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View Full Version : Game Art Comp #5: FINAL SUBMISSIONS


CGmonkey
02-12-2004, 10:57 AM
Submissions only.

Deadline is February 15th so make sure you'll enter in time!

Only Judges will post their comments along with their scores.
Please make all images no larger than 800x600

You're NOT allowed to post more than 5 pictures per post and one post per user. I recommend you to compile everything to a big collage (any collage can be at a higher resolution than 800x600).

Post the following info along with your entry:

1.) Describe the model. Which game it comes from and what's your vision of that character is.
Give the proper specifications aswell:
Polycount (triangels, not quads)
Texture resolution
Number of maps used

2.) Reference Images used. If you used more than one and would to share those, too, then give us a URL link so the thread doesn't get clogged.

3.) 3 Orthogonal views of the flat-shaded (non-smooth) model with wireframe. A screenshot from any 3 of the following views will work front/back/side/perspective. They should be compiled in to one image(like a collage), this image can be at a higher resolution than 800x600 but not larger than 1024x768.

NOTE: Make sure you hide anything in the scene that might obscure the view of your model. And make sure that only the default viewport light is lighting the scene. No fancy pants colored lights!

4.) 1 Perspective shot of your smooth shaded model with textures applied or a collage of different views.

5.) Show us the texture(s) for the character.

6.) Beauty Render. Show us what you've got and make it as pretty as you can. Posing, fancy lights, etc, etc.

Judges:
Judging will be based on the following:

Polygon density/topology - How well are the polies used? Are certain areas higher/lower poly than others?

UVW Mapping - Good use of texture space? And is the texture resolution justified? Any strange stretchin/warping visible on the model?

Texturing - How much of the work does the texture do? Is it painted well?

Appeal - How does the end result look? Was it executed well? Both technically and aesthetically.

If any of the judges want to add more comments, feel freeeeee.

Judges are:
¤ CGmonkey
¤ bentllama
¤ Lekku
¤ agentJ
¤ $imon
¤ Neil
¤ dudeguy

Judging will take place between February 16th and February 21st with the winner announced that weekend. I know everyone is very busy, so we all have 1 week to judge the entries.

If I missed anything, give me a pm.

Good luck!

** Borrowed some text from previous submission thread, this specificly done by SouL **

Neil
02-13-2004, 02:55 AM
http://www.sonicubegames.com/neil/excite_comp.jpg

ehulser
02-13-2004, 03:25 AM
[EDIT]
FINAL IMAGE (VIEW)
http://www-scf.usc.edu/~hulser/final.jpg
FINAL IMAGE (LINK)
http://www.3dluvr.com/ekhulser/final.jpg
TEXTURE SHEETS (all 512x512)
http://www.3dluvr.com/ekhulser/textures.jpg
WIREFRAME
http://www.3dluvr.com/ekhulser/wires.jpg
FINAL POLY COUNT - FACES : 2722 VERTS : 1394
Neil - If this is too much or if I need to change something, let me know.

BobbyKarate
02-14-2004, 04:32 AM
A boy and his blob an old NES game the blob would transform into different items when the boy fed him different kinds of jellybeans. so here you can see the blob is a hammer.

http://hutson-robert.20megsfree.com/images/finishes2_copy.jpg

m_luscombe
02-14-2004, 11:14 AM
1) Info:

- The model is Janne from World Heroes on the Neo Geo. My goal was to make the character look more like Joan of Arc, with the original was supposed to be based on.

- 4423 Triangles, including sword.

- 1 texture map used. 512 pixels x 512 pixels.

2) Reference:

The site that I used for reference is down right now. Just my luck. When the site comes back up, I'll replace the link with the proper one. But here's a small sprite:

http://www.neo-geo.com/reviews/special-reviews/wh3project/wh3k.gif

3/4) Flat//Textured views:

http://www.maumedia.com/lw/janne_model.jpg

5) Texture:

http://www.maumedia.com/lw/janne_texture.jpg

6) Render:

http://www.maumedia.com/lw/janne_render.jpg

I'm not much of a rigger, and that isn't much of a pose. My apologies.

happosai311
02-14-2004, 12:38 PM
This is Frog.
He was my favorite character in Chrono Trigger for SNES. My vision was to make him look Realistic and not overly colorful or Saturated, So that he would be able to fit into a game with realistic Landscapes. Such as any of the recent Lord of the Rings Games by EA.

Polycount (Including the sword and shield): 4496 Triangles
Textures: One 512 x 512 Diffuse map with a Alpha Channel
Programs: 3D Studio Max 5, Photoshop

Ortho Collage: Front, side, Persp.
http://venus.walagata.com/w/happosai311/ChrisBarnes_wires.jpg

512 x 512 texture sheet. Note: Alpha map was only used for the bottom of the cape & was cropped to save space for the submission.
http://venus.walagata.com/w/happosai311/ChrisBarnes_512x512.jpg

Model collage with texture applied.
http://venus.walagata.com/w/happosai311/ChrisBarnes_frogs.jpg

Beauty render.
http://venus.walagata.com/w/happosai311/6751116.jpg

YerEvilTwin
02-14-2004, 10:32 PM
Good luck everyone!

http://www.vitaminjay.com/images/yoshi8.jpg

http://www.vitaminjay.com/images/yoshi7.jpg

http://www.vitaminjay.com/images/yoshi6.jpg

modeling-man
02-15-2004, 04:18 AM
So here he his:
Kain from Final Fantasy II.
Kain is a dragoon knight, in other words, a knight that hunts dragons. For this concept I chose to really embellish that and recreate his armor around that job. With an extraordinary helmet and intimidating armor, Kain oozes dragon hunter in this new design.
I recreated him in an ornate gothic-style armor, and used numerous sources of reference for armor as well as his weapon. Spec maps were used for a scale effect that appears translucent in lesser lit areas and then pops out in full light, and bump maps to add depth to the small ornate designs. Articulated eyes, mouth, and removable helmet.

Total polycount (tris): 4497 (including weapon)
4 maps:
diffuse, bump, spec, alpha
=================================================

Beauty
http://www.subshape.com/comp5/kain_finish/kain_beauty.jpg
Alternate Shot with helmet off
Beauty #2 (no helmet) (http://www.subshape.com/comp5/kain_finish/kain_beauty2.jpg)

Animation
Test_scene (http://www.subshape.com/comp5/kain_finish/kain_test.wmv)

Default lit:
http://www.subshape.com/comp5/kain_finish/kain_no_lights.jpg

Maps
http://www.subshape.com/comp5/kain_finish/kain_maps.jpg

Concept
Concept #1 (http://www.subshape.com/comp5/kain_side.jpg)
Concept #2 (http://www.subshape.com/comp5/kain.jpg)

Orthos
front (http://www.subshape.com/comp5/kain_finish/kain_front.jpg)
side (http://www.subshape.com/comp5/kain_finish/kain_side.jpg)
back (http://www.subshape.com/comp5/kain_finish/kain_back.jpg)

Reference
http://www.mackenziesmith.com/Our_Products/Plate_Armor/Complete_Suits/Gothic_Armor/gothic_armor.html

k well back to real life.
peace and happy valentine's day
B

Runefall
02-15-2004, 05:32 AM
I recreated Cecil Harvey, the black knight turned paladin from Final Fantasy II (US). I decided to give him a day/night color scheme; day for his paladin side, but black underneath to represent his origin.

- 4244 Tri's

- 4 256 Texture Maps

- Reference images are on the wireframe sheet

Wireframe
http://stu.aii.edu/~cgp271/wireframe.jpg

Textured
http://stu.aii.edu/~cgp271/persp.jpg

Texture Sheets
http://stu.aii.edu/~cgp271/Textures.jpg

Beauty Render
http://stu.aii.edu/~cgp271/br.jpg

UberMaximus
02-15-2004, 08:55 AM
Sonic the Hedgehog revisited.

I believe Sonic the Smackhog is a more realistic portrayal of our hero who doesnt always stop on time, at 'break neck' speeds.

Tricount: 2462

One colour map: 512x512

no bump
no spec

http://www.jiltedreality.com/3d/big.jpg

Reference: http://www.generacion21.com/img/wall/sonic.jpg

http://www.jiltedreality.com/3d/sonic.jpg

Dunbar
02-15-2004, 09:41 PM
Final Fantasy One on NES, Char. The Imp. 3D makeover.
I wanted to give Imps a bit more edge in battle, I figured after so many years of players whipping up on them in FF games,
the IMPs want revenge!!! enjoy

http://dunbarconcept.s5.com/contest/ImpFinalpost1.jpg

http://dunbarconcept.s5.com/contest/ImpFinalPost2wire.jpg

Cheers!


backup links
http://dunbarconcept.s5.com/contest/ImpFinalpost1.jpg
http://dunbarconcept.s5.com/contest/ImpFinalPost2wire.jpg

vrapp
02-15-2004, 11:31 PM
Ok, done. ;)

This is the character Shinobi from the game Shadow Dancer (sequel to Shinobis Revenge). I wanted to do a more armored version of the character, with a bit more attitude. :D

I only wish I'd had more time to finish off the texture and add some spec/normal-maps as well.. :/

The specs:
4345 polys (tris)
1 512x512 tga texture (diffuse only)

Collage:
http://www.kanelsaft.com/vidar/gamecomp5/shadow_complete.jpg

Viewport:
http://www.kanelsaft.com/vidar/gamecomp5/viewport.jpg

Reference:
http://www.kanelsaft.com/vidar/gamecomp5/ShadowDancer.jpg

Peace out/Vidar

Steyn
02-15-2004, 11:36 PM
OH Thank the sweet heavens for GMT. I finished exactly 2 past 12 here in SA, I almost cried when I realised the comp works with gmt time. phew.

Kevin's from the game Seiken Densetsu 2, SNES. I Wanted to make him a bit older, and a bit bloodier (He's a werewolf, and werewolves bite).
only 1 diffuse map 512X512
1838 tris or faces or whatever you wanna call them
http://www25.brinkster.com/steyndekock/1.jpg
http://www25.brinkster.com/steyndekock/3.jpg
http://www25.brinkster.com/steyndekock/full.jpg

vrapp
02-15-2004, 11:38 PM
The texure:
http://www.kanelsaft.com/vidar/gamecomp5/texture.jpg

PS. Sorry for the wee bit late submission, my FTP's been killing me (as have my ISP).. :(

Levitateme
02-16-2004, 03:07 AM
Castlevania is my favorite game of all time. I made medusa from the Dracula X game, the one for the PSX and Sega Saturn.

