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Swizzle
09-11-2006, 10:36 PM
http://img50.imageshack.us/img50/1089/mgacpostercopy0zl.jpg

Since Hanzo hasn't done it and people are starting to get somewhat anxious, I've volunteered to do this MGAC. If you guys don't like my idea for this one, we can put it up to a vote for what sort of competition you want it to be.

Anyways.

Your mission, should you choose to accept it, is to model and texture one current-gen RTS vehicle or non-character/non-building unit. We want it to be interesting and unique. The style is up to you, so that means you can do sci-fi, fantasy, cowboys and Indians, whatever you want. Just keep it to a vehicle or something similar. Some sort of thing that somebody rides in or on is our working definition.

The limits:
512x512 texture space w/alpha. You can use it however you want.
1000 triangles.

End date: September 18th at some-time-o'clock (whenever I can get around to judging)

As I said before, if you don't like it we can vote on it.

MrDev
09-11-2006, 10:56 PM
I think this is a Great idea I'm glad to see the MGAC back and I think I will do this one

Neox
09-11-2006, 10:57 PM
Hmm we are talking about an current gen RTS here and i think the polycount is somewhat small (if LODs are planned) and the texturespace is pretty high for only one unit in a RTS, i can only judge from my knowledge of paraworld but the polycount was never the problem but having to handle lots of units with big texturepages is, especially if you have more then 3 tribes on a map. But other than that, cool idea and good luck to everyone :)

Titan369
09-11-2006, 11:02 PM
Im tottaly in, havent ever done anything like this before so im looking forward to learning some new things.

Gamedev
09-12-2006, 01:21 AM
Swizzle i was going to suggest an RTS unit - good thinking! I'm in as well, the last few havent realy tickled my fancy!

Swizzle
09-12-2006, 02:13 AM
Hmm we are talking about an current gen RTS here and i think the polycount is somewhat small (if LODs are planned) and the texturespace is pretty high for only one unit in a RTS, i can only judge from my knowledge of paraworld but the polycount was never the problem but having to handle lots of units with big texturepages is, especially if you have more then 3 tribes on a map. But other than that, cool idea and good luck to everyone :)Should I change up the specs a little? I was only taking a wild guess with the texture sizes and poly counts, so shall I raise the number of tris to something like 2-3000 and lower the texture space to one or two 256s? I was, by the way, not planning LODs. This was just for the "up close and personal, kick your ass" model, but shall I include LODs?

Gamedev
09-12-2006, 04:30 AM
I'd say no LOD's as we only have 1 week. Take a look at the Age of Empire 3 specs. Its a good looking current gen RTS.

http://forums.cgsociety.org/showthread.php?t=289908&highlight=age+empires
"The buildings on average have around 300-500 tris with a 256x256, with bigger things like the fort around 750 tris with a 512x512 I think. In game units were around 250 tris for a human unit and around 500 for a mounted unit. Most human units use a single 64x64 for a texture, while mounted units use a 128 for the horse and a 64 for the rider. The boats are all on 512's with an additional 512x256 for the sails usually. Units/boats/buildings all have specular, opacity and normal maps."

and some love:
http://www.horribledeath.com/2d3d.htm

Swizzle
09-12-2006, 05:38 AM
Well, I don't think I'll change the specs then. We'll just say you're doing the big, badass unit that takes up a quarter of the screen and can roll over enemies like a bulldozer over a pile of leaves. :D

Oh, and the contest ends on Monday the 18th at whenever I can actually judge the winner (probably late in the day). But you knew that already because I told you in the orignal post. Really. I did. Because I always remember everything. See? I'm brilliant.

B.T.
09-12-2006, 02:55 PM
that's a great topic - I'm in!

I'm thinking about doing some kind of special viking war ship, guess that'll be tough with only 1000 tris, but hey it's a challange ;)

RuinedMessiah
09-12-2006, 03:22 PM
Wait, 1000 polygons is too many tries for a RTS game? Where? Seriously. Look at the most technically advanced RTS on the market, Battle for Middle Earth II. Where exactly is this huge poly numbers?

Paleraven06
09-12-2006, 03:29 PM
Sweet! This sounds like a great challenge. I spent some time last night tooling around with a cross-bow without really any direction and then today it hit me. Goblin Crossbow. Instead of an arrowhead on the bolt, I'm strapping on a goblin w/ a pointy helmet. After all, iron is expensive... haha.

