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Sumea Modeller Challenge

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

Sumea Modeller Challenge #6 - Shath - Challenger17

going for the resident evil 2 theme.Where unbrella motifies the T-Virus and ads animal DNA to the virus and the emlpoyee who was working on it had been working late and was alone, He droped one of the test tubes with the virus in it and there was no escape from turning IN TO A ZOMBIE!!! :P
[img]http://www.sumea.com.au/forum/attached/shath/2004730111917_sumea-horrer…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/shath/2004730111917_sumea-horrer…"]sumea-horrer-concept.jpg[/url]
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Submitted by MoonUnit on Sat, 31/07/04 - 8:22 PM Permalink

ooOOOooo lookin cool, bit a wolfman bit a zombie :D

Submitted by Kalescent on Sat, 31/07/04 - 11:06 PM Permalink

I would either balance the guy out by giving the opposite arm the virus - or hunch him over on one side. At the moment only half of his body is hulking - so have him bent over to reflect the new found weight.

Submitted by shath on Sun, 01/08/04 - 10:28 PM Permalink

yeah i was thinking about losing the wolf leg completly and when i model him he will hunch to one side

Submitted by conundrum on Sun, 01/08/04 - 10:52 PM Permalink

a superb concept, no crits other than whats already been said, cant wait to see it modelled.

Submitted by Thardswrothe on Mon, 02/08/04 - 11:06 PM Permalink

Finally added something boy?! Heh, nice concept ;)

Submitted by Delmo on Tue, 03/08/04 - 7:40 PM Permalink

Cool Concept Shath. I especially like his left arm and torso area.

Submitted by MoonUnit on Tue, 17/08/04 - 1:29 AM Permalink

personally i quite like the wolf foot so id put that in if you could, also he is a lot more hunched and bulky in your concept. Hes looking good tho, keep it coming :D

Submitted by MoonUnit on Thu, 02/09/04 - 6:29 PM Permalink

great work, he looks 10 times better now further in development. Good polly distribution and acurate surfaces (ie the cloth folds and muscles look great) aswell.

Submitted by Aven on Thu, 02/09/04 - 7:25 PM Permalink

He looks really cool. His left pec looks a little pointy near the shoulder. It looks like he has a nipple right next to the crease :)

Submitted by Thardswrothe on Thu, 02/09/04 - 8:36 PM Permalink

Cool shath. Looking heaps better then last time I saw it - good to see you've added more detail to those claws. You could add some more detail to his clothes - ripples, etc. But yes, going good - keep up the good work buddeh!

Submitted by Delmo on Fri, 03/09/04 - 8:46 AM Permalink

Nice modeling. Only crit is i think mabye his knee should be moved higher up. Other than that looks great. Keep it up shath.

Submitted by Kalescent on Fri, 03/09/04 - 12:56 PM Permalink

Nice work so far shath, id beef up just a tad the entire lower half of his body from his wasit down. but thats just a personal preferrence.

Well done on the mesh its nice and clean.

One comment with working with a posed mesh, you make the unwrap a world harder and takes a heap longer when working with such a posed thing, especially his right hand [;)]

Submitted by shath on Fri, 03/09/04 - 7:51 PM Permalink

its animated so i just take it back to frame 0
no problems there,
thanks for the comments

Submitted by UniqueSnowFlake on Fri, 03/09/04 - 9:17 PM Permalink

Yeah its realy not a big deal posing your mesh. I got the same comment from a guy when I showed him my mesh. I was like.. umm.. I just animated it, see back to normal and all good to unwrap, anywhoo. Cool stuff [:D] Still going to throw that third eye on the left side of his head?
(his left)

Submitted by shath on Fri, 03/09/04 - 9:58 PM Permalink

nah no time have to do the texture

Submitted by rannyroy on Sat, 04/09/04 - 1:35 AM Permalink

Great model. Please dont think I have a foot fettish but I dig your toes.
come on shath, your almost there!! get your finger out and slap some pixels on.

Submitted by Wizenedoldman on Sat, 04/09/04 - 2:08 AM Permalink

Shath, one thing I'd fix up is the creatures left sided pec, it looks too squared off for my liking, just round it out a bit.

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

Shath : RE the animated model good job at looking ahead, youd be surprised at the number of people who dont go about things that way and only turn a simple job into a world of hurt [;)]

Submitted by souri on Mon, 20/09/04 - 8:47 AM Permalink

One of your pictures isn't showing up, can you try uploading it again? (You're currently missing two pics, the wireframe version of the profile and quarter view shots)

Submitted by souri on Mon, 20/09/04 - 9:04 AM Permalink

Ok, seems to be fine now..
Congrats, you're challenger #17!

Submitted by MoonUnit on Mon, 20/09/04 - 9:06 AM Permalink

glad to see you got the texture done, its a great model

Submitted by souri on Mon, 20/09/04 - 10:44 AM Permalink

ok, you seem to be missing the three quarter wireframe view - if you could get that uploaded as soon as possible, that would be great, thanks...

Submitted by Thardswrothe on Tue, 21/09/04 - 11:38 AM Permalink

Sweet, good to see you finished dude [:)] Good luck to you buddy.

Submitted by Melanie Leemans on Wed, 22/09/04 - 4:35 AM Permalink

hey shath its russbot, great work good to see you finished on time. Can you give us a call ASAP i dont got your number

Sumea Challenge #6 -3D- Delmo - Challenger #18

Hey everyone, for my submission I decided to model a virus infected tyrant boss. The idea came about from the mutants you come across in the resident evil games. In my concept I imagined it to be about 9 feet tall so he would be a scary opponent to fight. The model at the moment is spot on 8500 tris so at this stage it's my final mesh. I'll throw up better renders with the wireframe soon. Does anyone know the best way to get your wireframe to show on top of your model? I used to clone the model and give it a wire material but it's not working for me this time.

[url]http://www.geocities.com/patrick_delmastro/tyrantfront.jpg[/url]
[url]http://www.geocities.com/patrick_delmastro/tyrantback.jpg[/url]

Submitted by conundrum on Fri, 30/07/04 - 5:49 AM Permalink

the links are not showing the pictures[V]
but looking forward to seeing it considering how far you are.[:)]

Submitted by Delmo on Fri, 30/07/04 - 5:52 AM Permalink

It works if u copy the url and paste it into your address bar
sorry for the hassle

Submitted by xyz on Fri, 30/07/04 - 6:21 AM Permalink

you should use the image system set up for the comp if you want feedback.

Submitted by Kalescent on Fri, 30/07/04 - 7:02 AM Permalink

Nice work Pat [:D] Look forward to seeing how you texture this beast !!

To get a good wireframe just copy, select all edges, click create shape from selection, check linear, then select the spline object and check renderable. give it a matt black material or something that sticks out from your mesh colour [:D]

I can see the Resident Evil Outbreak influences in the mesh - with what seems to be some great big eyes on his body + the huge clawed hand.

Submitted by conundrum on Fri, 30/07/04 - 7:04 AM Permalink

i have to agree with hazard, thats looking superb, very nice overall detail, no crits.

Submitted by Anuxinamoon on Fri, 30/07/04 - 7:16 AM Permalink

hey pat nice model there!

altho it looks a heap like that resident evil outbreak monster from the games intro movie hehehe

but still its very cool. nice job!

Submitted by Aven on Fri, 30/07/04 - 8:10 AM Permalink

Holy Shit. Very cool.

Submitted by tojo on Fri, 30/07/04 - 8:19 AM Permalink

there is a post under 'Some handy tips for the comp... ' regarding rendering line

i think you are meant to post your progress.......?
yours is allready finished without seeing any development or sketches or brief??....... i think that stops everyone bringing out thier scariest and best work and saing there you go.. my submission[V][?]

plus it takes the suspense out of it....

i believe you though.... 8500 tris isnt the most common budget[;)]

it is really good though..... kinda borders sci-fi (with all those hose things)/quake....

i like the big feet... reminds me of the childrens book 'where the wild things are'

Submitted by MoonUnit on Fri, 30/07/04 - 8:20 AM Permalink

holy hell.... im worried about this, it draws similarities to my own work yet its so much better! damn ive been outdone (who woulda thunk it ;) )
seriously though thats great work, love it.

Submitted by MarkMash on Fri, 30/07/04 - 10:12 AM Permalink

Hey pat,

Looks like a contender you have there! Awesome work so far.

Submitted by Jackablade on Fri, 30/07/04 - 10:18 AM Permalink

quote:plus it takes the suspense out of it....Plus you can't prove that its a new model or indeed that its your own work, not that I'm suggesting it isn't. Its looking very nice, but you'd better ask Souri and/or Malus whether its ok to enter a model with out WIPs like this.

Submitted by Malus on Fri, 30/07/04 - 7:06 PM Permalink

Jackablade: Sounds like a case of the green eyed monsters to me. [:P]
I know Pat personally and can vouch for the fact he wouldn't cheat. He's just a talented freak.

Also the brief never states to post WIP's, it would be nice but only so people can see how you go about there work for the purpose of gaining knowledge.

Do we really need to see prove? I for one can take people as being honest, if you're found to cheat you'll look like an absolute wank, not to mention this industry has a long and unforgiving memory when it comes to cheats/ripp offs.

Great work man, glad to see you've entered. Post some wires!!

Submitted by Doord on Fri, 30/07/04 - 7:27 PM Permalink

Holly shit, now I'm going to have to try and beat that. This is going to make the challenge a lot more challenging for all.

Submitted by JonathanKerr on Fri, 30/07/04 - 9:34 PM Permalink

That is a very cool design. Quite freaky with its assymetry and grotesque mutations. I'm early anticipating your textures and colour scheme.

Submitted by Malus on Sat, 31/07/04 - 3:10 AM Permalink

You make an old teacher proud young padawan. [:P]

Submitted by RasTuS on Sat, 31/07/04 - 8:48 AM Permalink

nice work pat

lol lots of arms ay

Submitted by Kalescent on Sat, 31/07/04 - 11:11 PM Permalink

Come on Dean, you know it wasn't your uber teaching skills that got Pat where he is today. [;)] The guy lived, breathed and ate 3dsMax for 2 years [:O] and it shows.

Submitted by Delmo on Sun, 01/08/04 - 10:18 AM Permalink

Thanks everyone for the feedback.

Actually Hazard Deano did help my alot back in my qantm days sometimes staying back an extra hour in labs just to help me out.

Cheers man

Submitted by Kalescent on Sun, 01/08/04 - 11:10 PM Permalink

Yeah I know Dean was a champ, helped everyone out - [:)] I was just takin the piss, especially for unlicensed useage of starwars terms [:P]

Submitted by shath on Mon, 02/08/04 - 2:22 AM Permalink

looks really good pat love the eye on the back, I also was going to have an eye but motze told me to take it off but your model dose it justus.
awsome work

Submitted by Malus on Mon, 02/08/04 - 6:59 PM Permalink

I actually meant its good to see someone doing so well since the last time I saw him he was a student, wasn't by any means taking credit lol. [:P]

Pat: Did you read the PM I sent? Can't wait to see this one done.

Submitted by Thardswrothe on Mon, 02/08/04 - 10:58 PM Permalink

oooh.... nice pat. good to see you join ;) heh, watch out for this boy everyone.

Submitted by Delmo on Tue, 03/08/04 - 2:44 AM Permalink

Here's the wires so far. I found a cylindar hideing under the mesh so the count is 8364. i'll probably add some more detail with the remaining poly.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Delmo/20048224236_Tyrant01.jpg"]Tyrant01.jpg[/url]
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Submitted by tojo on Tue, 03/08/04 - 5:15 AM Permalink

turning out nice dude....

really like the body mesh ... super tight

what approach are you going to take with the texture?

are you going to use the alpha for bump?

quote: virus infected tyrant boss

he looks more like the virus infected tyrant boss's number 1 big guy right hand man.... rather than the mastermind of any evil [;)]

actually that is my only gripe... is that he doesnt really look scary.. he looks kickass tough.... but not really that 'scary'

[:p] mind you... wouldnt want to meet up with him in a dark alley!

Submitted by Delmo on Tue, 03/08/04 - 5:57 AM Permalink

Thanks tojo, I like to keep my mesh as tight as possible. For the textures I decided not to use alpha. I'll first attempt both bump and specular and see how it olds up if thats a no go I'll probably use specular. Won't know for sure until I do some tests and see what best suits the character.

I'm hoping the textures will make it look abit more scary but them again I haven't touched game art in 8 months so I don't know how effective the textures are going to bring it out. I'm going to buy a tab though so hopfully that will help.

Submitted by Malus on Tue, 03/08/04 - 8:47 AM Permalink

Great flow man, it should animate well.

My only critique: I think you could redistribute a few polies or use the remaining ones so that his butt is smoother and his ankles, calfs and feet are more defined, seemed to be slightly top heavy polycount wise.

Hope you made that eye a seperate element so you can animate it looking around. [:)]

Submitted by Doord on Tue, 03/08/04 - 8:20 PM Permalink

With them extra polys, I would add a few to the craw, as they are so huge they look very low res compared to the rest of the model.

Submitted by Delmo on Wed, 04/08/04 - 4:00 AM Permalink

Malus - Thanks, yeah for sure man now that I look at it the lowerbody could use some more polys.

Doord - True. Good point. I'll see how many polys are need to smooth the lowerbody and check the count.

Cheers for the advice.
Next post should be my uv maps.

Submitted by Jackablade on Wed, 04/08/04 - 8:20 PM Permalink

quote:Jackablade: Sounds like a case of the green eyed monsters to me.Lets not get insulting mister Malus. Its a pretty standard thing. He wouldn't be qualified for comps at quite a few of the forums that I frequent.

Sumea Challenge #6 -3D- Lucas - Challenger #14

Hi all,

Thanks Souri for such a great challenge. I'm really enjoying seeing everyone's work, so here is mine..
Sorry for the long back story but I was really getting in to it.

Cheers

Lucas

GM food boss

Set in the present day, our story begins with the exploration of Mars. The Mars rover comes across the sign of intelligent life, and the obscure remnants of a large civilization. The information That they find is mostly obscure, except for this one document that shows how to genetically modify a crop. The government tries to keep the document classified but some how it is leaked through the internet. A GM food corporation gets the information and uses the plans to create the GM crop. They find that the crop yields a huge percentage more product then previous crops. It also is non-self-seeding and releases a biological attack on near by crops. What the corporation doesn't realise is that it also releases a chemical to humans and animals near by. The Chemical amplifies emotions and deforms there physique. This has a detrimental effect on GM Corporations Management team, it turns the CEO into a greedy obsessed monster and the racist violent rednecks who the GM Corp get to grow the crop into well... cannon fodder. But eating the crop has a subduing efect and after a long period of time, changes consumers metabolism, makeing them obese.

The player is a university scientist who gets the Mars GM plans when they hear from a whistle blower that the notoriously negligent corporation has them. But instead of placing the crops strait into the environment, they do extremely controlled tests. After quite awhile of testing they see that the crops have the ability to attack other crops. So they set out to the farms to investigate, it's here where the fun begins.

On there journey they learn more about the crop and discover that the GM plans are the first stage of a alien's invasion plan. The crops are designed to destabilize the planet by making GM Management so immoral and greedy that they will be easily manipulated to do the dirty work and the masses plumped and subordinate ready for the hungry invaders.

The Character that I will be making is a "Boss Character", he is the boss of the bosses, the Mr big the big Kahuna, the CEO of the GM corporation. The man who comes from old money that was created through generations of exploiting people. The man who's moral fiber was last seen and then completely disappeared from his D.N.A centuries ago when his ancestors where in the slave trade.

