View Full Version : MGAC-014 - The 12 Tri Box!
requiem2d 06-24-2006, 06:59 AM http://img50.imageshack.us/img50/1089/mgacpostercopy0zl.jpg
MGAC - 014 - The 12 Tri Box!
For this Mini-Challenge, it will consist of creating your own box / contrainer / crate / "thingie-holder". You also read correctly, it's only 12 tri's so the emphasis is on creating a nice normal and the fitting texture.
You may create your own original concept or model from already concepted art.
- 12 tris.
- 512* Diffuse map.
- 512* Spec map (optional)
- 512* Normal map (optional)
- 512* Transparency map (optional)
Normal Mapping Intro:
http://forums.cgsociety.org/showthread.php?t=360333
Starts 24/06/06
Ends midnight 30/06/06.
Will Pronounce Winner on July the 1st.
Final submissions should include a Render and Texture Maps used (you may also show us your high poly if you wish).
Good luck !
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Docm30
06-24-2006, 09:19 AM
Wow, 12 triangles, that's only a four-sided box!
I will see if I can come up with a design.
Oxig3n
06-24-2006, 10:29 AM
Wow, 12 triangles, that's only a four-sided box!
I will see if I can come up with a design.
dont you mean 6 sided? :D anyway this one will be a tuffie but im going to have a go at it
doylle
06-24-2006, 10:45 AM
Great idea! Count me in!
XepptizZ
06-24-2006, 10:47 AM
Damn, this sounds like a fun chellenge. :)
andrei313
06-24-2006, 04:16 PM
12tris.... I can't resist :) I see that there is a link to my thread here, it helped me a lot and I am glad that now it can help others :)
So I guess that this week I'm going to do a normal mapped box :bounce:
EDIT: And I also know what I want to do... A box that trappes inside tormented souls... or something like this... creepy.
ArchangelTalon
06-24-2006, 04:48 PM
Good call on the topic. I might have a go at this one, need to get a start on normal map practice.
ts-falcon
06-24-2006, 05:50 PM
this sounds pretty sweet, should be good texturing practice. are we allowed to use glow maps cause that could help turn out some sweet results.. anyways im in!
Noxious
06-24-2006, 07:46 PM
Never entered a challenge here before but..... a box containing the gateway to hell :)
http://www.sourceblog.org/nox/mgac14.jpg
HellBoy
06-24-2006, 10:12 PM
lol super cool, 12tris... counmt me in
hnbmilk
06-24-2006, 11:44 PM
OoooooOOO!! I like the idea. This should be my first MGAC
mindrot
06-25-2006, 12:55 AM
HEHE!!! Sounds like a great project.... so many possibilities.
~M~
Titan369
06-25-2006, 01:29 AM
sweet, i know i can make this one guys.:)
requiem2d
06-25-2006, 04:42 PM
Good to see so many want to take part, and good to see work so ealry already :) Going to be a tough one for sure at the end!
this sounds pretty sweet, should be good texturing practice. are we allowed to use glow maps cause that could help turn out some sweet results.. anyways im in!
Yep, no probs!
GLandolina
06-25-2006, 05:00 PM
i'll join in :D
ElFuego
06-25-2006, 05:09 PM
Count me in! wonder how much variety we can produce :D with 12 tris...whee!
blacker
06-25-2006, 06:04 PM
Crap, now I gotta learn how to normal map! ;)
Well, for better or worse, I'm in!
requiem2d
06-25-2006, 06:32 PM
Count me in! wonder how much variety we can produce :D with 12 tris...whee!
Sky's the limit :)
HellBoy
06-25-2006, 07:43 PM
here's my really hustled entry :D
http://img.photobucket.com/albums/v323/mwarsame/Projects/Juggernaut_vehicle_lv/machine_01.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/Juggernaut_vehicle_lv/machine_02.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/Juggernaut_vehicle_lv/machine_02_wire.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/Juggernaut_vehicle_lv/machine_02_norm_tex.jpg
ninjacore
06-25-2006, 10:30 PM
Hellboy - ha, i recognise that vending machine texture:scream:. one thing i think you should do is optimise the way you UV'd your box. have the front much bigger, and overlay the side bits. and then stick the rest on an area of plainish detail. for a 512, you should be looking to score more detail than that:) also not sure whats happning with your normalmap. looks rather pixelly
HellBoy
06-25-2006, 11:00 PM
yea lol I stole it right off google and slapped it without even tweaking it
for the normal map, I generated it from photoshop and I somehow applied 1 level of blur filter, thinking that I would get smooth result :D
I'm going to fix it tomorrow
MGAC here i come. Its my first time :blush:
requiem2d
06-26-2006, 08:10 PM
MGAC here i come. Its my first time :blush:
Drumroll..... :)
Drumroll..... :)
Well here´s my 12tri box. My girlfriend is over for a visit so i didnt have much time to put something together and considering her love for horror movies (the old ones) and popcorn i guess this was a given. Tributed to her ;)
I hope this is nice enough for you though. Spec and transp arent very exciting to look at so i didnt upload those but if they are a requirement ill give them to you.
