PDA

View Full Version : UGAC - Megaman - Submissions


Ghostscape
10-12-2006, 09:12 AM
Please post your work below in the following format:
----------------------------------------------------------------------------
General Information - Include Your name, along with the final tech specs, and a Link to your WIP thread.
Name of Character and Description - IE, Fire Man, carries a giant flamethrower, etc.
Concept sketch - show us what you are thinking before modeling
Texture plates - show all of the texture files (if you wish, place an non-obtrusive watermark) Feel free to scale down your texture.
Final render - Four+ final 1024x768 JPGs - show the character from 4 different views -include the title of your thread on these JPGs. Please make at least one of the four images with a solid wireframe showing the whole model, and the others rendered out without a wireframe, as it would be seen in the game engine. Use additional images if you need, but make that you have at least one wireframe.
----------------------------------------------------------------------------
JUDGES:
If you have volunteered for Judging, please use the format from past UGAC's to determine this challenges' outstanding entries. Basically this means you choose the top three, and award 3, 2, and 1 points to the 1st, 2nd, 3rd place, and provide comments explaining why you chose them. Additional critique and commentary on the other entries is extremely valued but not required.

-If you would like to volunteer please E-Mail me @ mpc2613@rit.edu (http://forums.cgsociety.org/mpc2613@rit.edu) or PM me (Ghostscape).
We Currently need judges! Judging is easy and doesn't take much time, but your feedback and opinions are important to us! Please contact me
----------------------------------------------------------------------------
Deadline:
Try to get your entries posted before or on Sunday, October 15th, at Midnight, PST (Entries will not be accepted after 11:59PM, Pacific Standard Time); as judging will begin soon afterwards…
----------------------------------------------------------------------------


Please do not comment about other entries posted,until all judging is complete and the “ok” is given…

scottimation
10-14-2006, 11:52 PM
Name: Scott Broad
Tech Specs: 7962 triangles
WIP Thread: http://forums.cgsociety.org/showthread.php?t=406297

Description: "Missile Man" - Fires a barrage of missiles from his twin shoulder missile launchers. He locks onto MegaMan with his laser targeting system located on his chest. The warheads are not deadly accurate, however they do cover a substantial area making them deadly none the less.

Concept Sketch:
http://www.scottimation.com/images/missileman/MM_concept.jpg

Texture Plates:
http://www.scottimation.com/images/missileman/MM_textures.jpg

Final Renders:
http://www.scottimation.com/images/missileman/MM_wire_01.jpg

http://www.scottimation.com/images/missileman/MM_wire_02.jpg

http://www.scottimation.com/images/missileman/MissileMan_04.jpg

http://www.scottimation.com/images/missileman/MissileMan_03.jpg

http://www.scottimation.com/images/missileman/MissileMan_01.jpg

http://www.scottimation.com/images/missileman/MissileMan_02.jpg

TheArgylekid
10-15-2006, 01:22 AM
Name: Ryan Verne
Tech Specs: 5664 Triangles
W.I.P. Thread: http://forums.cgsociety.org/showthread.php?t=405263&page=1&pp=15

Description: "Havoc Girl" - As deadly as she is sexy, Havoc Girl posseses the Catastrophe Cannon. This weapon fires a slow moving energy nuke that explodes on impact causing considerable splash damage. While Megaman may find it easy to avoid the initial blast, dodging the energy spray will prove to be much more challenging.

Concept:
http://i59.photobucket.com/albums/g315/biggafrica/havocgirlconcept1.jpg

Textures:
http://i59.photobucket.com/albums/g315/biggafrica/textures.jpg

Renders:
http://i59.photobucket.com/albums/g315/biggafrica/beauty_shot.jpg
http://i59.photobucket.com/albums/g315/biggafrica/beautyshot2.jpg
http://i59.photobucket.com/albums/g315/biggafrica/frontNback.jpg
http://i59.photobucket.com/albums/g315/biggafrica/havocgirlwires.jpg

KidNiki
10-15-2006, 04:42 PM
Tommy Vogt
Triangles: 6270
Color Map: 2 : 1024x1024

Wip Thread:

Gumball Man: Tons of Gumballs all over the place! Gumball Man's main attack is to jump up in the air and land on his enemies, when he lands gumballs spill out everywhere making it difficult to walk. However, his heavy weight and large size renders this attack on him pointless. It is best to use Sweeperman's “sweeping blast” to defeat Gumball Man.



Concept Sketches: http://forums.cgsociety.org/showthread.php?t=412128

http://www.simplifykc.com/gumball/GumballRef.jpg

http://www.simplifykc.com/gumball/gumballhead.jpg

Textures:

http://www.simplifykc.com/gumball/texture1.jpg http://www.simplifykc.com/gumball/texture2.jpg

Wireframe Views:

http://www.simplifykc.com/gumball/wires.jpg

Renders:


http://www.simplifykc.com/gumball/standing.jpg

http://www.simplifykc.com/gumball/charge.jpg

http://www.simplifykc.com/gumball/shakefist.jpg

Seforin
10-16-2006, 02:50 AM
Name: Remi Crespo
AKA Mega Remi

Tech Specs: 5034 triangles

WIP Thread: http://forums.cgsociety.org/showthread.php?t=403140

Description: Scratch man was a robot dr.wiley made to be a music airwave/ mass brainwashing bot.His stage would consist of a radio tower atmospher. And would incorporate music elements to the level. His boss zone would have spikes all around the area (the floor ceiling and walls)His Ability is called "Scratch Attack" Which he would use his turn table chest piece and ROTATE the stage on you. Not the gravity, but the actual stage would turn.His power ability would be "Scratch attack" in which the stage can be fliped in a 90 degree angle each time when used, in which the stages could become more tricker for level layout and secret factors and puzzle design.