Here was my ref pic of her.

http://www.classicgaming.com/castlevania/bosses/sotn-med.gif

I wanted to make her more realistic and almost alluring Medusa. People who enter Dracula’s castle would be enticed by her beauty i thought. I did not want to make a disgusting hideous medusa. I did not make armor because my friend said that don’t really make sense for her in a Castlevania game, I agreed with him. I also found a painting of medusa with all these boils all over her body. I did that on my bump map but toned it down when it rendered, i liked that idea.

http://home.bresnan.net/~planetofsound/MedusaFinished1.jpg


http://home.bresnan.net/~planetofsound/MedusaFinished2.jpg


http://home.bresnan.net/~planetofsound/MedusaFinished3.jpg

CameronC
02-16-2004, 06:24 AM
My character is Kefka from FF6. The model was inspired by fan art I've seen on the net
as well as SquareEnix characters in the latest Final Fantasy games (FFX,FFXI, and the upcoming FFXII). With my version of Kefka I wanted to stray away from his clownish surface and focus more on his girlish manner while giving him a more intimidating appearance.


Poly count: 3159
Texture: 512x512 (diffuse+alpha)

Ortho-
http://cameronc.250free.com/ortho.jpg


Texture Maps-

http://cameronc.250free.com/texture.jpg



Texture Applied-

http://cameronc.250free.com/textured1.jpg


Beauty-
http://cameronc.250free.com/beautyrenderfinal3.jpg

Gyzer
02-16-2004, 08:14 AM
Here he is, finally done. I decieded to redesign Robo a bit, but I wanted to keep what makes Robo, Robo.

Lets see if u TRUE Chrono Trigger fans can find the hidden refrence to the game on the model.

Wire Frame:
http://img13.photobucket.com/albums/v39/gyzer/Wire_Frame.jpg

Diffused Map:
http://img13.photobucket.com/albums/v39/gyzer/Diffused.jpg

Bump (http://img13.photobucket.com/albums/v39/gyzer/Bump.jpg)
Spec (http://img13.photobucket.com/albums/v39/gyzer/Spec.jpg)

Textured Renders:
http://img13.photobucket.com/albums/v39/gyzer/Robo_tex_Rend.jpg

Beauty Render with Refrence:
http://img13.photobucket.com/albums/v39/gyzer/Robo_Beauty_w_Ref.jpg

AndyH
02-16-2004, 06:37 PM
I think ive missed the submission deadline, but what the heck.
This was actually finished this over a month ago, and have been waiting for the final rules, and the submission thread ever since, then it suddenly pops up out of the blue!

I have chosen Axel stone from Streets of rage 2 on the Megadrive.
Its my fave 2d game ever, and I wanted to basically remake him and leave his design intact, as a homage, and so i can do a comparison to the sprites.

Made in Maya 5.0
4164 triangles.
1 X 512 TGA with alpha channel

http://www.btinternet.com/~chunglist2/CGTALK/axel-wires.jpg
http://www.btinternet.com/~chunglist2/Images/Gallery-Personal/Axel_Rendered.jpg

Wire view of above render (http://www.btinternet.com/~chunglist2/Images/Gallery-Personal/Axel_wires.jpg)

http://www.btinternet.com/~chunglist2/CGTALK/axel-map.jpg
http://www.btinternet.com/~chunglist2/Images/Gallery-Personal/Axel_Beauty-shot.jpg

Ivars
02-16-2004, 06:38 PM
Ok here goes:
This is Anakaris from Darkstalkers and he also made an apperance in MVC2. (That´s where I met him for the first time)
Im afraid wires and texturesheets will have to wait till tomorrow, because I haven´t got acess to my files here....

I didn´t infact finish this in time for the deadline, took a few extra hours, but Neil asked me to put it here anyway. It´s all up to you judges to decide anyway :)

http://www.popcom.nu/3d/Anakaris_Wip_05.jpg

Wires & Ref (http://www.popcom.nu/3d/Anakaris_01.jpg)
Texturesheet (http://www.popcom.nu/3d/Anakaris_02.jpg)
WIP thread (http://www.cgtalk.com/showthread.php?s=&threadid=115141)

vrapp
02-17-2004, 12:03 AM
That's wierd Lekku... hmm.

Well, here goes:

Collage:
http://www.kanelsaft.com/vidar/gamecomp5/shadow_complete.jpg

Viewport:
http://www.kanelsaft.com/vidar/gamecomp5/viewport.jpg

Texture
http://www.kanelsaft.com/vidar/gamecomp5/texture.jpg

Hope these works, otherwise drop me a note at v-r@telia.com or ICQ 37113536.

Peace/Vidar

Neil
02-18-2004, 01:07 AM
Ok, here is my decision(s):

Neil: Void. Why would I vote for my own?

ehulser: Found the hand to be distracting. The square tip fingers should have been rounded more. The skin was too waxy, and not really 'flesh' like. (which is really tough to do, i understand) Hair was pretty good, could have been better with alphas and adding some transparency to the tips.
Overall i felt like it was a just a guy made to look like Blanca. I wanted to see more hunched back and more muscules and beasty hair..etc. Good job though.

Too_Animalistic: Needed some overall smoothing. The groin is very boxy. The shirt has some weird loops going on and the face looks like too many polys. I would have put more polys in the hammer and stuff b/c that is very distractingly square.

m_luscombe: The texture layout is really good in terms of space and position. The body is very lean. Too lean for my likings. I would have liked to see more texture variation on the legs. Can't tell the difference between what is metal and what is leather. The blood is a nice touch. My big gripe was the face. The hair didn't looked like straw and with a new texture probably could have made the model a lot better. I felt like the face looked like clown makeup too. Dunno why. Sorry. With fixing those, i'm sure it would be a lot better.

happosai311: Well obviously people liked this one, and so did I. This is what i wanted to see out of this competition. Something that is not a straight biped character. The texturing is excellent and the layed it out to achieve maximum detail. Only gripe is that the sword doesn't have the detail adn the rest of the armor. I don't necessarily wanna see blood on it, or anything cheesy, but just some variation or highlights would help. The metal armor highlights are great. Overall i loved it.

YerEvilTwin: Nice creature, but found the eyeball to be the most distracting item. Has a cartooney look to it, but then realistic texturing. You said you wanted it to have a sour twist, but i can't take it seriously when it's wearing converse :) So i felt torn between cute/sour. Texture layed out nicely. I would have used some more polys in the mouth/lips area to achieve a smoother look. The adding of the bones on the back are a nice touch.

modeling_man: Totally badass. This guy looks like he would be hard to beat in a videogame. There are so many pieces that are layed out in that texture sheet, that it must have been a challenge remembering what went where. I like all the metal detail and bumps. The only thing i don't like is the 'scales' texture. Still looks too much liek the Photoshop 'stained glass' filter. Nice addition of highlights.

Runefall: His eyes are too bulgy. He looks like he's staring someone down. I can see you added a lot of detail to the armor, but in the end it just looks too flat :( I would ike to see some shadows painted on and some highlights and variation to the armor. The sword texture looks stretched? But the overall detail everywhere is just way impressive. You didn't have much to go off of, and you made up some nice designs.

tessalated: Looks like you rushed through this one. That might sound mean, but it's just stuff that could have been fixed with some more time. Like smoothing the polys and adding details to the texture. The bags under the eyes are very rough and you can still achieve the 'freaked out' effect with still making it look clean. I would do somethig about those eye textures too, like keep a sharp edge around the pupil.

Neil
02-18-2004, 01:08 AM
Dunbar: looks like some good potential, but i can't really tell what's going on. Woul dhave been nice to see some larger renders and closer to the face and body. The weapon is too low poly and not good enough IMO. I would have also liked to see a more 'posed' render that way it gives him more 'character' and i can see how the edges move. So overall, looks pretty good, but I don't have much to go off of.

sysop: A favorite character of mine too. I remember this game. I liked it all except the face. The eyes need some major changing for me to place this one. Just doesn't fit with the rest of the character. The mesh is really slick and well done! Overall i found the mid section to be too distracting. The legs looks stubby or the arms too long or vice-versa. These proportions stopped it from placing higher in my voting.

Levitateme: Cool. Man she looks truly scary. I think you're the only person to do normal mapping in this competition. Good job making it more challenging upon yourself. Well since the whole model is under critique, i can't help but wonder why you spent so many polys in the face and then only used like like 2 subsections on the snake body. You could have had a much smoother looking snake body by just making a few more cuts in the mesh and that way it would bend nicer. Those highlites on the stomach make such a big difference, i'm glad you did that. It makes it look slimey and snake like. I love it! You got some nice snake scale detail there with such a small map size. But since we were supposed to copy an 8bit character, i noticed you forgot the shield and sword. Would have helped. It looks more like a 'character' and less like a 'game character'. Hard to explain, sorry, but i gotta be picky here.

(edit: links were broken at time of review)
CameronC: The model lacks variation in surfaces. The gown and cape and arms are all very straight and very smooth, opposite of what i would expect from cloth. Some folds and seams would help break it up more and add realism to it. When his arms are folded, the sleeves dont look to be 'laying' on the arms. They seem to be floating, along with the cloth around the legs. Just addng some weight to the clothes and it would help a lot. Good job on the detailed design of the swirls on the cloth though.
(/edit)

Gyzer: Unfortunately i'm not a fan of robots, so hopefully the other judges can help critique it more for you. The concept sketch looked fatter and clunkier and yours looks too lean. I think you could have doubled up on some of those rings in the texture layout and saved space for making pieces larger and adding crisper detail. it does look smooth, but i'm not sure where 4000+ polys went. So overall, it's not that it's bad, it's just that i didn't 'jump' out at me.

Andy H: I think you captured the contest idea perfectly. He looks so much like the 8bit guy, but so much better. and you added some attitude to him. Texture map is probably the best layed out i've seen of all of them. and i like how you posed him and everything. Really not much to critique here. Perhaps some more wrinkles to the jeans would help. I feel like they look very cotten like, and not very denim like. But that's a small critique.

