View Full Version : Game Art Comp #9: Submissions

09 September 2004, 01:10 PM
Please do not post comments in this forum.
Post comments in the individual participant's threads, or the guidelines thread.

Deadline for entries: Sept. 5th 11pm EST

Your final images (all in the same post) should be posted here for judging. Posting a descriptive link to the images is fine and encouraged, with atleast one image displayed in the post to show off...preferrably the beauty shot.


1) Short Description of your Character, Uniform, and Period of Time represented.
2) A link to your original thread showing progress.
3) The polygon count (in triangles) of your completed mesh.

1) A concept image of your selected character and selected uniform. The concepts can be a quick doodle, but should be as clear as you can get them, showing as much of your idea as possible. A reference image of the uniform may also be helpful.

2) 1 orthographic front view, 1 orthographic back view, and 1 orthographic side view screencaps of the model. They should be viewport captures of the solid wireframe view mode (or equivalent), with no texturing visible. Compile the 3 views into one image.
Make sure you use default viewport lighting and hide any items that may obscure these screencaps (bones, lights, cameras etc..)

3) Selection of perspective images showing off your character at different angles, or in different poses (if rigged). Images should be compiled into one picture, and it must be no bigger than 1024x768.

4) Show us the texture for the character.
One image showing the color texture used. If you want, you can overlay the UVs on top to show them unwrapped. Also provide links to any other maps used.

5) The beauty shot. Pose your character somehow, and place him in his enviroment. The character can simply be standing at ease, but try to avoid a stiff, lifeless pose used during the design. Render it as you see fit, and use whatever methods you feel will portray it well. Make the image no bigger than 800x600.


3 points for 1st place
2 points for 2nd place
1 point for 3rd place

Judges are asked to give focused critiques in the areas of:

1. Mesh construction, flexibility, polygon density, topology.

2. UVW mapping and texture painting and manipulation, effective use of normal maps (if used).

3. Unique presentation of the character and accuracy of the uniform, and overall artistic result.

Current judges are:

Andy H

Good luck.

09 September 2004, 03:52 AM
Russian Raccoon Soldier
2892 tris

The raccoon was always picked on by the other animals for being messy and having no self respect, for digging in trash cans. So he went off and stole a soldier's uniform in an attempt to look formal and gain respect. Well despite his best efforts he still can't resist digging into the first trash can he can find. He took up the Bazooka in an attemp to look cool, despite teh fact that his uniform doesn't match with the weapon choice. Another poor decision by a simple minded creature.

(down-sized from 1024x1024)

09 September 2004, 05:35 AM
Gorilla- Mughal Empire
3118 Triangles

In the early sixteenth century, descendants of the Mongol, Turkish, Iranian, and Afghan invaders of South Asia--the Mughals--invaded India under the leadership of Babur. Two centuries later --The Mughal army is on the move again, Courageous and noble Gorilla is leading his troops through extraordinarily rich architectural majesty, which includes the Taj Mahal and the city of Delhi, on their way to conquer the Deccan and the northwest beyond the KhyberPass.
Uniform: 18th Century suit of green velvet inlaid with gold.

09 September 2004, 08:48 PM
Rabbit- WWII German soldier
2244 tris

CGtalk WIP thread: (

Story (for those who like to read)
This rabbit is the result of yet infamous and in fact very strange plan of the
Germans (invented during the World War II). At the beginning the plan
was quite simple- the Germans planned to send rabbits in the enemy territories.
The rabbits should had eaten all the carrots in these territories before the German
armed forces have arrived. Carrots are very important because they contain
vitamin ďAĒ, which is important for the vision. No vitamin ďAĒ meant no good
vision of the Germanís enemies, which meant victory. But nothing goes as itís
planned- the Germans soon realized that the rabbits prefer cabbageÖ So they
decided to create mutant rabbits. This part was successful- the mutants were
very smart, in fact they learned how to fight, talk and even smoke cigarettes.
They received their own uniforms and weapons (MP 40). The rabbit forces
were called ďWabbit SSĒ. Everything was arranged (even propaganda
posters). But the plan failed again- it came out that the mutation was
only temporary. But it was too late- the rabbits were already sent. So
when the wagons arrived they were full with ordinary rabbits. The Germans
quickly forgot about this unsuccessful plan.
But some of the rabbits remained mutants. They escaped in the mountains.
People call them ďBig FootĒ (their feet are really big). They do exist, really!
Beauty shot:
"One rabbit, one target (aim), no carrots!"

PS: I apologize for any bother which the signs may cause.

09 September 2004, 10:13 PM
British Bulldog Sargeant from the period of the peninsular war (1808-1813).


3348 tris

09 September 2004, 07:21 AM
Revolutionary Soldier Eagle
2440 tris
Original Thread (

I basically wanted to do an all american bald eagle revolututionary soldier.
The clothing is kind of a generic combination of a few different uniforms. The website with my reference decided to go down right when i began to texture.

Original concept

Final shot

09 September 2004, 10:01 AM
Oryx (gemsbok) American Indian Warrior (navajo)

3411 tris

Wip thread (

Being the only gemsbok on the North American continent at the time, not to mention the only half gemsbok half human, the Gohwayh tribe saw this legendary warrior as a god. Who led them to victory time and time again.

Original Concept (

Body Textures (

Weapon Textures (

Orthos (

Various Views (

09 September 2004, 04:44 PM
Crusader White Lion

3494 tris

WIP thread (

A devoted soldier fighting in the name of the cross,marching to Jerusalem......

Wires, Orthos and Concept



Good Luck to everyone!

09 September 2004, 08:41 PM
African/Roman Rhino Gladiator
WIP thread (
3483 tris

Fun competition everybody, some really cool entries. Hopefully next time I'll get to spend more time on my entry :(

I did a captured African Chief turned Gladiator -

Didn't do a formal concept drawing, just little doodles here and there, hope that's no big deal. Most of my ideas for the character were taken from this website (



the body map is 1024x1024. The armor map is 512x512. Downsized for display.
diffuse and normal (
bump (

beauty render:

09 September 2004, 09:52 PM
German World War 1 Panda Flametrooper
3494 Tri's - WIP - Thread (




TEXTURES: (main body 1024 - diffuse + alpha, weapon 512 - diffuse + alpha)
Main body texture downscaled for display.

Posed Render: (Thanks ElisiumGX! :) )

Good luck to all!!! :D

09 September 2004, 10:52 PM
Pawnee Tribe

"A member of the Pawnee tribe, with his mighty fangs and sharp teeth the wolfman striked fear into the hearts of his enermies. Fighting using both his natural weapons and a sharp spear, the wolfman was an unpleasant foe to face..."

3216 triangles (including props) & one 1024x1024px diffuse texture.

Link to work in progress thread (

All right, this is it. Unfortunately I didn't have time to finish his totempole/spear-combo in time for the deadline... I had planned to use my 512px texture for that weapon.. :blush:

Concept Art

Beauty render

09 September 2004, 04:10 AM
The deadline has past. We now have 10 submissions. Not bad.

Judges please take time this week to post your critiques for 1st, 2nd, and 3rd place. View the concepts and renders as a means to judge artistic ability...but focus your critique on the game asset itself (in other words, don't take away points if they forget to post a concept or beauty render). You may post critiques for all 10 entries if you like, or simply reply in the WIP threads.

I'll judge last and announce the winners. :deal:

09 September 2004, 05:16 AM
I broke it down by judging 4 points for each catagory, Possible 12 points for the model that has everything. From these totals I decided who gets my vote for first, second and third.
I was very tough on giving out points.