Concept Sketch:

http://img.photobucket.com/albums/v61/seforin/scratchman_COlored.jpg

Texture Sheet-

1=1024X1024 (Face)
2= 512X512 (body)

http://img.photobucket.com/albums/v61/seforin/FinalTextureSheet.jpg

Wire Frame-

http://img.photobucket.com/albums/v61/seforin/sm_wires.jpg

Beauty Renders-

http://img.photobucket.com/albums/v61/seforin/sm_renders.jpg

http://img.photobucket.com/albums/v61/seforin/beautyrender.jpg

mashinboo
10-16-2006, 03:35 AM
Name: Joshua Gutierrez (Mashinboo – Boo Patrol)
Tech Specs: 7961 triangles
WIP Thread: http://forums.cgsociety.org/forumdisplay.php?f=127

UGAC – Megaman - Boo patrol mashinboo



Description:

- Garbage Man
Willy’s failed attempt to produce a cheap mass production droid designed to destroy MegaMan. The plans for Garbage Man never reached version2 due to his limited capabilities. Willy kept him active because he’s cheap to manufacture and was good at what he was built for, collecting garbage code.

Seen as being the precursor to the larger droid design, Willy was never able to make Garbage Man smarter due to manufacturing cost; he made the mistake of installing an un-flash able firmware program chip to cut cost but it only allowed for one function command line, he programmed him to destroy MegaMan.

Garbage Man has a large garbage can like canon on his shoulder/back area, which allows him to perform his special move Trash Strike. If hit by this blast the droid will be infected with garbage code, that will corrupt his system ie: up is down, left up, shoot is jump, all general functions will be corrupted by the Trash Strike. Garbage man is slow, but makes up for it with brute strength allowing him throw large chunks of garbage at you.


Concept Drawings
http://i39.photobucket.com/albums/e160/mashinboo/garbagemanD.jpg

http://i39.photobucket.com/albums/e160/mashinboo/GarageMan.jpg


Texture Maps
http://i39.photobucket.com/albums/e160/mashinboo/Garbage%20Man%20Submission/TextureSet.jpg


Wireframe View
http://i39.photobucket.com/albums/e160/mashinboo/Garbage%20Man%20Submission/WiresSet.jpg

Model Renders
http://i39.photobucket.com/albums/e160/mashinboo/Garbage%20Man%20Submission/FrontBackSet.jpg

http://i39.photobucket.com/albums/e160/mashinboo/Garbage%20Man%20Submission/PerspectiveSet.jpg

http://i39.photobucket.com/albums/e160/mashinboo/Garbage%20Man%20Submission/CloseUpSet.jpg

kylechaves
10-16-2006, 04:13 AM
Name: Kyle Chaves
Tech specs: 7994 triangles
WIP Thread: http://forums.cgsociety.org/showthread.php?t=408095

Description: Hockey man is the combination of Dr. wiley and his fasination w/ hockey. He uses his puck cannon on his right arm to destroy his opponents, his blocker acts as a selection computer so he can choose whether he wants exploding pucks or anyhting he needs in a situation. he has a stick on his left arm which is for when he really cuts loose; the two on his back are decorative.

concepts:

kylechaves
10-16-2006, 04:24 AM
textures: color maps 1024x1024

kylechaves
10-16-2006, 04:25 AM
specular maps 1024x1024

kylechaves
10-16-2006, 04:27 AM
normal maps 1024x1024

kylechaves
10-16-2006, 04:32 AM
renders: wireframe

kylechaves
10-16-2006, 04:33 AM
renders final

Marcellis
10-16-2006, 07:55 AM
Name: chumble_spuzz
Technical Specs: 7923 triangles, cell shaded.
WIP thread: http://forums.cgsociety.org/showthread.php?t=402876

BoilerMan:
Shotgun Steam: Medium-range blast of superheated steam that can melt lesser robots to a creamy molten puddle--MegaMan included.
Vapor Discharge: Close-quarters defense manuver surrounds BoilerMan in a thick superheated vapor--don't get too close! Also, he might charge at you or something cheap like that.