Ivars: Well we know you got talent, you've proven it before. This one is just as cool. You captured the attitude and liking perfectly. I would have made the layout of the metal pieces smaller and made the skin pieces larger That way you get sharper edges on the cloth wraps, and besides the metail is so smooth anyway, that no one would notice the loss in metal detail.
I like the hands, good use of polys. Overall, very cool. But since the cloth dominant teh charcter, and it looks kinda blurry to me, i knocked it a little.

PHEW!

OK. SO
I'm ranking on a 1-3 (3 being the most points. I'm guessing if the other judges rank 1-3 then add up all the points, the one with the most points wins. Make sense judges? If you differ, PM me or post here.)

I would like make Happo and Modeling_Man tied for first and AndyH and Ivars and Levitateme tied for second. But i can't :(

So.


Modeling_man: 3 points
happosai311: 2 points
Andy H: 1 point

CGmonkey
02-18-2004, 02:29 PM
I'm really glad that so many decided to enter the contest. I've had a great time and thank you all for participating :)


happosai311 - 3 points

I must say that I love happosai311's model. The poly distribution is great and the skin fits really well. The design is exactly how I want Frog to look like in three dimensions. hoppasai311 is clearly a professional game developer.

Ivars - 2 points

FANTASTIC model.. Ivars is very talented and I'm awe how good the model turned out!

Andy H - 1 points

Andy H is a great modeller and skinner which he proves by making this awesome model. Excellent polydistribution and uv-layout.

Looking forward to see y'all again in the next contest.

Lekku
02-19-2004, 06:35 PM
First, let me say that everone brought cool stuff to the table, and any comments I make are for your benefit. Please don't take anything personally. That being said, let's get down to the nitty.

Neil: Too many polys in the helmet, not enough in the body. Good texture work, but I'd like to see more dirt on the uniform. Pretty good use of texture space.

ehulser: Good anatomy, except the hands. Squared-off fingers really kill the rest of the character. The hair is stiff and strange-looking, as well. The geometry of the abs seems wasted - it doesn't show in the render. Your texture placement needs work. Your character is mostly symmetrical, but you didn't mirror textures - you could have doubled the quality of your textures. The model is obviously flexible - glad you posed it. Good work, but you need to focus on how you spend polys, and your textures.

Too_Animalistic: You should probably conserve polys over the mass of the character, but spend more in the joints. Looks like your arms collapse, when they bend. EXAMPLE - the mid-shin slice on the jeans should have been raised to the knee. Mostly good texture work, but a lot of wasted (black) space. Could have mirrored the blob's texture, and used all of the space.

m_luscombe: Good texture work; nice layout. As the figure goes, it seems like it could bew optimized more. Also, she seems a bit misproportioned. The lats are almost non-existent, and the back view looks very flat (more texture related.) I think the pants should have stayed black. It had better contrast that way.

happosai311: Great stuff! I would have liked to see the armor cover his back, too, but you were out of polys, so I understand. As far as textures go, this is how it should be done! Great layout; very conservative. I think the alpha for the cape should be sharper, and maybe taller; wear out the cape a little more.

YerEvilTwin: Cool work on Yoshi. You need to work on your texture layout. You could have mirrored most of it, and used all of the space. Geometry-wise, I think you should add polys to the hips, and top of the thigh. I'd have to see it bend, to be sure, but I think you'll have stretching issues. Also, the eye seems too high poly in comparison the the rest of the model. Another 600 polys could go a long way. Is there something green in Yoshi's mouth, or is that a collision?

modeling_man: Great model - the armor is really cool. It gets a little busy with the scale texture (Neil's right about it looking like the PS filter.). Try taking it off of the diffuse map, and leaving it on the bump; The contrast would be cool. For your beauty render, I'd turn the head to show off the helmet more. Great weapon! Good use of texture space, but you could still improve. Also, I liked him with grey hair, better.

Runefall: Good model, but textures need work. Good use of space, but it's too busy, especially on the boots.. You should either tone it down, for a cell-shaded look, or make it look more realistic. The sword is better, but uses more geometry than it needs to. Really good work on the hair, I wish you had posted your Alpha.

Tesselated: The concept is funny, but your modeling needs work. A lot of wasted geometry. I assume you stared with a sphere for the head and body, and pulled and extruded. His stomach is too bulbous, and his neck would problaby be better if you angled it back, instead. Here's a link that might help; it's in french, but it shows how to start witha box, and extrude into a character.[COLOR]

box-modeling (http://mr2k.3dvf.com/tutorials/max/tutorials_joan.htm)

Dunbar: You've got a good texture layout, but the figure is very unbalanced. Maybe if he hunched over, it would help, but mostly, I think that the waist and chest are too small. I think you could benefit from the link above. Try using a more detailed reference, maybe even from FF. Try an illustration instead of a sprite, for learning purposes.
anatomy reference (http://www.correct-proportion.com/) (the link is dead, right now, but should be back up soon. ?)

Levitateme: Good anatomy, but it needs more shape. Bring the waist in, to emphasize the hips. Should get more narrow towards the end, not wider. Not enough polys in the tail. You've got rogue polys at the clavicle area. Too many polys in the snake heads. Really cool effect using the normal map. What did you use to generate it?

CameronC: Need more polys in the joints, maybe less in the face/hair (can't really tell.) Nice cloth design, but you could optimise it by mirroring. Also, it would be nice to see the original sprite.

Gyzer: Cool textures, but poly use is unbalanced. the head, shoulders and torso look too high, where other areas could use more. The finger joints need more, but the smokestack has WAY too many. The hoses should pull down, like they have weight. The hips seem out of sorts with the rest of the design. I'm a big fan of Chrono Trigger, so maybe I'm biased, but it just didn't feel like Robo, to me. I would have liked it better if you had stuck more to the original design.

Andy H: Good anatomy. A lot of polys, but they were used well. The best part is the texture. Great layout, and good detail. Good stuff, though something is odd about the way the legs bend at the hips in the last picture.

Ivars: Great anatomy! You stayed true to the character, and it looks great. However, I don't think those arms would bend very well. The way you have the polys laid out is good for showing the muscles, but moving and bending causes problems. If you had shown him in a different pose, I might be able to tell, but with his stiff arms, I have doubts as to whether it would work.

On the 1-3 scale, these are the scores, which I had a tough time with.

happosai311 - 3 Points
modeling_man - 2 Points
Andy H - 1 Point

simonjaap
02-19-2004, 09:47 PM
Well i could have typed something as Lekku did, but it would be all the same, as he said everything that had to be said. So i will keep it short and just stick to the best ones in my opinion;

- at the 3rd place with 1 point it was for Runefall, the overall look was very good, and the texture was good drawn

- second place is for Modeling man, excilent modeling/use of polys and a great texture he has made, 2 points for you!

- and i can agree with some other people on the first place, it is the frog from happosai311, great use of polys, mayb a few too much on the head but that werent useless polys. And the texture is awesome made with no streched surfaces. 3 points!

This doesnt mean the other ones werent good, it was a pleasure for me to look at these models, great work!!

daraand
02-21-2004, 08:58 PM
Eek sorry for tha late post :) Lots of personal
problems, car problems and me going insane. But life
is good now :D So far at least :P

judging on : (3 point system modified here, 3 points
for ev erything so max is 12 unless you do something
fantastical to which i add another category :)

Polygon density/topology - How well are the polies
used? Are certain areas higher/lower poly than others?

UVW Mapping - Good use of texture space? And is the
texture resolution justified? Any strange
stretchin/warping visible on the model?

Texturing - How much of the work does the texture do?
Is it painted well?

Appeal - How does the end result look? Was it executed
well? Both technically and aesthetically.



Neil you did ExciteBike ::

Polygon: First off I'l lgive you damn good
credit here for modeling. While I do firmly believe
your model would play wiell with today's standards
there is a an artistic value strive for in games
however where the le ast polygons reflects the most
value, aesthetically etc. You achieve this quite well
with your bike. The tires are a bit higher than I
would suspect them to be, and same goes the cyldiner.
Defintely the helmet is your lost here. While you get
points for wondefully modeling it I'm going to detract
some for using too many. i know we try to keep it
under 3000 but I guess you could have kept it 2000
here. Now realize the fly is wonderful, some clear
definitions of bends such as elbow and knee are
simplistically well done. The shoulder is handled
quite well. I imagine if we had a rocking animation
where the rider was hitting hard ground he would rattle
and roll quite a bit and there wouldnt be any
detractions. I'll give you points here for decent flow
and straight modeling but Im going to detract some for
overuse and control of some pieces. I'm not saying its
a bad model topologically im saying it could have been
better in some parts.

2

UVW mapping: Very nice use of space here. Big
points for that. No noticable seams and very
interesting layouts. Defintely conservative of lost
space, you used everything. Again no warping noticed
and it looks very well mapped. Good stuff mate. Smart
move using flat rect maps for the tires rather than
painting them on the side. Usually obvious but hey its
nice to see it done :)

3

Texturing : Spot on here. Heh yes there isnt
anything insanely detailed about ExciteBike as it is
but nonetheless the detail is there and I like how you
incorporated some more elemnts into to make it nice
rather than flat colors. Good attempts at making the
detail onthe bottom of the bike etc.

2

Appeal :

Its wonderful aesthetically it balances, you captured
the signature one wheel high and gave him a cool
outfit. He looks a bit unbalanced on the bike kind of
like he's about to fall. dont know how I would crit
that. Give you some extra points for adding some other
skins there. Very cool presentation too, nice simple
and to the point.

2

9 / 12 :D

ehulser did Blanka

Polygons : Yeah! Tris :) Very nicely modeled.
It looks a bit dirty with some wasted detail on pieces
like parts of the finger and the calves. points for
the head/hair modeling however/ Could probally be
lower but I'm not goign to question in it here it
accomplished the job. At 2722 I'm still skeptical
though, there seems to be lots of wasted poies. Again
its not a matter if the comp can run it its a matter
of: Did you use every triangle to effectively give life
to the character? Lots of inbetweening here in your
polygons and some distractions of flow around the arm
and chest - might leave for some distortion in
animating.