B.T.
09-12-2006, 06:58 PM
alright here're some first WIP shots:

BEWARE the TWO HEADED DRAGONSHIP :D

right - it's some kind of viking catamaran with an evil battering ram to smash the enemy's ships!

997 triangles right now - guess I'll spend the 3 tris left somewhere later...

http://www.people.freenet.de/darkmod/vikingkat1.jpg

http://www.people.freenet.de/darkmod/vikingkat2.jpg
http://www.people.freenet.de/darkmod/vikingkat3.jpg

wire - sry I know it's not good to see when everything's converted into tris, however I accidentaly overwrote my file with the triangulated mesh (guess I'll convert it back to quads by hand before unwrapping it)

http://www.people.freenet.de/darkmod/vikingkat_wire1.jpg


looking forward to your comments and crits :)

Swizzle
09-12-2006, 07:40 PM
Sweet! This sounds like a great challenge. I spent some time last night tooling around with a cross-bow without really any direction and then today it hit me. Goblin Crossbow. Instead of an arrowhead on the bolt, I'm strapping on a goblin w/ a pointy helmet. After all, iron is expensive... haha.That is absolute genius. I applaud you, sir.

Gamedev
09-12-2006, 07:54 PM
B.T., I almost want to see a re-work of the middle of the ships where the battering ram resides. Maybe get rid of the 'housing' and use the tris to simple strap it to the cross beams between the two ships then you can add more detail to the boat. Just a thought! And damn you are starting early! Haha.

Paleraven06
09-13-2006, 01:03 AM
Swizzle - thanks man I appreciate it. I'm glad someone else has a taste for catapulting gobbys.

BT - If it were me, I would try to free up a few more triangles to use for more ropes like the one from the mast to the bow. Whenever I think of old ships, I get this vision of ropes running everywhere. It's looking good though. Keep at it!


Here's my update. Currenly at 910 tris, so I have plenty to use still for additional features. Unfortunately, I wasn't able to save enough to do a goblin character to attach straight to the crossbow bolt. The solution...... change the design! Instead of having one strapped to the bolt at all times which would look weird when you reloaded, your other units would board the projectile to have it gain bonuses. A commoner/worker would give an accuracty bonus because he could shift his weight and steer. A pikeman could give a peircing bonus. A sapper (explosive suicider) could give a blasting bonus. etc..... With that in mind I'll probably use some of the spare polygons to attach a harness or a rope for the character units to hold on to.

http://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/goblin_crossbow_1.jpg
http://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/goblin_crossbow_2.jpg
http://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/goblin_crossbow_4.jpg
http://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/goblin_crossbow_5.jpg


(P.S. if anyone happens to know the actual name for the medieval "crossbow" siege weapon then let me know. I used to know it but it's been waaaay too long since I played Age of Empires.)

Swizzle
09-13-2006, 02:25 AM
That is so awesome, Paleraven. The name of the crossbow-type catapult is a ballista. (http://images.google.com/images?q=ballista&hl=en&btnG=Search+Images)

Artantat
09-13-2006, 10:07 AM
Wow an RTS Vehicle haha, i've been waiting for a challenge like this to come along. Count me in.

RuinedMessiah
09-13-2006, 06:25 PM
I was thinking that, aside from Hundred Swords, there has never been an "anime" style RTS game. So with that in mind, I came up with the perimeter crableg gun. Patent pending...

Later tonight, I'll post my first ever Speedpaint where I slammed down the design.

The army in question would be one of those cliche societies where anything below them is deemed "dirty" and easily removed with little reason. Sometimes "charitable" souls in this society will take to keeping "lesser creatures" as pets. An amusing concept to me but this society would likely be the only ones running around in white mechs. And thus, the perimeter crableg gun came to me. Many will argue it's not a vehicle per se but it is a mobile perimeter defense tower. The gun has four legs which move it around, obviously. The kickback of the weapons in question is so great, the gun must be "firmly anchored" before it can fire. So it's only defense while mobile is the poor pilot and his pistol. When it anchors itself, the four legs start to vibrate while clamping down into the ground, effectively "pinning" the upper body into position. The two cannons are kept on arms leading towards a slightly arching torso. In the abdomen area, the cockpit resides. The targeting head retains some design elements from the Mirage L.E.D. mech kit that I bought at a comic store once.

MrWaRrDoG
09-13-2006, 08:25 PM
I think I'm going to participate in this one... It's my first 3d contest ever, but it's mostly for practise anyway ;)... Thinking about something WH40K-style although it's been done too many times. I'll see :)
When is the end date?

