporions of the head/temple area are a bit wide too, other than that good job :)

Submitted by Kezza on Mon, 09/05/05 - 3:30 AM Permalink

With hair modelling i suggest you take a look at the female models that ship with ut. Some of the models use few polygons to make quite a realistic looking hair effect.

Submitted by puck on Wed, 11/05/05 - 6:50 PM Permalink

Yeah, your using alot of tri's in that hair, and although it does look cool, you might possibly be able to do it just as well with flat alpha mapped planes as in the image below.

[img]http://users.tpg.com.au/edwarddv/hairexample.jpg [/img]

Looking very good so far codyalday, wouldn't it be nice if you could deck her out with those cool female assasin jumping animations from halflife 1. [:D]

Submitted by codyalday on Thu, 12/05/05 - 5:18 AM Permalink

That wire shot is going to help heaps, thankaz puck. Is it just the head with extruded edges with the faces facing forward?

Submitted by LiveWire on Thu, 12/05/05 - 6:45 AM Permalink

the hair planes on that model are seperates elements, if that's what you mean

Submitted by puck on Thu, 12/05/05 - 9:59 AM Permalink

Yeah, you should have a look at the ut models (free to download from fileplanet in 3dsmax form), they have heaps of completely seperate peices. No need to attach spikes and extras to the mesh by aligning edges and welding verticies, just have them separate and hovering on the surface or just inside. (as long as the skinning moves it all together it should work fine)

Have a look at this UDN guide about what is and isn't allowed when modelling for unreal.

http://udn.epicgames.com/Two/UnrealModeling

Submitted by pk on Sat, 21/05/05 - 12:29 AM Permalink

Hi Puck, i just had a quick look at the UT info, cheers for the reference, I'll have a good look at it b4 I continue on my model!

Submitted by palantir on Sun, 12/06/05 - 1:35 AM Permalink

Yeah, unwrapping?s a bitch, eh? Definitely the part I like the least..
Anyway, looks like you did a good job of it. Can?t see any distortion on the model, and the uv?s are packed nice and tight. Only crit is that the right map still has some room that could have been used, but all in all it looks like a good unwrap.
Hope the texturing goes well. [:)]

Sumea Challenge #7 - Conundrum - Challenger #19

The other concepts are great but i think, just to make it more challenging for myself, i'll make up my own. Hopefuuly i'll start working on it sometime soon

Update

[img]http://www.sumea.com.au/forum/attached/conundrum/2005419224238_Wip-Rend…]

Submitted by conundrum on Tue, 12/04/05 - 6:39 AM Permalink

ive decided to go for a "human explorers lost on mars" theme (probably in support or possibly heavy). i was inspired by the frazetta i posted in the ref section. this is very quick and ill do most of my concept work through testing once i have my basic model completed. i'm going for a 60's look and feel to it. i'll post the model sometime soon.

[img]http://www.sumea.com.au/forum/attached/conundrum/200541153657_Spaceman-…]

Submitted by FireFlight on Fri, 15/04/05 - 7:39 AM Permalink

No other people have posted here apart from you so I will. I think the main problem with your old concept was that it was still a bit too modern. Just my 2 cents, or 5 cents since we don't work in 1 and 2 cent increments anymore, if you get what I mean.

Submitted by palantir on Fri, 15/04/05 - 8:56 AM Permalink

Cool, I like that design. That helmet is quite the retro sci-fi look. Good stuff. Looks like he has thick techy gloves on too. Have you done the lower section yet? I imagine his feet will need some serious space boots also!

Submitted by MoonUnit on Sat, 16/04/05 - 11:47 PM Permalink

thats looking great, what kind of head were you thinking about putting in there?

Submitted by MoonUnit on Mon, 18/04/05 - 8:18 AM Permalink

something holstered on his upper thigh perhaps? slung around his torso? hes lacking any sort of "accesories" check your metal gears and splinter cells and see the kind of straps and things that they have.

Submitted by 3DArty on Mon, 18/04/05 - 10:51 AM Permalink

Looking good, I like the shape. will be good to see where you go with it. Nice work [:)]

Submitted by conundrum on Wed, 20/04/05 - 5:32 AM Permalink

thanks for the replies, those links should be handy as a reference.

just a bit more progress, i was looking through some of curtins designs and was inspired to do something weird with a helmet and this is the result. i actually quite like it and it means i only have to model the lower part of his face[:)]. its sitting at 2165 tris

[img]http://www.sumea.com.au/forum/attached/conundrum/200541943228_Wip-Rende…]

Submitted by RasTuS on Wed, 20/04/05 - 6:26 AM Permalink

getting better but u need to make the lower legs fatter like cammo pants or somthign just looks strange like that

Submitted by conundrum on Wed, 20/04/05 - 7:20 AM Permalink

thanks, the reason ive left the thin legs (and the rest of the body) is because i'm going for a skin tight body suit beneath the armour, ala snake from mgs. although i may add a bit more muscular definition to the sillouhette because it does look a bit odd.

Submitted by curtin on Wed, 20/04/05 - 8:15 AM Permalink

I really like the braces like detail on the torso.

Love the helmet. Looking forward to seeing this model continue to completion.

c.

Submitted by Wizenedoldman on Fri, 22/04/05 - 6:17 AM Permalink

He's cool, I like him, wouldn't really associate him with a 'future' theme though, in fact I'm not too sure what sort of genre/theme he fits into, guess that's what makes him cool. I think the most pressing question is, which part of him will glow?

Submitted by Malus on Fri, 22/04/05 - 10:46 AM Permalink

The brief says:
3500 polygon (tris)....

You have 1029 tris left, why wouldn't you use them?

You'd need a hell of alot of accessories to warrant that amount of tris left solely for them.

Submitted by conundrum on Fri, 22/04/05 - 11:59 AM Permalink

thanks for the replies

wizend: i guess it'll be up to the texture to make him a bit more futuristic unless i can come come up with some decent fodder for my polycount. his helmet will definately have glowy bits

malus: yeah, you are right, i just need to work out what i'm going to use them for. probably developing the legs and torso a bit further with muscle definition and some more loops for deformation.

Submitted by palantir on Fri, 22/04/05 - 5:07 PM Permalink

One suggestion for some of the remaining poly?s is that you could make the large poly?s in front of his face transparent (like a visor), and model the head underneath in detail. You defiantly should try and use all the poly?s available though.

Submitted by Bunny on Sat, 23/04/05 - 1:59 AM Permalink

Maybe it's just the angle of the shot but it looks like the proportions are a little off. His arms are a little short and the head (under the helmet) is a bit big. Otherwise I like it. I'm curious to see what you're doing with the texture.

Submitted by conundrum on Sat, 23/04/05 - 11:48 AM Permalink

thanks for the replies.
palantir: thanks for the suggestion, but i think i'll keep his head hidden because i like the hooded look

bunny: i've altered the proportions so they should be better now, thanks for the tip

this is my latest progress, i pretty much just added junk and put some armour around the the thighs because i was beginning to dislike the skinniness (and what was mentioned above). its at 2992 tris so ive still got 500, ill probably use them to smooth some stuff out.