1

UVW Mapping : Quick and effective here. Not
really wasted space here, ma ybe a little bit but very
well placed. Warping doenst seem a huge factor here -
i complain more on the fact some pieces have more
texture resolution than others. Equalizing a bit owuld
be nice. To the point and simple and nice for mappers
to map :D

2

Texturing : Nothing super spectacular but to
the point, colors matching the oroginal characters and
nicely painted. Subjectively because I love detail I
would complain the character maps are too shalow and to
the point nothing more and i'd be a bit against
painting highlights - but objectively I would say you
hit it dead on and made it look like Blanka if the SNES
was capable of 3D :)

2

Appeal :

It looks like Blanka. It's nothign super detailed but
its good for probally a quake3 ish or 3rd person game.
in the time we were given I will ive you points for
accomplishing the task. WHere I detract is how much
farther you pushed it. Please dont get mad :| I wil
lgive you points for giving some awesome poses though
:D

2

7 / 12 !

Top_Animalistic did "A Boy and his Blob"
(awesome game btw:P give you a point just for
originality :D)

1

Polygons : Your strongest point here. Very
well modeled and smotoheness is defintely what you
aimed for. Decent flow but I would like a close up
shot. A bit wasted around aprts of the head and the
belt line and parts of the hammer but still good.
Defintey animatable it seems, I would detract on the
shoulders however, looks prone to some minimal clipping
- A bit scared on the finger detail too, from your shot
it looks too high.

2

UVW Mapping : Decent enough maps. Some wasted
space and simple projections - seems are minimally
evident. Good idea on mirroring. Nothign too
spectacular - no offense m8:| To the point and
projected fairly good.

1

Texturing : Big hit here, some things look a
bit too simple. Will give you points for putting it
all on one 512x512 however (should have done this for
mapping but ill do it here). Resolution is split
unevenly here but made up for the face the model is so
simple and the colors blend easily as it is. Good for
a third person game - I would question it for a first
person game.

2

Appeal : You did the job right. You got the
detail in and you found some interesting solutions.
Gonna hit you for presentation here however- the
wireframe shot was a bit lacking. I will give you
points for the poses however!

2

8/12 ! ;)

m_luscombe did Janne from World Hereos on Neo
Geo In fairness here Ill give you a point for even
playing Neo Geo :)

1

Polygons : Very well modeled, the flow is great
and the dteail is wonderful. I'm objecting to how many
polgyons you threw in however, a decent maount look
wasted. Thre trade off is it would DEFINTELY kick ass
for a first person game. Proportionally its well
balance and you capture a nice profile of her. I
question how well it would deform in some places and
some useless polygons question me but noentheless good
job.

2

UVW Mapping : Very well use and no wasted
space at all. I would personally have been more in
favor of 2 256s and a 512x256 (does that work? :P)
Resolution is a problem here, just minimally,
stretching is apparently on some jaor pieces like the
leg. Nicely used rotations and placement:) Well done!

2

Texturing : your best trait. Kick ass details
m8! I object on some pieces however on color choice
and on painting darks and lights to make the face
clearer in 3d shots but nonetheless well painted

3

Appeal : Your presentation is iffy but to the
point. I wont subtract you badly on posing, I
understand your traits. I do question your using some
map projections buti ts made up for wonderful face
paiting. It swings both ways here. I'll give you a

2


10 / 12

happosai311 did Frog from Chrono Trigger


Polygons : Well mdoeled. By far you best trait
here. I understand the polygon limit issue here again
and this is where I will aways be bias etc etc. But
nonetheless the modelling kicks ass here m8. Very well
done, nice details and wonderful flow/placement/ bends.
I complain about wasted polies around the eyes and
front lip, or more of the Feet since those arent as
much seen in FPS games - how ever you balanced polygon
resolution well and got details well in.

3

UVW Mapping : Very nice use of space here. A
bit confusing at first for mappers but projections seem
well in order. Smart ideas on limiting resolution on
thigns rarely seen - no notciable seems. Wonderfully
projected. I can't say any more.

3

Texturing : If there was one this would be
your strongest point. Colors harmoniously flow here,
kick ass details and excellent eye for details. To ask
any more detail would be pushing it beyond the scope of
this comeptition. Nicely painted again, the color
desturation in some areas is fairly well done.
Beuatiful

3

Appeal : Good presentation here, EXCELLENT
poses, nice use of movement and cap deformations - nice
movement and an awesome idea overall. To ask any more
would be ridiculous. Excellent model for a first
person (hope it gets released:P)

3

12/12 r0x0r1n9 j00r b0x0r$! :)

YerEvilTwin did Yoshi's evil twin! One point
for interesting idea

1

Polygons : To the point and well mdoeled. I
Nice model details and interesting flow. Seems a WEEee
bit unbalanced in the ront sow butn othing worth
subtracting. Excellent muscles again I cant say enough

3

UVW Mapping : Weakest point here. Seems
difficult at first for a mapper to recognize where to
map. Excellent projections however. Some seems, I
would only ridicule you on splitting it up too much but
atthe same time you element seems (more for texture
work) and eliminate major deformations

2

Texturing : Kick ass painting - Im taking you
off because the map is too small for me beedy eyes :P
But thats somethign for appeal. Excellent color
choices to capture sickeness and decent highlighting of
the muscles - although id suggest smore more to make
them come out - but be careful to be o nteh verge of
making him muscular yoshi. Color choices here rock
man. I cant rally decide what score to give you..

2.5 ?

Appeal : That first pic kicks ass. For that
ill give you a point :) I am against teh small texture
map but its nothign something horriblly offensive.
Decent positions nothign spectacular there but gets the
idea cross. That first pic though really balances
stuff out. Mm confused here again on what to award.
meh!

3

11.5 I guess only because i'm against your texturing
style:P Truthfully if i wanst so conservative o nthe
issue and all I would have given a 12. There are some
other things too that oculd have been eliminated by
mirroring but then again you ad da variety to the
model . its so damn debatable. please dont get mad
:Cry: it's an awesome model! :D


modeling_man modeled Kain from Final Fantasy II


Polygons : Wires are pretty damn good.
Defintely insane detail here. I will yell about
deofmration in some places and a lost of flow in
others, it seems boxy for such a complex character.
OBVIOUSLY its defected by the insane head modeling. I
will yell too for tons of useless poygons in some areas
and disprotionate resolution. iffy iffy here but the
fact you can take the helmet off kicks ass

3

UVW Mapping : No seams I can see (or are very
well covered up :) Great projections and points just
for having so much polygon detail to project on and not
half assing it. The textures seem very broken up here
but thats nothign I can take ofefnse too since theres
so many broken up pieces as it Greats tuff realy,
just nto a fan of wasted space - also some resolution
problems mostly around the hands arms and legs

2

Texturing :

Mmm colorful dark and moody and very well done. Simple
oclor design and coloring, a bit confusing on some
parts as to what the material is but good :D

2

Appeal : Presentation is thr own around here.
Very cool though and decent poses. Some interesting
supplemental inclusions and good referencing ;)

3

10/12 :@!#!@*(&! :)

Ok gotta speed up here im l eaving soon :Z sorries :|
Been writing since 2 and its 3 now :)

Runefall did Cecil Harvey from Final Fantasty
II


Polygons : Good modeling, a bit blockish, no
variations in form and movement, some cplipping
problems - topology nd resolution are good here, but
the details wasted could be lwoered andthe blockiness
thrown out.

2

UVW Mapping : interesting idea of using 4 maps -
works well. NICE layouting out and minmal wasted space
- Good pojrection n notciable defrctions here. neat
idea of using alpha maps :)

3

Texturing : Colors a bit solid and details are
confusing. Some definte resolution problems around -
would have bee nbetter to leave out amass details and
go folr color. Color choices are good but variation is
low and some things look a bit scary because its all so
bright with shadows. simple paint and good :0

2

Appeal : Nice take o nthe FF poster and all.
Straight forward and good presentation : ) Me likey!
Not a fan of some fothe color flatness however

2

9/12 :9

tessalated modeled Sonic the Hedgehog revisited

Polygons : Interesting polygon usage but
smoothing maps are overued here - cut some things off
in smoothign to make it blend more - a bit loose and
thrown about on modeling topology and lots of cracks -
careful for that. improvements would be to study
editable poly forms and mesh flow/edge loops/rings

1
UVW Mapping : It gets the job done.. wasted
space and all and room left for more resolution on
other things. OK:0
1

Texturing : Simple colors, no real blendingin
some parts - does get teh job done - blurry in some
places but good attempts at details :)

2

Appeal : An intersting idea, points for that
:D Could use a bit of better presetnation and modeling
form, the bulbiness scares me abit because its so
rough and cracked but good neough iguess.

2

6/12 :D Cool idea indeed :)

Dunbar modeled The IMp from FF1 NES style

Polygons : Scary good flow here, nice attention
to smoothing. I retract over mesh resolution and
topology usage and some smoothing chioces - Intersiting
layouts and modeling however and defintely get the
general idea of him. Just scared at the polygon
resolutoin choices here

2

UVW Mapping : No notciable seems, good
placement, UV choices and mapping to elminate
distortion would have easily made more spaced, flowed
some things more - and at the cost of warping it isnt
much. Good ideas i guess - a bit confusing for mapper
sto follow but nothing bad.. Resolution problems also
apparent

2

Texturing : Simple, nothign too detailed, I'll
detract here and call me bias if I do but defintely
looks too smoothed - and simple for the triangles put
in

1

Appeal : If it was around 1200 I'd give you
more points in texturing and polygons but theres a lot
of wasted polygons for the detail put onto the texture
- and in general in most places. Good presentation
however, nice and too the point. Small text map pics
but thats ok i guess but it did hurt you when iwas
looking for details. good enough :) big boost here is
modeling detail

2

8/12

ok gotta do this faster.. :)

sysop modeled Shinobi from Shadow Dancer (sick
man P you sick man :P if this is les s than perfect you
must die :) .. jk :P)


Polygons : Nice! godo flow, wasted in some
parts, Solid mesh, volume apaprent, looks human,
Muscles arent big or small and it fits. No crits here
I probally would havem odeled it that way. looks a BIT
to oconcentric and mirrored so some cutting or
variation would be cool but nonetheless
aweosmeosnesneszz

3
UVW Mapping : can't tell i dont see any UV
mapS:| (img dead) give you one for having good
projections on the beauty shot - some warping apparent

2
Texturing : cant tell again. Seems a bit
simple but then noticing the small details it are ok.
Handling of materials and represention seems a bito n
the low side here.. debatable..