CHECK PAGE 3 FOR MY ENTRY!
Interactionman
06-27-2006, 12:12 AM
Never entered a challenge here before but..... a box containing the gateway to hell :)
um, isn't that a copy from Hellraiser (http://images.google.com.au/images?q=hellraiser%20box&oe=UTF-8&client=firefox-a&rls=org.mozilla:en-US:official&ie=UTF-8&sa=N&tab=wi)?
Deadalus
06-27-2006, 02:42 AM
my turn. most of the big bump add to be redone for the nmap.
i use nvidia pshop plugin
scanning a piece for faster diffuse map = bad idea and wrong shadow.
http://img201.imageshack.us/img201/7942/hd5ey.jpg
diff
http://img65.imageshack.us/img65/2974/hddiff3sj.jpg
normal
http://img389.imageshack.us/img389/8039/hdnm6nh.jpg
spec
http://img399.imageshack.us/img399/272/hdspc2ho.jpg
blacker
06-27-2006, 02:46 AM
um, isn't that a copy from Hellraiser (http://images.google.com.au/images?q=hellraiser%20box&oe=UTF-8&client=firefox-a&rls=org.mozilla:en-US:official&ie=UTF-8&sa=N&tab=wi)?
"You may create your own original concept or model from already concepted art."
I guess it falls under that. :shrug:
CodeNothing
06-27-2006, 02:49 AM
cool models everyone! I'd like to make one, but ive never done Normals before and im having a bit of a road block with my first attempt...
Once i have the normal map saved (im using Nvidias PS plug in) how do i apply it to a model in Maya? Ive looked at all sorts of tutorials and they say to just simply 'apply' it. but i tried puting it in the normal map slot for the bump maps, and a few other futile places, and no luck. Do i need to download a special shader or material type?
(im not that 3D savvy) :shrug:
Interactionman
06-27-2006, 02:58 AM
"You may create your own original concept or model from already concepted art."
I guess it falls under that. :shrug:
I guess I can just scan any piece of existing artwork, map it onto a flat plane and call it my own then. Hoorah!
Ghostscape
06-27-2006, 03:03 AM
I guess I can just scan any piece of existing artwork, map it onto a flat plane and call it my own then. Hoorah!
Considering the whole point is to improve your own skill, I don't think you'll see too many people doing that, although I really think the Hellraiser box needs to be seriously reworked, as the UV space is wasted and the material is very unconvincing.
I'll be doing a rather famous box myself :D
Deadalus
06-27-2006, 03:19 AM
another one before sleep . w00t 30 min .. but a crappy result :D
Bah it was fun ! that the most important.
my hand is all numb after holding the cartridge over the scanner. Damn you radioactive scanner !! damn yoooooOOou!!! * shake fist to the skie ( not the numb one!)
here a it . if you recognize it you win a cookie
http://img58.imageshack.us/img58/6829/cart9wu.jpg
Diffuse 256x512
http://img290.imageshack.us/img290/6050/cartdf3xg.jpg
normal 256x512
http://img379.imageshack.us/img379/512/cartnm1ov.jpg
CodeNothing
06-27-2006, 03:48 AM
well, i got the diffuse and the transparancy maps in place, and ive made the normal, but still no clue on how to apply it. any suggestions?
http://img235.imageshack.us/img235/5958/nonormals6fx.jpg
requiem2d
06-27-2006, 03:50 AM
Looking good everyone! Very very diverse boxes :D
ArchangelTalon
06-27-2006, 05:04 AM
Hmm, this normal mapping milarky is quite fun.
Some good entries, dudes :D
Kind of overestimated how much detail I could reasonably get into a 512 map. Originally it was going to be one of the first sea-faring clockwork clocks... but I realised I couldn't be arsed to texture the clockwork and the normal map was a fuzzy mess at that resolution.