Neil-Russian Raccoon Soldier
1. Mesh construction...
I like the slump of the neck and head, gives him a cool gesture. The legs and torso are kinda looking flat in the side view.
You where way under the max polycount, and maybe putting more detail in the legs or feet,
or use them in the torso to form a more round one, would be good.(I could see him as a pear shape:p) The fingertips
look dark in the renders, maybe this is a smoothing issue? I do like your use of opacity maps.Also, he seems to have good leg
deformation in the view of him kneeling. (2points)

2. UVW mapping and texture painting ....
.I Love the raccoon parts of this texture, great job on them. The details on the eye and the
garbage are nicely done too. The clothe could use a few more folds painted, and some attention
to the back of him could be done(detail in the back of the coat, ect...), but it's looking good.(3points)

3. Unique presentation....
He's pretty unique, and I can definitly tell he is a Russian soldier. I like what you wrote about him, but I
wouldn't from just looking at him think of him as simpleminded. Nice lighting in the final render.(3points)


Monkeybot-Gorilla- Mughal Empire
1. Mesh constru...
The forms are really well defined in this model, and I like how you did the clothe.(3points)

2. UVW mapping...
The texture looks a little flat, and the repeating texture of the clothe doesn't look to have any folds or anything
to break up the pattern.(2point)

3. Unique presentation...
The concept and model are great, the texturing needs just a bit more work. I can see what you are going for with multiple guys standing there in the last render, but they are all standing the same angle, and it is confusing. Also the painting of the background looks unfinished.(3points)


Tzax-Rabbit- WWII German soldier
1. Mesh construct....
The mesh looks clean, but the shapes look kinda unrefined(as far as the silhouette.) (2points)

2. UVW mapping...
The map looks realy good on the model, and the hands and boots really stand out as well done.
The eyes could have been brought out, with some highlights.(4points)

3. Unique presentation...
Although creating a Nazi soldier is a very common theme because they make good bad guys, you have a very unique spin on it with your backstory. The poster is just cool.(3points)


Funkyrayuk-British Bulldog Sargeant from the period of the peninsular war (1808-1813).
1. Mesh constru...
You have a lot of good shapes starting, but some things stand out as needing work: knee/Leg muscles,
shoulders(too wide,) hat rim. His gesture is nice in all the views though.(2points)

2. UVW mapping...
The texture stands out as very fun. There is a lot of unused space though.
Also, in the renders you can see a seam on his left leg.(2points)

3. Unique presenta...
It is a cool concept, and a very recognizable costume. The final render is a good idea, but his placement looks kinda strange(maybe a composition issue.)(3points)


Digdoug-Revolutionary Soldier Eagle
1. Mesh constr...
You kept the polycount low, and really, he doesn"t look lower than some of the higher poly entries.
The hat could have used a little more detail to hold the curves, but very nitpicky type stuff.(4points)

2. UVW mapping...
Great Map! I think it may be a good thing your reference went offline, cause you map has style!
Layout looks good too.The map really helps him look like a completed ingame model.(4points)

3. Unique presen...
Your poses look more interesting than your final shot, and he isn't the most original idea, but your overall presentation was very tight. The character also looks to have a lot of personality.(3points)


Devised_Poly-Oryx (gemsbok) American Indian Warrior (navajo)
1. Mesh constr...
Your mesh has a lot going for it, it is very round where it needs to be in the torso and face,
and I like the way you used opacity maps to make the headdress and feathers. His shield stands out as blocky, and his legs and arms, and hands could use some more shaping(anatomy!) (2points)

2. UVW mapping ...
The texture has some parts that stand out as well done, (the detail in the torso, and the feathers) but there is color bleading under his pecs, and the shading and detail isn't consistant. Also on his arms you can see some hard edges making seams, I can't tell if this is due to smoothing groups or to a texture seam.(1point)

3. Unique presentation...
The concept is sound, and the uniform looks accurate. Unfortunately, I don't see a full shot of the front of him with the texture on him, so it is a bit hard to judge the overall model. I would have loved to see him in a battle pose,or dancing or something.(2points)


terraarc-Crusader White Lion
1. Mesh constru...
While the mesh looks good overall, and defintely the mouth is sweet, there is just some things off about the modeling of the muzzle (sideview.) Also, his clothe over his armor looks kinda flat, no overlapping over his belt,or folds like you see in the reference. The armor on his shoulders is cool, and seems to deform well in your renders. (2points)

2. UVW mapping...
The texture has a very realistic theme, and the detail is pretty consistant and working well. As I said in the no.1 catagory, I would have liked to see some clothe like wrinkles, and the shield come out as a little undetailed(even with your good spec map,) but still great effert on it!(3points)

3. Unique present...
The concept is not very unique, but the execution was very good. The action shots show he has the potential to have a variety of expressions on his face, and the shots are exciting.(3points)


Kwak-African/Roman Rhino Gladiator
1. Mesh construc...
Great shaping, deforms good in the rendered shots, not much more to comment on.(4points)

2. UVW mappin...
Normal mapping really helped him. The painted map works well with it. There is a few spots where the detail thins out- his face(especailly his lips,) the pec muscles, the finger and toe(No nails.)(3points)

3. Unique presenta...
Although presentation is good; the very small amount of costume required to be considered a gladiator has not helped the Uniqueness of your character.Also when i was looking at him I can't help thinking of the cave troll from Lord of the Rings. The final shot is very nice, especailly the blood from the arrow wound. (3points)


Serul-German World War 1 Panda Flametrooper
1. Mesh construct...
Looks good, great shapes, I don"t see much you could change.The gasmask eyeholes are
looking a little lowpoly.(4points)

2. UVW mapping...
Very clean map, but not a lot of detail, as far as shading, but it works well with your character.(4points)

3. Unique presentation...
A lot of flamethrower characters have been created, but I never have seen a panda one. Even though it is not a requirement to have him rigged for a beauty render, I would have liked to see him holding the flame thrower and posed.Also, I think a little more thought into what a panda flametrooper would carry with him could have pused the Uniform in a more creative way(like does he carry a pack of smokes or a picture of his wife,a med kit for his burns, ect..)(2points)


Sysop-Tribal Wolf Warrior
1. Mesh construct...
The legs are a little odd, I think the lowest part of his leg could be more thin, showing the bone makeup. Everything else looks good to me.(3points)

2. UVW mapping...
The texture is very nicely painted, but there are seam issues(the feet, where the arms meet the torso.)(2points)

3. Unique presentation...
Whenever you do a wolf with human characteristics, you are going to run into the problem of him looking like a werewolf, and this guy just looks like a werewolf to me. the concept painting was cool, and the costume is good, but he needs some
work to bring out the uniqueness of the design. The render of him make him look viscious, I think the totem pole weapon may have helped him look a little more like a
tribal warrior.(2points)


So my votes go as follows:

1st Digdoug-Revolutionary Soldier Eagle
2nd Serul-German World War 1 Panda Flametrooper
3rd Kwak-African/Roman Rhino Gladiator

Honorable mention to Tzax for his great texture work.

09 September 2004, 01:34 PM
Once again, its a bit of a disapointment that so few could make the (ludicrously generous!) deadline.
There are some great entries here, so im gonna be extra critical and picky.

Neil - Racoon soldier
Great, simple concept with a funny backstory. Nice clean wires, if a little sparse around his hips / crotch. This creates a problem when it deforms a few of the poses. The proportions and the posture / placement of the head go together really well. Nice textures, with good layout and UV distribution, but i feel that some of the cloth textures are a little plain with not much emphasis on light and shadow, dirt or creases. Good presentation.

Monkeybot - Mughal gorilla
Original choice of warrior, if a little predictable having a gorilla as it. Good geometry, with sensible mesh flow - particularily on the cloth on his shoulders. I think the head could definately use fewer polys, and more could be used on the hands, which dont seem to have as much definition as the rest of the body. Poses are average - i wouldve liked to have seen more of the gorillas natural stances in them - he looks too human - especially on the walking pose. Functional textures, if a little basic. More shading and detail would be nice - especially on his skin and fur, and more variation on his clothes. Poor beauty render - multiple clones of the character positioned badly, and all in the same poses. The lighting doesnt match at all, and the photoshopped background doesnt fit.

Tzax - WWII Rabbit
Nice topology with a neatly modeled gun. The porportions are dissapointingly standard (man with an animals head) and seem very chunky and shapeless for such an agile creature. Textures are excellent - by far the best thing about it - really brings it to life. Nice colours too. Good beauty render. An excellent piece only slightly let down by the chunky arms and legs and small head.

Funkyrayuk - Bulldog
This piece has improved a lot since you started it, and i feel that you learned a lot. Good proportions and posture, but the arms and legs seem a little bendy. Functional mesh, with few wasted polys. nicely unwrapped UVs, but i think some of it is a bit wasteful - the giant space allocated to the eye for instance - yet you cant make out any of the detail on the final piece. Textures are painted ok, if a little too blurry and over saturated. More detail on the clothes would improve it. Beauty render is ok, but the lighting doesnt match, shadows look too sharp and the pose seems a little limp, but its a nice idea. Placing game characters into photographs is always a tricky business.

DigDoug - Revoloutionary eagle
Excellent design with very good proportions. Good topology, with a well modeled head and legs. Nice poses, but the eyes look kinda dead, like they cant move around. superb uv placement, colours and painting skills - especially on the feathered areas and the feet. Not sure what kind of pose hes striking in the beauty render - it looks kinda awkward and unnatural, and the fingers look really blocky - even for low poly.