2
Appeal : Kick ass. espicially for including
the two game covers for references. Excellent work m8
:)
2

8/12 :D

steyn modeled Kevin from Seiken Densetsu 2



Polygons : cool! Simple. Never really seen it
t hat way. m aybe itll work? Muscles etc and general
form seem blocky..

2

UVW Mapping : wasted space here and there.
decent projections, no major seems and good appraoches
to getting everything preresented. Hair could have
been done in a better way to save resolution but hey
more detail too, give you this score just because you
mapped more lress everything :)

2

Texturing : Decent details, blurry in some
parts and s eems stretched, photo reference? Ok I gues
could use some work here and ther. Ok color chioces

1.5

Appeal : One image no workie :| No roginal i
can see, meh not a problem. Cool layout and nice
coloring. Good blodo work

2

7.5/12 GOOD stuff :D

Levitateme modeled Medusa from Drac X
(CASTLEVANIA RWAHHHHXX) :)

Polygons : Scik detail on the top. Im
questioning if thats a good thing.. I'm giving you
this score because I feel your modeling technique kicks
ass and attention toe detail is good - I DO SAY however
YOU COULD eleminate TONSSSSSSSSSSS of POLYGONS because
of viewingresolution. the rest seems simple and dumbed
down..

2.5
UVW Mapping : some wasted space but points for
using so MANY maps. few seems and decent ok
proejctions

2
Texturing : Good details - again same wth so
many maps and good approaches. excellent detail on the
reptillian skins
2
Appeal : That beauty render is sick bbut the
bottom half of the mesh looks wierd.. iwould have cut
a lto of the detai lfrom those snakes and put it mo
make the rest smoother. Great stuff nonetheless and
SICKKkkkkkkk details :)
3

9.5/12 RWAKkkkk

daraand
02-21-2004, 08:59 PM
CameronC modeled Kefka from FF6 - since two
images ownt load i wont count as many pts

UVW Mapping : No notciable seems except mdoel
smothing on front, seems liek you porjected thigns ok
but there are defintely some resolution probs
2
Texturing : simple details - good colors -
confusin pieces and coloring
1

Appeal : Nice Beauty shot :D Decent coloring,
work on smothing groups to get the desired effects...
good stuff
2


5/8 or so yes it shoudl be 9 but sincei couldnt review
UV and texturing properlly.. :)

Gyzer modeled a sick Robo redesign for you CT
fans.. No I dont catch the reference tho :Z


Polygons : Nice laying out and simple shapes,
smooth and to othe point. I would debate u on use of
polygon topology here.. Things count things do. Meh
I originally gave this a 2.5 but re reviewing im goign
with a higher score becasue to be honest.. it does flow
very well. yes there are some lost polies but nothing
that is detracting.

3

UVW Mapping : Not going to yell about splitting
up here because SO man yudetails. Good idea on
resolutions to split it up and nice appraochs to
everything. no super crazy UV mapping but good :)
Giving you this sore because resolution is split fairly
evenly as well!

3

Texturing : GREAT color choice,s sharp details
and nice effects. KICK ass painting :)

3

Appeal : it kicks ass. its funny. its has style,
it speaks to me *BLahh* I cant say enough aobut
details. Eys there are some reoslution problems but
for what the task was you appraochjed it fairly well.
it DOES seem a bit cocnetrice from the front but i love
the variation form both sies to make it look different.
Defintely awesomeness reeks here .. cna i have some?
(side view is the only view i think the shapes look a
bit funny, but its no biggeie.. )

3

12/12 - I want one! :)


ok i gotta go in a bout 5 minutes..

Andy H modeled Axel from Streets of Rage 2 (wow
cant beleive someone remembers that game! :D
AWESOMENESSS)

Polygons : sick :) A few wasted pieces, great
portion, nice defomration areas.. good splitting o
resolution

3

UVW Mapping : Simpel to thep oint, no major
space wasters - coold projections, no notciable seems,
nice approach from Mappers

3

Texturing : Simple, to the point, Defintely
feels like an upgrade from the game - no super details
but good enough i guess :) nice touches of blood etc
very well painted - and nice resolution splitting -
great work on the pants - the neck is scaring me nd its
iffy iffy there and on some muscles..

2.5

Appeal : Sick. Very well done. I like it :)
No problems here, good presetnation and AWEOSME poses
:D

3

11.5/12 RWAK on :)

Ivars modeled Anakaris from Darkstalkers
-5 points for every second over 12 noon (being leneit here ;) you were late :P :

-29400

Polygons : Awesome work here. GREAT form and nice movmeent of mass. Lovely circles and great resolution splitting.

3

UVW Mapping : Very nie. no major wasted spaced and easy to follow for mappers - No major deformations in the mesh and resolution seems split fairly well

3


Texturing : Nice color work, good use of painting lights to bring details out - Works VERY WELL with your polygons to REALLY emphasize some of that muscle mass. kick ass all around. I wont yell about simple colors and dtails because they work here.. although some more would be nice..

3

Appeal : pretty damn cool. INteresting presentation, could use a bit of work o nthat beuaty shot but im not yelling about that. Awesome sheets you presented. I cant say enough about those muscles :)

3

score: -29388

that'll teach you!! :P

jk :)

12/12


Ok ok i really REALY gotta go right now thanks for al lthis - sorry for typos and quickening the pace as i went on next time ill review a bit more fairly and judge early on so everyone can get a shebang..

hope i didnt upset anyone :)

daraand
02-21-2004, 09:00 PM
Ok MS word is reading some 500 typos

im sorry guys :P

I suck at this typing thing!

Neil
02-21-2004, 10:45 PM
agentJ: ok, so give us your top 3 (1-3 pts.)
There were a few that were 12/12, you gotta decide :)


BTW, nice job to the other judges who put a good deal of effort into the reviews, i think everyone who participated appreciated it. I'm not sure why monkey ended up giving the shortest critiques ;)

So, we are waiting on one more? *cough Bent *cough

modeling-man
02-21-2004, 11:03 PM
It doesn't really matter at this point as Happosai311 is untouchable in points, in my mind he's pretty much won since they gave him frontpage.:P but ya it would be nice to see what Bent has to say.

good work all!
B

Lekku
02-23-2004, 03:39 PM
Whoa! AgentJ - Way to make me look brief!! Heh heh... Neil's right, though. You gotta pick your top three, otherwise, your votes cancel each other out.

daraand
02-24-2004, 12:51 AM
3pts :: happosai311 did Frog from Chrono Trigger
2pts :: Andy H modeled Axel from Streets of Rage 2
1pts :: Ivars modeled Anakaris from Darkstalkers

hard decisions here :Z here you go :)

Lekku
02-24-2004, 07:43 AM
5 out of 7 judges have posted their results. bentllama and dudeguy haven't posted, and I don't know if they will. CgMonkey is the one to officially announce it, but I thought I'd post the current scores for anyone who wanted to know.

[list=1]
14 Pts. - happosai311
07 Pts. - ModelingMan
05 Pts. - Andy H
03 Pts. - Ivars
01 Pts. - Runefall
[/list=1]

Props to all 17 participants of the 5th Game Art contest!

CGmonkey
02-24-2004, 02:30 PM
Lekku - Thanks.. I just gotta control count them first *sigh* j/k

And thanks all, judges, participants, those who criticized in the WIP threads, and observers aswell for making this an awesome contest. I'm really looking forward to the next one.

As for the prize, hoppasai311 have the full rights to decide the guidlines for the next challenge, the 6th game art competition. If he's not up for it then the torch will be passed on to the next and so on.

And congratulations all.. Remember Eveyone is a winner with good crits!

Supervlieg
02-24-2004, 06:42 PM
Yeah congrats to the winners, and all participants. There was some really good work in this contest. I just hope I will finish the next one myself! On with the next one!

dudeguy
02-24-2004, 08:55 PM
Sorry about the delayed response guys, I watched all the entries work in progress closely and was so impressed that I wanted to participate in any way I could, so I asked CGMonkey if I could be a judge at the last minute, then I realized that might mess up the scoring system, that is why I never posted my results.

If you are still interested...

With the strength of the entries, these are some very close and tough decisions to make, but this is what I came up with...

1st place - happosai311
-Nice clean mesh that is just under budget, looks professional.
-UVs seem to be evenly unwrapped for a consistent resolution, barely any wasted space.
-Excellent texture, the paint job is subtle but adds a high amount of detail, very well done.
-Highly creative entry from looking at the original sprite design and extremely well executed.

2nd place - Andy H
-Clean mesh, that is closely under budget.
-Very efficient use of UVs, almost no space in wasted.
-Texture adds a LOT to the character, subtle but strong details.
-I saw Andy H's progression of this model, he wisely took note of criticisms and made this model go from okay to great, nicely done from original sprite design.

3rd place - modeling_man
-Nice mesh, that is just under budget. Being very picky, I think you could have distributed some polys a bit better, the upper body seems to have a fair amount more of detail than the lower body, good job nonetheless.
-UVs layout looks like it could use some work, more even distribution, some areas look be higher res than others.
-You can tell a lot of effort was put into the textures, separate diffuse, bump, spec and transparency maps
-Despite some minor techical issues, the final aesthetic look of this model is very appealing. I've kept up with your work for a while modeling_man and you are getting a lot better, fantastic work, keep it up! (Looking forward to Kain's ride)

Honarable mentions:

Ivars - Very tight, clean mesh with strong anatomy, texture suits model perfectly, beautiful overall aesthetic. I really wanted to place this in the top 3 rankings but I couldn't. The only thing that didn't work for me, is that you were way under the poly budget, I'm not sure if we judges are supposed to take that into account, but I did, seeing as how you had over an extra 2000 triangles to spare, a sarcophagus for him or something would have been really cool.

sysop - very clean mesh, good use of budget, as you mentioned, the texture isn't finished, I would like to see some more highlights and detail on the body armor, great job!