Concept:
http://i23.photobucket.com/albums/b397/chumble_spuzz/boilerman_sketch.jpg

Wireframe:
http://i23.photobucket.com/albums/b397/chumble_spuzz/bm_wire.jpg

Renders:
http://i23.photobucket.com/albums/b397/chumble_spuzz/boilerman_action.jpg

http://i23.photobucket.com/albums/b397/chumble_spuzz/boilerman_great.jpg

http://i23.photobucket.com/albums/b397/chumble_spuzz/boilerman_hatch.jpg

http://i23.photobucket.com/albums/b397/chumble_spuzz/boilerman_orthos.jpg

MrWinn
10-16-2006, 07:59 AM
Name: Josh Winn
Tech Specs: 5704 triangles
WIP Thread: http://forums.cgsociety.org/showthread.php?t=408972
Pork Man Abilities:
Super Mud- The floor turns into mud for a short period of time. Megaman will still be able to jump, but it will take longer for the jump to occur after the button is pressed. The player will have to overcome the delay in avoiding Pork Man while he charges across the screen with his squeeler attack.
EMP Snort- megaman goes flying across the screen and his gun is unusable for several seconds
Sausage Whip - Pork man has a metal chain, with cylindrical links painted like sausages. It has a fairly long reach and heavily damages megaman, but can be avoided.




concept
http://i13.photobucket.com/albums/a278/tenjinsei/porkmanSketches.jpg

wires
http://i13.photobucket.com/albums/a278/tenjinsei/final01.jpg

textures
http://i13.photobucket.com/albums/a278/tenjinsei/final022.jpg

Render:
http://i13.photobucket.com/albums/a278/tenjinsei/final033.jpg

Indavisual
10-16-2006, 08:11 AM
Name= Indavisual
Tech Specs= 7972
WIP= http://forums.cgsociety.org/showthread.php?t=414914

Description: His name is Voodoo Man. He uses black magic and voodoo to destroy Mega Man.

Pose:
http://img.photobucket.com/albums/v705/IndaDark/MegaMan.jpg

Concept:
http://img.photobucket.com/albums/v705/IndaDark/Artwork/MegaVillain.jpg

Wire:
http://img.photobucket.com/albums/v705/IndaDark/Artwork/MegaWire.jpg

Textures:
http://img.photobucket.com/albums/v705/IndaDark/Artwork/Color-1.jpg
http://img.photobucket.com/albums/v705/IndaDark/Artwork/Color-2.jpg
http://img.photobucket.com/albums/v705/IndaDark/Artwork/Glow-1.jpg

Ghostscape
10-16-2006, 11:24 PM
Submissions are now closed!

I'm impressed with the submissions!

Judges can begin posting now. Again I ask that everyone keep their comments out of this thread if you aren't a judge until the final verdict is in. Feel free to use the WIP threads if you have something you'd like to say.

CantiCooly
10-18-2006, 12:02 AM
okay this is my first time judging so bear with me....this was definatley a tough competion but for me these are my pics:Third Place:1 point
Boiler Man: The reason is that it is a great idea and concept. This character fits perfectly into the mega man universe. The modeling was really good. The texture though kinda threw me off a little bit. The cell shading might not have been the best idea to go with this comp...but it turned out great.

Second Place:2 points
Missile Man: I really liked this peice. It was modeled very well and the texturing was good too. I think it looked a little too shiny though to be a boss. Most of the bosses wernt exactly neat and shiny. Dont get me wrong it looks great and good job.

First Place:3
Garbage Man: This one takes my top because i thought the concept and modeling came out great. Everything falls into the theme of garbage form his head that looks like a trash man heads to the giant trash can on his shoulder. The texturing was great as well, it all was able to flow together nicely.

Well those are my picks great job everybody. Cant wait to see what the next comp will be. Oh and man was this tough to judge....lol

heavyness
10-18-2006, 06:50 PM
Third Place/1pt - Garbage Man
Great idea and concept. I like the trash can canon and you stuck close to your original concept sketches. The textures are a bit to busy for me [for a Mega Man character] and work in some areas [face/head] but seemed stretched in other areas [lower legs]. Good use of polys and looks like a really clean mesh. Over all, a great character, but he feels like he fits in a Ratchet and Clank game more then a Mega Man game.




Second Place/2pts - Missile Man
Love the concept picture [link (http://www.scottimation.com/images/missileman/MM_concept.jpg)] and how it shows that “evil” pose that is right out of a Mega Man game. And I like how you re-created it in 3D once you were done [link (http://www.scottimation.com/images/missileman/MissileMan_02.jpg)]. Nice texture layout and very clean, good use of the area. I like the glowing on the character and the over-sized fore arms and lower legs [very Mega Man’ish]. I would of held back on the overall bump on the character. Most Mega Man characters have a very smooth metal-like appearance. I also would of made his head to look more like a missile or give him a giant scope/hud over his eyes or visor. Something else that screams “I am Missile Man” since most characters are way over blown and almost funny to a point. Love the hands! When a Mega Man does reach the next gen systems, they need working hands like these that show characters holding on to things and used for expressions. I also would have left the missiles out of the canons and left them as empty holes that explode with a missile and particle effect once in the game. While you might be responsible to model the character and maybe one missile, the game programmers are responsible for having the missiles launch and track the opponent.



First Place/3pts – Boiler Man
This just screams Mega Man. First off, the concept is outrageous, so it works in the Mega Man universe. The fact he uses steam is great since so many of Mega Man’s villains use snow, fire, leaves, and or any natural elements to attack is another reason this works so well. Love the cell shaded effect and colors; my guess is that the next Mega Man game on a next gen system would be a cell shaded game, so this fits right in. I love his poses, again hitting the “evil” pose right out of the Mega Man games. I do think your mesh could have been a bit cleaner epically in the hand and leg areas.