The Boss appears several times before in the game but he escapes scarred and returns bigger and more horrific the following time. This is him at his final metamorphoses. His face is burnt, he is naked and his genitals have gone the same way as the crop, unable to reproduce. His chemical make up has changed so that he is now producing a drug similar to PCP (angel dust) in his vanes, and he will stop at nothing to feed his greed.

[img]/forum/attached/lucas/200472911236_boss_draft1.jpg[/img]

Submitted by Aven on Fri, 30/07/04 - 3:04 AM Permalink

PUFFIN FRESH! :D

I love the story. If you are aiming to make a really obese guy, then you may want to make him flabbier. Just depends what you are after.

Submitted by Avalanchex on Fri, 30/07/04 - 9:10 AM Permalink

hehe he would be fun to animate, having control points for his rolls... you could come up with some really neat effects. but this isnt an animation comp :(

Submitted by conundrum on Fri, 30/07/04 - 10:09 AM Permalink

looking very nice, i was originally thinking of doing a fat/obese character myself, as it would probably be the best way to make use of the polies.as i said its looking great so far, although i think you might need to spread his legs a bit because of something about the way they are righ now looks a little off. other than that its superb

Submitted by Jackablade on Fri, 30/07/04 - 10:24 AM Permalink

Another fat guy eh. Well as long as you don't sit him on a skinny horse he'll be different enough to mine I suppose.

Your story is really good. Kind of a modern day take on Day of the Triffids. Real potential for a game or movie there. I'm not really sure about the concept, but it could work ok with a bit more concepting I think.

Submitted by tojo on Sat, 31/07/04 - 2:44 AM Permalink

very cool dude... i like the elephant feet........ and the shadowing..... and the big'ol hole filled with mushy peas and tomato sauce in his mid drift :)

Submitted by MoonUnit on Wed, 25/08/04 - 12:21 AM Permalink

ha ha looking great, looks cartoony and disgusting, keep it up :D

Submitted by Thardswrothe on Wed, 25/08/04 - 4:00 AM Permalink

Hehe.. It?s so cute! Dunno weather I?d run for my life, or give him a great big cuddle!

Submitted by rannyroy on Sat, 28/08/04 - 1:51 AM Permalink

urgg maybe i wont have lasagne for dinner. Its making me feel sick, Nice one

Submitted by Lucas on Mon, 20/09/04 - 8:36 AM Permalink

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Submitted by Lucas on Mon, 20/09/04 - 8:43 AM Permalink

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Submitted by souri on Mon, 20/09/04 - 8:54 AM Permalink

If you can redo the money shot pic at 900x600 pixels and upload it for me asap, I'd appreciate it. If you can't, nevermind... Congrats, you're challenger #14!

Submitted by MoonUnit on Mon, 20/09/04 - 9:11 AM Permalink

its weird, hes cute yet repulsive at the same time :P

Sumea Challenge #6 -3D- Lukeo25

Hello all.

I'm not too busy these days so I will try my hand at this challenge.
Blood Monkey Boy is a tongue in cheek atempt so don't get too carried away if he isn't sick enough for the horror buffs.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/lukeo25/2004727225641_Bloodmonke…"]Bloodmonkey.jpg[/url]
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Submitted by Kalescent on Wed, 28/07/04 - 11:13 PM Permalink

Lol looks bloody and meaty enough [:D] is that skull attached to his fist or whats going on there ?

Submitted by Jackablade on Wed, 28/07/04 - 11:15 PM Permalink

More gruesome than mine is... for the moment at least. Should be fun to texture.

Submitted by lukeo25 on Wed, 28/07/04 - 11:27 PM Permalink

Yeah the idea is Blood Monkey Boy is a conglomerate mutant made up of several different victims

Submitted by goodgod on Thu, 29/07/04 - 10:25 AM Permalink

That is so PC.

He looks like he is in a lot of pain, having no skin and all.

Sumea Challenge #6 -3D- Scottgcau

I'm fairly new to 3D so I'll have to learn as I go, but I'm going to enter and hopefully complete this challenge. So far I have come up with this concept:

[img]http://www.sumea.com.au/forum/attached/scottgcau/200472719373_concept.j…]
It is going to change a bit from this. It needs to be uglied up a bit and refined. The front view looks ok to me but the profile needs plenty of work and the head probably will change the most.

I think this fits the brief. Hopefully it has some originality to it.

Also, I am new to modeling with games in mind. I take it that only polygonal meshes are used for games, not Sub-d surfaces, or NURBS, etc. What sort of display options for a mesh would give in indication of how the Model will appear in a game? Does smoothing in Max carry over into the game version, or would it appear with the hard edges of the polygons visible in the game? Same thing with Maya if I altered normals in Maya to smooth the mesh.

Submitted by Jackablade on Wed, 28/07/04 - 11:13 PM Permalink

Mmm ZBrush-y goodness. I know where I'd be aiming if this geeza came lumbering after me.

You'll get all the smoothing groups and the like in game just as you see them Max or Maya (albeit probably mip-mapped so not quite as pretty texture wise)

Submitted by Kalescent on Wed, 28/07/04 - 11:19 PM Permalink

heh - I dare say that will be a smidgen over the available polycount as it stands [;)]

Agree with Jackablade - some nice exposed gonad's ripe for the kickin' or shootin' hes got there [:D]

Submitted by scottgcau on Thu, 29/07/04 - 12:02 AM Permalink

>>I know where I'd be aiming if this geeza came lumbering after me.

>>Agree with Jackablade - some nice exposed gonad's ripe for the kickin' or shootin' hes got there

Don't think I didn't realise that everyone would sooner or later get that idea. Maybe draw more female gamers to the genre [:)]

>> heh - I dare say that will be a smidgen over the available polycount as it stands

I dare say you'd be right. The idea is to work in Zbrush until I have a final concept, draw the desired mesh points/edge loops onto the model as a texture, then create front, side, and top views to use when modelling the low res mesh.

Don't know if this is the best way, but it's a lot like what Weta Digital did with LOTR only I'm making a virtual maquette instead of one made from clay.

Submitted by palantir on Thu, 29/07/04 - 5:55 AM Permalink

quote:Maybe draw more female gamers to the genre :)

Um, did you mean to put a ?;)? instead of a smiley? You don?t really think that a big hairy set of monster gonads would be attractive to the ladies, do you? [:D]

Cool idea though. I?d love to see that thing animated in a game when it takes a hit to the family jewels. Potentially very funny stuff there ? yet enough to fit into every guy?s worst nightmare! Now that?s true horror!

Submitted by scottgcau on Thu, 29/07/04 - 6:58 AM Permalink

quote:Originally posted by palantir

quote:Maybe draw more female gamers to the genre :)

Um, did you mean to put a ?;)? instead of a smiley? You don?t really think that a big hairy set of monster gonads would be attractive to the ladies, do you? [:D]

Cool idea though. I?d love to see that thing animated in a game when it takes a hit to the family jewels. Potentially very funny stuff there ? yet enough to fit into every guy?s worst nightmare! Now that?s true horror!

I probably should have used the [;)] and I don't think the hairy monster balls would attract girls but the chance to do painful stuff to them might.

Submitted by palantir on Thu, 29/07/04 - 7:31 AM Permalink

hehehe - oh yeah, good point. You might be on to something...

Submitted by goodgod on Thu, 29/07/04 - 9:52 AM Permalink

The best and easiest way to show and improve your ideas is drawing, most commonly with a pencil on paper. The point in concepts is to go though ideas you have and see which one should work the most effectively. You can do this by thinking of something and then drawing it from your head and then change what you don?t like about it.

Submitted by Jackablade on Thu, 29/07/04 - 12:48 PM Permalink

Pencil and paper is far too slow and unwieldy. Graphic tablet is where its at.

Submitted by scottgcau on Thu, 29/07/04 - 7:34 PM Permalink

quote:Originally posted by goodgod

The best and easiest way to show and improve your ideas is drawing, most commonly with a pencil on paper. The point in concepts is to go though ideas you have and see which one should work the most effectively. You can do this by thinking of something and then drawing it from your head and then change what you don?t like about it.

Are you familiar with Zbrush? It took only a few hours with Zbrush and a graphics tablet to do this concept(if I knew what I was doing it would have been much quicker). Pencil would be faster still but this way I get not just an idea of what it may look like from one angle, but an actual 3D model where I can look at the concept from any point of view. Changes are easily made and if you don't like anything you have done you can just undo it and try something different.

Submitted by tojo on Thu, 29/07/04 - 7:46 PM Permalink

i love my pencils

......... i even have a special box where i keep them

my cheap-ass graphics tab gets pulled out when ever i need to do painting in ps

draw and draw and draw and draw dont worry so much about art... just draw

draw strong lines lines. with form. lots of them!

easy transition >>> drawing - mesh creating.....

you are allready showing signs that you have a talent for form....

Submitted by animal on Fri, 30/07/04 - 5:27 AM Permalink

Hey thats a really cool way of working, don't know if you planning on this, but you could burn to texture the lighting of all the detail of this model down onto your low poly one and have lots of your shading on your texture done. Infact i might try that for my character. Like a normal map but jump burn it into the texture since you can get all that detail in zbrush reasonably quickly.

Submitted by xyz on Fri, 30/07/04 - 6:25 AM Permalink

yeah I am with tojo, to much tech makes me giddy.

Submitted by scottgcau on Fri, 30/07/04 - 8:17 PM Permalink

Change of plans. I don't think it really fits the brief that well as it stands. After watching Resident Evil last night and thinking back over other movies I have seen in the past, it struck me that there are a few things that absolutely must be incorporated into any concept that I come up with:

* It's origin must be from some kind of unseen/unknown force that is able to take over from within. This maximises the paranoia because not only must you face all the evil monsters trying to kill you, but the people helping you could also become one of them at any time. So even when you are in a group of survivors you feel you are on your own. Plus the further you get into it, the harder it gets. Kind of like build-up tiggy.

* Upon first sight of the creature you should immediately feel two things:
1) You should be scared witless.
2) It is clear that this being should not exist. It is a perversion. An abomination.

* The expression of the creature should say:
1) I am really pissed off and I'm going to take it out on you.
2) Seriously, what the hell were they thinking when they made me? I am an abomination. I don't like it one bit. And I'm going to take it out on you.

So I'm going to watch some more movies and then come up with a new concept. I think I'll just draw away this time, then take the best concept and try and develop it further in Zbrush.

Submitted by scottgcau on Mon, 06/09/04 - 9:42 PM Permalink

Well, it's been a while but I am finally going to put something else up here. This is what I ended up going with for my concept:

[img]http://www.sumea.com.au/forum/attached/scottgcau/20049520306_NewConcept…]

My idea came from pretty much every scary monster type movie that I can remember including Alien, Predator, Pumpkin Head, Dog Soldiers, Resident Evil, etc. The idea is basically an alien life form that acts much in the same way as a virus(or a virus that can think). It starts out very small with maybe just a few cells and when it comes into contact with other living tissue it starts to go to work. It will grow undetected within the host until such time as it is ready to take control. Then it will force it's way out of the body and subdue it's host so it can then get into the control centre of the body and take over. The possiblilities are endless for how the aliens can transform the host. The aliens each have different personalities and will come up with different ways of utilising the biology of the host to produce an effective killing machine. Not all of their ideas will work particularly well, but they can keep modifying the host until they get something that works. The tranformations require energy so they have to eat a lot(people, dogs, oatmeal, whatever) in order to change. Plus, anything new that it eats will provide it with ideas of how it can change itself.

In addition to the concept above, I will make it so you can see his entrails hanging out and they have been modified into tentacle like appendages, one of which has been used to bore into the side of the guys head in order to reach the brain. His eyes will have been ripped out because they interfered with the way the alien controls the brain. Depending on polycount, I'll put him in a hospital robe and maybe give him a little hair.

I have serious doubts that I will have it all done in time. I'll get the modelling done but texturing will probably not be finished.

I'm wondering about a possoble shortcut with the UV mapping. Would it be possible to use the automatic UV tiles created in Zbrush? The texture should look fine applied to the model, but the UV's and textured flats will not be very readable. I have looked at the judging criteria and it doesn't say anything about the UV layout being a factor. Maybe it is included in the other criteria (How effective it is as a game model?).

Submitted by rannyroy on Tue, 07/09/04 - 2:43 AM Permalink

awesome anatomy, New to 3d my arse :)

Submitted by denz on Tue, 07/09/04 - 8:44 AM Permalink

that looks sweet dude. Like it was said,you definately have a good feel for form/anatomy, which is what i love about zbrush :)

The concept looks pretty cool to me.

With the auto UV's. I'm not sure how much they are a factor witht he judging. But what I see might be a problem is that you obviously would be painting it in zbrush? I'm not sure how much control you would have compared to somthing like photoshop in terms of texturing. But then again, I havn't done much texturing in zbrush :).

Looking forward to what you do with the lopoly.

Submitted by scottgcau on Wed, 08/09/04 - 2:05 AM Permalink

Rannyroy - Truly, I am really learning most of this as I go. Aside from some quick half completed tutorials, what you see here is my entire experience with Zbrush. If you can draw, you can get good results in Zbrush without much practice. I guess having a graphics tablet helps there too(even my cheap crappy one). I do have a bit more experience with modelling though the way I'm doing it in this case is pretty much the equivalent of tracing a drawing. Believe me, my inexperience will show through in the topology of the model and especially when it comes time to do the texturing.

Denz - I have seen a lot of work done completely in Zbrush with excellent texture work, so it can be done. Whether or not I can figure out how to do something decent within the time available is the big question.

Submitted by Malus on Thu, 16/09/04 - 10:58 PM Permalink

Zbrushes auto mapping is not an optimised way of UVW mapping so therefore its not engine friendly for games.

When an edge is split in the unwrap it creates more vertices, the more cuts, the more verts and that takes memory, thats one of the reasons people try to have as little a number of seams as possible. [:)]

Too answer your questions:

You could use automatic unwrapping but if I was judging I would mark you down, luckily I'm not judging. [:P]

Also it does ask for UVW flats, that implies the judges will be looking at them.

The judging should be based on whether or not the modelling/uvmapping/texturing etc is of a standard that would work in a game, not just the cool factor.

Submitted by scottgcau on Thu, 16/09/04 - 11:36 PM Permalink

Yeah I figured there would be a penalty for doing it that way but there is not enough time for me to do it properly. My main concern is to show what the end product should look like. I will try to organise the UVs so that the textured flats will be readable if I can.

Submitted by rannyroy on Fri, 17/09/04 - 6:02 PM Permalink

Only kidding scott, its just that its it took me along time to get results and you make it look easy.
I bet your only 14 aswell :)
Put it this way, after 2 years of thinking I should buy Z brush, my credit cards finally left my pocket.
squeak, squeak.

Submitted by scottgcau on Mon, 20/09/04 - 8:45 AM Permalink

No submission from me... as if anyone will be surprised[:p]. I wasn't really on track to get a proper entry in anyway but I also had my place broken into on friday so I lost time with police reports and trying to account for all the stuff that was taken.

This was really a learning experience for me all along so I am not too worried that I have not finished. For anyvbody who may be ineterested, this is kind of what the finished model would have been like:

[img]http://www.sumea.com.au/forum/attached/scottgcau/200491984158_WIP_1909a…]
[img]http://www.sumea.com.au/forum/attached/scottgcau/20049198355_WIP_1909b…]

I learned plenty on this one and I will be back for future comps.

I've had a quick look at what has been submitted so far and my money would be on Goodgod at the moment but I'm sure there will be plenty more entries between now and 12 o'clock. Good luck to all.