(edit) after looking at it i'll definately need to fleshout the upper thigh region, especially at the back.
[img]http://www.sumea.com.au/forum/attached/conundrum/200542211484_5Comp7.jp…]

Submitted by FireFlight on Sun, 24/04/05 - 6:50 AM Permalink

Looking pretty good there conundrum, be good to see it textured.

Submitted by curtin on Sun, 24/04/05 - 11:54 PM Permalink

very cool - the fin extrusions on the back work really well. Adds a sense of forward momentum to the character.

nice.

Submitted by conundrum on Mon, 25/04/05 - 9:16 AM Permalink

thanks for the replies,
after reading kezza's post and thinking about my model i came up with an idea. seeing as its a stealth, light character i thought that a good addition for speed would be a horizontal rocket pack, so its not for flying, just moving quickly along the ground. considering how i'd already designed him it fitted well. so i've mocked a pose and comped in some smoke (from kezza's weapon post). basically he crouches and the little vent in his back gives him thrust. he can control the steering flaps using the two joysticks i mounted to his jetpack.

[img]http://www.sumea.com.au/forum/attached/conundrum/200542491541_Burn.jpg[…]

Submitted by Kezza on Mon, 25/04/05 - 10:49 AM Permalink

That's really cool!
All you need to do for that kind of effect (and nearly any other kind of effect) is have an extra named bone at the centre of the vent that faces outward in the direction of the vent, and to know the radius of the vent in wordspace units.

Submitted by LiveWire on Wed, 27/04/05 - 4:28 AM Permalink

see! i said early on that a jetpack equiped character would be cool!

wouldn't want to get in his way though - that helmet looks nasty!

Curtin and Sumeacool concepts for Challenge #7

Curtin's sniper character

[img]http://www.sumea.com.au/forum/attached/curtin/2005322181639_front.jpg[/…]

[img]http://www.sumea.com.au/forum/attached/curtin/2005322181912_side.jpg[/i…]

[img]http://www.sumea.com.au/forum/attached/curtin/200532218201_back.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/curtin/2005322182024_frontcloak…]

[img]http://www.sumea.com.au/forum/attached/curtin/2005322182047_sidecloak.j…]

[img]http://www.sumea.com.au/forum/attached/curtin/2005322182130_backcloak.j…]

[img]http://www.sumea.com.au/forum/attached/curtin/20054442758_soldierfront0…]

[img]http://www.sumea.com.au/forum/attached/curtin/2005411233356_soldierback…]

[img]http://www.sumea.com.au/forum/attached/curtin/20054442821_soldierscale0…]

[img]http://www.sumea.com.au/forum/attached/curtin/2005330182049_demolitions…]

[img]http://www.sumea.com.au/forum/attached/curtin/200541293213_srifle01.jpg…]

SumeaCool

[img]http://www.spakfiller.com/projects/tempfolio/jpgs/sumea_02.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434155_medusa_fro…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434353_medusa_bac…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434423_medusa_sid…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054434757_minotaur_0…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054435054_triton_02…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213634_triton_fr…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213717_triton_fr…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213755_triton_ba…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213822_triton_ba…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213850_triton_si…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/200547213914_triton_si…]

[img]http://www.sumea.com.au/forum/attached/sumeacool/20054722055_tritonhead…]

Submitted by Gogitason on Fri, 22/04/05 - 10:12 AM Permalink

Could you please provide side, front & back reference pics for the Minotaur.

Thanks :)

Submitted by mashinboo on Wed, 08/06/05 - 3:58 PM Permalink

i was browsing through the internet and i saw your forums and the nice character sheets that it had. i wanted to practice on my modeling so i modeled the sniper character. i hope ppl like it and i want to comned the people involved in designing these characters they are really impressive. these are 2 screenshots of them i hope you folks enjoy them and please feel free to email me with any feedback. again this was only for leisure and practice training only. i only hope i dont offend anyone for my potential lack of knowledge.

Insert Image: [img]http://www.sumea.com.au/forum/attached/mashinboo/20056715512_donehighre…]

Insert Image: [img]http://www.sumea.com.au/forum/attached/mashinboo/200567155132_donelowre…]

Submitted by LiveWire on Wed, 08/06/05 - 7:48 PM Permalink

you shouldpost this the exhibiton section if you want feed back, more people are likly to see it there.

Sumea Modeller Challenge #7

Sumea modeller challenge #7 is going to happen on the 1st of April till the 1st of July.

Ok, here are the challenge details!!

Sumea Modeller Challenge #7

Competition Rules:

Open to Australians and New Zealanders only.

STARTING DATE: Friday, 1st of April, 2005.
CLOSING DATE: Sunday, 3rd of July, Midnight. 3 months Total!

THEME:
Futuristic Soldier for the Sumea Mod.

RULES AND GUIDELINES:
Model and texture one of these character classes of your choice:

1. Heavy (In essence the heavy is a big guy, in an even bigger suit of mechanical armor who dominates head on combat at medium to long range with excessive splash damage fire.)
2. Support (Medium Armour, construction/engineer class)
3. Covert (Light Armour, agile, tactics class)

CONCEPT AND STYLE:
Concepts are not required and will not be voted on. You can create you own concept idea, or you can choose from the concepts of Curtin and Sumeacool. These are great concepts and can be seen at this link: http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2838

If you do choose to come up with your own concept, keep in mind that creative and unique concepts which stand out from other attempts in the futuristic genre are highly regarded!! Must be original work!

We have made a thread for some inspiration for you at: http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2679

Colour scheme ? we?re hoping to get out of the red vs blue cliche. You can come up with your own unique colour scheme to further enhance the look of your model. Green and white? Red and black, with yellow poka dots? Whatever suits!

*Important note, we love glowy bits.

MODELLING REQUIREMENTS:
2 x 1024x1024 texture sheet for character
3500 polygon (tris) maximum for character (one single mesh)

Photosourcing allowed, no cannabalism of old models..
Alpha maps and Unreal Tournament 2004 shaders allowed. Please visit http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2814 for UT2k4 specific shader info...

FOR SUBMISSION:

1. 1024x512 pixel default software lit orthograpics (front, back, side, 3/4 view).
2. 1024x512 pixel untextured wireframe (front, back, side, 3/4 view)
3. 1024x512 uvw wire layout of character and head. (Combine the two texture sheets horizontally then resize them to make one 1024x512 pixel graphic.)
4. 1024x512 version of your texture flats of character/head. (Combine the two texture sheets horizontally then resize them to make one 1024x512 pixel graphic.)
5. 800x600 money shot which can be lit and posed (or unposed) how ever you feel fit. Preferably within UT2k4, with shaders, and holding a weapon. Please include your name and polycount of your model.

JUDGING CRITERIA:
Modelling work, texturing skills, and general aesthetics of the model.

Submitted by Sinister on Sun, 20/03/05 - 1:04 AM Permalink

It's great news that there will be another modeller challenge soon but if it's to start in a little over ten days (April 1st), shouldn't we have a theme already? From past experience, it's taken 2-4 weeks to decide a topic then another 2-4 weeks to decide on the specifications.