So, now it's a ye olde box to transport TNT/nitroglycerine on carts or trains without the annoyance of killing yourself.
http://img379.imageshack.us/img379/7716/box012lu.jpg (http://imageshack.us)
Spec and diffuse are WIP.
Ghostscape
06-27-2006, 08:59 AM
Here's my entry :D
http://img74.imageshack.us/img74/7614/web18ed.jpg
http://img68.imageshack.us/img68/7843/web25du.jpg
http://img74.imageshack.us/img74/4484/web36sb.jpg
Texture is a combination of photo overlays and hand painting.
HellBoy
06-27-2006, 10:17 AM
Code Nothing, I dunno if the same methodology as max can be used in maya but you have to install a cg combiler (toolkit) from nvidia (http://developer.nvidia.com/object/cg_toolkit_1_1.html) then get a shader that will open up your dds maps, I dunno if maya uses .fx shaders but there were a site that stored bunch of shaders to download, but it looks like its down now http://www.monitorstudios.com/bcloward/tutorials_normal_maps1.html
GLandolina
06-27-2006, 10:51 AM
oooh damn you ghostscape you got there first with the cardboard box :P
I have to think something else up now
Added some text to my entry. Ill repost it here so you dont have to go back.
PS: Love that harddrive
ENTRY
Movie monsters arent always shooting movies you know, Sometimes they like to hang out like the rest of us and watch horror movies themselves. For enjoyment?, to get afraid? , inspiration or just to see what their buddies are up to. Who knows?
What i do know is that they wouldnt go to the movies without getting a box of popcorn. After all, you dont go to the cinema without getting popcorn now do you.
I decided to enlighten you all out there on how one of these popcorn boxes look like and here it is!
THE MOVIE MONSTERS MEDIUM POPCORN!, Usually bought by such nice people like zombies and vampires. That blood sure hits the spot every time.
http://www.pigged.net/stuff/mgac/poppisofhorror.jpg
http://www.pigged.net/stuff/mgac/colormap2.jpg
http://www.pigged.net/stuff/mgac/normalmap.jpg (heh ahem.. yeah i know :/ )
SHEPEIRO
06-27-2006, 12:08 PM
oink- your a loon
Deadalus
06-27-2006, 12:36 PM
btw it would be interessting to remove the Mgac-13 and switch it for this one as sticky. no?
thank mr piggy
CodeNothing
06-27-2006, 04:13 PM
Hellboy: Thanks for responding, I tried the Nvidia thing, but im using Maya6.5, and the toolkit only works on 4 and 5. am i the only one using maya 6.5? I cant find anywhere on the net that gives any kind of decient instruction on APPLYING normal maps in maya. excruciating detail on how normal maps work and how to MAKE them, but then they all end with "now that your done apply it to the material and your all set!" LOL
At this point im thinking of going MAX. Its a pain to switch between programs, as ive just finaly goten used to modeling in Maya, but this normal map business seems to be way more trouble than what its worth.
Thanks again for the response, ill keep working on it.
blacker
06-27-2006, 04:35 PM
Hellboy: Thanks for responding, I tried the Nvidia thing, but im using Maya6.5, and the toolkit only works on 4 and 5. am i the only one using maya 6.5? I cant find anywhere on the net that gives any kind of decient instruction on APPLYING normal maps in maya. excruciating detail on how normal maps work and how to MAKE them, but then they all end with "now that your done apply it to the material and your all set!" LOL
At this point im thinking of going MAX. Its a pain to switch between programs, as ive just finaly goten used to modeling in Maya, but this normal map business seems to be way more trouble than what its worth.
Thanks again for the response, ill keep working on it.
This may be a stupid question, but after you've assigned the normal map in your bump slot, have you tried rendering a pic of it? I'm not sure what version maya swtiched over, but on 7, you can go to High Quality under the panel pull down tabs, and switch to Hardware Rendering, too. My crappy video card isn't good enough to allow me to see the normal maps applied in realtime, but when I render the picture out, it's there. The only other thing I can think of is that if your incandescent setting is on (in your material) the normal map's effectiveness might be lessened or killed completely since your 12 tri box will glow in the shape of the geometry rather than the normals from your normal map.
Anyway, I hope that helps a little bit! This is my first foray into normal map land, too.