Devised poly - Navajo Oryx
Clean mesh with good muscle definition. The legs seem a little shapeless compared to the well made shoulders and arms. Proportions are a bit too 'man like' in my opinion. well painted textures - especially for the weapons but the body texture seems a little simplified though - almost like its cel shaded or something.

Terraarc - Crusader lion
Nice idea and concept. Good geometry, but i think his chest is unnaturally wide on the front view, yet the shoulders are not. I think broader shoulders wouldve made this look better. The whole torso seems really straight and flat, and its difficult to tell where his waist is. Nice cat-like feet. Excellent, detailed textures - especially on the head and arms. Overall, a great model, with a few flaws on the body shaping.

Kwak - rhino gladiator
Brilliant mesh with equally brilliant poly distribution and proportions. Good muscle definition, especially on the arms and legs. Good design, with nice asymmetry - he LOOKS strong and mighty. Incredible textures! Some of the best ive seen - up to pre-rendered quality. Good beauty render - shows off the model really well, but it also hilights a lighting/ texturing problem with the mouth.

Serul - Flametrooper panda.
Probably the best design in the competition - its just great! Original animal and weapon choice. Fantastic proportions and a really tidy mesh with very nice hands and shoulders. Good uv layout with well painted textures. I think that the maps could use more shading and detail especially on the jacket and fur. Thats the only lil thing that could improve it.

Sysop - Tribal wolf
Well realised concept painting, that is very close to the final model. Great proportions, with very well modeled arms and legs. The chest muscles are well defined. Outstanding texture painting, with amazing looking fur all over and shading and fake shadows that really add to it. Great colours too. Fantastic beauty render that really gives him a prescence and shows off the whole thing well. Its a shame he couldnt be posed. The only faults i can see is that the skull on his shoulder could do with rounder eye sockets, and sharp edges on the teeth. The top of the feet have a rather unsightly seam, and the eyes on the character look a little too glowy as well.

Ok here we go! It was extremely hard deciding between sysop and seruls entries, but kwak's was definately my favourite.

1st place - KWAK - Rhino gladiator - 3 points
2nd place - Sysop - Tribal wolf - 2 points
3rd place - Serul - flametrooper panda - 1 point

Congrats to the winner and to all who finished!

09 September 2004, 04:28 PM
Totally dont agree with the first round of judging,

I would have to agree with the second judge...

The rhino is the best for sure I think.

09 September 2004, 01:55 AM
I was hoping that some of the others that joined up could have made it, but they bit the dust, life goes on..

Also who ever made it, and actually got done is a winner, so get ready. :twisted:

Neil: Russian Raccoon Soldier

First I have to say that I really like the design you've chosen for the Challenge, among most yours is one of greats in originality, and personality. Your mapping wasted little or no space, I do think that you made it a bit dark making it hard to see most of the details, I use his eye's as an example. On the other hand the face and head are excellent, and I love his accessories, this makes the modeling look authentic, compliant to your mini plot.. As for the modeling, the shape is great but the topology is hardly fair, you've put to many faces were they weren't needed and to few faces were there should have been more, plus like dtrimble said you could have used more polies all round. But Neil don't sweat it! all and all you did a great job, keep slugging out at your modeling skills...

Monkeybot: Gorilla Mughal Empire

Your concept for this project is really cool, like Disney material, and all of us are a bit more enlightened about the history of interest ;). Your idea was very original and complemented to the challenge. I like your topology strait to the point, unfortunately there is a bit lack of detail in the modeling, the hands and feet could have used some more faces to add more definition, when your modeling flat surfaces always use less faces, there not needed in these areas. In turn were there is lots of curves or rounded surfaces use more faces, this makes for a good balanced topology. As a note, the head has way too many polies. In general I think that for the poly count you could have gotten more bang for buck. Same problem with the texture job, way to repetitive with no real shade--to--shape suggestion. Finally the Gorillas eyes are obtuse, they don't have a point of direction, this always takes the life away from a character. The poses are not interesting having no flavor, finally the beauty render should have exposed your peace in all it's spirit and artistic form.

Tzax: Rabbit WWII German soldier

The 2d concept is very poor, not original and common looking, outside of a rabbit playing the part of a Nazi (lol), and outside of the eagle insignia it really doesn't look like a German WW2. But, this is one dang good peace of work, well executed and designed characters with a nice gat to mach. I think that you could have placed the faces with a bit more balance, being less on the ears, face, and neck, pit of the arms and crouch.. The textures are great they are painted to look believable, but they are very blurred. I like the poses, the beauty shot is a good representation.. du bist Fuhrer manN! lol

funkyrayuk: British Bulldog Sargeant (1808-1813)

O_o Dude in the word "flat!" I can critic the idea and execution, it is a guy with a pit bull head... Now the topology is good, but something bothers me about the chest area in the wire frame, and to many polies on the shoes, but other then that there's nothing else to crit on the modeling part, you did a great job there.. The texturing looks bad, dark and dull I think it was a rush job, the hats shine shouldn't have been painted on. And the shading is very bad. Lastly the beauty shot is poor, the back drop doesn't fit the character, I can tell that the photo is an after battle fielder, after all the soldiers have been killed, so it really doesn't fit.

DigDoug: Revolutionary Soldier Eagle

wow, this was a surprise when I first seen it, this peace is good all around you've done a great job, now clap for your self! lol on the serious part I have no critic on model, it is excellent, it's only rivaled by the design of the model cartoony and lovable, I would like to see this character in a game for sure. The texturing is also a winner, for the most part. But the inside of the moth is all wrong, it looks like you got a lil lazy on that one, just blacking I mean, plus the eyes don't look focused, lifeless as I told Monkeybot above. The beauty render is good, but for the quality of the work, it deserved more imagination.

Devised_Poly: American Indian Warrior

Good model, the concept is O.K. the design is good. But Although the design is good it looks more like a medicine man then legendary Indian worrier. I have no qualms with the topology you modeled your character well. The texturing is flat or 2d looking and has been rushed and the alphas don't look right either, I can tell when someone is trying but new, being sloppy, or just plain bad, you are trying and that's good.

terraarc: Crusader White Lion

Your Crusader was modeled very blocky you should have defined a better body shape, maybe gave him a good muscle structure to mach that Lion of a head. The torso is too wide and shoulders don't mach in the slightest similarly to what Andy said above. The character design isn't balanced. Now the texturing is good, with a lot of detail and thought put behind it, overall I like it but still I think it looks a lil messy..

KWAK: African/Roman Rhino Gladiator

I don't see, any problem with the modeling although I miss that shoulder Armour :( the design is to me exactly the original idea (Rhino Gladiator) executed very well.. If I was to critic the modeling in any way you can burn me to the stake as a nitpicker, because there is no truly perfect model. The texture is almost as flawless as the model, making the peace a real eye opener, no matter what, simply the best! it brings out all the final richness of the design. Though the texturing of the belt doesn't make much sense, with all those useless small belts buckled to that fat band around his waste. lastly great work on the beauty render..

Serul: Panda Flametrooper

Very original and sooo cute! I've always liked pandas, your design is excellent! I love the concept you drew up, the modeling topology is flawless not one mistake I could think of. You've used the face allowance you were given very, very well, and obviously portrayed your idea with the same insight. The panda's overall texture is rather plain I would agree, but I also think that it enhances the look of your character, so no harm done. good final render :D


Excellent concept, that really started the character/project off right. It is yet another wonderfully modelled peace for the challenge with a great eye for proportion and design, I love the hands and feet although I think the feet should have looked more heavy or chunky. The head I especially like, the emotion portrays a angered spirit, yes definitely a worrier. Your texturing ability is like dang!, I love the way you do fur, and the alpha maps are well used, I know that with more time the beauty render would have been eye popping. so keep it up...

KWAK well your da bes in my humble opinion, sysop has a cool peace but seruls was more my taste, also Tzax and DifDoug were excellent, again the best to all who joined and finished.

1st place - KWAK - Rhino gladiator - 3 points
2st place - Serul - Panda Flametrooper - 2 points
3st place - sysop - TRIBAL WOLF WARRIOR - 1 points

09 September 2004, 07:51 AM
go`go`good job!

09 September 2004, 04:06 PM
I like the rhino, the revolucinary bird and the tribal wolf. But I can't really tell in which order cause they are so good!!

I also liked the panda lol nice character and filled of personality. I think that as an unexperienced game modeler my unofficial votes would be based on liking or not to see this character in a game I'd play. The rhino would be a very cool fast character, the bird makes me think of something like Donky Konk SNES!!! I loved that franchise! The Tribal Wolf is just wicked mad character !!! It would me more than happy if I spoted this character in an MMO.