YerEvilTwin - nice clean mesh, nice texture, great idea and well done.

Levitateme - good job, I'll give you an depth critique when I have more time.

Neil - this is hilarious, made me laugh so hard but in a good way at your creative idea, nice work dude!

Well that about wraps it up. Good job everyone! Looking forward to the next one.

Cheers

-dudeguy

Poopinmymouth
02-24-2004, 09:28 PM
hmmm, ill edit this post if its out of place, but since benllama declined to post his judgement, I thought it would be nice if the video game contest at at least one professional judge.

I would give first place to anakris. It would need zero art direction, zero poly optimization, and zero texture work to go into a game as is, as a main character. perfect score.
I would give Yoshi 2nd place. while technical issues abound, their is a great level of freshness and creativity, that just makes this one stand out as an awesome remake of the sprite original. The technical issues im refering to is not the best use of UV space. Also a lack of hard lines or sharp detail
Frog dude from Chrono trigger woudl get third. While almost as good as anakris on a technical level (i think poly distribution is a little heavy handed towards the head) the texture itself is a bit too bland for a main character of a game. It would need a bit of art direction before it would be full ready to be inserted in game. Its kind of floating between stylized FF, and hyper real, not succeeding fully at either.

Modeling mans would get honorable mention, but texture work was fairly bland imo, and UV layout was wasteful. Model is one of the best tho.
Also honorable mention to streets of rage dude, for good effort. Great uv layout, if a bit lackluster texture work, and fairly plain model. It looks to be a good start and I see awesome models in your future.

dudeguy
02-24-2004, 10:42 PM
Originally posted by Poopinmymouth
hmmm, ill edit this post if its out of place, but since benllama declined to post his judgement, I thought it would be nice if the video game contest at at least one professional judge. Hey! I'm a professional too ;)

CGmonkey
02-24-2004, 11:05 PM
Originally posted by dudeguy
Hey! I'm a professional too ;)

haha not in the gaming industry.

dudeguy
02-24-2004, 11:16 PM
hehe, not yet anyways!

I kind of realized I'm not a professional in the gaming industry after I posted.

Movies and television are no doubt different, but hopefully I still have some value in this section of the forum as I am avid gamer and create real time models during my off time.

*shrug*

daraand
02-25-2004, 12:36 AM
hey im a wannabe do i count :D? nah jk :) nice to see your thoughts here poop, was gonna ask if you would post but well beat me too it

Levitateme
02-25-2004, 12:36 AM
So when does the 6th competition start? this week i hope.

Lekku
02-25-2004, 01:19 AM
posted by CgMonkey
haha not in the gaming industry.

Does an internship count?

CGmonkey
02-25-2004, 08:39 AM
Originally posted by Lekku



Does an internship count?

professional = payed position ;)

Originally posted by Levitateme

So when does the 6th competition start? this week i hope.

When hoppasai311 wants.. :)

bentllama
02-25-2004, 09:16 AM
sorry guys for flaking out...

I had a tonne of professional stuff pile up and some personal drama that I would rather not go into detail about...I could not give the contest the time it deserved when it came to judging, for that I apologize...

as far as new contests go...hold off for just a wee bit longer..as the mods are all trying to work out the next CGTalk official challenge...I will post more when I hear more...

again, sorry for the missed judging, and thank you to poop for stepping up to the task...

pleasant polys to everyone...

talk to you again soon...

Nathan Walpole

Lekku
02-26-2004, 12:04 AM
Hey, minimum wage is pay....

Ha ha ha...

happosai311
02-26-2004, 04:43 AM
I wanna say thank you to the judges for taking the time to review and coment on everyonefs model. All of the submissions were great, and I feel honored to have been chosen. Also, thank you too everyone who chimed in on my WIP thread with crits & coments, its really nice to get feedback from fresh eyes after staring at your own model all month. This competition was lots of fun, being a videogame nerd... It was fun seeing all the old characters brought back to life in everyonefs different art styles.

So the next competition would be starting up pretty soon, huh? I have a few themes that I am thinking about. Is there a list somewhere of all the previous game art competition themes? I Don't want to redo any. Also, if anyone wants to start posting suggestions for the theme in this thread, please do. I would like to have a theme that everyone would enjoy and one where lots of people join.

Gil Zussman
02-26-2004, 08:20 AM
what about favourite character from a cartoon?

thundercats, silverhawks, visionaries, transformers, GI-Joe?

Gyzer
02-26-2004, 08:32 AM
Personally I'd like to go for to do a character from a comic.

bentllama
02-26-2004, 09:15 AM
Originally posted by Gyzer
Personally I'd like to go for to do a character from a comic.

that sounds like a lot of fun.

I vote for that idea.

Ivars
02-26-2004, 09:28 AM
Personally I think it would be fun with a contest where you can make your own concept. Maybe create a new chracter for a excisting comic? (i don´t know :) You could go do a new super-villan for the supermancomic or a new batman-sidekick...

Just a thought :)

Supervlieg
02-26-2004, 09:30 AM
Comics and cartoons sound good. I can relate to both. Though it will somehow be a remake instead of an original creation.

How about something different, like a character for fighting game?
It has lots of pro's: High polycount, Lots of different possibilities concerning the look of the character, It will be nice addition to any portfolio, Good opportunity to do a great rigging job, and it can be an original creation.

bentllama
02-26-2004, 09:42 AM
Originally posted by supervlieg
Comics and cartoons sound good. I can relate to both. Though it will somehow be a remake instead of an original creation.

How about something different, like a character for fighting game?
It has lots of pro's: High polycount, Lots of different possibilities concerning the look of the character, It will be nice addition to any portfolio, Good opportunity to do a great rigging job, and it can be an original creation.

I would like that as well...

...I would love to push a character like that onto xenon...imagine the rigging possibilies coupled with sheer polycount...

bentllama
02-26-2004, 09:43 AM
Originally posted by Ivars
Personally I think it would be fun with a contest where you can make your own concept. Maybe create a new chracter for a excisting comic? (i don´t know :) You could go do a new super-villan for the supermancomic or a new batman-sidekick...

Just a thought :)

that would give the comic theme alot of needed direction. sounds good.


keep the comments coming! ;)

Renderman_XSI
02-26-2004, 10:56 AM
Originally posted by supervlieg
How about something different, like a character for fighting game?
It has lots of pro's: High polycount, Lots of different possibilities concerning the look of the character, It will be nice addition to any portfolio, Good opportunity to do a great rigging job, and it can be an original creation.

I was thinking the same thing, why not a fighting game character? As long as the genre is fighting, keep it original or would copy Ken from Street Fighter be allowed? or both?

I got some ideas for my own fighting character. So im for this idea.

How about take this idea alitle further, than rigging...like model/rig and do a walk cycle or a super move, or something the character does in the game, slash,jump, hadoken?

Gil Zussman
02-26-2004, 12:30 PM
Originally posted by Gyzer
Personally I'd like to go for to do a character from a comic.

AFAIK, about 80% of the cartoons started as a comic book, or ended up as one... take TMNT, Transformers, X-men ect. And speaking of fighting games, almost every Marvel charcter had made an appearance in a fighting game.

Anyway, a char for a fighting game from comic/cartoon sounds great!

Dunbar
02-26-2004, 01:50 PM
Sounds great!!!
Just one thing personally, can someone throw a simple rigging lesson my way.. :)
Thanks

Supervlieg
02-26-2004, 02:37 PM
Originally posted by Dunbar
Sounds great!!!
Just one thing personally, can someone throw a simple rigging lesson my way.. :)
Thanks

Ah, what a lovely resource Cgtalk is indeed. Check out this thread http://www.cgtalk.com/showthread.php?s=&threadid=49073

And for maximum pleasure check out the website of the guy who did the dancing greek god. Not a tutorial as such, but great tips anyhoo. Check out the character setup section.

http://staff.ci.qut.edu.au/~barkerc/Final%20PAN%20website/panindex.htm

Gyzer
02-26-2004, 05:25 PM
Personally I'm not a fan of fighting games, so I think we shouldn't alienate anyone cause of what types of games they play or don't play.

Neil
02-26-2004, 10:30 PM
How about a topic that ISN'T characters?!

Sorry to sound bitchy, but we've all proven that we can do characters. Except for the ocassional AK47 and tank, that's about all that gets posted here. Without going into detail and saying that yes, consol games are driven by characters, i would still like to see this imense talent applied to something new.

(refer back to the last brainstorm session, for this competition, for my points)

oh yeah, and give us some rest, before we fire up this next one. pllleease :)

Adder
02-26-2004, 11:24 PM
im also with neil on the (How about a topic that ISN'T characters?!) what about some enviroments would make a change to c some cool level design going on.

AndyH
02-26-2004, 11:51 PM
Well done to all who entered the comp!

Its all up to happosai on this one, and i dont really think we should be trying to decide for him, but if it were my choice (i think i came 3rd) id love to see an 80's kids prog character revival thing - my choice would be Ulysses 31 or star fleet!
Just like in the retro music revival, i think that seeing 80s things in 3d can be also have the same nostalgic effect.
However, given the nostalgia theme for the last comp, i think it would be inappropriate. I kinda like neils idea of a non-character challenge, though i prolly wouldnt enter it cos characters are my strong point....

By the way, do we have a final, FINAL score? all we have so far are independant scores from the judges. I was kind of expecting a fanfare and trophies with a speech thrown in for good measure..... ahem.

Renderman_XSI
02-27-2004, 04:16 AM
Originally posted by Neil
How about a topic that ISN'T characters?!

Sorry to sound bitchy, but we've all proven that we can do characters. Except for the ocassional AK47 and tank, that's about all that gets posted here. Without going into detail and saying that yes, consol games are driven by characters, i would still like to see this imense talent applied to something new.

(refer back to the last brainstorm session, for this competition, for my points)

oh yeah, and give us some rest, before we fire up this next one. pllleease :)


How about a compromise?

Develop your own(orginal) fighting character and a fighting arena/background pretending to that character!

Like if he is a samurai warrior, you would create something japanese, i.e. like a forrest full of bamboo trees for fighting.

We would require someone to set the polygon(triangle) limits on the arean/background seperate from the character requirement(specs, tri count,texture). Specs for the arena/background should be fixable enough for modern fighting games.

