PDA

View Full Version : SMC 40 (4-6 to 4-20)


MSus
04-07-2010, 02:16 PM
Sorry, for the slight delay, been busy doing a video project :)

- The speed modelling challenges are open to everybody.
- In every challenge you will get a list of items. Pick one and try to model it as fast as possible. If you want, you can do all of them.
- Do not exceed the time limit of the challenge. If you're out of time and still haven't finished, post the unfinished model.
- If you finish before the time limit, spend the remaining time on refining and adding details to your model.
- Focus on modelling. Shading, lightning and "proper" rendering are optional (and thus not limited by time).
- Take as much time for reference hunting as you need.
- When posting your model make sure you post a wireframe of your model. (try to do more then one view of the model).
- You can do any challenge you want. The challenges are not closed when the SMC passes. If you fancy an older challenge, do that.
- For the concept items you have to create your own designs. If possible post the design images as well.

Items (2h time limit)

- joystick,
- scissors,
- ski lift,
- windmill (or a watermill),
- movie camera,
- volcano,
- classroom,
- toothbrush,
- flute,
- turkey (the bird, not the country).


Concept items (3h time limit) - design it yourself!
- swing,
- soda bottle,
- auditorium,
- mobile phone,
- sword.

Happy modelling!

whom
04-07-2010, 08:13 PM
MSus, thanks again for the topics. :)



Gave myself 1 hour limit this time but I gotta remind myself that I really need to use the 2 hours next time, lol. I really doubt that the scissor works haha.

--
Scissors, 1 hour.
http://i44.tinypic.com/t9h0es.jpg
Full size:
http://i44.tinypic.com/t9h0es.jpg



Wire, a test render and the inspiration picture I looked at during modeling.
http://i43.tinypic.com/2nvt6w8.jpg

whom
04-08-2010, 04:01 PM
I just had to try another render to be able to continue my day, same scissors.

http://i39.tinypic.com/np0rx5.jpg

Full size:
http://i39.tinypic.com/np0rx5.jpg



//////////////

njackson18
04-08-2010, 09:02 PM
I have a big modeling project for my game modeling class at AIA. We have to make a scene with 50 to 100 models within the scene. I want to use this as an opportunity to get my speed modeling skills up in Maya. Is it ok if I post some of my models on this forum for critique? I plan to time myself for each model based on the complexity of the models.

MSus
04-09-2010, 12:22 PM
I have a big modeling project for my game modeling class at AIA. We have to make a scene with 50 to 100 models within the scene. I want to use this as an opportunity to get my speed modeling skills up in Maya. Is it ok if I post some of my models on this forum for critique? I plan to time myself for each model based on the complexity of the models.

Yeah, go for it.

If you have any models that are in this SMC post it here, otherwise use this thread (http://forums.cgsociety.org/showthread.php?f=122&t=114551), so we don't mix up models.

lordofarda
04-09-2010, 08:39 PM
For this one I went to model my Saitek ST290 Pro joystick. Didn't get it finished since I ran out of time. There are a few n-gons and some smoothing pinching problems, but meh. Linking due to image size.

The actual joystick:

http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/Speed/Joystick_PS23m_ST290Pro_Top_Product.jpg

My "model"

http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/Speed/1.jpg

And 2 wireframes
http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/Speed/2.jpg
http://img.photobucket.com/albums/v506/lordofarda/3d%20graphics/Speed/3.jpg

costinus
04-10-2010, 03:43 AM
modeling in maya in 1.50 h

http://img248.imageshack.us/img248/1602/huta2wire.jpg
http://img4.imageshack.us/img4/70/huta2.jpg
http://img34.imageshack.us/img34/7383/huta1.jpg

whom
04-10-2010, 02:46 PM
Turkey, 1 hour. Low poly.

Focused on both modeling and texturing, still find it difficult to unwrap and the result sometimes becomes distorted which make you have to work around it. The legs suffered in this one and parts of the texture, didn't have more time today. Snif

Btw I hope it is ok to do several models and post in here?
http://i42.tinypic.com/t7bx2q.jpg

http://i44.tinypic.com/2h3yc7d.jpg

costinus
04-10-2010, 04:59 PM
Great turkey. Can you show the uv-map and diffuse map? I want to learn how you did.

whom
04-10-2010, 07:58 PM
costinus, thank you and thanks for asking. :)
I lowered the specular and added some more hardness so the material would be more dry in a sense, if you can call it that? lol
However it mostly works on a distance, closer you will see that the texture unwrap is rather sloppy, I still find it very difficult.

I find the leg very sloppy still though snif, missed some things there.

Here's a screen of the settings with the specular and Unwrap.
http://i43.tinypic.com/zxve5g.jpg

Full size
http://i43.tinypic.com/zxve5g.jpg




Edit. Made some small changes to the left leg of the turkey, was annoying the hell out of me. Additional 5 minutes to fix the leg. Perhaps a little bit better. Also, an adjust to the render settings.
http://i40.tinypic.com/w4u1l.jpg



//////

RageOfAges
04-13-2010, 03:35 AM
God-of-zilla:

I am unsure as to the UV tools available in Blender, but I DO have a few pointers for you. Could you also post a screen grab of your UV`s?

1-MESH:

Like anything else in life, you need a good foundation. When building your model, it is important that your geometry is relatively uniform in size, with higher density in the areas where you expect more detail. So taking a human for example, There would be more geometry in the face than the arm. The ideal way to set this up is that a group of 4 polys in the face would be approximately the same size as one poly in the arm. Uniformity is key. Looking at your model, it looks like this is already the case.