Sumea Challenge # 6 Ferocitas

Here is my 3RD attempt at a horror character. this character would be a boss methinks. the face in the middle is constantly pulsating and gibbering foul words etc - it is the only remaining part of the human who was sacrifised to summon the demon. this creature's head represents its victims head. but its happy slaughting anything in its path on the way to its target. i'd say it'd be around 5 meters tall. really smelly. bad tempered. anything i can add or subtract?

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Ferocitas/2004727115723_summoned…"]summonedDemon.jpg[/url]
119.24 KB

Submitted by Kalescent on Wed, 28/07/04 - 11:27 PM Permalink

Nice! I like that! but the legs look a bit thin compared to her/his/its bulky weight.

I love the eyeball on the end of the tail - thats cool [:)]

Submitted by essence on Wed, 28/07/04 - 11:35 PM Permalink

maybe if you widen the feet where they contact the ground you can still keep the legs as they are and still make it look like the character can stand up comfortably.

Submitted by UniqueSnowFlake on Wed, 28/07/04 - 11:46 PM Permalink

Now that I'm scared to kick [:D]
Nice work and nice work on how fast your pumping those concepts out
As long as no one is going to bitch (If they do I'll kick them) about the concept I think its time to start the modelling, once again realy like this one.

Submitted by Ferocitas on Thu, 29/07/04 - 10:27 AM Permalink

hehe sweet, so just re-proportion the legs and i can start! thanks guys - i just hope i can do it with 8500 tris

Sumea Challenge #6 -3D- Conor O'Kane -Challenger 6

Here's my concept - an undead demoness. She's an end-of-level boss.

[img]http://www.cokane.com/Sumea/demoness01.jpg[/img]

Next step will be working out the color scheme.
Thanks to Souri for posting a link to the contest on Polycount!

[B]UPDATE[/B] - color concepts:
http://www.cokane.com/Sumea/demoness_color01.jpg
http://www.cokane.com/Sumea/demoness_color02.jpg
http://www.cokane.com/Sumea/demoness_color03.jpg
http://www.cokane.com/Sumea/demoness_color04.jpg
http://www.cokane.com/Sumea/demoness_color05.jpg

[B]UPTADE[/B] - work in progress:
[img]http://www.cokane.com/Sumea/demoness_wip01.jpg[/img]
5600 triangles so far. The main body of the character is polygons (no mesh-smooth yet) and the wings are nurbs - I can tell already they're going to be a pain to rig. Still have to add detail to the wings, connect the wings to the body properly and then start detailing the head.

[B]UPTADE[/B] - more modelling:
[img]http://www.cokane.com/Sumea/demoness_wip02.jpg[/img]
Attached the wings to the body and detailed the wing/hand. Moving on to the head next.

[B]UPTADE[/B] - head finished:
[img]http://www.cokane.com/Sumea/demoness_wip03.jpg[/img]
Went with a different hairstyle from the sketch. Those are temporary textures - I had to UV map the hair before placing each strand to save time later. I decided to model in an angry expression rather than do a full facial rig, again to save time later since there's only 1 week left!

[B]UPTADE[/B] - gun and sword:
[img]http://www.cokane.com/Sumea/demoness_wip04.jpg[/img]

[B]UPTADE[/B] - animation rig:
[img]http://www.cokane.com/Sumea/demoness_wip05.jpg[/img]
This will be the last update before I post my submission. Just finished the animation rig. 112 bones, 22 IK chains and 26 controllers.

Submitted by adie on Wed, 28/07/04 - 6:35 AM Permalink

well well what have we got here then eh... seen somthing like this already ..he he
cool design..I think maybe u should make the wings come frome higher or lower as it looks a bit funny with them at the same level as the arms

Submitted by Jackablade on Wed, 28/07/04 - 7:17 AM Permalink

A fellow Polycounter, eh.

Nice concept you've got going there... Wait... is she wearing panties under her skin? Now theres an original fashion statement. I dunno about that Counter Strike gun. Might be nicer if you build her something a bit more demonic.

Good luck with it mate.

Submitted by conundrum on Wed, 28/07/04 - 7:42 AM Permalink

very nice looking concept, some of the best lineart ive seen recently. you've got some novel ideas such as the skin only just clinging on between the legs and body and the way the wings blend well with her arms, nice proportions and particularly the very feminine legs/hooves. the problem that strikes me, is that it also seems a bit of a mishmash of ideas, such as the gun and sword, i would personally prefer oversized claws to keep in with the beast theme and also, for a horror its possibly not gritty enough. hopefully havn't been too critical because i really do like your concept i just think it could be even better.

Submitted by MoonUnit on Wed, 28/07/04 - 7:54 AM Permalink

(heh that gun is so the assualt rifle) nifty lookin, the gun might be a bit out of place though and if you just leave the sword itll end up looking too fantasy adventure (not horror) so where you take that is up to you i spose.

Submitted by Conor O Kane on Wed, 28/07/04 - 8:32 PM Permalink

adie - what do you mean, has someone else posted a similar idea? I haven't looked through all the other submissions yet, but if mine is very similar to someone elses I'll change it.
Thanks for the comments everyone - the gun by the way is a P-90 by FN, a very common SMG. I wanted to give her a modern day feel, so she's not just a fantasy demon - I might ditch the sword and give her two guns actually.

Submitted by essence on Wed, 28/07/04 - 11:31 PM Permalink

looks good. the exposed muscled will be good fun to texture and if done well will look amazing, but in my opinion, the p90 is rather tacky.

Submitted by MoonUnit on Thu, 29/07/04 - 12:41 AM Permalink

had a thought, she might look a bit more horror if her face wasnt like a normal humans, dosent mean give her a beak or anything but you could do things like missing teeth sunken eyes etc

Submitted by Makk on Thu, 29/07/04 - 3:06 AM Permalink

Am I the only one who thinks this looks more fantasy then survival/horror?

Submitted by Malus on Thu, 29/07/04 - 3:34 AM Permalink

Makk: nope.

No offence but I'd lose the weapons and the panties myself.

Submitted by Aven on Thu, 29/07/04 - 5:54 AM Permalink

I have to go with Malus and Makk. The waepons look slightly corny. She looks like a creature that has come from the pits of hell. If that is so, then what use would she have with a standard sword and a P90? She would have some nice disfigured hands for clawing. The ablility to throw the fires of hell at her opponent(s) or at least summon lesser minons to do her dirty work :)

Other than that, she is quite a cool character.

Submitted by Jackablade on Thu, 29/07/04 - 7:44 AM Permalink

quote:Am I the only one who thinks this looks more fantasy then survival/horror?Whats the difference? As long as its scary it should sit well enough in some form of survival horror.

Submitted by palantir on Thu, 29/07/04 - 7:57 AM Permalink

Like everyone else said, you should lose the weapons. [:)] However I think the panties look cool.
Malus, you want her to lose her panties? [:P] Sick man - she's got no skin under there!

Submitted by goodgod on Thu, 29/07/04 - 9:23 AM Permalink

It?s an all right concept but the arms in that picture are too small. You should get some proportion references and try to learn from them.

Submitted by Conor O Kane on Thu, 29/07/04 - 9:43 AM Permalink

goodgod - excellent point about the arms! I'll be sure to watch out for that when I model her. I like the gun since it brings her into a modern setting, more survival-horror than fantasy, but since everyone seems to think they're cheezy I may have to come up with something else. I'll update the first post soon with color schemes.

Submitted by MoonUnit on Mon, 06/09/04 - 12:02 AM Permalink

gun sword thing aside, thats a great model, good work

Submitted by Conor O Kane on Mon, 20/09/04 - 12:51 AM Permalink

Final submission:

[img]http://www.cokane.com/Sumea/conorokane01.jpg[/img]

[img]http://www.cokane.com/Sumea/conorokane02.jpg[/img]

[img]http://www.cokane.com/Sumea/conorokane03.jpg[/img]

[img]http://www.cokane.com/Sumea/conorokane04.jpg[/img]

[img]http://www.cokane.com/Sumea/conorokane05.jpg[/img]

[img]http://www.cokane.com/Sumea/conorokane06.jpg[/img]

[img]http://www.cokane.com/Sumea/conorokane07.jpg[/img]

I divided the texture space into 5 seperate images.
Body - 512x512, wings - 512x256, gun - 256x128, hair - 256x128 and sword - 512x128.
The body and gun texture use their alpha channel as a specular mask, all the other textures use the alpha channel for transparency. Reference photos from the FNH website (www.fnhusa.com/contents/tw_p90.htm) were used to model and texture the P-90 sub-machine gun, all other textures were hand painted.

Submitted by smeg on Mon, 20/09/04 - 1:25 AM Permalink

Cool. Some very nice style choices. I LOVE that head; the hair and the expression are just excellent.

cheers

Submitted by souri on Mon, 20/09/04 - 1:45 AM Permalink

Nice work. You're challenger #6.

Submitted by MoonUnit on Mon, 20/09/04 - 4:57 AM Permalink

the head is awesome, great expression and texture

Submitted by Conor O Kane on Wed, 22/09/04 - 2:30 AM Permalink

Thanks for the comments. Good luck to all the other entrants!

Sumea Challenge #6 - 3d - Me109 - Challenger #19

Came up with this today as my entry for the comp.

Hell Hound or there abouts..

[img]http://student.ci.qut.edu.au/~n4675215/misc/Monster.jpg[/img]

sorry my concept is dodge but hey

Submitted by Wizenedoldman on Wed, 28/07/04 - 1:55 AM Permalink

I think a bit more clarity in the image would help but from what I can make out it looks good. Good to see another Maya entrant banging around (is that right?).

Submitted by MoonUnit on Wed, 28/07/04 - 1:56 AM Permalink

having trouble making sense of the face but its looking pretty cool :D like the proportion and posture

Submitted by Me109 on Wed, 28/07/04 - 3:37 AM Permalink

cheers.. yeah more work required.. I'll beef it up when I get a chance...
yeah it's face will be like a orca.. killa whale style
I fancy it to a giant tick dog with sharp teath

I'm undecided if I'll do it max or maya at this stage.. either all.. its all the same
maybe max... since the prize is max.. :)

Submitted by Jackablade on Wed, 28/07/04 - 7:29 AM Permalink

Plenty of potential here. I like the semi-abstract look of your monster. Reminds me of Silent Hill a bit with its weird non-descript beasties. This has a really nice form about it too. If you can carry it over into the model it'll look great.

Submitted by Ferocitas on Wed, 28/07/04 - 9:14 AM Permalink

I like it alot, as has been mentioned it has heaps of potential. If i had to nitpick, i'd say that the creature might have some trouble running around because its rear legs might be a bit too long. it seems roughly like a hyena, so maybe shorten them a bit? so it could lope around? but aside from that, excellent design. keep it up

Submitted by goodgod on Thu, 29/07/04 - 11:01 AM Permalink

It?s not really believable enough to be scary. It looks too much like an abstract painting, like a Picasso or something.

Submitted by Jackablade on Thu, 29/07/04 - 12:32 PM Permalink

Something thats really bizarre can be quite frightening in the right environment. Check out some of the monsters in Silent Hill. I'd say if you gave this thing a decent texture and some good sound effects and he'll be well and truly scary enough.

Submitted by Me109 on Thu, 29/07/04 - 7:51 PM Permalink

Holla!
yeah it might not seem scary to some people, but what scares people is a matter of opinion. Keeping in mind thou, I'm designing this to be a in game model, adhering to those principles. There might be alot of poly flying around in this comp, but not a lot of texture, so that might be where the whole thing is won.

anyhow... this is my last concept I'll post before I start the modelling process
[img]http://student.ci.qut.edu.au/~n4675215/misc/HellHoundAction.jpg[/img]

I'm considering doing somekind of normal mapping in this case, and as such am lookin at modelling the whole thing as a nurbs surface and creating the required high and low poly models out of the surface.
We'll see since I'm still playing around with the idea!

anyhow cheers for the comments!

Submitted by Aven on Thu, 29/07/04 - 8:33 PM Permalink

Very interesting idea for the head. I can't wait to see how it will look once it has all the dreads added to it :)

Submitted by MoonUnit on Tue, 03/08/04 - 4:23 AM Permalink

lookin good so far, cant wait to see all of that wirey hair in there

Submitted by essence on Tue, 03/08/04 - 4:24 AM Permalink

it looks kinda not unlike an insect, which is pretty cool

Submitted by Aven on Wed, 04/08/04 - 10:19 PM Permalink

I really like the overall shape and volume to the head. Great job :)

Submitted by Kalescent on Wed, 04/08/04 - 10:22 PM Permalink

His head looks fantastic - Big and bullish, it could almost pass for some steel creation - it really does look that solid [:)]

Submitted by essence on Wed, 04/08/04 - 11:10 PM Permalink

and im assuming the jaw pivot is at the back of the head, in which case the head can open up very wide, which will look awesome.

Submitted by MoonUnit on Thu, 05/08/04 - 1:45 AM Permalink

thats looking great, heaps of character in there

Submitted by Me109 on Mon, 23/08/04 - 9:26 PM Permalink

Hi ya... time for an update... this is the latest stage of the 'HellHound'.
[img]http://student.ci.qut.edu.au/~n4675215/misc/newHound01.jpg[/img]
Currently the polycount is ~7500 triangles... I've leavin about 1000 poly's to dedicate to the hair/spines/dreads of the beast..
[img]http://student.ci.qut.edu.au/~n4675215/misc/newHound02.jpg[/img]
Most of it's finished.. hopefully I'll start the unwrapping process in the next couple of days [:D]

Submitted by J I Styles on Mon, 23/08/04 - 10:09 PM Permalink

nice stylized design -- it's good to see you taking the underlying myological form into consideration; makes for a much more believable creature.

Submitted by Me109 on Fri, 27/08/04 - 10:19 PM Permalink

Hi ya!! I finished the model! yay!.. I've made it exactly 8500 poly's and now I've started the mapping process.. I'll post the uv's once I've finalised it..

Here are some large images of the beasty!

[img]http://student.ci.qut.edu.au/~n4675215/misc/MON01.JPG[/img]
[img]http://student.ci.qut.edu.au/~n4675215/misc/MON02.JPG[/img]
[img]http://student.ci.qut.edu.au/~n4675215/misc/MON03.JPG[/img]

Cheers everybody... and it's good to see alot of good work being done by everybody who has entered the comp!!

Submitted by Wizenedoldman on Fri, 27/08/04 - 10:45 PM Permalink

Hey JI, sorry to sound like a dumbass, but what's 'myological'?

Submitted by palantir on Fri, 27/08/04 - 11:05 PM Permalink

Hell yeah, that guy?s really cool!
That spiky hair stuff certainly came up looking good.

Great job Me109. [:)]

Submitted by MoonUnit on Sat, 28/08/04 - 4:26 AM Permalink

wow hes really great, great work. The face was confusing before with the whale idea but it came out really well.

Submitted by conundrum on Sat, 28/08/04 - 5:54 AM Permalink

thats coming along really well, no crits unfortunately. it was a very acurate realisation of your concept. if your texturing is up to the standard of your modelling it should be a promising entry. keep it up

Submitted by Me109 on Thu, 02/09/04 - 1:50 AM Permalink

Hi Hi!
some wips updates!!

I've also rigged him, so i can open his mouth and show off his teath to grandma!