We should make it a 2 month contest, this should be more than enough time for anyone to complete a character and background even if they are busy with work outside CG.

What do you guys think?

P.S. i really like the fact that deciding on a subject matter for each contest is debated and picked by the community, because it keeps everyone happy and you'll get more people in the contest. democracy ,gotta love it :D

CGmonkey
02-27-2004, 08:16 AM
Originally posted by Renderman_XSI
P.S. i really like the fact that deciding on a subject matter for each contest is debated and picked by the community, because it keeps everyone happy and you'll get more people in the contest. democracy ,gotta love it :D

I'm sorry but I don't agree with you. Sure you can give suggestions but the final decision should be decided by the winner of the previous game art competition.

m_luscombe
02-27-2004, 08:56 AM
Personally, I would enjoy a contest that forced people to pursue subjects they wouldn't normally. The samurai and the stealth agent and the cyborg killing machine have been done to death.

How about off-the-wall?

Detectives. Any time period, any species. (A Phillip Marlowe Polar Bear?)

Characters for a western-themed FPS.

Technologically-advanced sea life.

Or maybe an environment this time. A mad scientist's labratory. The inside of a whale.

Supervlieg
02-27-2004, 11:06 AM
Originally posted by Adder
im also with neil on the (How about a topic that ISN'T characters?!) what about some enviroments would make a change to c some cool level design going on.

I like the idea of an enviroment, though it is a lot different from a character is many ways. It much harder to showcase an enviroment like a character. The only way to really judge if an enviroment works is to be able to move around in it.

This option would only be nice if there is an option to interactively experience the level/enviroment.

I also like the idea we can give input as to what the next comp might be, but I agree it is up to the winner to decide. Lets hear it Happosai311!

Gyzer
02-27-2004, 11:19 AM
Personally the entire fighter thing really turns me off.

But I'd have to say that the whole crazy off the wall stuff would be awsome. I'd love to do some crazy western style stuff.

Personally I feel that doing something off the wall would be great, but that also doing something that will leave alot of room open to the contestants would be nice too. I do also have to say that I like the idea of "forcing" everyone to do something specific, seeing as thats how it is in the industry, but then again its all up to happosai.


Good luck with picking happosai!

Dargon
02-27-2004, 11:19 AM
Environment would get my vote, I thought it's about time I did a non-professional one of those anyways...


Originally posted by supervlieg
I like the idea of an enviroment, though it is a lot different from a character is many ways. It much harder to showcase an enviroment like a character. The only way to really judge if an enviroment works is to be able to move around in it.

We could get around this easily by reducing the scope of the environment to what you could see from one spot - say the room for a boss fight or something like that...

It would be really cool to encourage game design at the same time - and have part of the contest be design what happens where in the level - complete with diagrams!



I also like the idea we can give input as to what the next comp might be, but I agree it is up to the winner to decide. Lets hear it Happosai311!

Too true! Of course the word is to wait, there might be an official contest from CGTalk that has a game art section...

Renderman_XSI
02-27-2004, 01:07 PM
Happosai311, hurry and pick a subject! :D

Im not so sure about that off the wall stuff though. When i mention the samurai it was an example, it depends on what your character is, like if he is a Sea Lord, you can do a under like Atlantis scene. ;)

BTW, i thought it was kind of Happosai311 to let use have input on the next subject matter, and i agree he should decide on the final subject.

Runefall
02-27-2004, 07:22 PM
I like the idea of a boss fight room. Allows lots of leeway for different styles and moods. We shouldn't create the actual boss, but create an environment that gives the viewer a good visualization of what type of person/creature would be found in such a place.

Hey Gyzer, check your Private Messages over on Bobolo.

AndyH
02-27-2004, 07:28 PM
Its nice to see so many good ideas and thoughts on the competition, but I think everyones getting a bit carried away - its happosai's decision, and in a way, his prize! Dont take his prize away! hehe.
I noticed he can be fairly quiet sometimes, so I guess well have to wait for his reply.

Steyn
02-27-2004, 09:31 PM
How about old school cartoon characters, like ThunderCats, BraveStar, Dungeons&Dragons, you know, badly animated characters, but completely revamped.

bentllama
02-27-2004, 09:49 PM
Originally posted by Steyn
How about old school cartoon characters, like ThunderCats, BraveStar, Dungeons&Dragons, you know, badly animated characters, but completely revamped.

that would be fun

I already have a bunch of sketches doing just that... my take on old characters...

happosai311
02-27-2004, 11:43 PM
I like all the ideas so far.

Judging by the amount of characters posted here daily. My guess would be a character theme would have the biggest turnout.

But on the other hand seeing a bunch of levels would be kind of refreshing also... I have never really worked on any game levels before, so if it were to be a level then we would need to find out the proper guidelines (polycount, total amount of textures, tilable textures, vertex lighting?, light/shadow baking, etc.)

I really like the idea of creating your own fighting game character from scratch. To spice it up a bit and add some guidelines, we could make up a storyline or reason why these fighters would gather together to battle, and everyonefs character would somehow need to reflect that. Or put a theme on the fighter... like every character has to have a weapon. Or every characters suit has to be based on something element/animal/etc.

Comicbook/Manga/Cartoon/Anime (depending on where you grew up) would be fun. And the texture style would be up to you. You could make the character realistic like the Punisher that was posted here not too long ago (link anyone) Or you could go comic style and make your textures with the hard black lines for detail and then throw a cel shader on for the outline (new Dragonball Z game: http://ps2media.ign.com/ps2/image/dbzbudokai2_111703_dabura_06.jpg
Or the JoJo's Bizarre Adventure game that sadly never made it to the US)
http://ps2media.ign.com/ps2/image/jojo_052002_17.jpg


One of the themes that I was original thinking about was bringing an actor from a movie to a 3D game. A lot of companies are making movie based games (Lord of the Rings, 007, Matrix, Terminator, etc) So you pick a Character from any movie and make it look as close as you can to the actual actor in costume from the movie. Examples: dirty bloody Bruce Willis from diehard, or Jack Nicholson as the joker from Batman. And judging would of course be based on polyplacement, texture use, overall appeal, etc. But, the Majority of points given by the judge should be based on the characters likeness! The face should look like the actor/actress; the clothes should also be the same as in the movie. Photo reference of actors/actresses are easy to find on the net. So finding those front and side shots to model the face shouldnft be that hard. Let me know if you think this idea is good.

Either way, yes it is ultimately my decision... But, since I donft have my heart set on anything yet, I have a feeling that my decision will sway towards the majority. So lets try to settle on a theme that most people would be happy with.

Gyzer
02-27-2004, 11:53 PM
Wow, doing an actor from a movie. I think that would be awsome and be very hard to do in the end. Personally I think that would be the most challenging here and really show off everyone's talent. But then again I think that the Comicbook/Manga/Cartoon/Anime would probably be the most fun to do personally.

Adder
02-28-2004, 12:01 AM
the actor to game character sounds cool and as gyzer said it would be a challange but worth it i think

AndyH
02-28-2004, 01:07 AM
I really like the movie character idea - Some real unusual and obscure stuff could be chosen providing people stay away from predictable choices like Matrix, Terminator, Aliens, LOTR etc... My choice would have to be Johnny 5 from short circuit, or a martian from mars attacks, or maybe even ozone from breakdance - for a bust-a-groove type game!!
Is it limited to human movie stars? like, could i do robocop 2 for instance? Ive yet to model a robot.

I think that would be a good project to do. Nice idea.

bentllama
02-28-2004, 01:29 AM
Originally posted by Adder
the actor to game character sounds cool and as gyzer said it would be a challange but worth it i think

great idea.

here comes Tom Green... :)

modeling-man
02-28-2004, 01:31 AM
Tom Green?
Better yet...

PEE-WEE HERMAN!

AndyH
02-28-2004, 01:38 AM
Pee wee herman?? ACE!
you gotta make speck and his bike too.

By the way happosai - I presume your name is taken from the diminutive underwear stealing old martial arts master from Ranma?

Runefall
02-28-2004, 02:40 AM
I think I'd do the chick from Tank Girl...

Gyzer
02-28-2004, 02:56 AM
DAMN U, DAMN U TO HELL Runefall!!!!!

happosai311
02-28-2004, 04:01 AM
BOOYAH!!! Yes, thatfs the happosai Ifm named after. Sorry, that there is no personal story of panty thievery that gave me that name. I just liked it. ;)

Since Bentllama asked for this contest to not start right away. I shouldnft go into specific guidelines yet for any of the possible themes. Cause, people shouldnft be starting yet.

Andy,
Since you already asked, and to clear things up a bit for that theme. For the time being I will say No to Johnny 5 and maybe to Robocop. If that theme gets picked I state whyc

modeling_man
cPee Wee herman. Great choice!

Michael keaton beetle juice would be sweet!

But, Please keep posting as to which theme you think would be the most fun or most beneficial to furthering your skills and demo reels. I need to know where your heads are at before I decide. Ifd hate to go down in history as being the guy that picked the competition that nobody entered.

I will hold off on making the final decision until Bentllama says we are clear to start!

muckywetnoodle
02-28-2004, 06:47 AM
Ah cool, I would be up for the actor theme. In a role? I want to make a Donnie Darko.

Steyn
02-28-2004, 07:42 AM
Runefall may be doing Tank Girl, but I'll smack anyone unconscious with a dead fish if they're even thinking of doing Booga! That roo is mine.

bentllama
02-28-2004, 08:06 AM
Originally posted by happosai311
Since Bentllama asked for this contest to not start right away. I shouldnft go into specific guidelines yet for any of the possible themes. Cause, people shouldnft be starting yet.

I will hold off on making the final decision until Bentllama says we are clear to start!

The challenge following the Alienware challenge is coming up on our heels, that is why I mentioned we may want to hold off, in case any of us folk here that frequent the game art section want to throw in an entry...

...however...

...knowing that a lot of the "official" challenges are not very "game art friendly" I see no problem with us getting started on another "unofficial" game art challenge...so, it is the CG Talk Game Art Communities' call as to when the next unofficial game art challenge will start...

do people want a tiny breather after the last challenge? or do you want to start right away? please post your thoughts.

ps: I am looking to getting some prizes for the next game art challenge...but am unsure if I can hook that up...I will let you all know soon...

pnyx
02-28-2004, 09:30 AM
I would prefer to start immediately.
and I really like the actor theme
I think I will make Liv Tyler from LotR!