I judged all entries with one major guideline in mind “Stylization will be your own, but keep in mind that this should fit into the Megaman world.” [link (http://forums.cgsociety.org/showpost.php?p=3841182&postcount=1)] Good job everyone, was hoping to see more entries [including my own] but sometimes real life likes to interrupt [damn you life!]. See you all in the next challenge!

crazybread
10-19-2006, 06:02 PM
Hi All. Occationally I check different challenges here and there on cg talk. This is my take on the whole challenge based on RULES and REGULATIONS. Wile most of the works submitted felt more or less like they belong in the MegaMan universe, I kinda dissagree with the judges above. My judgment was based on:

1. Style (must feel like it belongs)

2. proper maps Col, spc, Norm.

3. Next Gen Character.

4. Overall appearence.

-------------------------------------------

My pics are:

-------------------------------------------

Third Place: Havoc Girl.

reason: While I felt like this character didn't at all belong in the MegaMan universe, I do see some faint characteristics like the incredibly huge metal feet, the cannons for hands etc. Also this is only 1 of two fully completed pieces in this competition. I do however feel like if I was deciding who to stick into a next gen megaman title this would not pass. Don't get me wrong, this is a very nice pro-looking piece, but the style is a big thing for me, and while some elements borderline the MegaMan, it doesn't do it for me stylelistically. However, All the specs are there, all the maps are present, and a lot of work and thaught went into this character. My only crit here would be: It doesn't feel 100% MegaMan. Everything else is great.

Second Place: Garbage Man.

This piece is great. Tons of work went into it. It does feel like a megaman character but I'm afraid it might have animation restrictions based on the way the pelvis was designed. Most of the maps were completed with the exception of specular which is not too bad. Over all this piece is cool. If I had to disclose one crit, it would be that this character is not bubbly enough for me. Other then that, super! congrats!

First Place: Missile Man

I feel that everything in the rules was adressed with this character. Its nice and round, looks like a MegaMan character. All the maps are there, feels like you could plug him in and play him. One thing I think it needs, is more details in the maps. Please don't get me wrong its not a bad texture, but it needs way more then was done to it. Because This would potentially be next gen game, I feel this character would have to be more scarred, more dirty, less shiny. Other then that I think it comes closest to actually being a complete next gen game character of the MegaMan game series.

-----------------------------
I would like to add that everyone did a fantastic job and a lot could be learned from this experience which hopefully is the whole point of these challenges.

Ghostscape
10-21-2006, 11:12 PM
Guys i do apologize I had some personal things come up and I haven't been able to get to a computer for a couple of days.
Scottimation Wins the contest with 7 points!

Mashinboo takes second with 6 points!
Chumble-Spuzz takes third with 4 points!

Congratulations to everyone who participated, you all did great! We had a very nice turnout and a lot of high quality entries. A big thank you to our judges as well.

Scottimation, you've earned the exciting honor of coming up with the theme and specs for our next UGAC.

Also, if anyone else is interested in taking over handling the UGAC, please let me know, either through PM or in the thread. I'm finding myself increasingly unable to put the effort into this that it needs to succeed.

Auctane
10-23-2006, 10:04 PM
Congrats Scottimation! Slick entries everyone! Havoc Girl is one of my favorites though.

So whats the next challenge going to be?

Kassar
10-24-2006, 01:00 AM
Amazing submissions. Congrats to all =D

My favorites: Havoc Girl and Boiler Man (excellen render chumble-spuzz ;) )

***

heavyness
10-25-2006, 01:08 AM
ok guys, i PM'ed Scottimation and hopefully a new UGAC will start asap. i'm taking over for Ghostscape and want to use this time in-between challenges to stir the pot up a bit...:twisted:

first off, anyone have any suggestions/complaints for the next challenge? feedback people! [and not suggestions for the next topic, that is for Scottimation to decide].

now for the ideas [and they are just that, ideas, nothing more]

-working towards milestones? 3.5 weeks to model, 1.5 weeks to texture. after each milestone, post what you got. these numbers are flexible.

-changing the rules half way through? suddenly your game engine can push some more polys [or less] and or the game engine can't do normal mapping anymore.


i'm just looking to make this feel like you are working on an actual game in development. of course, we can change, just ideas...

CantiCooly
10-25-2006, 01:25 AM
kinda like the idea of posting milestones at teh certain weeks. It might help to keep everyone on a time schedule or something. I dont know i know it would help me thats for sure.

RO
10-25-2006, 01:39 AM
those ideas will further degrade the already slowly decline of fame of the UGAC in cgtalk.com

I think it will make it harder for people to have intrest. If your saying one day you will come and say... Oh we have no normal maps anymore and per pixel lighting... Wtf man. Even a game company has a clue what is going on when it comes to that. If a company changes left and right ideas like than your either in the start phase which in general you are not making game models but just test models or concepts... Or that company is lame and you should get out of it and move on becuase that company will screw you.

Sorry for being so against this but man those rules to be applied are odd.

The time thing is ok but than again this also can tend to break intrest since you have to hurry for those time frames when you could be spending time painting weights instead or perhaps animating it.

What is a positive thing to ask from people in a contest...