ElFuego
06-27-2006, 05:19 PM
Here is my entry!
http://fuego.ungroup.net/hakki/hakki.jpg
http://fuego.ungroup.net/hakki/hakki2.jpg
Here are the maps (2 * 512):
http://fuego.ungroup.net/hakki/diffuse.jpg
And wire (12 tris):
http://fuego.ungroup.net/hakki/hakkiwire.jpg
Tadaa! no normal maps o_O
Selfportrait btw :)
Programs used: 3DSMax 8, Photoshop CS, Freehand
requiem2d
06-27-2006, 05:49 PM
So much creativity guys, great stuff :)
Auctane
06-27-2006, 06:23 PM
its now 12 tris 256x256+128x128 color, bump, spec. i dont know if i will dq becaus it is no longer a box.
http://www.jaredbauer.com/CGTalk/GameArt/box_1.jpg
Noxious
06-27-2006, 06:24 PM
um, isn't that a copy from Hellraiser (http://images.google.com.au/images?q=hellraiser%20box&oe=UTF-8&client=firefox-a&rls=org.mozilla:en-US:official&ie=UTF-8&sa=N&tab=wi)?
hence the reason it says in the image that its the 'lament configuaration'. I had another idea but someone else has already done something similar so i dont want to get accused of ripping his idea off.
GLandolina
06-27-2006, 07:22 PM
gargh someone did my second idea aswell, right i have one more but its a bit crap, noone else has done it yet and i doubt they will tho :)
btw notice how many more entries we get if the limits are super low?
I reakon we do the next ones like this:
12 tris (current)
50 tris (next) - winner chooses theme
100 tris (next) - winner chooses theme
300 tris (next) - winner chooses theme
500 tris (next) - winner chooses theme
andrei313
06-27-2006, 07:26 PM
Sounds cool... But we should keep it in powers of 2... It helps if it is done for games :D
Look at me... I'm talking and I don't have an entry yet... I'll get right to work :)
blacker
06-27-2006, 08:25 PM
Here is one... 8 tris, 256 maps
http://www.jaredbauer.com/CGTalk/GameArt/box_1.jpg
Ok.. I feel stupid but... what is it?
CodeNothing
06-27-2006, 10:02 PM
This may be a stupid question, but after you've assigned the normal map in your bump slot, have you tried rendering a pic of it? I'm not sure what version maya swtiched over, but on 7, you can go to High Quality under the panel pull down tabs, and switch to Hardware Rendering, too. My crappy video card isn't good enough to allow me to see the normal maps applied in realtime, but when I render the picture out, it's there. The only other thing I can think of is that if your incandescent setting is on (in your material) the normal map's effectiveness might be lessened or killed completely since your 12 tri box will glow in the shape of the geometry rather than the normals from your normal map.
Anyway, I hope that helps a little bit! This is my first foray into normal map land, too.
ill try and see if its hardware render, and see what my incandescent is up to. I have 6.5, and when i rendered it by just droping the normal in the bump map it looked odd. So i did a test of several dark cercles, and all i got on the render was etched outlines of the shapes, no "depth". So i tried converting the normal to greyscale and got the same effect. so long story short (too late) Maya takes the normal map, and converts it to Greyscale and uses it as a bump.
I did follow someone elses directions by connecting the 'color out' to 'normal camera' of the material, and i got a glowy bright thing with dark lines. could this be a result of the incandescent lighting on the material? hmmmm....
all i know is that once i do figure this out, im making a tutorial DVD and selling it. Ive been all over the net and no one has a simple step-by-step process to apply maps in MAYA 6+ ANYWHERE!
thanks for the info, ill probably be up all night again trying new stuff.
requiem2d
06-27-2006, 10:11 PM
All sounds good to me (in regards to competition talk above) :)
Cheers
HellBoy
06-27-2006, 10:18 PM
or maybe next one could be a 2 tris plane with same texture specs
Auctane
06-27-2006, 10:22 PM
Ok.. I feel stupid but... what is it?
:blush: .. guess I better use the rest of the specs.
requiem2d
06-27-2006, 10:26 PM
or maybe next one could be a 2 tris plane with same texture specs
Wouldn't need to have a model then, just show us the texture, same thing ;)
theabyss
06-28-2006, 02:15 AM
Oh MY Godness ElFuego thats awesome.
After a few of these entries i realized that I actually have to think outside the BOX...