Steyn
02-28-2004, 12:53 PM
Well, since I've been checking this thread for the past five days, I'd say I'm leaning towards the "yes, yes, now, please oh please, now, give the competition now" area, but if going to be later, that's cool too, just preferably now.

CGmonkey
02-28-2004, 02:09 PM
Hehe.. I'm so darn busy right now so I must vote for a little pause.

Runefall
02-28-2004, 03:28 PM
I too must vote for a break, preferrably for a week or two. Working on the last comp put me behind in some of my classes, so I'd like to get all caught up before I get behind again working on the next one.

Supervlieg
02-28-2004, 05:16 PM
I vote for no break.

I also like the actor theme. Lots of possible choices. But I think the line has to drawn at actors, I somehow I think machines/robots do not quite fit in the "make it look like the actor" theme.

I im still very much liking the idea of a fighting game character. And I really like the idea of them all beign a part of the same universe/game.

But then again, the boss room (not level) would seem like a really nice change of things.

AdamAtomic
02-28-2004, 05:45 PM
I haven't entered a cgtalk challenge yet, but its not for lack of wanting! Especially after seeing the great models that came out of it this last time around - congrats to all the winners!

Is there any chance of doing a partners/duos challenge? I know on conceptart, they just did a thunderdome challenge where people of more or less comparable skill paired up and faced off on a theme that they chose. They were encouraged to pick something that was outside their territory as well. I'm not suggesting we do exactly that, but some kind of partner challenge could be very cool, and teamwork experience seems like it could never hurt. Here's some teamwork ideas:

1 - Character and Environment - Pick a game theme (crazy critter, realistic fighting, sports, platformer, space shooter) and 1 person do the 3d models for it and the other person do the environment. I.e. for a space shooter one person would do the space background, with asteroids, etc, and the other person would do the hero ship and a couple enemy ships maybe?

2 - Duets - Each person models one piece of a pair of something. I.e. a crazy-critter style duo (Ratchet and Clank) or maybe matching environments (2 versions of the same city from diff. time periods), something like that.

3 - Social Studies - Each team picks someone from history, and does their own comic-style version of them - e.g. Abraham Lincoln. One person might do like a Vertigo-style super-tall, lanky, and dark Dr. Lincoln, while someone else could do The Emancipator, a buff, ass-kicking Lincoln :D nerdy, I know, but it could be fun!

Just some ideas - I think that the individual challenges are great, but partner challenges force you to reach out and coop and communicate, which is VERY valuable! Hope this helped somehow....

Renderman_XSI
02-29-2004, 05:51 AM
Originally posted by Adam Atomic
I haven't entered a cgtalk challenge yet, but its not for lack of wanting! Especially after seeing the great models that came out of it this last time around - congrats to all the winners!

Is there any chance of doing a partners/duos challenge? I know on conceptart, they just did a thunderdome challenge where people of more or less comparable skill paired up and faced off on a theme that they chose. They were encouraged to pick something that was outside their territory as well. I'm not suggesting we do exactly that, but some kind of partner challenge could be very cool, and teamwork experience seems like it could never hurt. Here's some teamwork ideas:

1 - Character and Environment - Pick a game theme (crazy critter, realistic fighting, sports, platformer, space shooter) and 1 person do the 3d models for it and the other person do the environment. I.e. for a space shooter one person would do the space background, with asteroids, etc, and the other person would do the hero ship and a couple enemy ships maybe?



thats what i had in mind for the character and background theme. I'd like to keep it open instead of picking a universe(by doing so you greatly cut the appeal) I mean if someone likes marvel comic universe...i dont think i'll enter the contest.its just a matter of test.

but i notice some people wanted to do a envorniment theme, so i couple that a character. Its typical in any fighting game to have a character and his specail arena designed to fit his image(i.e. Blanka was in Brazil).Writing a small intro about the character wont hurt. What im saying is im all for teaming up,since some prefer character base modeling while others are stronger in background/prop design.

Its up the winner of the last contest to pick :)hopefully he pick something soon..

i vote for no break! : P

Gyzer
03-01-2004, 08:16 AM
I vote for break. Just like Runefall, I need time to work on my classes.....and other projects :-)

Lekku
03-01-2004, 09:34 AM
I think a break would be cool. I'd actually like to ENTER the next contest, but we'll see what happens. GDC is coming up in March, and I might try to make some extra money, so I can fly to San Jose.

Ivars
03-01-2004, 10:42 AM
I vote for a shorter brake (couple of weeks or so) to get a higher number of contestants.
Those who really need a longer break could just skip this one and get ready for the next one (hope these challenges are here to stay :)

As for subject the actor-theme seems like alot of fun.
The boss-room would be a nice change though. But it requires a good set of guidelines.

happosai311
03-01-2004, 08:33 PM
Lets have a tiny breather of 2 weeks, to allow people to get caught up with school, work, lives, etc. Expect the competition's theme & guidlines to be announced Monday March 15.

Supervlieg
03-01-2004, 11:14 PM
Originally posted by happosai311
Lets have a tiny breather of 2 weeks, to allow people to get caught up with school, work, lives, etc. Expect the competition's theme & guidlines to be announced Monday March 15.

Yay! Cant wait. Im very curious with what you'll come up with.

Neil
03-02-2004, 04:17 AM
I think a good prize would be to give away a copy of MASSIVE to the winner.

hehe.

Supervlieg
03-02-2004, 09:29 AM
How about a free copy of Halo2 Bent, hehe

Neil
03-02-2004, 11:11 PM
Originally posted by supervlieg
How about a free copy of Halo2 Bent, hehe

Ok, you can expect it in oh... Novemberish. hehe.

bentllama
03-03-2004, 07:08 AM
Originally posted by Neil
Ok, you can expect it in oh... Novemberish. hehe.

/me rolls his eyes

DaemonMagus
03-03-2004, 10:29 PM
Since we got a break, if anyone really wants to model (not to be anti-CGTalk) join in the polycount one, its only 2 weeks long and ends on the 14th! How conventient.

GHENGIS KAHN
02-19-2005, 03:50 PM
I have a character to texture , but its always been a mystery how texture maps are produced.i mean the way you can see the skin including the different body parts on the map if thats what you call it.Can someone be kind and aim me in the right direction?

BobbyKarate
02-21-2005, 04:18 AM
um need more info about your question? I am not sure what you are asking???

GHENGIS KAHN
02-21-2005, 02:52 PM
Basically I wish someone would point me in a direction where i could finally learn how to assemple textures in the following way:

http://tomorrowsdream.org/cafe%20questions/cgtalk1.jpg

http://tomorrowsdream.org/cafe%20questions/cgtalk2.jpg


I tried using uv mapper and some other apps.But all i could do is texture a cube. I have a simple low poly model of a man Id like to texture, but i have no clue.I was hoping maybe someone here with experience could point me toward some books or sites/cds where I might learn to assemble something like the links here.Which are pics found in this thread.

It would also help if I would refer to the object of the link by its proper term.Is this called a texture map? I use wings 3d.The free app to model stuff. If someone could help me achieve this goal id make it up to them in time and be very appreciative.

Thanks. Poor noob man.

BobbyKarate
02-21-2005, 06:01 PM
well I have never used wings3d, but it seems like everysoftware has a unwrapping tool, I could explain how to use the uvw unwrap in 3dmax but not sure if that would help. Basically all you are doing is taking the vert coordinates from 3d and applying them on a 2d plane arranging them how you see fit then take a screenshot of it to begin painting on in photoshop or whatever. Terminology: some people call it texturing some say skin. It is color information you are painting to be applied to the map of verts across the geometry. In max there are several ways to get what you want as a template to paint on. Essentially what you are doing is storing the information of translating the verts into a flat plane then when you throw a texture map on it it knows where the points line up. Not sure how else I can be of help, without myself using wings so I can be more specific as to lead you in the right direction. And I don't really have time to download and navigate in Wings right now nor do I want to sorry. But you can do a search on UVW unwrapping and wings3d tutorials to find out probally. As far as books go? I never came across any books for uvw stuff, and painting a texture is just a matter of being able to paint and use photo manip software. If you have anyother questions or can be more specific and give me some help tp help you I am more than happy to.

GHENGIS KAHN
02-21-2005, 09:02 PM
Thanks a bunch for the words.Appreciate it. Definitely sheds some light. I did try UVmapper classic since we spoke trying to achieve what i had mentioned.As yet the map looks like a jumbled mess of wireframes. I uderstand the different elements can be manipulated.But I just do not see how they can all be expanded enough to paint on given the limited space.But anyhow thanks .Great info.

BobbyKarate
02-21-2005, 10:04 PM
you have to realize the unwrapping your uvw's is just as much work as the actuall painting(well not exactly but it takes sometime). once you are in the uv editor you have to sort out the mess to make nice clean templates, there are several ways to go about it. in max I just select faces off the geometry then apply a planar map and then weld the verts together in the uv editor, this is the easiest thing to do probally but you will need to scale and derform things and speand a good amount of time i the editor, it can be intimidating at first but once you grasp the concept and learn of the tools you have at your disposal it will become much easier and clearer. there are also several techniques to get the most out of the size you are restricted to. such as mirroring uv's and tiling and what not. Its imortant to keep the resolution uniform across the entire object except where there are areas that wont be seen as much. If I remember correctly some good video/audio tutorials can be found at www.poopinmymouth.com (http://www.poopinmymouth.com) it is using 3dmax but the concept should be about the same.

Neil
02-21-2005, 10:42 PM
First off, this isn't even the correct GAC thread, second of all this has nothing to do with the GAC challenge.
Why not just start a new thread that talks about UV mapping?
Are you using max or maya, there is a max unwrapping vid you can download for free.

GHENGIS KAHN
02-22-2005, 03:12 PM
Thanka Too_Animalistic you are a gentleman indeed, and I appreciate your assistance.

THECLYKE
05-20-2005, 02:49 PM
thanks alot guys i learned alot about texturing from just browsing the post

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