Oh well just my 2 cents... well more like a dime maybe

09 September 2004, 05:20 PM
Everyone PLEASE STOP posting your comments. Judges were selected to make their choices so that a winner can be chosen for the prize and beginning the next competition. It's difficult for a judge when they have pressure from visitors about who is definately the better artist. It's even worse for a judge to be told they're wrong during the judging process.

I know the front page image has brought a lot of attention here...but please read the thread, especially the bold red letters. You may comment as much as you like AFTER a winner has been selected. This isn't a serious matter, but a simple request.

Remaining judges...please hurry.

09 September 2004, 01:38 PM
Some really top notch finalists here! There are a few I was hoping would make it, (including myself) but I'm not too surprised. Not a single comp I've entered has had even close to all the people finish, not even limited to this site. A bit more mention on the front page this time, but more would still be better.

OK, so I'm going to break this down into Good, bad, and advantage - Being what that modeller did well, what I think are the weak spots, and what one thing sticks out as the best thing about it.

Neil - Russian Racoon Soldier

Good - Nice even texture resolution, love the slumped look of the character. Would be quite believable in some sort of animal war FPS. Would love to see him next to other creatures same period, with him only coming up to knee height.

Bad - Because you modeled in the T pose, a bit of your weighting seems a bit off, and a little stiff. He doesn't have much in the way of facial expression, which makes him seem a bit dead. I like all of the little extra details except the fish skeleton, which is really stylized - where everything else seems to be going for realism. Some darkness in the barrel of the gun would work nicer.

Advantage - Good, believable character. I'd expect that if a human was crossed with a racoon, this is exactly how it would look. Kudos.

MonkeyBot - Gorilla- Mughal Empire

Good - Good poly distribution, good topology, and decent texture distribution. Nice character, lot's of personality.

Bad - I think you were going for cartoony here, and it works, but I think you could've taken that much further. Generally, the proportions are nice, but I think here and there, it could've been a bit better. The size of his forearms compared with the rest of his arm, and his hands seems... off. Textures could've used a bit more lovin. More shading, particularily where the different pieces of armour overlap.

Advantage - Original take, and an original army to work from.

Tzax - Rabbit- WWII German Soldier

Good - Decent texturing with a nice even contrast would make this fit nicely into a historical sim game.

Bad - Proportions need some work. Partially this is due to the pose you modeled him in - with his arms perfectly straight down. The shoulder joint is actually a little closer into the body, so having your arms come as straight down as that, is pretty difficult - the torso tends to get in the way. His arms are also of equal thickness all the way down, and appear to be the same thickness as his legs. My suggestion would be to taper his arms more, adjust his shoulders to reflect real anatomy better. I would also say that more of his rabbitness should've extended to his body - make him leaner - much leaner, with powerful legs, possibly with a bit of a reverse articulate look to them.

Advantage - A fairly realistic rabbit head, and nice work on the weapon makes this model work fairly well.

funkyrayuk - British Bulldog Sargeant from the period of the peninsular war (1808-1813).

Good - Choosing an animal that actually relates to the country it represents. I like his rough and ready look, he looks tough. I quite liked the beauty render, would've worked more if you fuzzed the shadow quite a bit...

Bad - A bit of proportion problems, particularily with his shoulders - the top of his chest, and where his arm connects are way too far out, which makes them look broken. Textures are quite fuzzy, especially important in spots like the straps across his shoulders, which kindof blend into his jacket.

Advantage - A nice vibrant, illustrative feel.

DigDoug - Revolutionary Soldier Eagle

Good - Nice, cartoony feel, stuck close to your concept. Great texture work on the feathers and feet

Bad - Really should've used more of the poly limits. Nice to be under, but you've got a few spots that could've deformed better, a few spots that look a bit polygonal. Adding some alpha plane feathers would've been great too, especially when he makes a fist. Don't know if it was how you weighted or just how you posed him, but the feet look really stiff. I also would've used that massive bank of exrta polys to model in a working eye and mouth, as he looks quite dead staring in the same direction like that.

Advantage - Great proportions, sihlouette reads really well. Because of those, he'd work quite well in a platformer, or other cartoony game.

Devised_Poly - Oryx (gemsbok) American Indian Warrior (navajo)

Good - Stuck close to your concept, really nice details like in the headdress, nice colour pallette. Some good, well defined anatomy, particularily the chest and arms.

Bad - A few too many of your polys ended up in the headdress, leaving too few for nice deformation in the chest/arms. Texture seems a bit flat - I either would've taken that to more cartoony, and added outlines, or added overlays of fur texturing, and a bit more shading. Would've been nice to see him out of the T pose...

Advantage - dynamic, well presented character.

terraarc - Crusader White Lion

Good - Nice, close to realistic texturing on his head, and most parts of his body. He looks like he'd fit in quite nicely in the next Elder Scrolls game, if there is one.

Bad - His chest seems a bit too cylindrical, it needs a bit more shape. The belts really seem painted on, and with the realism of the rest, it makes it look like they were supposed to look painted.

Advantage - Really nice, realistic feel, very MMORPG. Seems it would work for a modular character system.

Kwak - African/Roman Rhino Gladiator

Good - Great modelling, really clean mesh with good topology. Proportions and anatomy are both spot on. There's not much I would do differently. Great job.

Bad - I think the model feels a bit let down by the texturing on the head, and by the mouth. Around the eyes is really painted looking, and not nearly as nice as the work on the body. If his mouth was darker inside, and looked a little more like the inside of a mouth, it would finish this up nicely.

Advantage - great character design, and a nice, solid model. Mostly great textures as well.

Serul - German World War 1 Panda Flametrooper

Good - Great proportions, great modeling, great texturing. You've designed this nicely to keep him recognisable as a Panda, but still staying true to the trooper look. I really like his simple shapes with realstic, but slightly cartoony texturing. Spot on.

Bad - Really not much - I think the Holes for the eyes in his mask look too much like hexes - would've been better to either add more faces there, or cover it up with alpha to get the round look you have on all the rest of the geometry.

Advantage - Really nice, solid figure. Nice texturing and modeling. Great job.

sysop - Tribal Wolf Warrior

Good - Really nice render, with some great details - especially like the bones through the legs, they look great! Some nice handling of fur, and great proportions.

Bad - Poly layout is a little off. There are areas that won't deform very nicely, or at least not as nicely as they should for the quality of model. There are places with a bit too many, like the double line around his pants. The skulls on his shoulders are not very good. You would've been better off faking the eye-holes with texture, the squareness of them is not nice. There are also some really nasty seams, a bit on the front, but really noticable on the back. I'd say with a bit of work in these areas, you would've been a major contender for first.

Advantage - Really cool, if historically innacurate character design. Looks really nice from a distance.

So there you have it. Only about an hour and a half...

Oh yeah, placement!

1st - Serul - German World War 1 Panda Flametrooper
2nd - Kwak - African/Roman Rhino Gladiator
3rd - Neil - Russian Raccoon Soldier

09 September 2004, 04:20 AM
My judging is based on whether or not you have brought a unique and original character to life while displaying all the essential elements of character creation. I left the technical requirements loose so many could participate without feeling intimidated by the high standards of today's games.

Neil - Russian Racoon Soldier

Mesh: Your polygons look sloppy in some areas. You have edges around the coat that have no influence on the outline shape of the mesh. Those edges could have been placed on areas of the arms and legs for better deformation. The fact that you modeled in a complete T stance also contributed to the possible lack of flexibility for the character. This usually gives unwanted results around the shoulders and chest when rigging, and takes away from the feel of the character duing the design process. If you had designed with a more relaxed stance, many of the problems noted would have been avoided. As for your geometry, I believe more effort could have been placed into the hands and legs. It's difficult to judge topology with such a low poly object. It appears very low poly since more details were centered around the face and hands. Relying on the texture could have helped to balance the geometry of the entire character.

Texture: The UV layout looks nice and organized to me. No wasted space that I can see. In the beginning you stated you were not aiming for realism, even though you have acheived a mix of qualities. The head looks very real, as if manipulated from actual reference. On the other hand, the suit and props have a more clean and cartoon style. Fortunately, the styles do not clash with each other, and the character has a unique and consistent appearance. Close up, those eyes look scary. I know from camping experiences, you don't mess with tha raccoon.