2-UV`s

It is very important to keep your UV`s the same proportion as the geometry of your model. In other words, if you were to unwrap a cube, you would want 6 perfect squares in your UV map. Once the proportions of the unwrapped model are correct, you can scale shells up or down (depending on the level of detail you need on the texture). In the case of the cube, let`s say you plan on rendering only one visible face, more or less. You can scale up the UV`s of the one face to occupy most of the UV space, and scale down the other faces. If they hardly show up in the render, they don`t need the texture space.

3-Seams

While seams are becoming less and less of an issue as technologies are developed, they can still potentially cause problems, especially when dealing with displacement maps. Try to put your seams in areas that are less visible. For a human, you would want the seams starting from the top of the head towards the back, leaving the face intact, and the seams covered by hair, behind ears, etc. For other body parts, such as legs, you would want the seams to be on the inside of the leg, perhaps following the indent where muscles meet.

4-islands

Try your best to limit the amount of shells you have. Ideally, one shell for the entire body and one for the head. The head (or where you plan to focus detail), can even be scaled up so it occupies the same amount of space as the rest of the body. You may have to split and resew uv shells to accomplish this, but it is worth it.

5-Tools

UVMaster: If you have ZBrush 3.5r3, I highly recommend installing the UVMaster plugin. When I was going to school, we used to joke about the magical "create perfect UV`s button". As it turns out, zbrush did it.

Headus UVLayout: It costs money, but is definitely worth it if you plan on one day breaching the professional world. You can get by without it, but it can potentially save you days of laying out UV`s. All the tutorials you need to be up and running are on the headus website. They are extremely concise.

Plugins: There may be user made UV layout plugins for Blender. I would do a search.

Well I hope this information was of some use to you. Your turkey looks great and I think you did a good job on laying out the UV`s already.

Cheers

-rage

costinus
04-13-2010, 06:56 PM
1 hour for modeling and 3 min for texturing

http://img191.imageshack.us/img191/7804/forfecuta.jpg

whom
04-13-2010, 08:45 PM
RageOfAges, I am still feeling my way through with modeling, mostly still experimenting and at the same time trying to teach myself the software.... I am aware of the importance of Geometry but these topics here kind of pushes you a bit, and I think that the time constraint here is interesting aswell to see what kind of decisions that you do when there's a time limit.
Sparetime project for me this.
Perhaps not the answer you wanted, I appreciate you taking the time to write all that. :)



costinus, Wuw, way better than mine. :)

costinus
04-14-2010, 07:02 AM
another hour of work for a new model

http://img198.imageshack.us/img198/5159/moriscavant.jpg
http://img176.imageshack.us/img176/8896/moriscavantwire.jpg

RageOfAges
04-14-2010, 07:14 AM
RageOfAges, I am still feeling my way through with modeling, mostly still experimenting and at the same time trying to teach myself the software.... I am aware of the importance of Geometry but these topics here kind of pushes you a bit, and I think that the time constraint here is interesting aswell to see what kind of decisions that you do when there's a time limit.
Sparetime project for me this.
Perhaps not the answer you wanted, I appreciate you taking the time to write all that. :)



costinus, Wuw, way better than mine. :)

I understand completely. You mentioned you were having troubles with UV`s and I was giving you some pointers to help you on your way. Nothing more.

-rage

costinus
04-14-2010, 05:19 PM
here I tried to sculpt land with Maya for the first time
1.55 hour for modeling
5 - 8 min for texturing
http://img580.imageshack.us/img580/9916/moaraapa2.jpg
http://img710.imageshack.us/img710/4482/moaraapawire.jpg

Dunfisch
04-16-2010, 02:15 PM
Here's a little sword I made - some 70 minutes to model and another 25 to render.

http://img442.imageshack.us/img442/9139/smc40sword2.jpg (http://img442.imageshack.us/i/smc40sword2.jpg/)

And some wires:

http://img696.imageshack.us/img696/9242/smc40swordwire3.th.png (http://img696.imageshack.us/i/smc40swordwire3.png/)
http://img641.imageshack.us/img641/8618/smc40swordwire2.th.png (http://img641.imageshack.us/i/smc40swordwire2.png/)
http://img696.imageshack.us/img696/9047/smc40swordwire1.th.png (http://img696.imageshack.us/i/smc40swordwire1.png/)

Nothing special, but it'll do for now :D .

tanzim
04-16-2010, 03:45 PM
costinus, no way, your using the same reference I am!
http://www.3planesoft.com/nature-screensavers/watermill-3d-screensaver/ Right?

Well, here's my go at it, can't believe that took me 2 hours, I need to keep practicing.
http://img153.imageshack.us/img153/1601/98292678.jpg
http://img62.imageshack.us/img62/804/23028743.jpg

costinus
04-16-2010, 06:40 PM
Exactly the same reference :). Learn shortcuts for speed modeling. I often use shortcuts in Maya for a high speed work.

tanzim
04-17-2010, 01:21 AM
I know most of the shortcuts, I just need to do more and think less :banghead:

HCGremlin
04-18-2010, 01:27 AM
1hr 45 minutes
http://www.shonmitchell.com/images/Sword.jpg

stascrash
04-20-2010, 04:27 AM
Hey gusy, this is something I just finished in about 20 min, while having some shots :) here and there. i hope you guys enjoy this. I wanted to make a remote control, but when i picked it up there way too many buttons. :)
so here is what i got so far:
http://stascrash.com/CGtalk/smc/brush_smc40.jpg
Thanks

ibor90
04-21-2010, 03:32 PM
The windmill itself was modelled in Maya. It took about 1h20m. I created the enviroment in vue, which took about 20 mins.
Then I used Headus UV to create the UV maps, and I textured it in PS.
Finally I rendered the whole thing in Maya whith Mental Ray.
Some post work was also done in PS.

http://dl.dropbox.com/u/2676637/sdfsdf/malom1.jpg

CGTalk Moderation
04-21-2010, 03:32 PM
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.