[img]http://student.ci.qut.edu.au/~n4675215/misc/outUV01_blank.jpg[/img][img…]
[img]http://student.ci.qut.edu.au/~n4675215/misc/outUV02_blank.jpg[/img][img…]
I've only really just started texturing.. i've layed down some primary colors etc.. I'm not 100% happy with the unwrap, but it'll do.. so now I can texture.. which I'm not that good at, soooo here goes!!
[img]http://student.ci.qut.edu.au/~n4675215/misc/HH_UV02.jpg[/img]
[img]http://student.ci.qut.edu.au/~n4675215/misc/HH_UV01.jpg[/img]

Cheers for the comments guys!! you know you all rock

Submitted by MoonUnit on Thu, 02/09/04 - 3:03 AM Permalink

heh heh hes in the blotchy paint stages so not much to say besides the area around the eyes, which looks cool :D Btw he looked cool like monochromatic in your concepts, just a thought

Submitted by Makk on Sat, 04/09/04 - 12:22 AM Permalink

Damn! that model looks really well built, top stuff :)

The texture is coming along well. I think you have painted it quite nice, but I think you are using too much black which is making it a bit messy. At the moment it looks like black is your only shadow colour in there. Try picking some darker more saturated versions of your base/middle colour and throw them in there. Making sure to put them in where you think they should go, ie- the darkest value/colour in the part where you think its the deepest crease/area in the skin. And so on and so forth.
I do the same for the highlights except I choose less saturated colours. I leave the highlights till last, as I paint out the form using the shadow colours first.

Finally, and this is really only just a personal preference, but I like to keep my texture sheets clean and organised. I use the selection tool to go around the different area of the maps and fill them in. I also like to organise them onto different layers for different sections of the model. For example the head would have its own layer where I paint in the shade/form/base, then I would create a new layer ontop of that one where I put smaller detials, like the viens, spots etc. I just find it easier that way as its easier for me too see and I know where everything is, plus it make it eaiser to go back and fix things as well.

Wow, I rambled on alot and as you can probably tell this is just the way I work, so it isnt the necasserly the best way to work. So take it for what is worth......which is about 2cents!! :)

Keep it up, as I said earlier the model is really well done. One of my favs

Submitted by Me109 on Sat, 04/09/04 - 2:20 AM Permalink

Thx Makk.. yeah i've gone really dark with alot of the coloring, in an attempt to make that really stand out..
I've using 4 primary layers.. Background, Intermediate, Details, Highlights.. I do like your idea of seperating the layers into selection groups..

I'll progess the fall off of light into dark, as you said, using my primary colors, and try not to rely to much on black (is my favorite color [8]) I don't use photoshop ahell of alot so I'm hoping this exercise will make me better... anyhow.. I too will stop this rant now..
cheeeers[8D]

Submitted by picpoc on Tue, 07/09/04 - 8:04 PM Permalink

Hey. I'm new to the comp. Been looking around and this one is one of my favorites. Really nice model. I like it a lot!

Sumea Challenge #6 - 3D - Ferocitas

Ok, heres my other idea.

Story goes, this alien or demonic life form infects/takes control of the young of inteligent bipedal life forms (so that it can use them for a while before the body can no longer endure the parasites presense). When the gestation period is complete, the agressors features become visible on the rear of the infected creatures cranium. Basically, the agressor gives its host superhuman abilities, i.e. unnatural speed, strength and vitality, not to mention longevity, and knowledge and memories from the eon spanning lifetime of the parasites.

The back of the head idea was inspired from lord voldemort in the first harry potter. I think this guy could be a boss / overlord type character. When its not in combat, it wears a cloak, which covers the alien/demon head. When it is in combat, it throws away the cloak and the alien/demonic head starts jabbering incantations etc. i dont know if I should give it an accompanying weapon of some sort. Like a massive sword or spike studded dummy...most of the poly budjet will be spend on the head [:0]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Ferocitas/2004726112144_concept2…"]concept2L.jpg[/url]
125.53?KB

Submitted by UniqueSnowFlake on Tue, 27/07/04 - 11:40 AM Permalink

USF: Kick the Baby

Demon Child Overlord: Don't kick the baby WAAAAA!

I donno if you have already guessed but I'm not really getting any scary vibes from him.. something like that came up to me it would just be a swift kick and.. Field goal!

Submitted by Ferocitas on Tue, 27/07/04 - 8:47 PM Permalink

Thats fair enuff, is there anything u think i should add to the demon baby to make it more disturbing?

Submitted by fullmoon on Tue, 27/07/04 - 11:12 PM Permalink

I like the idea of the spike studded dummy Ferocitas.
True, the character doesn't possess the repulsive fear factor of some of the other characters, but who says there can't be a bit of humour/amusement in any genre including horror/survival.

Submitted by Ferocitas on Wed, 28/07/04 - 9:02 AM Permalink

Yeah true, bit of humour goes a long way. But i wanted something scary lol this obviously isn't it! ah well. back to the drawing board.

Submitted by Jackablade on Wed, 28/07/04 - 12:23 PM Permalink

Haha, cool concept. It could do with something though given the amount of polys you have at your disposal. Perhaps some sort of demonically warped toy or the like.

Submitted by goodgod on Thu, 29/07/04 - 10:54 AM Permalink

Even if you did kick the baby, It would still come back for more. What if it was sneaking around in the shadows making weird baby noises and when your back is turned it could pounce, what then ha. Then what would you do.

When I first saw this I though it was an alien mostly because of the big black eyes. I think if it were more like a human baby it would be more effective.

Submitted by Ferocitas on Thu, 29/07/04 - 11:55 AM Permalink

Jackablade: Yeah i was thinking some kind of bloody, spide studded dummy as mentioned above. or maybe it has an evil jack-in-the-box as a sidekick?

goodgod: i think u may be right, the whole, innocent big googoo eyes would lull you into a false sense of security, then when u least expect it, it turns around and ur a smoking pile of ashes hehe

either way, i've moved onto a 3rd concept.

Submitted by Jackablade on Thu, 29/07/04 - 12:19 PM Permalink

Theres already someone doing an evil jack-in-the-box. How about an toy on a string that he can drag along behind him. But, you know, evil. Should make for something a little different.

Sumea Challenge #6 -3d- Fullmoon - Challenger #13

SLUGMAN

[img]http://www.sumea.com.au/forum/attached/fullmoon/2004726105655_slug.jpg[…]

I thought I better start. I doodled for a while
and this is what I came up with. I?m not exactly
sure what my end model will look like but I?m tending
towards the slug man. He leaves behind a toxic slime trail
that poisons on contact.

Submitted by Ferocitas on Tue, 27/07/04 - 11:30 AM Permalink

Looks a tad like Jabba the Hut... Although the toxic slime trail idea is interesting..

Submitted by tojo on Tue, 27/07/04 - 6:57 PM Permalink

GO THE TEACUP CAT MAN SHOOTING YELLOW SLIME OUT IT'S ASS!

"Sir how would you like yur pink jelly frapp? served? In a tall glass or in an angry teacup catman with an umbrella and yellow smelly crap firing out it's ass?"

Submitted by MoonUnit on Wed, 28/07/04 - 2:12 AM Permalink

lol at cat

but yeah the slug holds its similarites to jabba the hut and hut parodies

Submitted by Jackablade on Wed, 28/07/04 - 7:36 AM Permalink

It still has potential though. Your guy has a more human form than Jabba. If you played that up you could probably get a nice disturbing character going.

Submitted by goodgod on Thu, 29/07/04 - 11:05 AM Permalink

I don?t know how big that slugman thing is meant to be but it looks very feeble, like I could spill some salt on it and it would shrivel up and die.

Submitted by souri on Mon, 20/09/04 - 8:43 AM Permalink

Congrats, you're challenger #13!

The money shot pic (hte last pic) should be 900x600 - if you can get that fixed for me asap, I'd appreciate it.. if not, nevermind.

Submitted by MoonUnit on Mon, 20/09/04 - 9:09 AM Permalink

so i guess the poly count has some breathing room ;P

Submitted by fullmoon on Mon, 20/09/04 - 10:53 AM Permalink

Thanks Thardswrothe... that makes me feel good.

MoonUnit... "breathing room"? Whatever do you mean?! Yes... I didn't quite reach 8500 polys, in fact no where near it !!

Submitted by UniqueSnowFlake on Mon, 20/09/04 - 11:03 AM Permalink

That little guy just made my day.. I'm still disappointed that you didn't make the "Teacup Cat Man" [:D]

Maybe that can be your next project [:p]

keep it up!

Sumea Challenge #6 -3D- goodgod - Challenger #9

These are my first concept sketches. The basic idea is that the person gets bit or stung by a spider-like creature. The spider injects the victim with its young (larvae) so the larvae can live off the body until they are large enough to fend for themselves.
The pain for the victim steadily increases, and the parasites drain it of energy. The victim looses its will to the parasite, becoming irrational. To survive it instinctively seeks any sort of meat (for energy) it can eat, including human flesh.

[img]http://www.sumea.com.au/forum/attached/goodgod/200472672354_concept_1.j…]

Submitted by MoonUnit on Tue, 27/07/04 - 7:59 AM Permalink

nasty, but a good idea. Ofcourse the spider concept is my fave :P

Submitted by Jackablade on Tue, 27/07/04 - 9:09 AM Permalink

Those are some nice concepts man. Should make a wicked model.

Submitted by warpion on Tue, 27/07/04 - 9:48 AM Permalink

That looks fantabulous, but the spider isn't quite happy enough for my likings.

Also, the axe should spray blood everywhere, because, y'know, people like blood and all.

Submitted by Aven on Tue, 27/07/04 - 6:33 PM Permalink

I like the idea, but I love that guy's broken arm. Can just imagine that thing dangling by only a few strands >:D

Submitted by MoonUnit on Wed, 28/07/04 - 7:31 PM Permalink

hmmm i actually prefer the one you have on your first concept (not the little happy face one course, the one with the long bandy legs)

Submitted by fullmoon on Wed, 28/07/04 - 9:01 PM Permalink

I agree MoonUnit. For some reason the first one is scarier. I'm not sure why. Perhaps it's because it looks less make believe. I don't know.

That's not to say that I wouldn't be scared if I was confronted by the second spider.

Submitted by Kalescent on Wed, 28/07/04 - 11:07 PM Permalink

The spider has 7 eyes! [:o] And i think long thin legs work better on a thin spider, if you bulk up the legs generally the spider is more heavy set as well. Ie Tarantula.

Submitted by Jackablade on Wed, 28/07/04 - 11:18 PM Permalink

They're supposed to have nine, aren't they?

Submitted by goodgod on Thu, 29/07/04 - 2:31 AM Permalink

quote:Moonunit: hmmm i actually prefer the one you have on your first concept (not the little happy face one course, the one with the long bandy legs)
The first one was just a quick simple idea of what the spider might look like.

quote:fullmoon: I agree MoonUnit. For some reason the first one is scarier. I'm not sure why. Perhaps it's because it looks less make believe. I don't know.

How can you agree? They are pretty much the same spider. It?s just that the newer one has more detail.

quote:HazarD: The spider has 7 eyes! And i think long thin legs work better on a thin spider, if you bulk up the legs generally the spider is more heavy set
It?s not literally a spider it?s more of a spider-like creature. And about the legs this create has heavy armour and a huge arse. If it had thin snappy legs they would brake to easily.

Submitted by fullmoon on Thu, 29/07/04 - 5:00 AM Permalink

Sorry goodgod, I have to disagree with you that they are pretty much the same spider. True, you have the last word, because in the end it is you who drew the pictures. But to me the first one looks more agile, ready to spring off the ground onto an unsuspecting victims back, swiftly injecting it's offspring. It has that mosquito fear factor, where it's not the actual creature that is scary, but the knowledge of what it can do.

Submitted by goodgod on Thu, 29/07/04 - 6:41 AM Permalink

If the spider was as big as I have designed it to be. it just wouldn't work. It would be too heavy for how strong the legs are. and there not even that much diferent any way. it dosn't even have to jump that high, because it is big.

Submitted by MoonUnit on Thu, 29/07/04 - 7:23 PM Permalink

sorry but ive just gotta point this out:

quote:Originally posted by goodgod

it just wouldn't work. It would be too heavy for how strong the legs are.

your designing it for a game, theres a reall attempted realism but you dont need to be too up on the right muscle weight and everything. It is after all only a game, so you have some space to bend the truth.

Submitted by palantir on Mon, 23/08/04 - 5:49 PM Permalink

That looks great, really good proportions and very realistic. I'm just wondering which concept this one is from? Have you got a new concept (and not posted it)?
I was hoping you would make the spider, that was a cool idea..
Great human model though.

Submitted by shath on Mon, 23/08/04 - 8:55 PM Permalink

i guess thats just one side of the human concept, looks good sierra very smooth mesh

Submitted by animal on Tue, 24/08/04 - 5:08 AM Permalink

thats really good man, esp the profile of the body and arm, I always find that harder than the front.

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

Oops my mistake. I?m actually at about 10100.
Um yeah miner setback but I?ll deal with it.
Back to it then, got to get rid or those spare
1600 triangles.............f#@k

Submitted by Idaho on Fri, 10/09/04 - 2:54 AM Permalink

the bumps on his shoulder make me shiver, very disgusting, AND ITS NOT EVEN TEXTURED YET!, love your work, i hope the texture can keep up with your modelling!

Submitted by Idaho on Fri, 10/09/04 - 3:00 AM Permalink

Why does youre age say 14? surely you cant be 14?

Submitted by goodgod on Fri, 10/09/04 - 12:52 PM Permalink

I?m not really 14 it?s just that I?ve never bothered to change from the default age in this forum. I?m really 18 turning 19 on the 22nd. Thanks for the replies. I don?t get much feedback but that?s all right. I can handle it.

Submitted by smeg on Mon, 20/09/04 - 1:22 AM Permalink

Wow. That looks excellent.
Great work and good luck.

cheers

Submitted by Thardswrothe on Mon, 20/09/04 - 1:34 AM Permalink

I agree with smeg goodgod, excellent job! Great design, textures and model.
Good luck dude.

Submitted by conundrum on Mon, 20/09/04 - 4:04 AM Permalink

definately one of the top entries so far, it seems to me to be very original but still keeps closely to the theme.Both the modelling and texturing are top notch. There are lots of great little details as well, which is always great to see in model. good luck

Submitted by souri on Mon, 20/09/04 - 5:31 AM Permalink

I'm guessing this entry is completed.. You're challenger #9.

Sumea Challenge #6 -3D- Brizben

Well well, here comes another Sumea Challenge noob! [:D]

Current concept is the WereMan, different from the Werewolf.

Concepts and explanations will be forwarded soon!

Submitted by Jackablade on Tue, 27/07/04 - 8:55 AM Permalink

So that'd be a man who turns into a different man when theres a full moon?

Submitted by Brizben on Wed, 28/07/04 - 1:14 AM Permalink

quote:Originally posted by Jackablade

So that'd be a man who turns into a different man when theres a full moon?

That's not a bad analysis of the name, but no, he doesn't change in the full moon. Hadn't really thought of it that way. Might have to change the name[:(]

What would you call a creature: human-cainine x

Submitted by Wizenedoldman on Wed, 28/07/04 - 1:58 AM Permalink

MAN-POODLE! BEWARE THE MAN-POODLE! HE EATS HATS! Do I really need it? here it is anyway... ;)

Sumea Challenge #6 - Lord RaVeN

Hi there
Ihave never done a Sumea Challenge b4 so here goes

Submitted by MoonUnit on Tue, 27/07/04 - 6:23 AM Permalink

lookin good so far, very nasty face youve got there

Submitted by Lord RaVeN on Tue, 27/07/04 - 6:36 AM Permalink

quote:Originally posted by MoonUnit

lookin good so far, very nasty face youve got there

thanx

Im workin on the concept art now and trust me its a lot nastier

;)

Submitted by Makk on Tue, 27/07/04 - 8:07 AM Permalink

Looking good there.
You textured the head already? his eyes are a bit bright(white). Work really hard on them, they are a focal point for the face so alot of the attention will go there first when people see the face. Different values of blue mixed with abit of green always looks nice.