(I just hope I haven't missed a thread discussing all this already 'cos I'll look like a wank [:D])

Anyway, here are a few topics I could think of:-
-A female lead game character
-A photorealistic game character
-A sci-fi character or transport
-An RPG style town or building
???

Submitted by LiveWire on Sun, 20/03/05 - 2:54 AM Permalink

i'm affraid you have missed it, though it was in another section so it wouldnt have been hard to miss.

anyway Souri has posted here that the challenge will be themed around the sumea mod
[url]http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2740&whichpage=2[/url]

oh, and Souri - i'm about to post something on materials in UE which may have a bearing on the specifications for the characters and therefore the challenge. I'll pm you anyway once i've posted it.

Submitted by souri on Sun, 20/03/05 - 2:19 PM Permalink

The topic has already been decided, so there's not much to be discussed on that. Once the topic/guide is posted, we usually have a couple of days to iron things out or make any corrections, but it's all systems go! Sorry guys, no normal mapping this time. Maybe next time!

Anyway, I'm really excited about this challenge. It's a theme which is a favourite of mine and I can't wait to see what everyone comes up with, and also this will be the first time we'll be seeing challenge entries working in a game...

Submitted by souri on Wed, 30/03/05 - 1:42 AM Permalink

Just a reminder that I will be posting the topic up on either Thursday night or Friday at the latest!

Submitted by mcdrewski on Fri, 01/04/05 - 11:24 PM Permalink

OK, you just noticed the hard drive light start to flicker and the in-game music changed to be ominous and foreboding...

ie: save the game now, something big's about to happen :)

Submitted by souri on Sat, 02/04/05 - 1:01 AM Permalink

I have updated the thread with the challenge guidelines. As usual, we'll have a couple of days to iron out any problems. I'll be sending out the email notifications to all the sumea profile modellers tomorrow! (I have to be off somewhere soon o_O)

Submitted by LiveWire on Sat, 02/04/05 - 2:59 AM Permalink

wow totally not what i was exprecting in terms of polycount and texture limit - should be able to go nuts with this!

one thing i that i noticed:

2 x 1024x1024 texture sheet for character (one sheet for body, one sheet for head)
3500 polygon (tris) maximum for character (including head, which is a separate model)

are you planning on swapping heads or head/body textures out? is that what this means?

Submitted by xyz on Sat, 02/04/05 - 9:07 PM Permalink

I like the way all this community mod stuff is going.

This time I hope to finish my entry.

What is the prize for the winner?

When do we start posting entry threads?

I like the format that cgnetworks uses for comps (space opera).
Each entry has to submit a series of wip images, from
draft to final entry. They also have to post a certain
amount of feedback in other peoples threads, to get a community
score.

Just an idea, I know sumea isn't quite the size of cgnetworks but
thats not to say it will not be in the future.

Submitted by souri on Sun, 03/04/05 - 2:50 AM Permalink

No prizes have been organized yet. I'm hoping to gather something, but no promises with these things. You can pretty much reserve your thread now if you like. Just name it as "Sumea Challenge #7 - " , please!

Submitted by LiveWire on Sun, 03/04/05 - 4:11 AM Permalink

thought of something: you have said unreal shadders are allowed, but for shadders you need masks, etc. if for example i wanted aninated glowy bits then i would need an animated material and the body texture would need a mask. i might be a good idea to specify exactly what is allow for shadders in terms of masks (the alpha of each texture?) and extra textures and whether thay come out of the total texture size.

it's probably not a too good of an idea to go overboard on shadders anyway for preformace reasons, but just illuminating parts of the texture shouldnt cause much of a hit, if any.

Submitted by mikamika on Sun, 03/04/05 - 6:14 AM Permalink

so if someone was to use the provided concept art, more that one person possibly could do the same concept ?

Submitted by mcdrewski on Sun, 03/04/05 - 6:45 AM Permalink

sure, but then your texturing skills would really be tested! [:)]

Submitted by ninothe on Mon, 04/04/05 - 12:05 AM Permalink

wow the time given for this one is great. i think i'll have enough time to do this rather than that cgtalk challenge which asks for more in a shorter time frame!

cheers

Submitted by conundrum on Mon, 04/04/05 - 4:30 AM Permalink

so, if we finish one category (heavy/support/covert) are we able to submit a second different entry or are we only allowed one entry each.
also, i use lightwave and dont know if its possible or how difficult it is to get models with textures and rigged into unreal. does anyone know as i havnt tried before. any help would be appreciated

Submitted by codyalday on Wed, 06/04/05 - 10:33 PM Permalink

Will you have a better chance with doing two characters?

Submitted by LiveWire on Thu, 07/04/05 - 1:05 AM Permalink

i would doubt it. it's the quality of your work not the quantity.

Submitted by DarkAngel on Thu, 07/04/05 - 4:03 AM Permalink

hey there,

got a question to ask that someone has asked me to ask :P

just wanted to know if more than one person can work on the challenge for one character...

Eg. One person models and another person textures - with full credits for the tasks and its up to them to split the prize when one is organised

DarkAngel

Submitted by Wizenedoldman on Thu, 07/04/05 - 10:07 AM Permalink

I can't give you the official answer DarkAngel but I'd say it'd be a no. It's been asked in the past if this was possible, having one person do the concept and someone else the modelling and texturing, and it's always come back a negative.

Submitted by souri on Thu, 07/04/05 - 2:12 PM Permalink

Yeh, it's been asked in the past, and the reason why it's been denied is that it gives teams an unfair advantage over the other challengers going solo.

Submitted by codyalday on Fri, 08/04/05 - 9:14 AM Permalink

Can we add guns to the characters?

Submitted by palantir on Fri, 08/04/05 - 9:28 AM Permalink

I?d be surprised if the answer is no. [:)] The more content made for the mod the better, right?

I think the brief says the character in the final pimp render should be holding a gun.

Submitted by souri on Sat, 09/04/05 - 12:14 AM Permalink

Sure, that is fine.. I was actually going to add a gun to the requirements of the challenge, but I've left it out since that'll add more complexity to the challenge (another 1024x1024 texture sheet, shaders and whatnot etc).

Also about the head being a seperate model that was asked earlier - that's mainly because the heads in UT are seperate as well. Actually, I've noticed that your torse can be seperated from your legs when you die in UT2k4, so the brief will have to be changed a bit. Can someone look into the UT2k3/4 models to see if they are like that, please?

Submitted by FlyingMonk on Sat, 09/04/05 - 12:31 AM Permalink

Souri, UT2K4 models can be one continuous mesh. When you shoot of someones head, arm, leg or torso the engine just scales the verts associated with the bone to make them disapear.

Submitted by LiveWire on Sat, 09/04/05 - 9:36 AM Permalink

so if that was the reason for the comp stats, does that mean we can do it all as one mesh? and what about the head texture - can it contian other parts or just head elements? ok, so that might sound like a stupid question, but that's the way it's worded and i dont want to be caught out on a technicality is all.

Submitted by souri on Tue, 12/04/05 - 2:54 AM Permalink

Can you check and make certain it is one continous mesh, please? I thought the head was seperate, considering the way the UT2k4 model's heads move independantly of the chest and body, and also from mods like that one which increases your head size with every kill you make.