JYoung
06-28-2006, 03:12 AM
ill try and see if its hardware render, and see what my incandescent is up to. I have 6.5, and when i rendered it by just droping the normal in the bump map it looked odd. So i did a test of several dark cercles, and all i got on the render was etched outlines of the shapes, no "depth". So i tried converting the normal to greyscale and got the same effect. so long story short (too late) Maya takes the normal map, and converts it to Greyscale and uses it as a bump.
I did follow someone elses directions by connecting the 'color out' to 'normal camera' of the material, and i got a glowy bright thing with dark lines. could this be a result of the incandescent lighting on the material? hmmmm....
all i know is that once i do figure this out, im making a tutorial DVD and selling it. Ive been all over the net and no one has a simple step-by-step process to apply maps in MAYA 6+ ANYWHERE!
thanks for the info, ill probably be up all night again trying new stuff.
Maya won't render normal maps in any version. You can either do the outColor to NormalCamera, and render using the hardware renderer(assuming your graphics card is good enough to support high quality rendering), or you can download one of several shaders that will allow the software renderer or mental ray to correctly render them. I've used the JSnormal map shader for mental ray with good success.
http://www.pixero.com/downloads.html
Let me know if you have any questions on how to use it.
Docm30
06-28-2006, 05:27 AM
Great looking stuff guys!
Deadalus, good-job; I own an original gold copy like that one (not the later grey one).
blacker
06-28-2006, 07:46 AM
WIP - Gun Box
I'm working on a gun box. This is my first try at normal maps. They're working but I think I'm pushing them too hard (my high-poly was too rounded). This is a combination of surface sampling in Maya and (when that f@cked up), hand painting in photoshop. Then I made a bump map with the scrollwork and the skull and pistols and used the Nvidia filter to make it a normal map and composited them together.
I still need to tweak this as I'm getting some strange effects. I think I need to lessen the scale for the bump-to-normal parts. It seems like maybe it's too much. After this is done, I'll texture (hopefully tomorrow).
It's going to be primarily wood (I'm debating adding more detail in a bump-to-normal for wood grain and damage) with metal scrollwork and skull/guns. I think I'll probably add a lock and hinges in the high poly and re-bake/re-composite (also metal).
http://www.hostrealm.com/todd/gunboxwip1.jpghttp://www.hostrealm.com/todd/gunboxwip2.jpg
Ghostscape
06-28-2006, 01:07 PM
its now 12 tris 256x256+128x128 color, bump, spec. i dont know if i will dq becaus it is no longer a box.
http://www.jaredbauer.com/CGTalk/GameArt/box_1.jpg
Doesn't it sort've defeat the purpose if you've deleted 4 of the sides of the building? The only place such a building would work in probably wouldn't need maps that large.
SHEPEIRO
06-28-2006, 02:17 PM
yeah id up the scale of the map and include more difference
arrangemonk
06-28-2006, 07:59 PM
I busted you all!!! im proud to present you the 6 tri box!
http://home.arcor.de/arrangemonk/6tribox/render.jpg
http://home.arcor.de/arrangemonk/6tribox/wire.jpg :D
requiem2d
06-28-2006, 08:21 PM
Hmmm, your counter still says 12 lol ;)
arrangemonk
06-28-2006, 08:25 PM
but there are 2 boxes as you see!
:P
ts-falcon
06-28-2006, 08:44 PM
hahaha thats genius mate :D nice work
Auctane
06-28-2006, 11:34 PM
thanks for the tip Shepeiro.
http://www.jaredbauer.com/CGTalk/GameArt/Tower13.jpg
hnbmilk
06-28-2006, 11:39 PM
Tada! I present to you the..... hmmmm... what is it?
... Some sort of container :) Not exactly a box, I hope that's ok.
http://img299.imageshack.us/img299/7751/final5xq.jpg
Here are the maps:
Diffuse:
http://img334.imageshack.us/img334/7631/diffusecontainers9ie.jpg
Normal:
http://img174.imageshack.us/img174/4278/normalcontainers2wn.jpg
Spec:
http://img334.imageshack.us/img334/6671/speccontainers0rx.jpg
Alpha:
http://img334.imageshack.us/img334/8976/alphacontainers0mt.jpg
BTW, first time using a normal map!! Woohoo! :applause:
Ghostscape
06-29-2006, 12:02 AM
milk, I see all your textures but not the actual model?