Submitted by Jackablade on Tue, 27/07/04 - 8:54 AM Permalink

Pink also works nicely for that bloodshot "I've been texturing all day" look.

Submitted by Lord RaVeN on Tue, 27/07/04 - 7:15 PM Permalink

thanx for the feedback
Im finishing off the concept piece so people can see where im heading

the tex is just a rough one for now Im going to aim for a lot more realism

If you have seen the "gentlemen" episode of buffy thats the kind of thing im aiming at
(I will write a proper background for it soon)

Submitted by Lord RaVeN on Thu, 29/07/04 - 7:49 AM Permalink

OK finally here is my concept

The setting:
The lowstreets of London 1901.

The Story: 13 years after
Marie Jeanette) Kelly was discovered murdered and the case long on the dusty shelves of scotland yard, bodies of young women start to appear bearing all of the hallmarks of the famous Jack the Ripper. The real truth being that the first supposed victim Mary Ann (Polly) Nichols was killed not by Jack himself but by extreme medical and occult practices of the wealthy and medically elite illuminati in a search for eternal life. Our Jack was the unfortunate volunteer/victim of a demonic autopsy that went horribly right. In a rotting shell of a body the tortured spirit of jack escaped into the dark alleys with a hunger. a voracious addiction for fresh organs to ease his agony, after killing four more victims he was finally recaptured and held in a cell where experiments were continued for many years. Scotland yard as their attempts were thwarted to cover up the truth, Jack has escaped their grasp once more and there is a second chance to discover the horrible truth about the famous Jack the ripper.
He needs flesh....their flesh...your flesh....So lie back and relax the doctor is in the house.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lord_raveN/200472874734_jack_con…"]jack_concept.jpg[/url]
31.36 KBer

Submitted by goodgod on Thu, 29/07/04 - 9:30 AM Permalink

That?s actually not a bad picture. He looks like and kiss plus Michael Jackson impersonator.

Submitted by Ferocitas on Thu, 29/07/04 - 10:39 AM Permalink

rofl.. you could just do a model representing michael jackson in 30 years, that'd scare the bejesus out of quite a few people.

Submitted by Jackablade on Thu, 29/07/04 - 12:38 PM Permalink

Wicked concept man. Certainly a lot more trouble than I'd ever go to, particularly for a competition that doesn't judge concept art. Your background story is a nice one too. Would make a good film... or indeed game.

Submitted by MoonUnit on Thu, 29/07/04 - 7:15 PM Permalink

looks great, love the manic expression and the split down the head

Submitted by Lord RaVeN on Fri, 30/07/04 - 4:59 AM Permalink

quote:Originally posted by Jackablade

Wicked concept man. Certainly a lot more trouble than I'd ever go to, particularly for a competition that doesn't judge concept art. Your background story is a nice one too. Would make a good film... or indeed game.

Thanks for the compliments although im not too sure of the michael jackson thing (alice cooper or marylin manson maybe) [;)]

i dont know really how the concept art affects the judging but i thought it would be good to demonstrate what i was going for (it can be a challenge to get the look of the model close to the concept)
so it was also a reference for myself. I love survival horror like Res. Evil but wanted to take the focus off the hardware and genetic science etc, so i set it back in time a bit. It would take more than a swift belt with a truncheon and a "your nicked son" to take this guy down, giving the term survival a better emphasis. And mist... lots of mist a great tool for horror. eg werewolf in london, ravenloft, HP lovecraft.

Submitted by Lord RaVeN on Wed, 18/08/04 - 8:18 PM Permalink

Just a post to say Im still in there
been too busy at work but cant wait to get stuck in over the weekend

there are some awesome models out there
will be good to see some of them all textured up

cheers
P

Sumea Challenge 6 - concepts

ok i've looked up alice, and u guys are pretty much right. so that idea has been scrapped!

Submitted by MoonUnit on Tue, 27/07/04 - 4:49 AM Permalink

i think what doord in his one word reply means is its allmost identical to american mcgees alice and other alice in wonderland parodys/conversions. Could use some more original material, add something to her or something.

Submitted by Ferocitas on Tue, 27/07/04 - 6:12 AM Permalink

really!? god damnit!!! ok neverind, ignore this one

Submitted by souri on Tue, 27/07/04 - 7:40 AM Permalink

Just a note: if you've uploaded an image and then later removed the post about the image, it's still stored on Sumea, unfortunately. You can click in "My Files" (on the top right of the screen) and delete it from there so it's not taking up space.

Sumea Challenge #6 -3D- Noreha

ahoy hoy all, this is just a message to confirm that I will be entering the competition, even though the rival concepts and models kick much ass. This is purely to ensure that I actually get down to it and complete the model, not just talk aboot it.

Well I was going to go for a bit of a well-troden path of zombies with limbs made of metal, then humans that had been experimented on, then dead animals with extra attatchments. So I guess my gut will tell me what I need to do...possibly.

I will be going for a bit of an Cabin Fever type of minion, you know, skin hanging off in folds, pussy looking eyeballs, and possibly two humans that have basically absorbed each other, and some mechanical elements. Think Robocop guy who gets hit with acid for the skin.

Will be posting an image of my concept at a later stage, probably in a couple of days.

Submitted by palantir on Tue, 27/07/04 - 3:49 AM Permalink

Well your committed now! Lets see a concept! [:D]

Submitted by noreha on Wed, 28/07/04 - 1:40 PM Permalink

Here is a bit more of the concept I have for the character.

It was a day like any other when Clarence, the ultra-yuppie, left for work in his Mercedes SLK convertible. But this day a truck carrying telephone poles was left on an incline minus the handbrake. The truck slammed into the Mercedes, losing it's cargo. A telephone pole hit Clarence in the chest leaving quite a large hole, and shattering glass neatly removed Clarence's head.

Quick thinking by a conveniently nearby crazed scientist, Clarence was saved, albeit as a walking monstrosity. His head now sits proudly in the cavity left in his chest, along with the Mercedes bonnet emblem, embedded in his forehead.

Now Clarence is a slave to the scientist doing his evil bidding, and his accounting work.

Unfortunately I do not have a scanner to scan my lovely pencil work, please note the sarcasm, but I will be placing at least some of the images of the model in progress.

Submitted by MoonUnit on Wed, 28/07/04 - 7:28 PM Permalink

"by a conveniently nearby crazed scientist"

LOL they allways crop up when you need em :P

Submitted by Jackablade on Wed, 28/07/04 - 11:21 PM Permalink

quote:Unfortunately I do not have a scanner to scan my lovely pencil work, please note the sarcasm, but I will be placing at least some of the images of the model in progress.Couldn't you whip something up on a graphic tablet, just so we've got some vague idea what your character is going to look like?

Submitted by Kalescent on Wed, 28/07/04 - 11:23 PM Permalink

quote:Originally posted by Jackablade

quote:Unfortunately I do not have a scanner to scan my lovely pencil work, please note the sarcasm, but I will be placing at least some of the images of the model in progress.Couldn't you whip something up on a graphic tablet, just so we've got some vague idea what your character is going to look like?

Or even paint it with a mouse [:D]

Sumea Challenge #6 -3d- essence

this is the gist of where im heading. the only thing i think ill change is accessories and colour. if the pic is too big let me know.

[IMG]http://img14.photobucket.com/albums/v43/peddy/sumea_challenge_concept01…]

Submitted by denz on Mon, 26/07/04 - 9:59 PM Permalink

Love the face :) Yeah you might want to break the red up a little. cool character though.

Submitted by Malus on Tue, 27/07/04 - 4:39 AM Permalink

Don't know if Souri really minds as I've never heard him comment on it before but the pic is kind of huge, try not too post anything bigger than 800 x 600 unless you really need too.

Also compress the image, you can take heaps of Kb's of an image before you noticably destroy its quality.

Submitted by MoonUnit on Tue, 27/07/04 - 4:43 AM Permalink

thats a great start, cool face

Submitted by goodgod on Thu, 29/07/04 - 11:48 AM Permalink

It?s a bit simple, don?t you think. And not very threatening. You should think about how this thing will affect the player in the game.

Submitted by essence on Thu, 29/07/04 - 11:08 PM Permalink

already have. and for now im keeping it to myself until this WIP becomes a final concept and i start modelling it. although my idea of threatening may be different to yours, im still open to ideas.

Some handy tips for the comp...

I'm not sure whether I should post this here, but I guess if its unwanted then one of the mods can remove it. And if I'm out of line then I'm sorry. I'm not meaning to take over or anything, I just want to help out the community.

Anyway, I've been mentioning the same sorts of things on a lot of people's entries and it seems it might be simpler just to do it in one big go. Perhaps if anyone else has any handy tips they could add them on.

* I think the first thing that I noticed when I started perusing this competition thread is the lack of general objectivity and critique in people's replys. Don't get me wrong, if you like someones work then you should tell them but don't be afraid to suggest ways that they could improve their work. Keep it friendly-like obviously, but be objective. If theres something clearly wrong or you have an idea how they could push their concept a little further, then tell them. A lot of you are still learning and this is the best way to get better.

* That leads us to the next issue - renders. The best way to show off a model is from a number of angles, front and side at least and any others that seem necessary to understand the geometry. Something that makes an untextured model easier to read is by adding a wireframe over the top. If you're using max, theres a trick to this:
1.Snapshot your model.
2.add a push modifyer of 0.3 or so. Just enough to stop the polys from rendering badly.
3.Set it to wire in the material editor.
4.Ideally, drop the wire thickness down to about 0.3-0.5 in advanced parametres.

* Reference material next. Everyone needs references for modelling and texturing, no matter how much experience they have. This is particularly important if you're somewhat new to this whole 3d thing. The best source around as far as I've seen is [url]www.fineart.sk[/url]. You should find some pictures there that'll help you nail those trickier proportions. The sight obviously contains a bit of necessary nudity.

Thats probably the main things people need to consider at this stage. Good luck with the competition. :)

Submitted by Doord on Mon, 26/07/04 - 7:57 PM Permalink

Sorry but I have to say it, the way you render wire frame is not very good. The push modifier doesn't work very well for making wire frame renders, because it can push edges in the wrong direction making edges over lap in areas (mainly areas with large amount of geometry, like hands and faces.)

The far better way to do it is to go into sub-object mode select all the edge and then use the "Create Shape From Selection", change the "Shape Type" to "Linear." Go out of sub-object mode select the spline and make it renderable. Change the spline thickness to what ever you want. This way in your wire frame renders the wire frame is on top of your edges not push 0.3 away from the edges.
[IMG]http://img31.photobucket.com/albums/v92/Doord/WireHelp.jpg[/IMG]

Also never forget to render 3/4 views in perspective.

How is that for a critique?? [;)]

Submitted by LiveWire on Mon, 26/07/04 - 8:12 PM Permalink

or you ca just take a screenshot (Print Screen button) of a smooth/wireframe viewport. take it into good ol' paint and crop the all the unessessary stuff around the sides.

Submitted by Doord on Mon, 26/07/04 - 8:52 PM Permalink

That is by far the fastest way.

One more thing I forgot to add was. If you are using edit poly with no smoothing groups and you do a max render you will have a render with all the edges. To render is so that you only have the edges you want use a smooth modifier and turn on auto smooth with a threshold on 0.

Submitted by denz on Mon, 26/07/04 - 8:57 PM Permalink

go screenshots! Less stuffing around. Refference is of course a big thing to. Are you entering Jackablade?

edit:whoops I just noticed that you are.

Submitted by Jackablade on Mon, 26/07/04 - 10:43 PM Permalink

I'll get around to it eventually.

Interesting technique Doord, I hadn't heard of that one before, but the push technique has never failed for me and is used pretty much as standard over at Polycount. As with everything else, its whatever you feel is easiest. The problem with screenshots is you get big thick colored lines that are liable to obscure fine detail where your mesh is pretty dense. It also looks kinda crappy.

Submitted by Kalescent on Mon, 26/07/04 - 11:09 PM Permalink

Second Doord's method - [:d] Just did a test on some dense polycount areas and the push method does get a bit inaccurate in those areas. And Ive never heard of that method before either [:)] its great to see hint and tips come out !

Submitted by UniqueSnowFlake on Mon, 26/07/04 - 11:10 PM Permalink

As long as you have your objects when created come with a black base colour you shouldn't have a problem with a view port screen shots.

I'm sure Doord will post something but which would render faster splines or polies? and yeah that was a question.

Submitted by Doord on Mon, 26/07/04 - 11:15 PM Permalink

The reason you don't know about my technique is that I worked it out myself.

quote:Originally posted by Jackablade

The problem with screenshots is you get big thick colored lines that are liable to obscure fine detail where your mesh is pretty dense. It also looks kinda crappy.

This is the problem with using push. I have use more of a push then is needed for the hand, but this is about what would happen to the hand if the push was to work on the less dense mesh like the chest from a distance most render are from.

[IMG]http://img31.photobucket.com/albums/v92/Doord/WireHelp02.jpg[/IMG]

Left image splines, right image mesh and push.

Just a note to all, if you told that something is the way it is done because most people do it that way, it may not be right. Hell everything I was told at the AIE was the hard way to do things, and as far as I know they are using my modelling tutorial to show new students how to model which was written in edit meah (not edit poly.) So always question an idea, try it and see if you can improve on it or what use it is to you.

Submitted by palantir on Tue, 27/07/04 - 3:35 AM Permalink

This looks like a good idea, to have a thread for discussing tips and problems concerning the challenge. I think it could be beneficial to everyone to have people posting questions about challenge related problems (and more importantly others trying to answer their questions). [:)]

With the wireframe shots, isn?t the point just to show the poly layout? It?s not like the wireframe is for pimping the model, so what?s wrong with using the quick and easy screen grab method? Whatever works, I guess. [:)]

Well, I?d like to be the first newbie to ask a question here, but I don?t really have any yet [:P]. But it seems to me like a good idea to have a thread just for challenge related problems/questions.

Submitted by Malus on Tue, 27/07/04 - 4:26 AM Permalink

Did anyone notice the brief stated that the required submissions be screenshots?
The optional render can be what ever you like but no rendering and fancy lights for the rest.

We just want to see the models in there most pure form for judging purposes.

Oh one note you will need a rendered image if you are to be using the alpha, spec or bump map obviously.
Please don't go overboard with that though, 1 or 2 nicely light shots will suffice as I'm sure Souri doesn't want all his bandwidth eaten up.

I will add that to the brief. [:)]

Submitted by Makk on Tue, 27/07/04 - 7:36 AM Permalink

Good, now I can render in wireframes instead of taking crappy usermode screengrabs!! Thanks guys

Submitted by palantir on Tue, 27/07/04 - 5:24 PM Permalink

except that malus just pointed out that its screen grabs only for challenge submissions.:P

Submitted by Malus on Tue, 27/07/04 - 7:04 PM Permalink

Makk: For gods sake don't screengrab user mode, I never understand why people do that, nice way to distort depth.
You can do a screengrab in a perspective mode, you do know that right?![:P]

Submitted by Danmill on Tue, 27/07/04 - 9:14 PM Permalink

...And don't render with a black back ground. Hi guys I'm new here!

Submitted by tojo on Wed, 28/07/04 - 1:28 AM Permalink

user mode is cool!.........i like it....... reminds me off zelda 3 and games like that

Submitted by Jackablade on Wed, 28/07/04 - 2:35 AM Permalink

Its easier to see a model's sihloette on a neutral (like grey) background than on a black one.