Presentation: I can't help but enjoy looking at this character. At first I thought it was odd to have a raccoon head on top of a human body. But now I see the direction you wanted to follow. Just from observation, it looks as if a raccoon stole an army uniform from a pile of garbage. Great backstory. It really gives the character purpose. When I view characters such as this, I think "Earthworm Jim". A creative design and all around unique character. To see this in a game environment would be hilarious. The trash adds to the raccoon aspect. The action renders brought the character to life for me.

MonkeyBot - Gorilla- Mughal Empire

Mesh: Your mesh is well organized for the most part. You roughed out the shapes very well early in the design. The legs look odd and could have used a few more polygons. It was mentioned before that the mouth area needs more of a "natural flow", because it looks like two coconut halves places together. It would be difficult to display any sort of expression with the current design. The double edges used to design the seams of the outfits are unnecessary. They have no influence on the final shape of the mesh, and could easily be faked with a texture. The geometry taken from that area could have been used more effectively for the legs and mouth.

Texture: The texture looks unfinished, and flat. The fur is very dark, making it difficult to see details of fur, and could use a few highlights. The design of the outfit suffered from the detail created from geometry. The edges of the designs are "blocky" where a smooth texture could have been used to raise the overall level of detail, and saving geometry. A bump map alone could have produced seams saving you dozens of edges. More effort could have been used to add more variety and lighting to the outfit. It's very flat and plain for a game based character.

Presentation: The comments above on Mesh and Texture explain most of the bad areas of the overall work. Your concept is nice and has potential as a fun and unique character (much like other gorillas we've known and loved over the years). It's eyes and mouth of the concept give a playful expression. The 3D version lacks the spark that makes the concept so appealing. The Gorilla appears lifeless. If you placed the character on it's back, it would definately appear dead. Consider this in your future efforts. You have the skills needed to create amazing game assets. And I hope you make strong efforts in upcoming challenges. Just remember, when an artist creates, he creates with purpose. What do you want your finished product to convey to it's observers? Look for your purpose when bringing a concept to life. This was a great effort, and I hope you benefit from the critiques you're given.

Tzax - Rabbit- WWII German Soldier

Mesh: The mesh looks very clean, but also unrefined. For an organic model, the mesh has a very "primitive" design. Very chunky and shapeless as one judge has already mentioned. Many edges have little to no importance to the silhouette. Deformation would be an issue for this mesh. With its current shape, a much lower polycount could be acheive without any change to the finished product. The weapon is well designed. You must have experience as a weapon modeler.

Texture: The UV layout is very nice. I haven't seen that style too often in maps, where everything is squared off. The texture itself is very clean and consistent. Hardly any complaints here. In fact, the texture almost hides all the faults within the geometry. The weapon texture is terrific. You know your metals. A small amouth of detail could have been focus on the head texture to give the character more of a personality.

Presentation: You started this entry very late in the game. I gave you permission to try, but there was really no point. You didn't show any progress, and therefore didn't allow for any suggestions for improvement during the course of design. So there is no proof of how long this creation actually took to complete. This was a two month contest, and you contributed all your efforts within one day's time during the final days of the challenge. You participation suffered heavily from this. Please try to make more of an effort within the community for future events. Your final result could have improved from advice shared during the creation of this entry, which is what this event is all about...learning. You concept was very simple, and your final character improved on it. But, it lacks personality. It's lifeless. You have no problem with texturing solids, and weapon design, but I believe you should spend more time learning how to model and texture organics. I know your next effort will be respectable in quality.

funkyrayuk - British Bulldog Sargeant

Mesh: Good optimization. The mesh his little waste, but could benefit from more detail in areas of deformation. Edge placement around the crotch area could use some improvements as well. The hands look out of place. Maybe large paws would have improved the character's concept.

Texture: The UV layout shows many areas of wasted space. Using those spaced appropriately could have improved the fuzziness. The texture itself is suffering from an overdose of the Burn tool. Try to bring color to your shadows. Look up some articles on color theory, and painting highlights and shadows. The fur texture is great. The eye texture doesn't work. You have what looks to be a human pupil to represent the entire eye of the character. Very sloppy. Try actually painting the white of the eye, and the pupil with the correct colors. The eye is the window into the soul...without it, characters lack any sign of life.

Presentation: Clever wordplay. A british bulldog. It's the type of idea I was hoping to see from most entries. It's a unique character, and I enjoy the beauty render. Nice effort, and I hope you contribute more as you develope your talents.

DigDoug - Revolutionary Soldier Eagle

Mesh: Excellent! The stance works well, and the polygons and edges are placed perfectly for deformation. Nice hat.

Texture: This is where things take a turn for the worse. The UV's are organized well. But, it seems you assigned very little space for the elements which make up the head of the character. And these elements are spread across different regions of the map. Because of these factors, the final result is inconsistent with the detail of aspects such as the uniform and feathers. The texture of those areas are know your 2D. For the reasons listed above, the head texture lacks the same quality, and the overall work suffers. One thing to mention, the eyes could have been easily mapped individually, considering they're placed on seperate hemispheres of the model. Be careful about arrangement, and areas of focus next time.

Presentation: Great choice of character. It's all American. With more focus on the head, it could be amazing. The character's expression is bland where his poses are terrific Try to improve on that and you have yourself a skillfully designed game asset. At the moment, it looks best from a side angle at a distance. Try to improve the front angle as well.

Devised_Poly - Oryx American Indian Warrior

Mesh: Your mesh work and topology is well placed. You went a little overboard with the headdress. A simple curved surface with an alpha could have given the same result. From the side, your stance appears stiff and lacks posture or balance. The shapes of the arms, hands, and chest are great. But, what were you thinking with the head? Throw some edges in and give it shape so it represents and Oryx accurately. The saved polygons from the headdress could have added more edge loops to the head.

Texture: The textures look flat, inconsistent, and unfinished. More time and effort could have improved on that. The face texture does add a small amount of detail where the geometry lacks. But not enough. The UV's are well organized. The texturing is a little sloppy, and looks rushed. Try to keep it neat, even in places that aren't visible on the mesh. It will help presentation.

Presentation: The final result does match the concept, so you are aware of your direction, although the concept could have been improved to avoid the faults discussed above. It's a unique character, and fun to look at. I wish more effort had been made to give it more of a personality. It seems so stiff and lifeless. The face doesn't show any expression, and appears to be more like a mask for an indian warrior than an actual animal. But, in the end you did very well and created a presentable character.

terraarc - Crusader White Lion

Mesh: Your mesh is sloppy in some areas, while effectively crafted in others. Work on your consistency. Your arms are accurately shaped, but the torso is oddly shaped all around. A slim anatomically defined torso could have improved this mesh. Everything else seems fine.

Texture: The UV's and texture look great. I applaud you for creating so many maps. The texture for the armor is superb. The cloth could have used some wrinkles to show weight.

Presentation: Your concept had a lot of potential as a fierce and unique character. But, the 3D version doesn't display the concept in the same likeness. The cloth aspect of the uniform, and the odd shaped torso section really took away from the finished product. But, in the end it is a great character and presented courageously. Good choice of beast and armor by the way.

Kwak - African/Roman Rhino Gladiator

Mesh: What can I say? Perfect. Clean, consistent, easily deformed. You know your polygons. I hope to be as professional in quality one day soon with my own efforts. Your work is something to admire.

Texture: This is where I get a little iffy. I will go ahead and say the teeth look terrible. The texture work is indeed phenomenal. So much so that I checked in the dictionary to confirm that I spelled "phenomenal" correctly. Anything less would be rude of me. I don't know how you did it. But, when I look at the character as a whole, it becomes very dull. Nothing special grabs my attention over a period of time. Some areas of the armor seem to blend in with the organic skin. After a few glances, it's not as pleasant on the eyes. It's hard to believe, but I think the overall design of the character could have been better. I'm sure time was against you in this step of creation. The attention to small details is beyond amazing, but most of it is lost in the big picture. In a realtime game setting, this would be an issue.

Presentation: The beauty render is just as it says...beautiful. It's hard to imagine this is in fact a low poly object. You have skillfully presented the power and quality of normal mapping. If gaming is pushing towards cinematic quality graphics, I'm sure you'll be on the front lines. I've had a difficult time deciding where to place you in points. With such a variety of characters to consider, it's not easy to judge on higher standards of detail alone.

Serul - German World War 1 Panda Flametrooper

Mesh: Remarkable! Well done. Every single edge has a purpose. No waste that I can see. My only complaint is the top of the feet. They appear somewhat odd shaped to me. But it's only a trivial detail compared to the complete work.