Submitted by UniqueSnowFlake on Tue, 12/04/05 - 3:04 AM Permalink

I'm pretty sure in the DVD tut for getting a character into UT2004 they have there character all as one mesh. Someone correct me if I'm wrong thanks.

Submitted by animal on Wed, 13/04/05 - 8:56 AM Permalink

The answer to the continous mesh question is that it doesn't matter. The heads don't have to be seperate, but they can if you want. I have made and seen unreal game character meshes that have parts seperated for easier deformation reasons. The head scaling is to do with scaling the verts to the head bone. The head texture is on a seperate texture from body because the body texture is used for team colours. The head texture doesn't change, just the body texture, as I understand it. And Flying monk has already explained how the parts get blown up works right, I think the pinched mesh it leaves looks crap, Soldier of Fortune had much cooler effect for that.

Submitted by MoonUnit on Wed, 13/04/05 - 9:50 PM Permalink

the character created in the UT2k4 DVD is all one object that is to say everything is attatched in the heirachy but there are actual parts of the geometry that are not welded to each other (shoulder and knee pads).

comp??

not an offical one but wondering if anyone would be up for a simple little challange

under 2k poly's and a 512 or smaller textuer

character

medivelil + realistic

no photosourceing
(at all includeing overlays)

anyone game??

Submitted by mcdrewski on Wed, 17/11/04 - 8:23 AM Permalink

You mean medieval (ie: middle ages) or medievil (ie: hackin' slashin skeletal warrior?)

Sounds kind of fun - if I get some time it might be worth learning gmax this way...

Submitted by souri on Sun, 21/11/04 - 3:43 AM Permalink

Should make this a part of the quick activities.. have a look in the quick activities section which caters for small things like this.

Sumea Modeller Challenge #6 Results!!!

[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2060"]Sumea Modeller Challenge #6 Details[/url]

[url="http://www.sumea.com.au/sumeachallenge/SumeaMC6.pdf"]Sumea Modeller Challenge #6 entries (PDF)[/url]

A MESSAGE FROM DISCREET:

Congratulations are in order for all the challengers of the Sumea Modeller Challenge #6. You have all accomplished a great level of work, and the standard of entries have been remarkable.

Discreet recognizes the growing talent in the local game development community and is happy to award the winner of the Sumea Modeller Challenge #6 with a copy of 3ds Max 7.

3D Studio Max 7 is the must-have 3D modeling, animation, and rendering solution for demanding artists, schools, and production environments. This landmark release of Discreet's award-winning software raises the bar once again, defining the new state of the art in 3D animation for game development, design visualization, feature film and television visual effects, and education.

It is, therefore, with great pleasure that I announce the recipient of the award to:

Challenger #27, DangerDave, for his model entry called "Shadow".

Congratulations and best wishes,
Peter Moxom
Animation Industry Mananger - Discreet Asia Pacific

THE JUDGES:

Judge #1: TORUS GAMES (comprised of several 3D guys at Torus)

Judge #2: ALISTER LOCKHART ? Tantalus

Judge #3: ROD GREEN - Senior Technical Artist, BioWare Corp
Good work again to everyone involved!
Due to the large number of entries I've given limited feedback - if anyone is genuinely upset by my comments or requires more feedback then give me an email and I'll be happy to help expand on my response.
Rod.

Judge #4: Jason Dalton - Senior Artist, The Creative Assembly

Judge #5: Dale Pugh ? Lead Artist, Sidhe Interactive

Judge #6: Steve Steve Middleton - Art Director, THQ Studio Australia
(for those who didn?t get a comment from Steve, he?s given you a general comment? )
Steve:
- Model for animation with increases in poly detail where creases and flexes are expected.
- Increase texture detail (use every pixel of the resolution you've got, it's precious..).
- Be cohesive. Sometimes fewer visual ideas are better and easier to 'sell' to the viewer.
- Present and pose your work well. Don't use darkness to cover details...

I hope it's useful and good luck to them all. All the work displayed a great amount of effort which is fantastic.

[img]http://www.sumea.com.au/sumeachallenge/SumeaMC6Results.gif[/img]

Challenger 1 ? PicPok : 11th
Alister Lockhart, Tantalus: Ranked 11th
A good model with some nice visceral touches.

Rod Green, Bioware Corp: Ranked 13th
Unique Design, texture could use a little more work - bit too plastic
looking?, UV layout is a little bit wasteful, modelling lacks definition.

Jason Dalton, Creative Assembly: Ranked 15th
Not sure if the blue and red really work well together on this one, kinda confused as to what the blue ropey bits are?

Challenger 2 ? PK : 17th
Alister Lockhart, Tantalus: Ranked 23rd
A good old-fashioned dark lord. Details get lost in the texturing, tidy up the mesh.

Rod Green, Bioware Corp: Ranked 22nd
Overall pretty sound, texture looks a bit washed out, face model/texture
needs some work, texture layout isn't very efficient.

Jason Dalton, Creative Assembly: Ranked 20th
The mesh is a little bit messy and once again, the textures are very murky and washed out.

Challenger 3 ? Moonunit : 22nd
Alister Lockhart, Tantalus: Ranked 20th
Good low-level game character- need to tidy up that mesh though.

Rod Green, Bioware Corp: Ranked 26th
Unique Design, model seems pretty sound - topography is a little messy, I
think the texture lets down the model - photo sourcing is a good start but
it needs a lot of work to be solid.

Jason Dalton, Creative Assembly: Ranked 22nd
His legs look rather week compared to his upper body, remember to try and balance out the character.

Challenger 4 ? DanMill : 12th
Alister Lockhart, Tantalus: Ranked 17th
Humourous touches work great.

Rod Green, Bioware Corp: Ranked 12th
Again great unique design, modelling is a little messy - more detail should
be given to the head, texture is good but could use more 'detailing', UV
layout is a bit wasteful.

Jason Dalton, Creative Assembly: Ranked 8th
The arm is cool, the rest is a little boring, could of maybe went into more details on the texture, added more sores and abrasions to spice it up a bit?

Steve Middleton, THQ Studio Australia: Ranked 4th
Another well presented render with a good choice of pose to demonstrate a tricky shaped character. I liked the ideas and severity of this guy. The model would need a little more adjusting and careful redistribution of the poly count to comfortable animate and the texturing, although good, could be made even better.

Challenger 5 ? RannyRoy : 23rd
Alister Lockhart, Tantalus: Ranked 24th
Good concept, more disciplined meshwork needed.

Rod Green, Bioware Corp: Ranked 20th
Looks good, model is a little boxy, texture layout seems a bit
disproportionate (real-estate given to wrong areas)

Jason Dalton, Creative Assembly: Ranked 24th
Bwhahahaha, made me and the other guys laugh with the render out the front of macca's :D Not too sure what you were going for here, what is the green stuff supposed to be?

Challenger 6 - Conor O'Kane : 9th
Alister Lockhart, Tantalus: Ranked 10th
An esoteric mix of genres, but a beautiful physique and an excellent mesh.