This screnshots only for submission business sounds strange to me... Surely it'd be better to do a quick render so you get all the antialiasing and proply calculated shading rather than the generally horrible viewport display. Whatever Souri wants I guess...

Submitted by Malus on Wed, 28/07/04 - 2:47 AM Permalink

Jackablade: I generally agree with no black backgrounds, lose edges etc, as for the rest, your point is exactly why we don't want a render, all the fancy GI lighting etc is a nice way off hiding the faults in a model/texture.

The screengrabs are to show the models/textures in their purest forms.

You can render it out to show off the spec,bump and/or opacity maps if you use them or if you just want an additional pimp render.

Also I'm confused, you can still get nice antialiasing with a screengrab, why is that an issue?

Submitted by Jackablade on Wed, 28/07/04 - 7:12 AM Permalink

You evidently feel strongly about the screen grabs issue, so I shan't argue any further. Perhaps its just my ancient version of Max that looks nasty in the viewports.

Anyway, getting back to the tips, something else people might like to consider is modelling in quads (four sided polygons). It makes life a whole lot easier, particularly when you start getting up into the higher poly levels. Easier modelling, better rigging and deformation. Its a good technique to try and pick up.

Submitted by Discmage on Wed, 28/07/04 - 9:16 AM Permalink

Personally tris gives you more control...the quads are made up of tris anyway it's actually BETTER to see what way the tris are going as I have to continually adjust the direction so it deforms/looks better the other way. using Edit Poly has it's disadvantages, it puts the tris how IT wants to, rather than like Edit mesh that allows you more control. In MAX anyway.

That, and to get an accurate poly count when you use edit mesh/tri based. Using edit poly lulls you into thinking you are doing exceedingly well on your count, only to find you have an extra 1000 polys you didn't think you had cos you turned your poly count to what they should be...which is the tri count, not poly count.

Still, I like using Edit Poly, the OTHER benefits outway the occasional need to add an edit mesh to see the real count, and the need to make each tri by hand when it doesn't do it MY way :)

Submitted by Malus on Wed, 28/07/04 - 7:17 PM Permalink

Jackablade: Not all that fazed about the screengrab thing, just wondering why it mattered?
You can render pimp renders till the cows come home, why try disputing the orthographic shots?

I've had nearly every point on the brief questioned by someone and its getting old real fast so I don't mean to offend or be abrupt, just sick of the constant picking. [:)]

Tris, quads, splines... its just a way of constructing the mesh, there is no proven golden rule when doing any of them.
It comes down to personal choice, just remember a quad is just 2 tris. [:P]

For me, personally, well I generally like quads but I don't stick soley to them if its going to be wasteful, having a few tris isn't going to kill the mesh.
Quads are more of a visual thing for me, quads are cleaner and although Doord will disagree, lol, it makes poly flow easier to read, also edit poly is much better to use than edit mesh on Max.

Yes I modelled for ages in editmesh so I know both sides so don't rip into me for that statement editmesh lovers. [:)]

One thing I do hate is Ngons, 5+ sided polys, thats just pure laziness and bad construction, join 2 vertices and you will have a tri and a quad you lazy buggers. lol.

Discmage:
- You can turn on view all edges in editpoly to keep track of them, so edit mesh isn't the only way of doing that.
- I don't look to the polycount for making a good mesh and generally doubling your count will give you a semi accurate idea anyway.

Submitted by Doord on Wed, 28/07/04 - 7:46 PM Permalink

quote:Originally posted by Discmage

Personally tris gives you more control...the quads are made up of tris anyway it's actually BETTER to see what way the tris are going as I have to continually adjust the direction so it deforms/looks better the other way. using Edit Poly has it's disadvantages, it puts the tris how IT wants to, rather than like Edit mesh that allows you more control. In MAX anyway.

That, and to get an accurate poly count when you use edit mesh/tri based. Using edit poly lulls you into thinking you are doing exceedingly well on your count, only to find you have an extra 1000 polys you didn't think you had cos you turned your poly count to what they should be...which is the tri count, not poly count.

Still, I like using Edit Poly, the OTHER benefits outway the occasional need to add an edit mesh to see the real count, and the need to make each tri by hand when it doesn't do it MY way :)

- You can use "Edit Triangulation" to change your eages in edit poly.

- There is a very good Max Script which show you the real tri count when using edit poly. (If you want a copy just e-mail me.)

Submitted by Discmage on Wed, 28/07/04 - 7:48 PM Permalink

The only reason I look at the polycount is we have a limit at the end...

I realised after finishing my head for example, that it already had 4500 tris...more than half the total allowed for this comp...so I had to cut that down significantly before moving on.

But I agree, Edit Poly is certainly better than Edit Mesh. I remmeebr back in the ol' days when it didn't exist. How we survived I do not know :)

Submitted by Doord on Wed, 28/07/04 - 9:58 PM Permalink

I have the polycount script running all the time, (it is a replacement for the poly count script which comes with max that displays in your view port shortcut is "7" in default max.)

Submitted by Jackablade on Wed, 28/07/04 - 11:31 PM Permalink

I don't think you're getting my meaning, Malus. [url]http://www.psilon.net/jackablade/Trolodyte%20head%2001.jpg[/url] This is what I'm talking about. It can be done quicker than loading up Photoshop to screendump. Anyway, its not like it matters. If you want screendumps then thats fine.

And you're quite right about the fact that its ok to have a few tris in the mesh if you're not going to subdivide. I had meant to mention that somewhere but got distracted by shiny things.

As for polycount in Edit Poly, if you've got max 5 or higher get Juan Martinez' awesome viewport poly count script [url]www.juantwo.com[/url] He's also got some nice scripts for mirroring verts in physique.

Submitted by Malus on Thu, 29/07/04 - 12:06 AM Permalink

quote:It can be done quicker than loading up Photoshop to screendump
Yeah that whole 2 minutes is a real killer. [:0]

Submitted by Doord on Thu, 29/07/04 - 12:11 AM Permalink

quote:Originally posted by Jackablade


As for polycount in Edit Poly, if you've got max 5 or higher get Juan Martinez' awesome viewport poly count script [url]www.juantwo.com[/url] He's also got some nice scripts for mirroring verts in physique.

That's the one I couldn't rememebr were I got it from.

Submitted by conundrum on Thu, 29/07/04 - 4:33 AM Permalink

sorry about this question, but exactly what are orthographics?
thanks

Submitted by Kalescent on Thu, 29/07/04 - 6:33 AM Permalink

Conundrum : Flat front, side and back veiws ie no perspective / vanishing point(s)

Submitted by LiveWire on Thu, 29/07/04 - 6:45 AM Permalink

quote:It can be done quicker than loading up Photoshop to screendump
you dont need to load up photoshop, all you need is Paint!

those spline ones look really nice, and i would certanly use them for pimping you mesh, but for quick progress shots a screen grab is just so quick.

and i'm for edit poly too (though i too started on edit mesh, luckily not for long though), and i agree with malus on the quads thing, looks heaps neater and easier to see the flow. but i like seeing trimeshes too cos if they're well constructed they look cool :)

Sumea Challenge #6 -3D- palantir

Game concept brief:

The evil corporation conducted secret experiments with DNA splicing in the effort to create genetically engineered super-soldiers. By combining the most desirable features of many different animal species, they hoped to create far more efficient killers then anything nature had created, for military applications. The stealth of felines, the ferocity of canines, the sight of hunting birds, the hearing of bats, the toughness and regenerative powers of lizards, the speed, strength and cunning of all the top predators of the animal kingdom, put into a cauldron of genetic experimentation to create new, unnatural life-forms. But most importantly, these creatures contained the mental capacity of a human being.

After years of experimentation, development, and creature combat training, word of these inhumane abominations eventually leaked out into the public. All it took was a small, well-organised animal rights terrorist group to attack the compound where the creatures were being created. The group attacked the compound in the belief that they would be freeing tortured animals, but soon realised their dreadful mistake when they let loose what seemed like the demons of hell?

Now the fate of the world hangs in the balance.

[img]http://www.sumea.com.au/forum/attached/palantir/20047255142_concept.JPG"[/img]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/palantir/20047255142_concept.JPG"]concept.JPG[/url]
32.99?KB

Character concept brief:

This guy is one of the smaller opponents of the game. While they don?t take much to kill, they are very quick, both in the air and on the ground, but more importantly, they are incredibly sneaky. Their human-like brain makes them deadly opponents ? especially in numbers as they group together and use intelligent team tactics to attack the player. They have several standard attacks such as claw slashing and charging/tackling, though their most dangerous attack is their highly poisonous bite ? one quick bite is enough to temporarily paralyse the victim (leading to death if anti-venom is not attained), while a serious bite is instant death. The best tactic for these creatures is simply to avoid them by sneaking, and to run away if they spot you. Attacking them usually results in a waste of ammo (unless you?re a really good shot)? though in desperate situations melee weapons (knives, swords, etc) are the best option. A good stab to the body is just as deadly for these guys as it is for any animal. Just watch your back when you?re doing it!

Visually, these guys seem to be mainly a combination of poisonous bat (wings and some facial features), lizard (tail), canine (hind legs) and human (upper body, arms and head). Their skin is leathery and mostly dark coloured, though the wings and tail have a splash of bright colour to represent their poisonous nature ? this colour is a trait attained from poisonous animals found in nature (generally venomous animals have bright colours as a warning signal for other animals to stay away).

Approximate scale:
[img]http://www.sumea.com.au/forum/attached/palantir/200472551618_scale.JPG[…]

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/palantir/200472551618_scale.JPG"]scale.JPG[/url]
38.01?KB

Submitted by conundrum on Mon, 26/07/04 - 5:46 AM Permalink

looks very nice so far, finally someone other than me has gone with a good old fashioned monster. i like the proportions as they are although the only crit i have is that you should maybe try to accentuate some of the features of the creature as it looks quite bland right now, possibly enlarge his hindparts, and give his body a slope down to his head. just an example. keep it up though, cant wait to see the model.

Submitted by MoonUnit on Mon, 26/07/04 - 6:18 AM Permalink

yeah atm he does look pretty generic, perhaps have the skin and texture differetiate (sp?) between the different areas to show where the dog end and the bat beings etc, because whilst your explanation fits his consrtuction right now, he could just as easily be a gargoyle type character with no multiple species influence.
good start though.

Submitted by palantir on Mon, 26/07/04 - 5:27 PM Permalink

Thanks guys. Yeah, I think you are right. I think I?ll play around with the hind legs and make them more, er, werewolf like. I was thinking maybe about adding a line of spikes along his back and tail also, kind of like a dinosaur might have.

But as Moonunit pointed out, texturing will be the important part when it comes to making him less generic. His tail will be like a lizard, his hind section with be fury (if I can work out how to paint that :P), his wings will be bat like, and the idea is that his upper body, arms and head are very human ? with bat facial features giving him a kind of vampire look.

Of course wether I actually make it as far as completing the texture is another story! For now I just want to concentrate on getting the basic mesh done. If I have time, I might later play around with some colour painting to try and hammer out the multiple animal idea a bit more.

Submitted by palantir on Wed, 11/08/04 - 6:39 AM Permalink

Yay, I?ve made a wing =_= Not much yet, but it?s a beginning.
It still needs a bend modifier, and a bit of tweaking.

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/palantir/20048911130_wing02.jpg"]wing02.jpg[/url]
36.48 KB
[img]http://www.sumea.com.au/forum/attached/palantir/20048911130_wing02.jpg[…]
Yeah, it's about 1300 polys. I'll probably need to reduce that later.

Next I plan on doing the legs. I?m thinking that I might beef the leg muscles up a bit, while keeping the front smaller. I?m not sure yet.

I just need to get on the ?puter after work instead of always crashing in front of the PS2! [:P] Damn you Spiderman 2 and your massive city!

Submitted by tojo on Wed, 11/08/04 - 7:18 PM Permalink

that would certainly be very cool...... and i dont think i have ever seen a creature which mimics the kangaroo.....

it would be like watching skippy on acid

Sumea Challenge #6 -3D - mikamika - Challenger #16

Hey people, just a quick sketch that i though i might develop further. let me know what you all think. I may change the design totally in light of some of the other entries, but it its a starting point.

mikamika

EDIT: Final concept down further

Submitted by MarkMash on Sun, 25/07/04 - 7:02 AM Permalink

Looks pretty cool

I cant understand how it will move, just pull itself along? I like the top ones legs better

Submitted by MarkMash on Sun, 25/07/04 - 7:47 AM Permalink

haha that looks awesome.

The legs are very inviting, yet the head is very uninviting... i just grossed myself out. :P Maybe for extra grossness is put a breast underneath the torso, or what appears to be a torso. hehe, its pretty cool how it is.

Though i dont think you'd ever see a model like that ever use 8000 tris in a published game. I spose it's only a limit not an objective the polycount

Submitted by palantir on Sun, 25/07/04 - 7:48 AM Permalink

Hey mikamika, welcome to Sumea! [:)]

Wow, great concept (that last one) ? that thing?s creepy!![:0]

Submitted by mikamika on Sun, 25/07/04 - 8:14 AM Permalink

thanks guys, I was going to put in a breast, Mark. but i think the scars have a nicer feel to them (makes you wonder where they are now). IT was wearing high heels at one stage :), but i thought better of that. I didnt think that this would go over 3000 - 4000 . but its good to know that you dont have to use it all.

Submitted by xyz on Sun, 25/07/04 - 6:07 PM Permalink

That is truely insane. It would be interesting to animate as well. How does she attack?

Submitted by Aven on Sun, 25/07/04 - 7:56 PM Permalink

Very cool character. The animation would be truely cool for her.

Submitted by Kalescent on Mon, 26/07/04 - 2:52 AM Permalink

Nice job on this concept - i like it alot more than the first couple [:)]

Submitted by denz on Mon, 26/07/04 - 2:56 AM Permalink

hehe that is hillarious, and at the same time quite freaky. Nice drawings.

Submitted by mikamika on Mon, 26/07/04 - 3:59 AM Permalink

thanks Hazard and denz, yeah i like this concept alot more than the first two. she's more in keeping with the whole S/H theme.

Submitted by MoonUnit on Mon, 26/07/04 - 4:36 AM Permalink

creepy as, good work. That would be awesome animated with agile like attacks

Submitted by conundrum on Fri, 30/07/04 - 10:04 AM Permalink

thats looking great, one of the most true to the genre entries around, i could just see that in silent hill. very nice concepts, i hope you can really utilise the high poly count and make some really nice details. looking forward to your start in modelling

Submitted by Aven on Fri, 30/07/04 - 5:53 PM Permalink

Fantatsic artwork. If the model is anything like the art, this will be very sweet.

Submitted by Kalescent on Fri, 30/07/04 - 10:41 PM Permalink

I like this, very much [:D] perfect

Submitted by MoonUnit on Sat, 31/07/04 - 4:36 AM Permalink

wow really like that colour there, good luck with modelling

Submitted by MoonUnit on Sun, 01/08/04 - 7:29 AM Permalink

wow thats great, really reflects the concept

Submitted by conundrum on Sun, 01/08/04 - 10:47 AM Permalink

looking great so far, a very nice model, no crits other than i was wondering if you have a texture on it or if thats just the render. keep it up though looking great

Submitted by mikamika on Sun, 01/08/04 - 10:53 AM Permalink

conundrum, no the bottom render is just using GI(e-light) with a standard max texutre.

Submitted by Aven on Sun, 01/08/04 - 7:27 PM Permalink

Going good. The only weird thing is that her head looks a little rounder (from the front) in you concept art.