-I would say perhaps instead of a the final being shown as a images. Make a simple turnaround render and perhaps add some animations. Flat images do not really help seeing works that are meant to be explored.

-Leave the contest open enough for freedom on design while keeping to a theme. Like the Megamen one. Or the chamber one and some others had a basic theme but the modelers and artist were able to make something completly different from others.

-Make a thread that is run by you and has the best models so far with progression. That way you can see the good ones faster without looking over 50-100 different names in the contest.

Things like this would increase intrest and make it what it is a comp.

heavyness
10-25-2006, 01:49 AM
RO, those are just ideas.... and it worked. got people talking. forget changing the rules, i wasn't even going to post that idea. maybe the milestone thing can be a completely optional thing to do, like half way through the project. no judging, just "lets see where everyone is at."

Make a thread that is run by you and has the best models so far with progression. That way you can see the good ones faster without looking over 50-100 different names in the contest.
so i would make a sticky thread that i update with everyone's best/current work in progress image? is that what you meant? just making sure we're on the same brainwave here cause it sounds like a great idea.

Ghostscape
10-25-2006, 03:28 AM
Props to Heavyness for taking over :D

I like the idea of milestones - possibly there is a "week X progress" thread where people would post what they have after week 1, 2, 3, etc. I think a lot of people have a tendency to lose interest when they have a long deadline and aren't getting enough feedback from people. Having specific milestones would probably result in more people dropping out because if tehy don't make week 1 modelling goals they'll stop working on it then and there.

Changing the specs halfway through is probably not such a good idea though.

I think it would be helpful if there were related tutorials/tips/quick guides posted along with the rules - These could be generic, but pointing to the Joan of Arc tutorial and Poopinmymouth's normal mapping tutorial for a "Normal Mapped Futuristic Soldier" theme would be nice. I know that when I first started doing environments that I had to learn to do things like block out the map in advance, use a unified scale system from the beginning (which I don't do with individual models because whether your tank is 2 meters or 20 meters tall doesn't matter until export time), etc. So having a few tips/pointers and maybe links to relevant tutorials would help. I know there are other places for tutorials on the forums but every contest I see several people going "I'm going to learn normal mapping," or "this is my first character," etc.

RO
10-25-2006, 03:50 AM
RO, those are just ideas.... and it worked. got people talking. forget changing the rules, i wasn't even going to post that idea. maybe the milestone thing can be a completely optional thing to do, like half way through the project. no judging, just "lets see where everyone is at."

so i would make a sticky thread that i update with everyone's best/current work in progress image? is that what you meant? just making sure we're on the same brainwave here cause it sounds like a great idea.

First of props goes to Heavyness sorry just slipped my mind the first post :|

I was writing a bit quick so it might have sounded a bit fast the first time and maybe harsh that was not my intention at all now that I re read my post. Was being hurried up to see a movie at home but I wanted to post before hand.


-On the sticky thread with updates, That is pretty much what I said. I think having an ordered area with the models and pictures of stuff that is looking cool in the contest can be put in with the link for the wip thread also. It would help browsing and seeing the cool stuff a lot easier for people who are not normal browsers of these comps.



-Also perhaps when you get the three winners 1st 2nd and 3rd you can make a thread that has a small overview written by the designers explaining how they came up with the idea and how they executed things. So in essence a winners documentary. I think this would make it cool to put on the front page more so than just the winners and pictures of the works. That way people can learn why the 1st 2nd and 3rd did well in the contest or more than anything how different people viewed the contest and had successful entries.

The related tutorial idea is really good also I am for that.

If I think of anything else ill make sure to post.

scottimation
10-25-2006, 04:14 AM
Thanks for the votes judges, I graciously accept the win. There were a lot of great designs out there and everyone deserves a round of applause :applause: Gonna be a tough one to follow up, but I hope my suggestion will generate some interest and interesting entries.

I like the theme of taking an existing game and creating new characters to fit in that style/world. Not sure how popular this game was with everyone out there, but I'd like to see the next challenge involve it.

"Shadow of the Colossus" was a beautiful game with amazing environments, characters, and very unique gameplay. For the next challenge I'd like to have CGTalkers design and model their own 'Colossus'. It would have to fit with the style/feel/theme of the current ones, but other than that can be totally original.

A couple of links for reference:

Official site (http://www.us.playstation.com/Content/OGS/SCUS-97472/Site/)

IGN review/images (http://media.ps2.ign.com/media/490/490849/imgs_1.html)

That's my idea... I'd like to hear feedback on what people think, hopefully there is enough interest to make this topic a go.:)

Paleraven06
10-25-2006, 03:51 PM
Dunno about anyone else, but I'm sold on the idea. I absolutely loved Shadow and pretty much didn't put down the controller until I beat it. The only suggestion that I could make would be to have the design element of the character (like its weaknesses, how you would climb on it, etc.) be a heavy part of the judging. Even though all the Colossi looked pretty sick, in my opinion it was their genius design that made the game really great.

heavyness
10-25-2006, 05:18 PM
Dunno about anyone else, but I'm sold on the idea. I absolutely loved Shadow and pretty much didn't put down the controller until I beat it. The only suggestion that I could make would be to have the design element of the character (like its weaknesses, how you would climb on it, etc.) be a heavy part of the judging. Even though all the Colossi looked pretty sick, in my opinion it was their genius design that made the game really great.

so not only would we have to have a beauty render, but a rendered version with some visible splines on it showing the path to the weak spot. sounds good. we can make this challenge a bit longer since we're designing a character that is also a level in it's self.

i'm looking for some tutorials on "fur/hair in video games". if anyone has any, please post them.