Edit:
Ok, no warhammer/space machines for me... I'm going WW2. I've chosen for an artillery weapon, called the Nebelwerfer. Not a very common weapon but one of my favorites...

Edit2:
Modeling done, resting at 998 tris. Because the purpose is an isometric RTS-game, I didn't add big screens and I also didn't show the bottom

http://users.pandora.be/office_review/Neber1.jpg

http://users.pandora.be/office_review/Neber2Light.jpg

Maybe shrink the images a bit? :-$

RuinedMessiah
09-13-2006, 08:36 PM
The 18th. First post says it all.

Paleraven06
09-16-2006, 12:20 AM
Since the contest says we can use the texture however we want it, does this mean that multi-texturing is allowed?

Gamedev
09-16-2006, 12:25 AM
I think it means you have 512 pixels of texture space, whether it be two 256's or any other combo, all no to exceed 512 pixels.

So I have to say this has stumped me a little - I guess I'm just bad at vehicles :(. In any event, the texture will bring it back. I still have to model the engine bay (that big empty space towards the back) and a few other small details.

http://www.tylerwanlass.com/beta/images/cgtalk/shaded1.jpg

http://www.tylerwanlass.com/beta/images/cgtalk/shaded2.jpg

http://www.tylerwanlass.com/beta/images/cgtalk/shaded3.jpg

Paleraven06
09-16-2006, 11:16 PM
Got my stuff done a little earlier than expected. I ended up dead on the polygon limit too. This was rendered in Maya with a surface shader, so everything you see is baked into the texture. If I can make a little more time I will do a beauty shot. If not, I will open up a WIP thread because I kinda want to finish this one out and make some goblins to drive it.

As I said before, the concept of the Goblin Ballista (thanks for the proper name Swizzle!) is that your goblin character units would mount up on the projectile and give it bonuses when fired. The unit would have to take some damage, but it could survive which would give the weapon an interesting transportation feature. The banner colors would be used to distinguish between different teams. I used red cuz I like the color :D . Let me know what you think.


http://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/MGAC_24_GoblinBallista.jpg

Edit: Updated pic with a minor UV fix on the banners.

DooFi
09-17-2006, 12:07 AM
Wow, very impressive model and texture! The only thing i notice are the flags, which all look the same. If that grey area in the lower right corner is unused, I'd put another flag there to give more variety to it. Nice job!

blastzone
09-17-2006, 12:18 AM
just a little thing, but you can see the outline of the alpha map....

Paleraven06
09-17-2006, 02:09 AM
DooFi - thanks! I will definitely fill up the unused real estate on the texture. There was a couple things that I just couldn't fit in w/ the poly limit. But putting another banner there was a good idea and I'll do that if I still have the space.

blastzone - Good spot on the boder of the alpha map. One part was my fault since the uv's did stray a little. The other part that has got me stumped is with the surface shader I'm using. Here's a couple renders to show what I mean.


http://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/render_lambert.jpghttp://www.electronichorizon.com/images/MGAC/024_RTS_Vehicle/render_sshader.jpg


With standard rendering (on a lambert) the alpha looks good. Then when I throw the surface shader on it the alpha map seems to "fuzz" or something. Any Maya users run across this before?

blastzone
09-17-2006, 12:50 PM
yup. i can tell you exctly whats wrong, i didnt think about it at the time cos i was kinda busy. you dont have a spec map :/ sorry about that, so the pecular highlight is shopwing over the whole plane even the bits that shouldent exist. try using your alpha map as a specular map... are we allowed to use one map for more than one thing??

EDIT:::
And by the way, absolutely ace work, i would never have expected it to look that good when i first looked at the moel, fantastic texture work

MrWaRrDoG
09-17-2006, 01:39 PM
Here's my final entry...Go easy on me since it's my first try at something like this ever... Oh and I also have no idea how to use the alpha map in Photoshop :curious:
I hope the image is not too big though :)

http://users.pandora.be/office_review/Neber4.jpg

DooFi
09-17-2006, 09:36 PM
btw Raven, maybe you can rotate the rope-planes a little, since it's supposed to be used in an RTS game and one would see it from bird's eye view most of the time :)

Titan369
09-18-2006, 03:19 AM
Hey everybody, theres some pretty good work in here, had a few more people join this time around. This ended up being a pretty fun comp. Well here she is, hope you guys like it.