Submitted by mikamika on Thu, 05/08/04 - 7:00 AM Permalink

ok here it is with legs attached, as it stands its 4082 polys at the moment. guys i really need some crits/feedback on the structure of the legs and feet, the best way to model them for the pose/animation that i want to use, which is like the colour concept. I just have an odd felling that something isnt right [?]. I may just have to go back and model them with a bit more refrence material.

[img]http://www.sumea.com.au/forum/attached/mikamika/20048465118_mikamika1.j…]

[img]http://www.sumea.com.au/forum/attached/mikamika/20048465150_mikamika2.j…]

[img]http://www.sumea.com.au/forum/attached/mikamika/2004846528_mikamika3.jp…]

[img]http://www.sumea.com.au/forum/attached/mikamika/20048465228_mikamika4.j…]

[img]http://www.sumea.com.au/forum/attached/mikamika/20048465243_mikamika5.j…]

Submitted by MoonUnit on Thu, 05/08/04 - 8:57 AM Permalink

lol at gaping hole ;)

the only thing that really looks not right atm with those legs is the fact that shes (she?) posed odly, like the feet arent flat and the... err... mid section is low. Modelling wise it looks fine.

Submitted by Kalescent on Thu, 05/08/04 - 9:19 AM Permalink

I think the legs will work fine - I think what your 'niggle' as to something being wrong is the legs alignment.
From the knee down looks like it could be rotated a fraction more outward. But I think it looks fine the way it is [:)]

Sumea Challenge #6 -3D- Air Blaster - Challenger12

Hi guys, a friend told me about the challenge, sounds like fun so here's some concepts. The idea is that D.K lives or unlives in a town called Cellar. Her father who is the towns Priest killed D.K because of her deformities. (Even though its his fault because he's married to his sister, who plays the piano in church). Any way he regretted his sins and so prayed for her to live once more. You could consider him some kind of Dark Priest! Only Satan would listen, and so now poor D.K is kept underneath the house tied up by a leather strap. Are those out sretched arms wanting to feel the caress of her loving father, or does she want his Brains! BRAINS?!!!!! He also is not sure, so sometimes he nails her hands and feet to the wall.(the whole religious thing, you get the picture). Anyway hope you enjoy D.K, can't wait to start concepts of her Father.

[img]http://www.sumea.com.au/forum/attached/Air blaster/200472323916_D_K.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/Air blaster/2004723231439_Head_02_scary3.jpg[/img]

Submitted by MoonUnit on Sun, 25/07/04 - 12:07 AM Permalink

damn, that facial pic looks like it came right off the cover of one of those "childs play" movies or something. Crazy stuff, well done :D

Submitted by Toasty on Sun, 25/07/04 - 1:22 AM Permalink

Man that's awesome! Love that painting. Really freaky, can't wait to see more [:D] Great work keep it up.

Submitted by Wizenedoldman on Sun, 25/07/04 - 2:25 AM Permalink

Great pics, the top right one looks a whole lot like Gollum.

Submitted by Sinister on Sun, 25/07/04 - 7:56 AM Permalink

Air Blaster, That face is fantastic. I'm a big fan. Can't wait to see her model...
P.S. What does DK stand for?

Submitted by Air Blaster on Sun, 25/07/04 - 9:08 AM Permalink

Thanks for the kind words Sin. Maybe our two girls can get together for a tea party sometime. Needless to say I love your idea.
P.S. Decay. I know it's a bit silly but what the hell!

Submitted by Malus on Thu, 05/08/04 - 1:53 AM Permalink

Airblaster: I must have missed your initial post, I sit next to your mate Toasty here at work, he showed me the wip's you sent, some really great stuff man (especially since its one of your first) you should post them up here for the others to see.

Submitted by Pauli G on Thu, 05/08/04 - 2:47 AM Permalink

There's something about that porcelin doll look that is really disturbing. Would be awesome in a game. Nice work.

Submitted by conundrum on Thu, 12/08/04 - 10:02 AM Permalink

looking very nice, it has nice proportioans and does justice to your concept. the only thing that i can think of is that the expression isn't particularly scary, perhaps you could give her a slight scowl just too make it look more sinister as the eyes look a little too innocent. no crits other than that, keep up the great work

Submitted by Aven on Thu, 12/08/04 - 6:34 PM Permalink

Air Blaster - Very cool model. Love all the tiny little details like the button on her shoulder. I feel so sorry for her. Having a receding hair line at that age.

Conundrum - The face is just in a neutral (stoned) expression for facial rigs. I doubt it will stay like that :)

Submitted by tojo on Thu, 12/08/04 - 7:21 PM Permalink

looks cool dude........

only gripe ......i would like to see the volume in the 'lips' that you had in the sketch put back in....

other than that..... rock on .....

cant wait to see it textured....

Submitted by Wizenedoldman on Mon, 16/08/04 - 1:47 AM Permalink

Great, I like it, it's got an awesome twisted cartoony look to it.

Submitted by Air Blaster on Mon, 20/09/04 - 7:50 AM Permalink

Well here is the finished product. Took some time though,
I had to learn as I went. I used an alpha channel
for the hair and necklace.
It's been fun and I'm loving all the other models, especially to see them textured. Good luck to everyone!

[img]http://www.sumea.com.au/forum/attached/air blaster/20049197335_Airblaster_01.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/air blaster/200491973341_Airblaster_02.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/air blaster/20049197346_Airblaster_03.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/air blaster/200491973432_Airblaster_04.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/air blaster/200491973457_Airblaster_05.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/air blaster/200491973532_Airblaster_06.jpg[/img]

[img]http://www.sumea.com.au/forum/attached/air blaster/20049197360_Airblaster_07.jpg[/img]

Submitted by souri on Mon, 20/09/04 - 7:57 AM Permalink

You're Challenger #12!

Submitted by rannyroy on Wed, 22/09/04 - 5:17 PM Permalink

I love the expression. Good luck

Sumea Challenge #6 - 3D - Jackablade.

I probably won't have time to finish my character given that I have to start working at a dev studio in a bit over a weeks time, but the copy of Max is to good to pass up.

At this stage I'm more or less just staking my claim, I haven't got anything definite in mind as yet. I think I'll try and do something a bit different to the majority of entries here, leaning away from the undead fleshy lumps to some degree and try something a little more eery, more subtle. I've been thinking along the lines of a Sadako typed character (from Ring) but the creepy little girl thing has probably been done far too many times in the past for my liking. I dunno, perhaps I can work with it. It needs to be eye catching too though.

So yes, that didn't get us very far. I'll keep you posted.

Submitted by Doord on Fri, 23/07/04 - 7:17 PM Permalink

Another girl character, but not undead should be interesting.

I seen you work posted on the AIE site I would like to know were are you starting work??

Submitted by Jackablade on Sat, 24/07/04 - 10:19 AM Permalink

Ah, I thought I recognised the alias... Not sure I can put it to a face or name, but I remember hammering you with rifle grenades in ET a few times.

I have work posted up on the AIE website? I'll have to check that out.

I'll be working at Tantalus in Melbourne.

And yeah, the more I look through the proposed entires, the more creepy little girls I see, so I'll be moving away from that idea. Where to exactly I have no idea - creativity has never been one of my really strong suits unfortunately

Submitted by UniqueSnowFlake on Sat, 24/07/04 - 10:44 AM Permalink

You might of been in the first year if you were at the AIE the same time as Doord. As for ET I can't evern think of what that is. I remember playing BF 1942 a bit against the first years.

Unless someone with the same name as you who went to the AIE then I belive this is your work:

http://www.aie.act.edu.au/graduate/03_graduate.php?ID=33

I think you would of remembered something like this, hence you gave them the render to put up...

Anyways congrags about the Job at Tantalus

and it sounds like a good idea to stay away from those girl characters there are so many of them around. I find it funny that we are doing a Horror theme and so many people are doing girl based characters [:p]

Submitted by Jackablade on Sat, 24/07/04 - 11:03 AM Permalink

Ah Unique Snowflake, another old AIE gaming adversary. So Doord was in the next year up was he? I would have been hammering his arse with hand grenades then in Battlefield. Anyone else around here I might recognise? Oh and ET would be Wolfenstein:Enemy Territory.

Haha, damn theres some horrible models on that bio/resume thing. The proportions on that third guy are just embarassing.

Submitted by Kalescent on Sat, 24/07/04 - 11:42 AM Permalink

Sorry to hijack your thread with an irrelevant question, but what kind of electronic music do you compose Jackablade? [:)]

Submitted by Jackablade on Sun, 25/07/04 - 9:52 AM Permalink

Thats ok, you've got a thread there I can always derail too :p

Its been quite a while since I've done any musical composition and I was never that good at it to start off with, but I tend to go for the sort of music they play on the Sound Lab on Triple J. I dunno if theres any really good term for it - wanky pretentious art electronica is probably as good as any.

If you're looking for musicians though, I can hook you up.

Anyway, getting back to the topic at hand, I think I've got an idea. Well small portion of an idea at least. Someone was talking about Steampunk in one of the threads leading me to my usual diatribe about no one doing it properly and whatnot. So I'm thinking perhaps I'll do something along those lines although more clockwork stylee (complete with a big key). I'm still mulling over exactly how I'm going to work this into the Survival Horror theme, but I'm on the way.

Submitted by Jackablade on Tue, 27/07/04 - 1:57 AM Permalink

Ok, I've decided on a character. I've decided against the clockwork character, mostly because I want to do some facial morphing typed stuff which wouldn't be much fun on a metal character.

I've selected your traditional psycho pygmy guy from the deep deep jungle. I'll work out a proper story for him later. Without further ado:
[img]http://www.psilon.net/jackablade/Pygmy.jpg[/img]
and a better version of the face.
[img]http://www.psilon.net/jackablade/Pygmy%20face.jpg[/img]

In addition I've concepted up a few accessories - a cloak made from sewn together scalps and a shaman staff with a severed head and a string of fingers on the top. The drawings are little more than quick scribbles and aren't really worth posting here.

Submitted by conundrum on Wed, 28/07/04 - 7:23 AM Permalink

very nice so far, looks like its a well distributed model. the only thing thats niggling me is the overall shape of the face, i think it could look more effective if you were too enlarge the jaw and neck, it should add to the brutishness of the character. other than that its looking great.

Submitted by MoonUnit on Wed, 28/07/04 - 7:56 AM Permalink

looking good so far, great poly distribution (something which im yet to get the hang of)

Submitted by tojo on Wed, 28/07/04 - 7:09 PM Permalink

coming along nicely... for sure!
nice clean mesh....

you have a stack of polys..... make sure you dont fall into the sharp edged corner of the mouth trap...

that is a very expressive part of the face, so be sure to use it to your advantage....

http://www.3dtotal.com/ffa/tutorials/max/mouth_tutorial/mouth.htm

this is a basic tut on mouth structure..... very crude..

loking forward to seeing this evolve

Submitted by Jackablade on Wed, 28/07/04 - 11:00 PM Permalink

The mouth polys are actually all in neat loops, they're just not terribly well laid out at this stage.

As for the neck, I've only just extruded that out. I'll make sure I make it nice and bulky.

Back to work then.

Submitted by goodgod on Thu, 29/07/04 - 10:04 AM Permalink

If you think you have come up with a good idea, when modelling it in 3d you should try to stick to the same characteristics as the concept. I say this because so far what I?ve seen of your model seems to be just a less exaggerated version of you concept. Thus the effect won?t be as strong.

Submitted by Conor O Kane on Thu, 29/07/04 - 9:03 PM Permalink

Nice work Jackablade - I like how you've modelled the wrinkles.

Submitted by MoonUnit on Fri, 30/07/04 - 8:40 AM Permalink

looking good, though the chin protruded more in the concept (or is that the lip, hard to tell)

Submitted by Jackablade on Fri, 30/07/04 - 10:13 AM Permalink

Yeah, I'm working that in at the moment. I tried making his eyes bigger like in the concept, but I think the small piggy eyes work better.

Anyway, I decided while walking my dog this evening to diverge significantly from my original concept towards something far cooler. I like the way that fat rolls are looking, but they're not really apropriate to the pygmy idea which should really be a quick and agile enemy. I've also been thinking about ways I could soak up some polygons given the general lack of major detail in my concept and started thinking about mounts.

What I'm thinking now is I'll create Famine, one of the four horsemen of the apocalypse. Again he'l be tricky to work into a survival horror theme, but shouldn't be too ghard with a bit of thought. Basically I'll keep work my current model into a morbidly obese man, keeping the fat rolls going right the way across the body, And sit him on a really thin almost skeletal and diseased looking horse. I'll do another concept up shortly to work out the finer details, but I think this idea has far more potential than the old one. I'll try and work out a proper storyu too.

Submitted by MoonUnit on Sat, 31/07/04 - 4:44 AM Permalink

sounds great, hurray for the horsemen! :D (and the fifth who left the group before they became famous )

Submitted by Jackablade on Sat, 31/07/04 - 12:17 PM Permalink

Ah Mr Pratchett, the world would be a far less amusing place if not for him.

Submitted by tojo on Thu, 19/08/04 - 11:15 AM Permalink

good to see some facial detail in a model..... i am a big fan of that.....
...... too many people relying on big shoulders and muscles to depict 'scariness' and horror !! ;) .....

your model has cool shaped eyes...

Sumea Challenge #6 -3D- Toasty

I've never entered a challenge before, but after days of Malus's relentless pestering I think all give it a shot :P

I'll give just a short brief of my concept.

World war2 has been declared over, the Germans and Japanese have submitted to the victorious Allies. The bride after long years of waiting for her beloved need not wait any longer. Her love is returning home.
Tragically his plane is buffeted by foul weather and plunges into the cold Atlantic seas. The bride, struck grief and anger, mournfully takes her own life. On her death bed she vow's that none under her roof shall ever again be permitted to fall in love, under pain of death

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Toasty/20047228122_The_Bride_c00…"]The_Bride_c001.jpg[/url]
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[img]http://www.sumea.com.au/forum/attached/Toasty/20047228122_The_Bride_c00…]

I will post a better concept when I give it a bit more thought

Submitted by MoonUnit on Fri, 23/07/04 - 8:48 AM Permalink

pretty neat looking concept but it does draw a lot of similarities to the story "the bride" (that which kill bill was based upon).

Submitted by Toasty on Fri, 23/07/04 - 9:41 AM Permalink

I've never read the 'The Bride" So I'll have to take your word on it. I guess this chick is also a 'Bride', but I don't remember the bride in Kill Bill slashing her own wrists and haunting her house as a ghost...but maybe I just didn't watch the films close enough :P Hopefully I'll do some more concepts soon to flesh her out and make her more unique.

Submitted by Malus on Fri, 23/07/04 - 9:58 AM Permalink

Hey Toasty, looks good. [:)]

Submitted by JD on Fri, 23/07/04 - 10:18 AM Permalink

Looks good, nice concept man. Love the full length old fashion wedding dress. A Vail over her face would make her more mysterous. But i cant wait to see what you do to flesh this one out.

JD

Submitted by Kalescent on Mon, 26/07/04 - 2:51 AM Permalink

Ohhh that looks nice [:)] nice pencil work there toasty.

Submitted by denz on Mon, 26/07/04 - 2:55 AM Permalink

very strong design! nice work.

Submitted by Air Blaster on Mon, 26/07/04 - 4:11 AM Permalink

That head looks fantastic! The blood makes her super creepy.
keep up the great work.