Ghostscape
10-25-2006, 05:49 PM
If I recall correctly, the way they did fur was with layered shells with a cross section of the hair painted on it.

Something like this:
http://img261.imageshack.us/img261/6570/examplesf5.jpg

This would look better if I used vertex color or something to darken the hair closer to the roots. That's 5 layers stacked.

heavyness
10-25-2006, 06:21 PM
http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc.html

http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc_files/3dwa41.jpg



http://forums.cgsociety.org/showthread.php?t=304996&page=1&pp=15&highlight=shadow+colossus

http://www.gamasutra.com/education/theses/20051028/sheppard_01.shtml

Auctane
10-25-2006, 06:34 PM
Shadow of the Colossus... looks like I'll be sitting out for another round.

RO
10-25-2006, 07:04 PM
Love the style of that game just never played it :| WOuld be a good contest overall but how about make it a contest about a Massive boss charecter. Like the bosses in zelda to bosses like contra. You know just make the contest being Huge Massive game boss.

Edit: But You know making something out of the look of that game would be really awesome. YOu guys decide. And yeah this would need a final avi or mov render.

Auctane
10-25-2006, 07:58 PM
oops, reading and replying too fast

CantiCooly
10-25-2006, 08:22 PM
I think the idea of creating just a massive boss would be great it would give everyone the feedom to look back at some great games and see if they could come up with a bigger nastier boss. This one is going to take a little longer though i think...But does it have to be for a pre existing game...Thoughts are coming to my head. Keep this up this might be a really great UGAC comp.

scottimation
10-25-2006, 11:46 PM
OK, so how about we make this challenge with a general theme of 'GIANT'. Create a giant. I'd say humanoid form, more medieval/fantasy style, rather than futuristic big robots or anything. That would keep it more open and maybe more people will enter/finish, but still have a theme for people to follow.

heavyness
10-26-2006, 01:03 AM
OK, so how about we make this challenge with a general theme of 'GIANT'. Create a giant. I'd say humanoid form, more medieval/fantasy style, rather than futuristic big robots or anything. That would keep it more open and maybe more people will enter/finish, but still have a theme for people to follow.

well we had the Juggernaut Vehicle challenge where we had to make a moving level. we can do something along the same lines, but the Juggernaut has to be a moving character. be it a robotic horse, fleshy alien, or a hairy colossus. you must make a path to the "weak spot"... to do massive damage... by adding platforms/handles/horns/hair whatever so it looks like you can scale the thing and kill it.

so basically, your working on a sequel to Shadow of the Colossus, but it's being done in a different atmosphere and setting.... or you can stick to the SotC style.

? (http://forums.cgsociety.org/showthread.php?t=301410)

scottimation
10-26-2006, 01:11 AM
Sounds good to me.:thumbsup:

RO
10-26-2006, 01:12 AM
I am fine with that idea sounds intresting :D

heavyness
10-26-2006, 04:40 PM
ok, so now we need some specs. i'm guessing next gen, lots'o'polys and big texture sheets [since this will be a end level boss... that is a level].

also, what do you guys think about extending the deadline? and are we going to have them animate?

Auctane
10-26-2006, 05:44 PM
The only thing I would say is that the Juggernaut level didnt go over that great. If you guys want to do some environment stuff, I was thinking it could be fun to make our own islands.

Although I think the turnout from character challenges is much better. I was thinking it would be fun to have a 'girl next door' challenge.

or maybe since the challenge would probably be ending some time in December we could do something for the holidays.

OR maybe something for a game has been announced but hasnt been released yet.

RO
10-26-2006, 06:10 PM
True in general level design contests in cgtalk.com tend to flop. Which is a damn shame, since level design is very important for games. But I guess everyone wants to be a character modeler when it comes to game art. Cries…..



The cool thing about this though is that it is kind of both a character design with a level on the boss.


If you pitch it as a charecter design more than a level we might fool people to enter the contest :P

I think a 360 loop render of the model is the only thing needed as a must for the contest plus pics and other stuff. But an animation is not, but would be good to have animations if people get time.

a level is about 50,000 polys in view. And since this guy will tend to be in view always I think that is a good goal to reach. Perhaps we can double it if we allow instancing.

texture wise. 16 2048x2048 that is 4 4096x4096 maybe that is too much. Just laying down some quick specs.

Auctane
10-26-2006, 06:36 PM
To kind of put things in a time prespective, right now I am guessing it takes me apporx avrage of 8 hours to assemble a respectable 1024x1024 worth of texture space. How long would you say it takes you?

Paleraven06
10-26-2006, 07:45 PM
somnambulance - I think you are about right on for the time it takes me to put together a 1024x1024, but that is when I'm strictly using photoshop and trying to optimize like crazy. If we beef up the specs a bit though then it will be a lot easier throw software like Zbrush at it and come up with a ton of detailed stuff. So padding the reqs might not be a bad idea (and I don't know about anyone else, but since I don't do full level design all that often i doubt I'd be very efficient at it).