Texture: Outstanding! Everything is smooth and easy on the eyes. The red lining around the coat was a nice touch. The tanks...perfect.

Presentation: This character is best selling game material. I'm glad you found the time to throw in a posed render. This guy looked excellent from concept til finish. That's the kind of talent needed in game design. The ability to bring pencil and paper to a new dimension. Great work in every aspect. Two thumbs way up!

sysop - Tribal Wolf Warrior

Mesh: Topology is great. Muscular shapes are constructed nicely. I agree with another judge that the skull could have relied more on a texture. The square eyes are a major loss in detail. The feet and claws also look a little odd together.

Texture: Unbelievable. Most likely the best fur I've ever seen on a low poly character. I can imagie you put a lot of time and effort into it. It looks as if you have some wasted space in your map.

Presentation: A posed render with a weapon would have really made the design scream. I remember you designed a high poly source for normal mapping, but it seems you didn't use it for the final submission. I question you about that. It's difficult to judge a character such as this. Your choice of "indian warrior" is vague, mostly considering the fact Native American war attire was not uniform. Each warrior and each tribe has its own personal decoration. So accuracy can be debated. You carried this character design nicely from concept til finish, and that's talent. Enjoy your time studying at Playground Squad. I'm sure you skills will expand quickly. Ivars is a talented artist, so learn well from him.

I'm a terrible judge of individual efforts. But it's my responsibility to do the best I can, much like you all have. Take the critiques lightly, but use them to improve your abilities over time. There are many artist I wish had finished. So here we are...

My choices:
1st - German Panda Flametrooper
2nd - Tribal Wolf Warrior
3rd - African/Roman Rhino Gladiator
Honorable Mention - Russian Racoon Soldier

Time to add up the totals...

09 September 2004, 04:41 AM

1st place with 11 points - German Panda Flametrooper

2nd place with 10 points - African/Roman Rhino Gladiator

3rd place with 5 points - Tribal Wolf Warrior

Congratulations to Serul for his winning entry!

PolyMarauder will be around soon so that you may claim your prize.

Feel free to comment and applaud. :applause:

09 September 2004, 05:32 AM
Congrats Serul...

I honestly hoped you'd win as your character just seemed to HAVE more character...the shape and feel of it really stood out for me...well done :)

The other entries were really good too and a great source of inspiration for me...

I think the judging was fair for the most part, i disagree with some points some judges made, but that's just my opinion...i was hoping Neil would get on the podium, he had a great idea with his Bazooka Racoon...but maybe next time...

Good job judges...

Just one question to stated in Neil's judgement that he suffered because he modelling his char in the T pose...

What pose IS best for modelling games chars ?

I usually model bipeds with their arm's at about halfway between the "T pose" and "arms by their sides"...any advice would be great...:)



09 September 2004, 06:05 AM
I was expecting Kwak to win for sure!
Good job serul - a mighty fine character!

Overall, i think that it was dissapointing that we had so many entries that were never finished (or even started!) like ninjanoodle's chihuaha and that excellent bison soldier that one guy did. I think, if anything, the frontpage plug was responsible for this. Casual viewers saw it, decided to enter it, then couldnt commit to it.

So.. whats next serul?
What are you gonna choose for the next comp? I hope it starts quickly, unlike Kman with the last comp.

09 September 2004, 06:40 AM
Sweet!!! :D That was a close one!

Thanks guys and thanks to all who voted for my creation. I had tons of fun working on this character since it was such a cool subject to begin with.

And there were so many cool entries, to bad some of them didn't get finished. :(

As for what the next comp will be... well let's say I'm open for suggestions ;) Being in crunchtime with a headcold isn't too much fun I can tell you that. At least all this made me feel a bit better. :D

Anyway I have no problem setting it all up, but right now I'm very busy, probably for the rest of the week. I thought about starting the next comp after Dargon's mini one but the end to that one is still a month away. So... :shrug:

But I'm up for designing something original again. And maybe the same lenght as the last one? I'll keep you guys updated.

09 September 2004, 06:41 AM
Andy, your right.... it's really almost a hateful thing..

Kids just can't seem to commit and those that aren't, probably are to busy with a job or finding one? we did get some great entries, though few entries..

And Congratulations Serul for a job well done for some reason I'm not that surprised, anyway I hope we have better luck this next time around, with more entries and all.

Thinking about the next comp? Serul I might have some time away from personal stuff, so if ah, well lets get the next show on the road as they say... :D

[EDIT] hmm well I can't wait until then :| ;)...

09 September 2004, 07:30 AM
Congratulations Serul you had some serious competition. Not only that but the Panda Flamethrower also won the hearts over on ( shadow contest so itís a clean sweep. Contact me via PM on ether site to collect your prizesÖ and thank you to everyone who participated. You all have mad skills and you should be proud for even finishing the contest. Youíre all winners in my book!

09 September 2004, 07:59 AM
Congratulation to all contestants! Nice work everybody. Extra applause on Serul, Kwak and Sysop!! Waiting for the next one!! Thanks again for a nice comp!:thumbsup:

09 September 2004, 07:17 PM
Just one question to stated in Neil's judgement that he suffered because he modelling his char in the T pose...

What pose IS best for modelling games chars ?

I usually model bipeds with their arm's at about halfway between the "T pose" and "arms by their sides"...any advice would be great...:)
I agree with you that it's best to model characters somewhere between T pose and completely dropped arms. But really it depends on how your character will be animated the most. For a low poly character who will mostly carry and fire a weapon, designing arms that high is somewhat unneccesary. It encourages you to add edges that will cause problems during adduction of the shoulder area. I love Neil's character, and his choice of T pose modeling had little to do with my final choice for top three. When he displayed his character rigged and posed, I was hooked. That's why I had to atleast mention his entry.

09 September 2004, 09:12 PM
I found its always best to use the what I call the ďV-PoseĒ no matter what model I do high-res or low-res. You will always get the best deformation when you model all the joints at their half way mark. The T pose came about because thatís the way you had to model your character to rig correctly in character studio a while back if I am correct.

09 September 2004, 10:23 PM
polymarauder: yup I use this one most of the time, half ways makes sense, it's the loose norm position..

09 September 2004, 01:00 AM
I agree with you that it's best to model characters somewhere between T pose and completely dropped arms. But really it depends on how your character will be animated the most. For a low poly character who will mostly carry and fire a weapon, designing arms that high is somewhat unneccesary. It encourages you to add edges that will cause problems during adduction of the shoulder area.

I found its always best to use the what I call the ďV-PoseĒ no matter what model I do high-res or low-res. You will always get the best deformation when you model all the joints at their half way mark. The T pose came about because thatís the way you had to model your character to rig correctly in character studio a while back if I am correct.

Thanks a lot guys...i thought it was a more natural pose to rig, as it's about halfway between the extremes of movement (if the character will be holding a gun for the most part)...even when the char jumps, his arms aren't going to rotate past his shoulders...

thanks again...:)


09 September 2004, 01:11 AM
Thanks guys and thanks to all who voted for my creation. I had tons of fun working on this character since it was such a cool subject to begin with.
See, you won because of my recommendations ;) haha.

Congrats. Nice work. It would be funny to see all these entries lined up in a group shot. Similar to how the 2d guys on here had everyone submit their entry then made a composite shot. I would liek to work mine a little more now that I have some time, and then possibly finish it off for real. It could almost be like a saving private ryan shot of sort. I dunno about the indiana warrior entires though (sorry, no offense) haha, they just don't seem to mix with the military ones.

I was kinda hoping for a contest someone would do something more texturing geared. Like doing a bum or something, something where you will get wacky combinations of clothes that you don't normally see together. Like an army jacket over a mechanic tshirt with sweat pants and constructions boots...etc. I know that's not politically correct, but it's a character regardless.

09 September 2004, 06:50 AM
Congrats to Serul on his double trouble win! and thanks for finishing to everyone else.:thumbsup:

09 September 2004, 08:44 AM
Yeah - i could do with some tramp modeling action!

I likes the sounds of thats

09 September 2004, 11:51 AM
How do people feel about a challenge that focuses on technical modelling (vehicles, weapons, etc.)? I'll have to come up with something special of course, so it's not just cars or guns. :D

But of course it depends on the level of interest of the other members. As for me it's a side of 3D game art that I haven't really explored all that much yet.

Furthermore would people be interested in working with some higher poly-limits/textures?