http://i64.photobucket.com/albums/h166/titan369/RTS_Vehicle/RTS_VehiclePic1.jpg

http://i64.photobucket.com/albums/h166/titan369/RTS_Vehicle/RTS_VehiclePic2.jpg


Thank you,

Titan369

RuinedMessiah
09-18-2006, 04:21 AM
Interesting fact, I actually had to tone down my textures because I was getting too realistic and I wanted an anime style look. If this reminds you slightly of Escaflowne then I did my job well.
http://i28.photobucket.com/albums/c237/sheppyboy2000/crableg.jpg

B.T.
09-18-2006, 08:07 PM
alright - hope I'm still in time to submit my entry. I overworked the whole thing and got rid of the battering ram and catamaran and made a more detailed dragon ship instead.
Wish I could have spent more time on both modelling and especially texturing, which I really had to rush in a few hours.

http://people.freenet.de/darkmod/mgac_vikingship1.jpg

http://people.freenet.de/darkmod/mgac_vikingship2.jpg

Titan369
09-18-2006, 09:25 PM
Awesome work B.T., this turned out awesome man.

DooFi
09-18-2006, 09:55 PM
Today I decided to take part in this weeks challenge, too.
This thingy is supposed to drop its legs and then drill through the ground under enemy-facilities and then blow the whole thing up. lol It's not actually manned but remote controlled. I hope it counts as vehicle though ;)

UV-mapping the drill turned out pretty ugly imho, but couldnt do it better :/


info:
tris: 994
one 512 diff-map, no alpha. I would have made a spec-map gladly, but I hate working with too small texes xD

http://img118.imageshack.us/img118/3183/finalhp8.png
http://img148.imageshack.us/img148/9926/assassindrilltexxr6.png

hope you like it


great models and texes, all! And a nice subject for the contest, as well.

Gamedev
09-18-2006, 09:58 PM
I'm hoping the deadline is near midnight :)

DooFi
09-18-2006, 10:01 PM
I'm hoping the deadline is near midnight :)
hehe it is exactly 00:00 here now^^. Good night mates

Swizzle
09-18-2006, 10:10 PM
I'm hoping the deadline is near midnight :)The deadline is going to turn out being around 8:00 pm GMT -7 hours, or 8:00 pm Pacific. I'm in California. I to take a bus home around 8:00, so I won't have access to a computer after that for a while. You guys still have five hours to finish up and submit.

I'm really liking a lot of the stuff here, and they're all pretty original. It's going to be a tough choice, especially if more people submit stuff. I'll make sure to write out comments for all of them, and I'll try to be helpful with them.

DooFi
09-18-2006, 10:14 PM
Pacific is actually GMT-8 if im not mistaken. I know a guy in California and when I am in bed since 3h he comes back from school lol

Swizzle
09-18-2006, 10:22 PM
Pacific is actually GMT-8 if im not mistaken. I know a guy in California and when I am in bed since 3h he comes back from school lolI thought it was GMT -8.

The website lied to me! Damn the government and their misinformation! ;)

RuinedMessiah
09-18-2006, 11:43 PM
Doofi, is that a Burnout logo I see?

TychoCelchuuu
09-18-2006, 11:55 PM
Hehe, 1138 :D

It's a shame the text is backwards on some of the legs, though. I guess for an RTS vehicle it doesn't matter that much.

Gamedev
09-19-2006, 02:02 AM
damn I just got home. Oh well, I'll post before midnight anyway :)

Swizzle
09-19-2006, 02:03 AM
damn I just got home. Oh well, I'll post before midnight anyway :)Post now, post now! I have to leave in an hour!

Swizzle
09-19-2006, 03:09 AM
Okay, I'm calling this one done. There's some excellent work here, and everybody's done a very nice job.

Gamedev: I really wanted to see this one finished. I really like the design and proportions, so seeing it not finished is a bit of a disappointment. It has a good, strong silouhette and interesting polygonal details. I'd really like to see a texture.

Paleraven06: I love this one. The idea of launching units from a ballista is brilliantly funny. I think the only things I would've changed would be the wood texture on the beams and stuff; it could use a little less fine detail so it would read better at the small size it would be displayed onscreen. Perhaps slightly larger wood grain and more contrast would help, but overall it looks pretty nice.

MrWaRrDoG: I like you concept on this one, and the model is quite strong, but I think the texture doesn't do the model justice. Right now the barrels don't read very well, even at the large size you have them in the image, and it's hard to differentiate between them. They look sorta like tree trunks right now, what with all the green and somewhat blotchy texturing. Maybe if you made them look more like metal it would help bring out the detail of the model.