With that in mind though, I would expect to see some more time for the contest. Maybe a 1.5 months, 2 months? Would that be too long to keep people interested?

RO
10-26-2006, 08:13 PM
It varies depending on the texture. But for me a simple realistic wall using photo source takes around 1hr and than I have like three different versions, those take like 15-30min each. If it is not photo source I am going for something more stylized it can take 5hrs or so.


Like I said it depends on the texture. Simple walls take less. More controlled textures take longer.


This would either need a longer time frame or we have to reduce the idea. If the time frame is too long people will lose interest.


Like stated before, level design stuff kind of flops around here. Very few people have any interest in that game art.


At the end you guys decide what will happen.


an idea


We can make it so two contest run at the same time but with the same theme just for both environment and character designers.


just an example.


Create a character from red riding hood or environment. Both could be judged separately that way you can have a choice of environment or character.

CantiCooly
10-26-2006, 11:11 PM
That might be good. We could have people create there giant boss level if they want to and then create the heroe or just an environment if they want. But that would mean we would need twice as many judges though right lol. But this sounds good.


This would be the first contest i try for and i dont know exactly how long it would take me to texture everything for i am not that experienced at it. But we shall see right guys...cant wait for it to start.

NME-Se7eN
10-28-2006, 06:36 PM
I was contemplating doing a super huge boss (think end of Kingdom Hearts 2 proportions) for an RPG I am working on anyway. So this could give me a chance to kill two birds with one stone.

heavyness
10-29-2006, 04:18 PM
sorry guys, i had some unexpected house guests and entertaining them all weekend.

so, i'm guessing high poly count for this one. not only does it have to be a hig detailed character, the character has to have additional props on him to make him look like a playable level...

-megaman was 8,000 triangles
-Moving Juggernaut Vehicle Level was 80,000 triangles [link (http://forums.cgsociety.org/showthread.php?t=300277)]

so an even 100,000 triangles? does anyone know the polycount of some of the colossus's from SotC? or should we cut the polys in half [50,000] and test our low poly skills? i don't want to make it to high poly since this is a game art challenge, but i want to give everyone some room to work.

RO
10-29-2006, 04:27 PM
Take into acount that this contest works should fit in a portfolio something people should be proud to show. I think 50,000 is good for non instanced objects but you can go to 100,000 with objects that are instanced.

CantiCooly
10-30-2006, 12:21 AM
So are we doing a giant boss from any game it just has to be a level kinda like SOC and God of War Pandora's temble right. Or am i missing the subject entirely. Also when is the due date.

RO
10-30-2006, 03:43 AM
The contest has not started yet. The guidelines are not even set atm.

But from the looks it will be a SOC idea but not theme unless you want to.

Edit: Also it looks like it will be going up soon. Like in a week the guidlines should be set or so.

CantiCooly
10-30-2006, 06:11 AM
Okay np i knew there was no start date yet people were still going about the subject of the guidlines. Cant wait to start this though.

heavyness
11-01-2006, 08:07 AM
[wip, not the final rules]


UGAC - Colossus Level - Create a level that is also a character. In fashion of Shadow of the Colossus, you must build a level that is completely integrated with a movable character. It can be done in any fashion and style. Be it a Futuristic Neo-Tokyo Robot, or a Mythical Giant Wolf; you decide. The level must be incorporated into the character. No modeling a horse then plopping you level on the horse's saddle. The character doesn't carry the level, the character is the level. Like in Shadow of the Colossus, you must use the Colossus's fur to climb up on or use his weapon as a ramp to mount him. The aim of this challenge is to see who can merge the best level design using a character as their canvas.


Guidelines

-85,000 triangles limit*
50,000 triangles before instancing
85,000 triangles after instancing

-10x 1024 color maps
-10x 1024 other maps

-2 month limit with milestone reviews [no judging, just helpful reviews]. i'm also willing to do a 3 month limit since the holidays are coming up.


2 new sticky threads will be made for this contest...[b]
-UGAC - Colossus Level - Galley - each participant will post 1 picture and a link to their thread. they should update this post often with their newest w.i.p. snapshot. this will help people view all the participants' work.
-UGAC - Colossus Level - Milestone Review - this thread will contain some milestones that we setup before hand. example; Milestone01 can be concept drawing, Milestone02 can be modeling complete, and Milestone03 can be texture complete. We can do as many [or as few] as we want, even none. and the milestone reviews are completely optional, they will be there for you to take advantage of if you want.




comments, concerns, ideas, arguments, whatever... let me hear them!

[wip, not the final rules]

NME-Se7eN
11-01-2006, 03:09 PM
milestone reviews... sounds interesting. Define some more, please? What do they mean?

heavyness
11-01-2006, 04:48 PM
milestone reviews... sounds interesting. Define some more, please? What do they mean?

most game studios have milestones for their games. being code complete, or a playable alpha; they are mini goals setup to keep the production of the game on track, and on time. since most games take over 2+ years to make, sometimes teams can loose focus or slack off in the begining thinking they have all the time in the world.

for the UGAC, i just want to see if people are interested in setting up little milestone goals. these would be to help keep everyone on track, and keep them interested through the entire challenge. some people need little goals to reach to feel like they're accomplishing something and to keep them motivated. like i said before, you don't have to contribute in with the milestone reviews. if you want to crank out your entire mesh and textures 5 days before the deadline, great.