kenny_bsp
06-29-2006, 12:16 AM
This is my first contest entry on this forums and i'm still learning to model. At first i didn't wanted to participate in this contest because i cant texture well :D but then i liked the idea of 12 tri limit. So after some thinking i came up with a truck from 12 tris with 3 textures. Hope you'll like it :thumbsup:
http://img191.imageshack.us/img191/3929/finalentry4mh.th.jpg (http://img191.imageshack.us/my.php?image=finalentry4mh.jpg)
http://img191.imageshack.us/img191/122/finalentry28pc.th.jpg (http://img191.imageshack.us/my.php?image=finalentry28pc.jpg)
http://img191.imageshack.us/img191/9131/finalentrywireonly5pt.th.jpg (http://img191.imageshack.us/my.php?image=finalentrywireonly5pt.jpg)
http://img191.imageshack.us/img191/6773/finaltextures6pt.th.jpg (http://img191.imageshack.us/my.php?image=finaltextures6pt.jpg)
http://img79.imageshack.us/img79/7829/finalentryturnaround26zz.gif
How the...
How does it look untextured?
*trying to understand :P *
Well you kicked my minds ass... Kudos! :)
edit: removed some text that got out of date.
hnbmilk
06-29-2006, 12:40 AM
milk, I see all your textures but not the actual model?
Top one, or should i make it bigger?
@kenny: WOW!!
BakerCo
06-29-2006, 12:51 AM
wow some creative stuff in here nice job everyone.
Lost...
ArchangelTalon
06-29-2006, 01:29 AM
Really liking that smoke style hnbmilk, cool stuff.
Haha, that's great, kenny. Very cunning. Though not too box-like ;)
ArchangelTalon
06-29-2006, 02:48 AM
Ok, got no more time to work on this, so this'll be my final submission. It's been a good learning experience :)
http://img402.imageshack.us/img402/8998/boxcollage9rn.jpg (http://imageshack.us)
http://img48.imageshack.us/img48/2702/boxtexcollagethumb0zx.jpg (http://img273.imageshack.us/img273/9985/boxtexcollage5ss.jpg)
Noxious
06-29-2006, 06:11 PM
thats awesome kenny ;)
obelisk
06-30-2006, 11:46 AM
So after some thinking
Something of an understatement, that. My mind's ass, has also been kicked.
-O
SHEPEIRO
06-30-2006, 12:04 PM
thats top draw nutter Kenny_BSP
CodeNothing
06-30-2006, 05:25 PM
Maya won't render normal maps in any version. You can either do the outColor to NormalCamera, and render using the hardware renderer(assuming your graphics card is good enough to support high quality rendering), or you can download one of several shaders that will allow the software renderer or mental ray to correctly render them. I've used the JSnormal map shader for mental ray with good success.
http://www.pixero.com/downloads.html
Let me know if you have any questions on how to use it.
you are my savior! :applause:
Psyk0
07-01-2006, 12:25 AM
Clever ideas guys! :applause:. This should be a close one.
Ghostscape
07-01-2006, 04:39 AM
Awesome submissions everyone, (although I still can't see Milk's for some reason? I see his textures but the imageshack link for his model isn't working. I checked it in Firefox and IE, and other folks see it but not me?)
Some of these are really clever, but have to question wasting 256x512 of a 512x512 map (512kb of texture memory!) to save 6 triangles. Still, it's really awesome that you guys pushed the boundaries like that :D
requiem2d
07-01-2006, 08:10 AM
SUBMISSIONS CLOSED
SUBMISSIONS CLOSED
SUBMISSIONS CLOSED
Will post winner later this day! :)
Well i know im getting my ass kicked here but it was a fun experience. First time as i said. Ill probably be back for seconds :)
I think the monkey-cage or the truck will win. :thumbsup:
requiem2d
07-02-2006, 12:15 AM
So many great entries, but I can only pick one :/
Congrats El Fuego :)
Congrats to the monkee-man :bounce:
ArchangelTalon
07-02-2006, 12:47 AM
Grats, dude :)
Well deserved, very cool entry.
tin-tin
07-02-2006, 05:01 AM
Well done dude :applause:
ElFuego
07-02-2006, 08:53 AM
wow, thanks everybody! :D Didn't imagine it in my wildest dreams after kennys entry :>
There were great designs and creativity in this challenge and mr. requiem2D deserves big thanks for choosing such a cool theme!
I'll be posting new challenge soon. :) !
kenny_bsp
07-02-2006, 12:11 PM
Congrats El Fuego :applause:
Hope i'll like the theme of next challenge :D
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