Titan369: Excellent work on this! Nice, clear details that are very interesting, and a good mix of mechanical and semi-organic shapes. But... where's the front? I can see that it's supposed to fly, and it's very well made, but which end goes forward? Some hint of a cockpit or window or something would help, because right now it looks like it's missing the part where the whatever-it-is rides in it. Quite nice modeling and texturing, though.

RuinedMessiah: This contest is just full of great stuff! This is a very cool guy, though I think the thing that keeps it down a bit is the texture - most especially the crackled stuff. It looks neat, but it doesn't really fit the character of the "giant robot coming to kill you." I realize you were going for an anime style, but the crackle texture doesn't do that so much as make it look a bit flat and difficult to read. I think going with a flat grayish color and then shading it ever-so-slightly could've helped make this a bit closer to the anime feel you were going for.

B.T.: Very, very good work. I thought I was going to be disappointed that you got rid of the catamaran structure and the battering ram, but now that I look at it I like it more and more. The sail is the strongest part; the subtle shading makes it look almost like there's a normal map applied to the sail, and it's very dimensional. The rest is very good, too, though the keel texture could use a smidge more texture resolution - it's pretty blurry in comparison to the rest. Overall, this one has a very nice silouhette and it's very readable.

DooFi: Really neat idea, and good execution. I like the drill a lot, though I think you could've given it a bit more contrast and shading. Right now the drill bit looks kind of flat, so putting some darker color between the threads (?) would really make it pop. The main thing the overall texture is missing is some sort of focal point. If you made that explosion sticker thing a bit darker and more saturated, and put some shading on the bit, I think you'd have something excellent - especially with all the details you have on there. (hint: try flipping around some of the polygons on the UV map to make the text face the right direction)

And the winner: B.T. because the overall execution was great. The details are spot-on, and the texturing simply makes it shine.

(very) Honorable Mention: Titan369 for excellent modeling and texturing. But where's the cockpit?????

B.T., it's now on you to start the next MGAC thread and choose a challenge. You can start it any time, though I think everybody would love you dearly if you started it sooner rather than later.

Titan369
09-19-2006, 03:55 AM
Awesome work B.T., congrats on the sweet vicking ship and the win, it turned out awesome, and great work to everyone else as well, i hope we have a large turn out for the next contest as well. Also thank you for the honerable mention well Swizzle. LOL, the cockpit is the side opposite the fire comeing out :D . Heres to the next comp...

Gamedev
09-19-2006, 05:15 AM
yeah, that sucks. Ha, so have no motivation to finish now :(. Congrats to BT, great job! Now get posting on the next comp so I can get started, haha!

Sorry to dissapoint Swizzle!

B.T.
09-19-2006, 08:40 AM
thank you guys - didn't expect that :)

@gamedev I'm totally with swizzle - first time I saw your model I was quite sure that you'll win this comp if you'd manage to paint a texture with the same quality as the model. I'd love to see this one finished someday:)

anyway I'll probably start the new comp this evening. Gotta find a new topic that'll hopefull attract as much participants as this one!

MrWaRrDoG
09-19-2006, 10:49 AM
Thanks! And yes I actually know my textures were very very weak... I just need lots and lots of practise. This was my first fully textured model and you can see that :)
Congrats to B.T. and the others who participated. I've seen some wonderful models which gave a holy sh*t reaction:thumbsup:

DooFi
09-19-2006, 02:42 PM
Congratulations B.T.! (DJ Name?):D Nice piece you created there! And a cool subject for MGAC-25, I'll probably join in, if I have enough time. hehe, RTS again.


Hehe, 1138 :D

It's a shame the text is backwards on some of the legs, though. I guess for an RTS vehicle it doesn't matter that much.
lol yea I wanted some text on it, and as a SW-Fan I just put 1138 there, but nevertheless it has no connection to the StarWars-Universe ;) Omg, in the hurry I didnt notice I layed out the UV Polygons wrongly. poop :/



Doofi, is that a Burnout logo I see?
Well it's supposed to be the symbol for explosive stuff ;) At first I wanted to put a nuclear symbol there, but I considered that too exaggerated


DooFi: Really neat idea, and good execution. I like the drill a lot, though I think you could've given it a bit more contrast and shading. Right now the drill bit looks kind of flat, so putting some darker color between the threads (?) would really make it pop.
yes, I actually planned to make the rills darker, but it didn't come off too well, I guess I should have spent more time unfolding the drill.

Thank everyone for the comments, I'm always in need of them :D (as quite everybody, i guess)

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