Rod Green, Bioware Corp: Ranked 6th
I'm quite impressed with this model, I like the design and the style, the texture could use a little more detailing (while still keeping the style), modelling is clean and the UV layout is clean. Good Work!

Jason Dalton, Creative Assembly: Ranked 9th
I like the wings and the scaly texture on the flesh, maybe could of made her a little more scary with some demon like cat eyes and maybe mess up her hair a bit, looks kinda neat at the moment.

Challenger 7 ? Bubsy : 27th
Alister Lockhart, Tantalus: Ranked 27th
Ill-conceived. You won?t get work with this one in your folio. Keep trying.

Rod Green, Bioware Corp: Ranked 25th
Looks good, needs more attention to detail in the texture and model, way too much detail in that little head.

Jason Dalton, Creative Assembly: Ranked 27th
Again, poly distribution, why does the little head have so many.

Challenger 8 ? Conundrum : 14th
Alister Lockhart, Tantalus: Ranked 21th
Great concept, execution lacks finesse.

Rod Green, Bioware Corp: Ranked 15th
Love the design, the texture looks a little muddy, modelling could do with some cleanup.

Jason Dalton, Creative Assembly: Ranked 7th
Mesh is really nice, I like the idea behind this one alot. Once again, i think it's the texturing that let this one down, too murky and rough. Textures should enhance the look of the model, not detract from it.

Challenger 9 ? GoodGod : 2nd

Torus Games: Ranked 2nd
-excellent uv layout.
-quality texture work.
-Model quite detailed, but the spikes being a separate model placed on the arms surface not ideal for game modelling.
-Concept of model good but seen similar concepts and designs before.

Alister Lockhart, Tantalus: Ranked 4th
Beautiful textures, a great game character- very professional.

Rod Green, Bioware Corp: Ranked 1st
Great stuff! The design is really cool, others tried a similar design but this one pulls it off. The model, texture and layout is really clean and sharp, I could really see this guy in a game! Only criticism is that maybe the face could get more texture space at the sacrifice for the hair. Other then that this is a top notch model!

Jason Dalton, Creative Assembly: Ranked 1st
Outstanding stuff, the lumpy stuff on the arms really is quite repulsive, mission accomplished!

Dale Pugh, Sidhe Interactive: Ranked 2nd
- cool design, fits brief.
- clean topology, reasonably well distributed.
- the same problem here with using far too much geometry to describe the shapes, ie: the tentacles, toes/feet, fingers/hands.
- hair looks great!
- once again, the uv's could be packed much tighter (especially the
clothing uv's), the more of the uv space that is used the more efficient the model will be.
- the uv layout for the hair could've been much more efficient, only one chunk of hair needed to be painted... given each piece looks the same.
- there appears to be a large gold button on the clothing map, if this
is the button shown on the shirt then this is far too large.

Good work.

Steve Middleton, THQ Studio Australia: Ranked 1st
A well presented render with a great sense of realness and proportion that could easily be imagined within a horror-genre game. Excellent textures and uv mapping. With only slight concerns regarding the 'flexible' joint areas that would be necessary for real-time use, this is my number 1.

Challenger 10 ? UniqueSnowFlake : 3rd

Alister Lockhart, Tantalus: Ranked 3rd
I?m a sucker for an evil clown. Great stuff.

Rod Green, Bioware Corp: Ranked 3rd
Again Great stuff! This one has a great design and modelling, texturing
could do with more detailing and maybe a bit cleaner UV layout.

Jason Dalton, Creative Assembly: Ranked 6th
Great idea, but i think where this one falls short is the character looks a little stiff.

Steve Middleton, THQ Studio Australia: Ranked 4th
Cool ideas, fun and inventive. Well executed and posed, perhaps lacking in the correct polys needed to adequately animate, but is still a good design for a surreal horror game.

Challenger 11 ? Gabester : 19th
Alister Lockhart, Tantalus: Ranked 16th
Good concept- cuddly but scary. Tidy up the meshes.

Rod Green, Bioware Corp: Ranked 23rd
Novel concept, modelling and texturing could do with some work (a little
shapeless).

Jason Dalton, Creative Assembly: Ranked 25th
Mutant toxic panda? Again the textures are too wishy washy....

Challenger 12 ? Airblaster : 6th

Alister Lockhart, Tantalus: Ranked 2nd
Sick, sick, sick. An extra point for you.

Rod Green, Bioware Corp: Ranked 8th
Cool design - very spooky, texture looks a little washed out and UV layout
could be cleaned up a bit.

Jason Dalton, Creative Assembly: Ranked 11th
Pretty freaky little character, cool idea.... the textures are a little washed out tho, let's try and keep those colour a bit richer.

Challenger 13 ? Fullmoon - equal 25th
Alister Lockhart, Tantalus: Ranked 22nd
A tidy model, but may only be scary to very young children.

Rod Green, Bioware Corp: Ranked 24th
Looks good, needs more work on the model, texture and UV layout.

Jason Dalton, Creative Assembly: Ranked 21st
It's green! Some more variation and detail would have helped. Should have looked at reference of real world scaley beasts to get some ideas.

Challenger 14 ? Lucas : 20th
Alister Lockhart, Tantalus: Ranked 26th
Unconvincing physique and way, way more poly-heavy than it needs.

Rod Green, Bioware Corp: Ranked 17th
Good design, the texture and UV layout could deal with some work, model
seems sound.

Jason Dalton, Creative Assembly: Ranked 23rd
Keep practising those textures!

Challenger 15 ? IronhideNT : 8th
Alister Lockhart, Tantalus: Ranked 6th
High scores on all counts- nice work.

Rod Green, Bioware Corp: Ranked 9th
I really like this one, even though it's a bit simplistic what was
attempted was done well. Texture layout needs to be optimised a lot. Good work try to be a little more adventurous.

Jason Dalton, Creative Assembly: Ranked 14th
Nice for what it is, textures turned out a little murky tho.

Steve Middleton, THQ Studio Australia: Ranked 7th
A wacky evil fish! Perfectly captures a menacing feel and you wouldn't be surprised to come across it in the right game. What texture there is is great.

Challenger 16 ? Mikamika : 24th
Alister Lockhart, Tantalus: Ranked 15th
Twisted and hilarious. Get some help.

Rod Green, Bioware Corp: Ranked 27th
I'm not a huge fan of the design of this one, needs more work on the model, texture and UV layout.

Jason Dalton, Creative Assembly: Ranked 13th
One word....."weird"..... :p Unique and cool idea tho.... :D

Challenger 17 ? Shath : 15th
Alister Lockhart, Tantalus: Ranked 13th
Good physique- a reasonably tidy mesh.

Rod Green, Bioware Corp: Ranked 19th
Nice design, I think the texture lets this one down - more detail needed.

Jason Dalton, Creative Assembly: Ranked 10th
Cool idea, probably would have turned out better had the artist studied more on the anatomy aspect of things for this creature, especially around the head area and muscle structure.

Challenger 18 ? Delmo : 4th
Torus Games: Ranked 3rd
- good model very detailed like the organic and non symmetrical feel
- some geometry not welded into mesh but rather placed through the main meshes surface, this is not ideal for game modelling. Some of this detail could of been left off or done via texture.
-the texture is generally good but has a slight hand drawn look, think there is room for bit more definition and detail in the map.
-unwrap hard to make out what's going on and very complicated but would of been very hard model and quite an effort to unwrap.

