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View Full Version : MGAC - 005 - Weapon - Super Spear


living_the_dream
12-21-2005, 10:38 PM
http://img.photobucket.com/albums/v323/mwarsame/Projects/MGACpostercopy.jpg

Your assignment is to model the best ever spear, piercing weapon, or pole type weapon. This should be as powerful and exciting as the sword in Halo 2.
Please specify what type of game you are making it for (MMO, Action, FPS, etc.)

Reference:
Stargate (http://www.stargate-thealliance.com/downloads/SG1_wallpaper1_1600.jpg)
Chrono Cross (http://www.rpgplanet.com/chrono/images/cc/mc-fig-serge.jpg)



Your model must contain:
-No more than 500 tris
-256x256 color

You may also include
-256x256 alpha
-256x256 bump or normal map
-256x256 spec

please post Wires and Final Images

DEADLINE - Wed December 28 12:00am EST (Tuesday Midnight)

Winner chooses next weeks challenge

tin-tin
12-23-2005, 06:11 AM
Here is one I did, for a Mmo game, hope you like it :)

living_the_dream
12-23-2005, 04:46 PM
Looks great tintin50!

Keep em coming!

Swizzle
12-24-2005, 11:43 PM
http://i2.photobucket.com/albums/y29/xkostolny/tridentrendersfinal.jpg
http://i2.photobucket.com/albums/y29/xkostolny/tridentwiresfinal.jpg
http://i2.photobucket.com/albums/y29/xkostolny/maps.jpg

It's exactly 500 triangles and I do realize that I've wasted quite a few of those. I was thinking of a third-person action-adventure sort of game when I started, so I guess that's what kind of game it's for. The designs and swirls could, I know, be far more intricate and interesting, but my tablet got packed up because I'm moving. Mouse+Photoshop=unhappy.

Yorgo12345
12-26-2005, 06:12 PM
wow guys, I am blown away by your work so far

Tintin, your model inspired me to do a normal map myself. (plus I have the luxury of time with the holiday)

Swizzle, Holy crap about the patterns and swirls!! and I love the colors

here's mine. I guess it would be for a third person action/adventure

http://www.yorgo3d.com/cgtalk/MGAC_005_PoleArm/big_final.jpg

Swizzle
12-26-2005, 09:47 PM
Looks pretty good, Yorgo, though you should be careful with the baked-in lighting. If that was put into a game and you saw it during a cutscene or up close you might have troubles with it looking a bit weird because of light and dark areas on the texture.

You could have also gotten a lot more out of your texture map, it looks like. If the UVs were rearranged, you could probably get away with having only one section for all the wood pieces--even the ones that have gold bands on them. You could probably overlap all the little gold rings as well as the two large sides of the blade and the gold clasps that hold it in place and the handles. Here's an example in which I've erased and moved parts that could be overlapped. Notice how much more room there is!
http://i2.photobucket.com/albums/y29/xkostolny/redone.jpg
Of course, I don't know how well any of that would've worked with normal mapping considering that I've not gotten a chance to use it...:shrug:

By the way, you have a couple of six-sided polygons on the blade.

Even given the above comments, it still looks pretty nice! I've always liked weapons like that, and your design in very cool. The handle is great. :D



EDIT: By the way, Yorgo, are you working from a resized 512, or does whatever program you're using automatically anti-alias around the edges of the baked UVs? I've found that anti-aliasing can be a real pain when doing maps because I get weird dark lines and stuff, is it a problem for you?

Yorgo12345
12-26-2005, 11:20 PM
hey Swizzle thanks for the feedback, I apreciate it. I'm glad you like the weapon

as for the overlapping, I would have worked the UVs differently, like you showed, but I could NEVER get Normal maps working right with overlaps in the past. While building this PoleArm I did a little homework on Normalmapping (and learned a lot, that's why this contest id Great!!)
And I think that overlapping can probably work fine, but only using tangent space normals. I'll test next time. b/t/w, does anybody know offhand?

as for the antialiasing, I used a high density mesh with displacement mapping to create my original mesh that I normalmapped from, and there was "polygon aliasing" or "displacement stairstepping" so I rendered everything out at 2048 and shrunk it down to 256 that's why the antialiasing is so smooth. And it worked, it totally hid the jagged polygons at the final resolution

thanks again for the feedback man

Swizzle
12-26-2005, 11:40 PM
as for the overlapping, I would have worked the UVs differently, like you showed, but I could NEVER get Normal maps working right with overlaps in the past. While building this PoleArm I did a little homework on Normalmapping (and learned a lot, that's why this contest id Great!!)
And I think that overlapping can probably work fine, but only using tangent space normals. I'll test next time. b/t/w, does anybody know offhand?I was wondering about that. I've really got to do some research into normal mapping to see what you can do with tiling and overlapping and stuff.

Yorgo12345
12-27-2005, 01:38 PM
I though someone might like to see the hi-res mesh.

this low-res model is with the normalmap resolution still at 2048, that's why it looks so crisp

http://www.yorgo3d.com/cgtalk/MGAC_005_PoleArm/show_normals.jpg

This is really the first model that I have succesfully normal mapped. I'm pretty excited that I got it to work.

living_the_dream
12-28-2005, 04:00 AM
And the winner is...

Swizzle! Congrats my friend, very impressive spear. You get to do next week's challenge.

To the others, great work as well. I like to see the crits and help everyone is sharing. This challenge seems to be helping all of us hone our skills.

carakong
12-28-2005, 04:59 AM
If I were to own one I'd have yorgos lol, swizzles is too fancy and royal, but it's a great texture and model! thumbs up!

JuddWack
12-28-2005, 05:16 AM
Hey guys. I'm really wish I could have entered. I'm just caught up in the whole holiday thing. So many friends and family are around that I don't get to normaly see.

Swizzle, I like your design on the blade a lot but I think it needs some more work. I think a great start would be to break up all the solid grey under the texture.

Yorgo, The cracks in the wood seem way too jagged. I'm not sure if that is because of a lack of antialiasing or the model itself. The handle seems quite smooth so I'm going with the model. How did you create the hi-res? If you subdived how many times? I'm not quite sure how the overlapping UV's work with normal mapping. To my knowledge there is only one way for tangents (which I've never even tried!). Project your UV's and move the overlaps to the side. Lay out the remainder as best as possable. Scale the overlaps real small and fit them in anywhere. After you have generated your normal map select the overlaping UV elements which you scaled down. Scale them up and snap the verts.
BTW, I'd agree with the shading on the texture sheet.

I hope were still planning on a Micro Challenge 06. It may be to late to vote but I'm going with Swizzle.

Yorgo12345
12-29-2005, 02:24 PM
congrats Swizzle, it is a cool spear!

..can't wait to start the next challenge (especially now that I have time with the hoidays)

Yorgo12345
12-30-2005, 01:59 PM
hey Swizzle, in case you didn't realize, it's up to you to start the next challenge.

pick a challenge, copy the splash image, and start a new thread

Swizzle
12-30-2005, 09:30 PM
Well, I got the thread up for the next MGAC. Sorry I'm late, but I've been having horrendous computer problems.

Anyways, thanks for all the compliments and especially the critiques. I would've done something to make the gray areas more interesting, but I just wasn't sure what to do and so I left it the way it was. As for it being really fancy... well, what can I say? I was bored and it needed weird designs. ;)

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