Let know what you guys think. For now I gotta go back to work. :wip:

09 September 2004, 11:59 AM
it's a side of 3D game art that I haven't really explored all that much yet.

Me too - ive made nothing but organic models so far.
Ive got my heart set on making a 3d version of the Ingram mech from patlabor, so if i could somehow make that as part of the comp, id be chuffed :thumbsup:

I dont know if thered be much intrest in it though - most people perfer to make people and monsters (like me!)

I do really like the idea of making a tramp though :) Its got a lot of potential...

09 September 2004, 01:05 PM
How do people feel about a challenge that focuses on technical modelling (vehicles, weapons, etc.)? I'll have to come up with something special of course, so it's not just cars or guns. :D

But of course it depends on the level of interest of the other members. As for me it's a side of 3D game art that I haven't really explored all that much yet.

Furthermore would people be interested in working with some higher poly-limits/textures?

Let know what you guys think. For now I gotta go back to work. :wip:
I like this, but I'd only be interested if it's not "recreate a such and such", and has an element of inventing involved. Something like the CGChat Supertank, or I think we had an official challenge that was some sort of crazy flying machines way back when. Something along those lines would be pure class.

09 September 2004, 01:58 PM
I'd enjoy a vehicle challenge. How about a "vehicle with weapon" challenge. Halo fans could appreciate that. 5000 polygons maybe. I'm waist deep in character modeling right now, a vehicle would be a change. With some good guidelines, and a front page plug, I think you would get enough attention. If you can acheive atleast 10 entires for the submission thread, you're doing good.:twisted: The guidelines would have to be loose. Land, air, or sea...real or fiction.

09 September 2004, 05:44 PM
Congrats Serul, you deserve it!

ElysiumGX:I think a vehicle challenge would be a nice change as well.

09 September 2004, 08:24 PM
Furthermore would people be interested in working with some higher poly-limits/textures?


i already got reemed because i didn't use "all the polys" last time, and the time before, and the time before :)

09 September 2004, 09:32 PM
Congrats again to everyone who finished.

I just wanted to comment on a few things on some of the presentations of the pieces that I saw that coluld have been addressed. When you are presenting something, what you say has a lot of influence on how your work will be recieved. Being humble has it's place for improving one as an artist, but when you present something, talking about your shortcomings or your consrictions does not help your audience get excited about your work. Also, in a medium like a forum where people read your words, you can't always get away with "selling" an idea with just words as easily as when speaking. What I mean is some people can really talk a concept into something the actual work isn't, nothing wrong with this kind of skill, but it is a little tougher to do in here. Lastly, these are words people always say, but it is true: "Never show unfinished work," I would also like to add, never talk about unfinished work. There was some issues about weapons in the entries, and even mentioning in your presentation or showing them in your wires shows there was stuff you didn't have the time to fully realize, thus may have not planned the time for...this takes away from the piece looking "finished."

I learned a lot by judging your work, and hopefully will be your competition at the next one:p

09 September 2004, 09:49 PM
Lastly, these are words people always say, but it is true: "Never show unfinished work," I would also like to add, never talk about unfinished work. There was some issues about weapons in the entries, and even mentioning in your presentation or showing them in your wires shows there was stuff you didn't have the time to fully realize, thus may have not planned the time for...this takes away from the piece looking "finished."
I would tend to disagree with that most cases time constraints do not allow for a model to be "finished", you get done what you can within the time frame and then move on (this is true of both personal and professional work). This was especially true in this competition. I doubt that any of the entries were truly finished, we got done what we could by the deadline and entered it. Including an unfinished weapon might just be an attempt to meet the entry requirements. If we didn't show unfinished work, we'd have nothing to show at all.

I know in my case I just slapped everything together at the last minute, not especially concerned if my textures were finished - because I had to meet the deadline.

Most modelers I know never "finish" their models, they just get it to a point where it's presentable and turn it in - I for one could tweak a model till the end of time and still not be completely satisfied.


BTW: congrats to Serul on his win! Very well deserved!

09 September 2004, 10:11 PM
KWAK: very true.. but then an artists work is never complete ;)

How do people feel about a challenge that focuses on technical modelling (vehicles, weapons, etc.)? I'll have to come up with something special of course, so it's not just cars or guns. :D

But of course it depends on the level of interest of the other members. As for me it's a side of 3D game art that I haven't really explored all that much yet. Serul: nice idea actually it's very original and, I also agree that this would provide splendid practice for all us artists who prefer organic?

ah I would probably do something either mecha or canon tank, or maybe--- well enough jib.. u see your idea has already got my wheels spining.

I will most certainly enter this one as contestant something like this. ;)

ah Neil, wouldn't this higher limit push at your skillz, and provide you with a great opportunity to test, try, and give more width to your abilities?..

09 September 2004, 10:21 PM
KWAK: very true.. but then an artists work is never complete ;)
That's what I was getting at ;)

09 September 2004, 10:50 PM
ah Neil, wouldn't this higher limit push at your skillz, and provide you with a great opportunity to test, try, and give more width to your abilities?..
I used to do nothing but high poly work. For me that just turned into a factor of putting more time into a model as appose to more skill. I don't have the time to model the shoe laces and treads on a pair of shoes, for me just doing it in low poly and using a texture still gets the same point across. We are at the point now of Doom3 engine and Source engine pushing high polys, but I still think they should conserve. (That is a whole side rant I don't wanna get into though)
Basically when I talked with game companies and showed them my portfolio, their response was, "that's great... but where is the low poly work?" I was thinking that if I can do high poly fine, then my skills must translate straight over to low poly too, and I don't understand why they don't get that. So basically I've realized that modeling a belt and buckle on a pair of pants is not really 'pushing' my skills, but trying to figure out how to best make that buckle and belt appear through minimal amount of faces and painted textures, that I found more challenging.

09 September 2004, 01:40 AM
Kwak said, "Including an unfinished weapon might just be an attempt to meet the entry requirements. If we didn't show unfinished work, we'd have nothing to show at all."

Yes, but you shouldn't show work that isn't textured or won't be used in the final presentation, because it leaves the question open about the level of finish of your work. Finished meaning as good as you can get it in the allowed time. Anything that you started and couldn't get to, shouldn't be in your final presentation. A filmmaker doesn't put a storyboard panel in a shot in his film. This was what I was trying to get at:p

Neil, that's some good insite, but really anything costs time, painting the shoelaces takes both time of you doing it, and the time spent studying all the aspects of painting(not that anyone can know everything about painting.) Time versus skill is an interesting question to bring up, I am probably wrong, but I assume skill=time spent:p

09 September 2004, 03:50 AM
Basically when I talked with game companies and showed them my portfolio, their response was, "that's great... but where is the low poly work?" I was thinking that if I can do high poly fine, then my skills must translate straight over to low poly too, and I don't understand why they don't get that. The reason why they donít get that is because itís not as cut and dry as that. Just because you can model really detailed high poly stuff in no way makes you good in low poly work. They are two totally different styles of modeling. Both take a special kind of technique and are approached from two totally different points of view. I have some really good friends in the film industry who can model something so good you could mistake it for being real but when it comes to low poly models they canít hold a candle to some of my gamer friends. I personally think itís harder to model low poly than high poly. IMHO modeling with limits take allot more skill than without. The only good skill set from high-res modeling you can bring to low-res is anatomy and proportions. Everything else you need to relearn. How to best position your wires were you can spare polies and where you canít those are things you donít need to deal with in high-res work. Thatís why they want to see your low res-work, they really donít get impressed with high-res work itís just eye candy and frankly itís not as difficult only time consuming. What impresses them is good low-res work.

09 September 2004, 04:14 PM
I agree. With high poly work, your goal is to create your mesh with as much detail as possible, and texture several maps with as much detail as possible. Your final result is an animation or a illustration that grabs the attention of those who appreciate your work.

In low poly, your goal is to come as close to that level of detail as possible, with strict limitations on everything. A highly optimized mesh with only a couple low resolution maps. Every edge, and every pixel has a purpose. Your final work is often a small piece of a much larger puzzle that must fit perfectly.

09 September 2004, 07:43 PM
I don;t want to get into this poly tri debate.. But for 5 years the only thing I've done it high poly, and when I realized I needed to do low poly it was hard in the beginning, but with some practice now it seems far easier and faster then my high poly, I still use the same skill/style and seems to work out good.

I agree, with you guys on the subject, but the deferent between high and low poly is no big fish...