Alister Lockhart, Tantalus: Ranked 6th
A true nightmare- for animators. Scary- but cull the wiggly bits.

Rod Green, Bioware Corp: Ranked 4th
Again great design, I can tell a lot of love went into this, texture and model are good, UV layout seems pretty efficient, model could be a little cleaner/shapely in places.

Jason Dalton, Creative Assembly: Ranked 3rd
Nice solid mesh and cool looking character, the texture is a little "busy" and detracts detail away from the mesh, when it should actually be adding to it.

Dale Pugh, Sidhe Interactive: Ranked 3rd
- very appropriate design, nice, dark and scary.
- overall shape very nice if not a little too jumbled/cluttered
- topology pretty tight overall, maybe a little too dense in the
characters face, the texture would've taken care of a lot of that. The
mouth interior appears to be really geo heavy (maybe it's just too dark
to see)
- uv layout is very tight, nicely packed. They to do appear to be very
cluttered though, if this model were to be passed onto a texture artist, I think they'd have a tough time figuring out what's what :)
- texturing is nice and morbid, good colour use. Suits brief well.

Steve Middleton, THQ Studio Australia: Ranked 5th
A complex and impressive character with a number of ideas floating around.

Challenger 19 - Me109 - 5th
Torus Games: Ranked 4th
-favourite concept as it to me looks original and stood out from the majority of other models submitted.
-texture lets this down as it looks hand painted, with more defined and realistic looking textures this could've been my number one pick.
-simple straight forward model with a good set of uvs.
- mirroring seen down the centre is of concern as it's noticeable on the textured model, I think could of been minimized it a little.

Alister Lockhart, Tantalus: Ranked 5th
An excellent game character, great physique.

Rod Green, Bioware Corp: Ranked 7th
Nice design, texture could do with more work, model is nice and clean, UV layout could be cleaner.

Jason Dalton, Creative Assembly: Ranked 4th
Good stuff but could have been alot better, the texture really let this one down. Try and stay away from black and maybe tighten up the texture alot more with finer details. From looking at the texture page it looks like it's at the point where you've roughed in the details and should then go in and finish it up.

Steve Middleton, THQ Studio Australia: Ranked 6th
A cool, believable and fitting model let down by a lack of pixel detail in the texture map.

Challenger 20 ? Tojo : 7th
Torus Games: Ranked 5th
-again another hard one to unwrap maybe could of kept the uvs in larger sections a bit more.
-good concept but reminded me of other characters and designs I have seen else where.
-very nice texture work however visible texture seams on arm and main body detract from the overall model.
-the model has some nice detail but could run into some problems when it comes to animation. (slug tail has been unwrapped and textured while modelled into pose, should of been modelled and textured straight).

Alister Lockhart, Tantalus: Ranked 12th
A scary character- especially for those that might have to rig it..

Rod Green, Bioware Corp: Ranked 5th
I like this design, the model is nice, the texture could do with a little more work and the layout is a little sparse.

Jason Dalton, Creative Assembly: Ranked 5th
Good idea and well exectuted, maybe a little too much on the texture overlays but get's the job done.

Steve Middleton, THQ Studio Australia: Ranked 9th
Good model, odd, scary and memorable. Interesting colouring but it'd be nice to see a little more definition of uv mapping and texturing.

Challenger 21 ? Thardswrothe : 13th
Alister Lockhart, Tantalus: Ranked 7th
Great concept- an original nightmare.

Rod Green, Bioware Corp: Ranked 10th
Even though I'm not a fan of the design, I think what you've done you've done well, the texture and model could do with a little more work.

Jason Dalton, Creative Assembly: Ranked 16th
Good idea, relatively good mesh, but like many of the others the textures let this one down, too washed out and murky.... Not sure if this is because u guys are using too much dodge n burn? If it is, try and get ur colours in first, paint in the basics and refine them, only use dodge n burn in the final stages of adding in detail, that way things won't get out of hand and turn out washed out.

Challenger 22 - Golden Chocobo : 18th
Alister Lockhart, Tantalus: Ranked 19th
A good mesh, textures need work, a good concept overall

Rod Green, Bioware Corp: Ranked 18th
Looks good, model is sound but could be more shapely, texture needs detail, UV layout is good.

Jason Dalton, Creative Assembly: Ranked 17th
Need to hide those texture seams, i can see where u were going with this.... having the woman attached to his chest is cool but u need to make them flow together alot better. Looks like she's just stuck on with glue, maybe some more grotesque detail here, also keep in mind the lighting when painting the textures for both these characters, they have to look lit from the same environment. What i mean is, look at the womans flesh tones, they are really bright and rich where as the monster's are really dull and have a lower saturation.

Challenger 23 ? PauliG : 16th
Alister Lockhart, Tantalus: Ranked 8th
Good model, a solid occult genre shocker.

Rod Green, Bioware Corp: Ranked 11th
Nice concept, more work needed overall though, UV a bit wasteful.

Jason Dalton, Creative Assembly: Ranked 18th
Probably would have been better had the "guts" been a real mix of organs rather than just loose bits of intestine.

Challenger 24 - Wizened Old Man : 21st
Alister Lockhart, Tantalus: Ranked 18th
An odd mish-mash of concepts, but a good model.

Rod Green, Bioware Corp: Ranked 14th
Nice design, 'end' bits integration could use a little more work, texture needs more work.

Jason Dalton, Creative Assembly: Ranked 19th
I have no idea what those things are he's holding in his hands. Flesh tones could be more varied to look alot more realistic.

Challenger 25 ? Idaho : 10th
Alister Lockhart, Tantalus: Ranked 1st
A great-looking model, but with some potential animation issues.

Rod Green, Bioware Corp: Ranked 16th
Good design, overall the model needs work though. UVs are a little 'square'.

Jason Dalton, Creative Assembly: Ranked 12th
Nice mesh and cool character design, i think the only thing that let this down from being right up there was the texturing. The artist really needed to keep going with this one. Keep adding details and tightening up the texture and it would have been really good. One other thing to note on this one is texture space, notice how the feet have such a large space on the texture sheet as opposed to the head? You need to prioritise what's most important detail wise when laying out your uv mapping.

Steve Middleton, THQ Studio Australia: Ranked 8th
A funky model demonstrating a neat idea. A bit more detail could go into the texturing.

Challenger 26 ? Whitetip : 26th
Alister Lockhart, Tantalus: Ranked 25th
Not a bad game character, but the mesh is a mess. Back to the tutorials.

Rod Green, Bioware Corp: Ranked 21st
Average design, model/texture/UVs need work.

Jason Dalton, Creative Assembly: Ranked 26th
Poly distribution people! Way too many poly's in the face....

Challenger 27 ? DangerDave : 1st!!

Torus Games: Ranked 1st
-nice model with good rez and distribution of polygons from what I can make out hard to see with the model triangulated (however small concern could of put a few more in the tail for better deformation when animating).
-Clean and simple uv layout for a relatively difficult model to unwrap.
-liked the concept which to me was original. The eyes on body and arms however could of been left off or made into spikes. As for me they made the character not as scary and have less impact due to it being more unbelievable and cartoon like.
-texture was effective and clean with a nice amount of detail.