Ghostscape
11-01-2006, 07:15 PM
I am digging the hell out of this and think I might be making a giant for this :D

NME-Se7eN
11-01-2006, 08:16 PM
One little suggestion.. mainly to try and get more people involved.

Does it have to be a giant character or can it be some form of adjusting/morphing level? Main reason I ask... FFXII. If you've seen the airships in that, they are, simply put, gorgeous and several have a shifting shape. I can almost imagine we could get more people involved if it doesn't HAVE to be a giant of a style but rather some sort of huge, shape changing construct be it a giant, dragon, or even something along the lines of the original Macross battleship (Yggdrasil). Just a thought, though.

heavyness
11-01-2006, 10:12 PM
well, if you want to make a giant robotic dragon that looks like a ship, go for it. if you want it to animate and transform, great.... but you don't have to.

and i would make it look more like a dragon then a ship. the winner of the last challenge choose the Shadow of the Colossus idea and we're sticking with it.

heavyness
11-02-2006, 02:53 AM
do the numbers sound right to everyone? should i proceed and start this thing up?

Ghostscape
11-02-2006, 04:29 AM
Sounds good to me.

RO
11-02-2006, 07:59 PM
sounds great! Nothing to say besides lets get it going. If you need a banner graphic of some kind for the contest Heavyness just send me a pm I did the last banner stuff.

Lets get this contest started :)

heavyness
11-02-2006, 08:45 PM
i will be probably start the challenge Sunday night. i will use the weekend to get everything ready, clear out the old threads, get the new threads sticky'ed, and setup/schedule the milestone reviews.

get your polygons warmed up!

Supervlieg
11-03-2006, 11:55 PM
This certainly sounds interesting. If I find some time Ill try to join. I've wanted to make a colossus ever since I played this wonderfull game.

I would like to insert some suggestions to the specs.

I think the specs are a bit high. Maybe to keep it more workable and attractive for people to join in I would slightly lower it. I read the colossus models were around 18.000 -20.000 polies. And that was including the 5 to 6 layers of fur.
You hardly noticed any polygons in this game. compare to colossus 85.000 polygons seems like overkill if you look at those specs. So does 10 x 1024 maps, thats a lof texture space to fill effectively. It's so much you wont ever have to think about smart tiling and what parts of the texture to make unique. You could probably map everything with a unique textuire space using that much, and keep space to spare. Considering you'll need a spec, normal, diffuse, shadow and alpha map, you'll use about 150 mb texture memory for just the textures of the character-level (not considering mipmapped version), and the memory would also need to be able to handle the AI, the sound, texture space of the main character and npc's, texture's of the background (colossi walked around in levels) and a whole bunch of other stuff as well. To keep it short, that's a lot of textures. It would probably take a small team to really put that much texture space to good use.
I would say lets use 20.000 polies for the character-level and 3 x 1024 textures, with diffuse, bump, spec, glow, normal, parallax maps, whatever you want.
Also, the participant should not have to be forced to use fur in their designs, If you build a robot-character-level for example, you could use metal stairs or other stuff to climb the level-character. I you design a tree like creature, you could use vines or whatever you come up with. Let the designers work this out, and let see some creativity here.
Maybe these points can make the challenge more attractive to more people, I dont know. I think I would like these rule changes, if only to focus the challenge a bit more. The way the specs are now seems more like a ticket for "do whatever you want and take all the polies and textures you need" which is never really the case in real life. But I guess, if you all don't agree, the rules could also be kept as they are and I would still be able to participate using only 20.000 polies and 3 1024 textures.

heavyness
11-04-2006, 12:36 AM
thanks for the input!

you don't have to use fur, that was just bad wording and being used as an example.

i thought the numbers were a bit high myself, but everyone seemed to like them. BUT, we want to make this for a next gen system and we want it pretty enough to be in your portfolio. so how about...

35,000 triangles before instancing
50,000 triangles after instancing

-4x 1024x1024 color maps
-2x 1024x1024 other maps [bump, normal, specular, alpha...]



???

Supervlieg
11-04-2006, 04:15 PM
Sounds good to me. So you would be allowed two additional (normal, spec, whatever) maps for per individual 1024 texture, or just 2 extra maps total?

heavyness
11-04-2006, 04:19 PM
just 2 other none color maps. must be used for bump, specular, normal... whatever.

and of course this means you can break up any of the 1024x1024 maps up into smaller maps.

CantiCooly
11-06-2006, 01:59 AM
So the competition has effectivley began right just making sure before i start...

heavyness
11-06-2006, 02:59 AM
So the competition has effectivley began right just making sure before i start...

not yet.... soon... remember, i don't have permissions to the front page plug/sticky posts/and move the old posts into archive, so bear with me.

CantiCooly
11-06-2006, 05:26 AM
No worries...just wanted to make sure i didnt miss it. Cant wait for this thing to get started it is going to be a blast...is it alright to post my ideas on this thread or just hold tight and wait.

CGTalk Moderation
11-06-2006, 05:26 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.