Submitted by MoonUnit on Mon, 26/07/04 - 4:34 AM Permalink

amazing pencil work, youve just gotta have bloodstains on that pretty white dress >:)

Submitted by Jak on Mon, 26/07/04 - 8:14 PM Permalink

Looking good, Mr Toast
I would like to see her looking a little more ugly, so I am keen to see her in her second stage.... Doing any concept stuff for that?
Eh?

Submitted by Toasty on Mon, 26/07/04 - 8:24 PM Permalink

Yeah I started some quick concepts for her 'ugly' stage over the weekend. I'm still experimenting with some droopy eyes, and wrinkles, so hopefully I'll post some up this week. After that I think I'll do some detail pictures of the dress. All the lace, satin and layers of cloth should make designing and modelling the dress a real challenge.

Submitted by Discmage on Mon, 26/07/04 - 10:14 PM Permalink

I don't know about the ugly thing...I like the idea of a radiant beauty marred by the afflictions of her killing :)

So someone eerily beautiful with the blood dripping down and the bllod stains and maybe a bit of gore on the dress. Sort of like a contrasting of worlds, the elegance of marriage and purity VS the rage and bloodlust of murderous hate. There is a subtle horror at seeing someone that is seemingly pure appear as sheer evil.

But then again depends on how you like your horror ;)

It would also be a lot harder to get the right expression to pull it off I think, ugly horror is a lot easier than subtle horror in my opinion. Your sketches allude to your abilities to pull it off, they are very good. I look forward to seeing what you choose as your final idea :)

Submitted by Toasty on Mon, 26/07/04 - 10:35 PM Permalink

Yeah I totally agree, ugly horror tends to be much easier to pull off then the subtle. I guess that's why I've steered away from the usual mutated, undead monstrosity. I was thinking to use the 'ugly' face as a shock device. The change will be very rapid, just as she leaps out to disembowel her victims. :P

Submitted by Toasty on Fri, 27/08/04 - 3:01 AM Permalink

Just a quick update. I still need to do some concepts for the dress, but hopefully I get around to that in the next day or two. The upper body still needs some modeling work, but I might wait till the dress is blocked out, so I know how many poly's I have to play with. Current poly count --->3500.

Toasty

[img]http://www.sumea.com.au/forum/attached/Toasty/200482625833_progress_3-4…]

[img]http://www.sumea.com.au/forum/attached/Toasty/200482681621_progress_3-4…]

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Submitted by Wizenedoldman on Fri, 27/08/04 - 4:09 AM Permalink

Nice progress toasty, face looks good, if a little blank, but I'm sure you'll add some expression later on. Maybe pull her cheeks in a little, I wanna see gaunt!

Submitted by MoonUnit on Fri, 27/08/04 - 5:47 AM Permalink

looking really good and your ref pics are pretty damn good aswell actually :P

Submitted by Malus on Fri, 27/08/04 - 12:17 PM Permalink

looking cool man, I love the structure of face but I think I prefered her when she was a little more innocent, more youthful, like the first image you posted.

She looks more mature, more angular now, the subtlety of the cheek bones and the softness of the jaw in the first image helped give her a more innocent look.

Looking frikken cool though.

Wizenoldman: Its safe to say Toasty modelled her face in a more "bland" pose for ease of animation.

You'll find its alot easier to animate a wider range of expressions from a generic base pose.

Try animating a sad face from one modelled ecstatically happy, the mesh wouldn't be as forgiving to animate going from a smiling mouth as it would from a more generic pose. [:)]

That is of course dependant on the role of the character, say a character is never meant to be sad, hes just happy all the time, it may then pay off to model him with more of a happy base mesh.

Submitted by Wizenedoldman on Fri, 27/08/04 - 10:41 PM Permalink

Malus: yeah I understand the need for it when animating but there's no animating section to this comp, it's modelling only so I don't see the need for Toasty to do this unless he plans to animate her later on, which he might, pointless argument really. :)

Submitted by Malus on Sat, 28/08/04 - 12:14 AM Permalink

Wouldn't say its pointless or an argument myself. [:P]

Its just good modelling practice to model for animation anyway, thats what you'll be doing when your working in the games industry, never understand doing it any other way, whats the point?

If you model just for 3D sculpting then why limit yourself to low poly? Do high poly.

Knowing Toastman he'll want to animate it good and proper, hey Toasty. [:P]

Submitted by Toasty on Sat, 28/08/04 - 12:38 AM Permalink

animate it.....mmm...yes malus..."cough" maybe if I find the time :P
This is just the way I prefer to model. As Malus said it allows for better range of facial expression if I was ever to rig her. A good modeller doesn't just model for themselves, but also the riggers and the animators. Before I submit the character I'll pose her face into something a little more life like and scary. :D I also model the eyes open, but unwrap the lid when the eye is closed. The texture and the blood from her eyes should also help flesh her out as a living...or in this case not so living entity.

here is a quick outline of the dress. But please not the dress and veil are only about 25% done. This is only a test to see if the mutliply layers will work in with the poly count. So far about 6500 polys. I should porbably wait till it's a little more fleshed out, but what the heck.:D

Insert Image: [img]http://www.sumea.com.au/forum/attached/Toasty/200482704930_progress_3-4…]

Toasty

Submitted by Malus on Sat, 28/08/04 - 1:08 AM Permalink

quote:animate it.....mmm...yes malus..."cough" maybe if I find the time :P
Flat out at work hey? [:P]

Dress is coming along really well, will she have legs under that?

Are her arms are too short? Maybe its just putting me off because she has no hands, her wrists seem to line up with her hips which is pretty accurate. I don't know, I'm sick. lol [:(]

How about some wireframe shots?

Submitted by Toasty on Sun, 29/08/04 - 3:05 AM Permalink

Wire frames!! man, you wnat everything :P

I doubt she will have legs..I'll have to see how the poly count goes. It probably would look good to see legs floating under her.
I think the arms are a little short, I double check them when the hands are attached. But then again it's hard to trust your judgement when your sick Malus. :p

Toasty.

Insert Image: [img]http://www.sumea.com.au/forum/attached/Toasty/20048283323_progress_3-4_…]

Insert Image: [img]http://www.sumea.com.au/forum/attached/Toasty/2004828332_progress_3-4_0…]

Sumea Challenge #6 -3D- Avalanche

Ummm.. hi

Ive been reading sumea for ages but this is the first time ive decided to enter one of the modelling comps, mostly because the concept sounded like a lot of fun. Being an animator hopefully my submission isnt to bad, hopefully uni doesnt get to hectic and i can acctually finish it.

Enough of that, my concept. I was going to wait till i could post the sketches but i thought i better put in my entry before someone else starts doing something way to similar (which hopefully hasnt already happened).

Basically a private company doing research for the US military has been experiemtning with growth accelarting virus'. Using a virus to exponentailly raise a persons metabolism to create super dense and strong muscle and bone structures aswell as create incredably efficent blow flow, nervous system/brain function and healing properies. Unfortunatly this hasnt been going as planned and test subject 4 batch 26 has had major complications. Instead of acting as planned and creating a supieror warrior the virus was incredably unstable. Some of the subjects muscles have more than doubled while others have shrivled up/rotted and died. Bones have grown out of control pirceing the skin and continuing to grow outside the body. His flesh/skin has been streched, rotted and in places is falling off. Gapping holes have been left in his body and certain limbs have needed reinforcment/replacment with mechanical parts. Also his brain my completly eaten by the rest of his body for nutrients and as such died.

Using this malformed body for another cheap experiment scrap machinary was used to rebuild missing limbs and reinforce the left over withered ones. Along with a microprocessor that regulates the blow flow throughout the body and the acts as a replacment nervous system the test subject is now used as an inner defense against any intruders. Although it is capable of putting up a fight, the subject isnt meant for large amounts of combat, it is more used for it horror factor so hopefully give any inruders second thoughts about going any further.

So basically thats my concept, definatly not as original as some of the others on here, but ive already designed the concept so i may aswell go with it. Will post the sketches once i get the scanner going.

- Avalanche -

Submitted by FlyingMonk on Thu, 22/07/04 - 11:23 AM Permalink

Hey Avalanche! good to see you around here. Now hury up with the rest, I want to see what your doing.

Submitted by Avalanchex on Wed, 04/08/04 - 10:53 AM Permalink

So here are my concepts, please ignore the drawing the skill, or severe lack off. Basically i just wanted to get some basic stuff on paper while i model it, ill probably tweak it alot as i go along. Got most of the up half of it modelled now to, once i finish of the whole thing (couple of days?) ill post up the shots.

- Avalanche -

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Avalanchex/200483105139_Front-up…"]Front-up.jpg[/url]
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Submitted by Avalanchex on Wed, 18/08/04 - 11:26 AM Permalink

Finally finished the basic mesh, need to get to work on modelling all the details in now and tweaking it it till it looks better. The hands and stomach still need alot of work with their shape aswell as his right leg. Still not to sure about the mechanical leg, might acctually replace that with a a solid iron spike or something similar.

Crits definatly welcome....just try to go easy hey :)

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Avalanchex/200481711210_WIP-Fron…"]WIP-Front.jpg[/url]
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Submitted by palantir on Thu, 19/08/04 - 3:06 AM Permalink

You?ve done a good job following your concept drawings.
The only crit I have to offer is that maybe you should work on adding a degree of realism to your characters proportions. I understand that you want him to be abnormal, but a touch of realism in certain areas could really help.
Great job, keep it up. [:)]

Sumea Challenge #6 -3d- eightbitnasty

No brain to draw just yet but I have my rough idea. A one man band, in a classic derelict abandoned fairground setting. An enemy that you hear first, shoot later, echoing twisted percussive rhythms and detuned harmonica as it limps about. Accordian lungs, every time it sucks in air a folded mess expands then contracts limply with a squeek. Leather straps and steel hardware perversely attach each tired limb to a separate instrument, straps wearing at flesh and rusted metal staining the surrounding skin. etc etc. It's the player's job to get rid of it using a slow reloading weapon and a clumsy 3rd person control layout [;)]

Submitted by Aven on Thu, 22/07/04 - 8:08 PM Permalink

Cool idea Jacob :) I couldn't stop laughing just thinking of the Simpsons and a monkey clawing his face :D

I'm really looking forward to seeing your texturing job on this :)

Sumea Challenge #6 -3D- Sinister

Hmmm... thought I'd reserve my plot too.

The basic idea I had came from all those movies out there that have spooky little girls to envoke that awkward feeling in ya gut. There's something devilishly delightful about other-worldly beings that could take anyones body but choose the most fragile and inicent of beings.

A quick brief (will write more later):- A "work" obsessed father/ mad scientist begins experimenting on his daughter after his funds are cut because he was "pushing boundaries".

Will post bigger brief and concept pic soon.

Submitted by Sinister on Sat, 24/07/04 - 8:39 AM Permalink

The idea behind my concept is that a genius (borderline maniacal) scientist, funded by the government to research cancer, stumbles across a technique to bring dead cells back to life. Consumed by thoughts of the possibilities this new technique could bring, he starts experimenting on anything recently dead that he can get his hands on.

After his peers uncover his experiments, his funds are cut and his research destroyed.

Driven insane by intense rage, he continues his experimenting in a homemade lab. He has success, to a degree, in bringing animal carcasses back from the dead. The trouble is that they are devoid of any emotion, have an insatiable urge to attack and kill when they are in contact with the same species and have a short ?afterlife? span. He continues to try to perfect this method of resurrection, sometimes even fusing new tech contraptions to their bodies in attempt to try to extend their afterlife and study them further.

Then things go terribly wrong?

The scientists? daughter falls victim to a horrible virus almost overnight and is tittering on the brink of death. Acting fast, her father modifies his technique and attempts to save her from dying. His quick wit saves her body but his research starts to take a hold of her soul. In the coming months, the father desperately tries to keep his little girl alive and sane. Experiment after experiment takes its toll on what little sanity she has left, and one day when she is faced with another operation she takes her life with a scalpel across her wrists.

The father is mortified and decides to ?save? her once again. He restarts her body and fuses two large vials to her back, one, a blood vial, the other, a vial full of a mysterious green ooze that poured from the re-dead animals. The vials were to preserve her body but there was nothing he could do for her soul.

Nothing has been heard from the father for the past two months but passers by have reported strange lights and noises at night?

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Sinister/200472383727_horrorconc…"]horrorconcept.jpg[/url]
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The first pic I drew, I hadn?t come up with the vials yet + she?s wearing a nightie or something. In the second pic, the vials have been added and she?s wearing a surgical coat. The concept is still open to development as I go but that?s the general gist of it.
I?m trying to think of more stuff to add to it and put it in later during the modelling process.

Let me know your crits =)

Insert Image: [img]http://www.sumea.com.au/forum/attached/Sinister/200472383727_horrorconc…]

Submitted by conundrum on Sat, 24/07/04 - 10:11 AM Permalink

looks great so far and its a very nice story. i like the front view, its got that feel you were looking for in the creepy young girl, especially the face. the only crit ive got right now is the vials, perhaps you could make them slightly smaller or change their orientation, as they currently look quiet odd. looking forward to modelling

Submitted by Kalescent on Sat, 24/07/04 - 10:16 AM Permalink

Love the concept [:D] Have to agree with Conundrum re the vials on her back - they look a tad heavy and large for a little girl to be walking in such an upright position.

The front view gets my vote 100% [:)]

Submitted by Aven on Sat, 24/07/04 - 6:43 PM Permalink

Cool idea. Very bright :p

Submitted by palantir on Sat, 24/07/04 - 8:24 PM Permalink

Hehe ? good call on the Gollum thing! Actually, that made me imagine her walking on all fours ? like Gollum does, and then I realised that with those massive vials in her back, she probably would walk like that, or at least bent over a lot. Just an idea, but it could look cool?

Good concept, very original. And I liked your background story. [:)]

Submitted by LiveWire on Sun, 25/07/04 - 5:59 AM Permalink

lol, the moment the page loaded and i saw the pic a zombies at my neighbors (old snes horro game) came on winamp! classic :)

Submitted by MarkMash on Sun, 25/07/04 - 7:10 AM Permalink

Hey cool!!!

Bah you have a drip though, thats what I was going to have, but it's all good, i'm doing mine alot differently to this concept.

How will she attack, by being smacked with the teddy? lol, a bite maybe? I'd like to see her use that drip as a huge baseball batt :). Though thats what mine kinda does except with a blade on it. or something like that. I spose it doesn't need to attack, do these characters need to be able to attack?

Submitted by Sinister on Sun, 25/07/04 - 7:47 AM Permalink

Yeah, after I drew the vials I had the thought that she would have to hunch over as she moved about.

...about her attack, I was thinking maybe a bite, scratch, a spirit attack, or perhaps the scaple she slit her wrist with.[?]

Submitted by xyz on Sun, 25/07/04 - 6:25 PM Permalink

Very, Exorsist. She could spew a selection of vomit ie from the color liquid in the drip. I don't like the things in her back at all, it is a little too sci fi I think.

Submitted by Thardswrothe on Tue, 27/07/04 - 7:00 AM Permalink

Cool dude, nice concept... Keep the good work up buddeh.

Submitted by Sinister on Fri, 27/08/04 - 2:30 AM Permalink

Here's what I've done so far. I haven't had too much time to work on it unfortunately. I'm actually considering pulling out of the comp cos of an off chance that I could land a job with a friend if I work hard at some 2D Flash stuff.

Crits are more than welcome. [B)]

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Submitted by rannyroy on Sat, 28/08/04 - 11:29 PM Permalink

Hey sin, youve definatly got the horror evil thing goin on.

Submitted by MoonUnit on Sun, 29/08/04 - 6:17 AM Permalink

good work, though with this poly count you can add so much mroe detail.