Alister Lockhart, Tantalus: Ranked 1st
Awesome- a truly professional piece of work.

Rod Green, Bioware Corp: Ranked 2nd
Again this model is fantastic, I think you have a real chance of winning and there was little separating you from entry #9. Good Work!

Jason Dalton, Creative Assembly: Ranked 2nd
Really cool design and execution, could have done better had it been a little less cartoony.

Dale Pugh, Sidhe Interactive: Ranked 1st
- nice topology, even triangulation.
- The artist could've used a lot less poly's to describe the shapes he has created even without losing the look.
- good design/concept, maybe a little too cartoony
- maps are a little too bright and saturated, dulling them down would make the creature a lot 'scarier'
- UV mapping very tidy, although given the resolution, the artist could've made the packing a little tighter
-the final image states that a bump map was used but there is no evidence of this map.
Overall I think this is the most solid entry. The artist shows a lot of potential.

Steve Middleton, THQ Studio Australia: Ranked 2nd
A great monster that is perhaps better than the sum of its parts... The modelling is solid but could do with additional work on the muscle shapes around the legs and arms. The texture work is stylised somewhat, but lovingly detailed and when it all comes together, this artist presents a great visual piece that is easy to envision prowling the confines of the genre.

Submitted by souri on Wed, 10/11/04 - 11:55 PM Permalink

Just a note, I'll be doing those sumea award graphics for 1st, 2nd, and third place getters as well. Oh, and you get a Sumea T-shirt as well. I'm not sure if I mentioned that before. [;)]

Submitted by MoonUnit on Thu, 11/11/04 - 12:20 AM Permalink

congrats to all (with big congrats to DD course :D )
yay! i didnt come last! :P ;)

Submitted by dangerdave on Thu, 11/11/04 - 12:50 AM Permalink

[:0]OMG......... and i mean [:0]OMG...[?]

First off this is a big shock for me...[xx(]

I just want give a BIG THANKS to SOURI(Sumea),DISCREET and HYPERFOCAL DESIGN for giving away such great prizes and organizing this cool challenge.

And of course THANK YOU to the judges for giving me an insight and most importantly the critism i needed. :

**TORUS GAMES(3D artists at Torus)
**ALISTER LOCKHART ? Tantalus
**ROD GREEN - Senior Technical Artist, BioWare Corp
**Jason Dalton - Senior Artist, The Creative Assembly
**Dale Pugh ? Lead Artist, Sidhe Interactive
**Steve Middleton - Art Director, THQ Studio Australia

Also want to thank the forum members of sumea who have helped me along during the challenge.

Cheers.... DD [:D]

Submitted by UniqueSnowFlake on Thu, 11/11/04 - 4:01 AM Permalink

What DD said :)
And congrads to DD as well.. [8D]

Do I get a T-shirt as well Souri?? [:D]

Submitted by LiveWire on Thu, 11/11/04 - 4:23 AM Permalink

conrats everyone. a lot of great work. i'm looking for the next challenge next year, lets hope we have another great prise so we can see a lot of entries again (cos that's seems to be what brought everyone out, which is a pitty cos i would like to see this many quality entries all the time).

anyway, congrats everyone, specially DD, for obvious reasons (duh)

Submitted by conundrum on Thu, 11/11/04 - 4:25 AM Permalink

congratulations to everyone especially dangerdave, googgod and uniquesnowflake all of you really deserved it.

Submitted by Goldenchocobo on Thu, 11/11/04 - 6:23 AM Permalink

Congratulations to the winners, DangerDave, Goodgod and UniqueSnowflake. Your entries were rock solid.

As for coming 2nd in the last comp and 18th in this one was a bit of a kick in the balls, but i'll live I think. Sigh.........:(

Submitted by Kalescent on Thu, 11/11/04 - 11:44 AM Permalink

DangerDave well done champ [:D] and to Goodgod and USF also well done guys - youll have to share dave's confetti though im fresh out! [:P]

GoldenChocobo : LOL! its got to suck - never mind - Bring on the next challenge!

Submitted by souri on Thu, 11/11/04 - 7:48 PM Permalink

Well done guys, and well done to DangerDave! As you can see with the ranking table, DangerDave and GoodGod got nearly all of the 1st and 2nd place choices from all the judges, so it was a really tight one. And goddam, you get 3D Studio Max 7. How awesome is that!!!! [:D] There was a great level of work in this challenge - it says a lot when GoldenChocobo's entry receives some nice comments from the judges and gets 18th place! A LOT of the entries were really good quality stuff, and I had thought that a lot of others were in contention of winning also (like Tojo's etc).

I have to mention that Discreet have been extremely supportive in all of this - it was actually Discreet that proposed a prize to the winner, I didn't have to twist any arms at all. I've noticed that, out of all the major 3d software companies around, Discreet seem to be the most supportive out of the lot, and go out of their way to help and sponsor such things like the Sumea Challenge.

A huge thanks to the judges as well - especially those that wrote out comments for each and every challenger's entry. Hey, you try and write 27 insightful comments and see how long it takes you [:)]. I consider the judges participation a highly invaluable and important part of the Sumea Challenges. These guys are busy people, so I'm very thankful that they helped out!!!.

Submitted by Danmill on Thu, 11/11/04 - 9:46 PM Permalink

Er ... Guys. What's going on with the Dale Pugh judging. From what I can see it would appear that he didn't mark all the entries ("Only ranked 20"). So the unmarked entries get a score of 4! This is very unfair, because it means that some people (my self included) do not get an oppurtunity to score more than 4 from that judge. The only fair way to resolve this situation is to remove all Dale Pughs judging from the competition totals. I've thought about it and you can't give people the equal lowest score because their work was not marked! If my perseption of the situation is correct the Dale Pugh score must all be pronounced void and the totals recalculated or Dale must remark the WHOLE lot again so he can compare ALL the work submitted. (you can't just ask him to remark the ones he missed as this is still unfair.) Dales judging must be removed.

People worked hard on this competition and the prize is worth a lot of money......

Submitted by Delmo on Thu, 11/11/04 - 10:39 PM Permalink

I'd like to say thanks to souri for organizing the comp and the judges for there time for judging. Congrats to DangerDave and GoodGod for there outstanding entries.

Danmill: Dont take the judging too seriously. Your entry beat mine for one of the judges. There were some bad judging but a hell of a lot of good ones and some nice crits too that we can learn from. I think it all balances out in the end.

Submitted by Danmill on Thu, 11/11/04 - 10:47 PM Permalink

Yeah your right Delmo. I don't ... well yes...

Congratulations to the winners as their work was of a very high standard.

Submitted by souri on Thu, 11/11/04 - 11:02 PM Permalink

Sorry, I should have mentioned it earlier.. Unfortunately, Dale only gave his top 20 challengers a rank, which means I had to give the other 7 challengers an equal slice of the remaining points. That's where the 4 came from.

I'll ask Dale to rank the rest, but I don't think we'd see any changes in the order of the top 2 challengers.

Submitted by Danmill on Thu, 11/11/04 - 11:19 PM Permalink

Ok Souri. I don't think that's needed. I was under the impression he didn't even look at those extra entries. So giving 4 sounds fair. Sorry If I got the wrong end of the stick there. Bit of a storm in a tea cup really I suppose. I'm happy with that clarification. Cheers. Dan.[:)]

Submitted by souri on Thu, 11/11/04 - 11:24 PM Permalink

Oh, he did look at all the entries, he just stopped at rank 20. I do think it would be best if he ranked the rest to make it more rounded. I've just send him an email, and I'll let you know of the updated rankings when it's sorted out.

Submitted by Malus on Fri, 12/11/04 - 12:17 AM Permalink

Congrats to those who entered and especially those who placed in the top end.

And a big congrats to Dangerdave for the win, I would have voted for you too man, great technically and although the texture was a tad clean and stylised, it really showed you've got the abilty and patience to get alot better.

I'm also glad to see the judges voted for your work mainly on the technical aspects, alot of the others seemed to get kudos based on style and although its important, as a modeller your role would be to keep it in spec, the style is given to you too follow by the designers and this is a modelling comp after all not a design comp. [:)]

Congratualtions to everyone again and thanks alot to the judges and Discreet.

Enjoy Max 7 Dave.

Submitted by tojo on Fri, 12/11/04 - 1:46 AM Permalink

congrads dangerdave ...... good work!!
interesting reading all the judging.... seeing where they agree and dissagree
some really good feedback
really cool to have our work assesed by some industry people...
.. and congrads to souri and all that finished.... awsome contest

Submitted by Aven on Fri, 12/11/04 - 2:30 AM Permalink

Well done Dave and everyone else. There were some really awesome entries and I feel sorry for the judges. Having to place them all :)

Submitted by Wizenedoldman on Fri, 12/11/04 - 5:45 AM Permalink

First off congrats to all entrants, job well done. Now I feel like a whinge/rant...

I'm just not sure how I placed 22nd in this comp, I know my texturing skills are poor but is my entry really that bad? I feel disillusioned from this and wonder if this is a fair placement. I honestly felt that my entry was average (I could tell it wasn't a chance at top 10), and so was expecting a placement around the 15 mark so this just feels like a big kick in the pants for me.

Ok, end rant, I guess I should take this as a wake up call to work on my weaknesses and try, try again. :|

Submitted by souri on Fri, 12/11/04 - 7:19 AM Permalink

I've adjusted the rankings with the results from Dale. A few positions changed here and there, but they mostly remained the same...

Submitted by Danmill on Fri, 12/11/04 - 8:00 PM Permalink

Cheers Souri and thanks for going to the trouble of getting those extra placings. Thanks for your hard work in organizing the comp.

For the next comp I think I left $100 on your dining room table ... ... or did I??????[;)]

Submitted by dangerdave on Fri, 12/11/04 - 8:02 PM Permalink

Thank you all [:D]

I just like to congrats GoodGod and all the other entrants. I rekon goodgods model all the way through to texturing is really professional standards, it truly suited the topic of the challenge. Once again totally great stuff. It was great seeing all of the artists work unfold right to the finish.

Malus: Thank you very much [:D]. Im glad that the judges and yourself also recognised the technical specs of the challenge. I know my texture is very clean and very stylised i should have gone for a more natural look... but lots more practice i guess [:)]. I also totally agreed with the judges about the model being cartoony as well.

Thankxxxx DD[:I]

Submitted by Crystalmesh on Sat, 13/11/04 - 2:47 AM Permalink

Yeah congrats to all the contestants..... oh "GoodGod" m8, contact me if u don't have a job yet....

Cheers m8
JD.

Submitted by IronhideNT on Sat, 13/11/04 - 6:42 AM Permalink

Yeah congratulations DangerDave, GoodGod, Unique snow flake and all the other entrants. There were a lot of superb entries and I'm sure it was hard to pick a winner.

And thanks to the judges for your critiques, and of course Souri!

Submitted by goodgod on Sat, 13/11/04 - 7:18 AM Permalink

Congratulations DangerDave, UniqueSnowFlake and everyone else who entered the challenge. A big thanks to: Souri for organising the challenge; all the judges for taking the time to judge; and, of course, Discreet and Hyperfocul Designs for sponsoring the comp. It was extremely fun to be part of, and a great learning experience.

Thanks for the compliments DangerDave, really great to hear that from you. Enjoy your 3ds 7 ;)

Crystalmesh, I?ll be in touch. [:)]

Submitted by tbag on Sat, 13/11/04 - 8:11 PM Permalink

Congrats to everyone, especially DangerDave, thats a mighty fine monster thing [:)].

Submitted by inglis on Sat, 13/11/04 - 9:18 PM Permalink

yeah good work all. its great to see the amount of entries increase the amount it has since the start of these challenges.
congrats to you all.

Submitted by Pauli G on Sat, 13/11/04 - 10:37 PM Permalink

Congratulations to DangerDave and GoodGod. When I saw your work, I knew you both would be tough competition. Truly a deserving win for both of you.
I also wanted to give thanks to all judges, Discreet and Sumea for giving us a chance to compete.

I'm going to go practice for the next comp! [:D]

Submitted by souri on Sat, 13/11/04 - 11:40 PM Permalink

It was suggested for the modeller #6 challenge, but it'll be worth looking into normal mapping for the next challenge.

Sumea Challenge #6 -3D- Gabester - Challenger #11

And here is the final character. If I knew how to display the images instead of having to click on a link to view them, I'd definitely.. get that going :)

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/200491962148_Gabester6…"]Gabester6.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/gabester/200491962148_Gabester6…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/200491962247_Gabester7…"]Gabester7.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/gabester/200491962247_Gabester7…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/200491962333_Gabester8…"]Gabester8.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/gabester/200491962333_Gabester8…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/200491961739_Gabester5…"]Gabester5.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/gabester/200491961739_Gabester5…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/20049196636_Gabester2.j…"]Gabester2.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/gabester/20049196636_Gabester2.j…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/20049196724_Gabester4.j…"]Gabester4.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/gabester/20049196724_Gabester4.j…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/gabester/2004919655_Gabester1.jpg"]Gabester1.jpg[/url]
123.75 KB
[img]http://www.sumea.com.au/forum/attached/gabester/2004919655_Gabester1.jp…]

PhotoSourcing from www.corbis.com (only references for Panda) and google image search for Intestine reference.
The textures were divided into 5 seperate pieces. A 512by512 using an alpha transparent texture, and 4 times 256 by 256 for the tongue, bones, rocket, and intestines inside the character. An alpha for the intestines were also used.

Submitted by souri on Mon, 20/09/04 - 7:40 AM Permalink

Congrats, you're challenger #11!

Submitted by rannyroy on Wed, 22/09/04 - 5:13 PM Permalink

He definatly needs a name.
Good one.

Submitted by Jackablade on Thu, 23/09/04 - 5:01 AM Permalink

Hehe, not bad for an animator. The missile is a particularly nice touch.

Nice work Gabe.