09 September 2004, 09:21 PM
I don;t want to get into this poly tri debate.. But for 5 years the only thing I've done it high poly, and when I realized I needed to do low poly it was hard in the beginning, but with some practice now it seems far easier and faster then my high poly, I still use the same skill/style and seems to work out good.Yep, I agree completely. I'd never done a low poly model up until 3 months ago - nothing but hi-poly for me. I got a job at a game house showing nothing but my high-poly work. I was all worried about low poly modeling, since people make such a big deal about it. Turns out it's not any easier or harder then low, all the same techniques - and all in all a lot easier. Least that's my opinion.


09 September 2004, 02:56 AM
No arguements from me. I enjoy low and high poly. I believe learning a skill from one can benefit the other.

09 September 2004, 04:56 AM
The reason why they donít get that is because itís not as cut and dry as that.
I can't tell if you're agree or disagreeing with me. My point was that i USED to think that highpoly skills would directly translate over, and then i realized that that's not necessarily true. Either way, my whole point was that I didn't want to see the poly limit continue to climb with each contest.

09 September 2004, 08:30 AM
HeheÖ I not disagreeing or agreeing with anyone I just wanted to point out why they are probably wanting to see some low res-work. I am actually on your side about not raising the polygons on contests but the reality is that is the way the industry is going. So itís something that happens. I mean if it did not we would still be doing 8 bit pixel contests. Which would be cool but not really going to help anyone improve or help the industry at all.

09 September 2004, 09:32 AM
Whens the new comp gonna be decided? I keep getting emails saying the thread has been updated, only to find this debate going on and on!

09 September 2004, 09:56 AM
Yeah Serul! You won, now you have to pay the price!!

Don't worry about the mini challenge, I want that to just burble away in the background for a while. I always intended for it to be just some fun while the main challenge goes on. (this one has turned into a bit of a monster, though. The next one will be even more mini :) )

09 September 2004, 11:07 AM
Yeah sorry guys, I'm right in the middle of a pretty hefty crunchtime at the moment.

Right now I'm planning on having the contest start sunday evening (which is for me sometime next monday morining), but I can't make any promises.

I have a rough idea of what I want to do for the challenge (people seem to be interested in the technical modelling bit) and probably some where around 6 to 8 weeks. I just need to write the guidelines and rules down when I find the time.

So again sorry, I know you guys are eager to start again :). If it takes any longer and crunchtime gets in the way even more, I might have to pass it on to somebody else.
I'll keep you guys updated. :)

09 September 2004, 03:06 AM
Bah, if you cant do it in time just yell the theme and let someone else make the rules and stuff heheh.

*votes for grrls in panties as lead char comp*

09 September 2004, 11:03 AM
I had an idea last night - i know its looking likely that its gonna be a mechanical based comp, but what if we made ourselves? We are so used to making shapely women, muscly warriors and inhuman killing machines, what if we made our ordinary, podgy, misshapen bodies?
Modeling ourselves in our usual clothes would be pretty intresting - lots of photo reference and a good scope for the challenge as they would be judged on likeliness. It would also be good as a learning process on how to model ordinary proportions and photo-real textures.
Games arent all about fantasy, comic book and sci-fi characters, they have ordinary characters as well (silent hill 4's is an exceptional example) and it would be good to see the face behind the avatar, as well as having a good laff!

09 September 2004, 11:34 AM
That would be a good one to do one day, i dunno if i would enter though lol, then again, it would be easier to texture just taking pics of myself lol (i suck at textures bad).

*makes self god like*

09 September 2004, 03:34 PM
Great idea Andy! Im all up for that. :thumbsup:
Would be a great exercise, and also a fun thing to show in a demoreel.

Also, I keep getting this wierd thought about putting all the completed models into Sims 2 and watch them hang out. :D

09 September 2004, 05:22 PM
Unfortunately, since I'm going to be too busy with work to setup/run the next challenge in the next couple of weeks, I'm asking KWAK (2nd place winner) if he wants to take it over.

If KWAK does take it over it's up to him what he wants to do for the challenge. He can either go with what I had going (Mechanical Object, moblie cannon/gun, either sea or air, sounds kinda boring at the moment still :) I know), or take on Andy's suggestion of modelling a representation of oursleves in our dailylives, or completely come up with his own idea.

In any case I hope the next one will be a fun one and I hope it starts soon for you guys since I unfortunately don't have the time for it at the moment.

//EDIT: Alright I asked KWAK and he can't either. So... I guess I'll be asking Sysop.

09 September 2004, 08:06 PM
Aw - thats too bad :sad:
And its too badder that kwak cant host the comp either!
Its like the prize is unwanted!
Ah well - its over to you sysop - please say you can host the comp!

09 September 2004, 08:23 PM
sorry bout that guys, would've liked to have helped but i just got a new contract, plus i got my full time modelling gig, i'm not going to have free time for quite a while :)

09 September 2004, 09:23 PM
Andy H: great Idea, mecha would be cool though ;)... I would join this comp making my self any day, I'm the coolest guy I know!.. loo

In any case I think, and hate that Serul couldn't plan this one, we should stick to cgtalk tradition..

It's all up to the next in line I guess..

09 September 2004, 11:03 PM
Sysop, the responsibility is being handed to you now. Do you accept?

Here's is where we stand...

Serul's idea was to focus on non-character objects for the next challenge. I love this idea because character creation, or re-creation, has been the topic of almost every challenge so far. Modeling other aspects of modern game engines, such as armed vehicles (land, air, or sea...fact or fiction), would be a pleasant change of scenery allowing for a wide range of entries. Character modelers could have a break from organics.

Andy has proposed to have a challenge involving designing ourselves as characters. This is also a great idea but would need to be expanded on. This same concept has been tried twice at Polycount already. I believe the second round had a small turn out. It may be possible for the guidelines to ask for unique 3D self portraits, meaning the artist would design an exaggerated representation of his/herself. The results would focus on the areas the artist find to be their best or worse qualities. That would be asking a bit much, but this is suppose to be a challenge. The simple "make yourself" would show many generic human models with photo and paste textures. Effective, but difficult to judge individual efforts. vbmenu_register("postmenu_1584606", true);

09 September 2004, 07:43 AM
Yes, I accept hosting the next Challenge. But I'm probably going to need all the help I can get from you guys. It's sad that we'll have to break this old tradition, but hopefully something good will come out of this as well.

I like both the suggestions we have so far, it's true that there's been a bit to many organic characters so far. I'm currently playing with the idea of mixing the two suggestions, but I just makes me think Machineflesh (not that always is a bad thing).. It would be nice making stylised versions of ourselves, but Im currently leaning more towards the non-character option.

Please feel free to continue this discussion here so that I can get the next challenge up and running as soon as possible.

Thanks for your support,

09 September 2004, 08:23 AM
Aw man, I was kinda hoping Serul would have decided. Kwak, congrats on your scoring extra work besides your full time gig, you are crazy; living 3d (make sure you take time to eat and sleep:p)

I think the last mini challenge had a lot of great ideas going, maybe you could expand on that idea, Sysop? Or you could do like a self portait, but totally non organic, for example as a robot kinda thing.(yeah I just saw GITS2 Innocence today:p) I think you where kinda getting at that, and it would be open to interpretation.

Just ideas:)

09 September 2004, 09:03 AM
I like the idea of environment design of some sort. The last few Challenges I have seen are mostly character stuff models with a set theme. Making an environment might be really cool change to do instead. I have seen some cool environment examples from good modelers here and I think those guys would like to be able to enter a competition such as this. Modeling is not just making character designs. And many modelers do not do any real amount of environment stuff. Like I as Level designer and level artist do not do much of character stuff although I am slowly getting into that.

I had an art test which is linked on my sig... The art test was to make 1920's NYC so I had to get a lot of pictures, buy a book, and get The Godfather collection to check out the feel of those times... All the textures and models are mine with the exception ofa few things like wires and pipes... But those came with the UT2k4 game so why remake something so simple to make if you have it...

09 September 2004, 11:38 AM
Well, another idea would be to make yourself in a vehicle of some sort.

That could get intresting, and those who want to push their skills in making mechanical non-character objects could focus on the vehicle while does who would rather practice making characters could do that.

Not sure, but it's an idea.

09 September 2004, 12:01 PM
1. Don't do environment art for a main challenge. If you give the kind of polycounts and texture sizes you need for an entire environment, you'll just scare people off. I think it worked well for the mini challenge, because it's mini, but once you say an entire room, there's a lot more work thatn people are willing to put in. I say this because when I won the challenge at Polycount, I chose an environment challenge, and we went from 40 contestants to like 4. The traffic on the challenge page died too, so those 4 got hardly any comments, and only 1 actually finished the comp. Learn from my mistake.

2. Vehicle, tank, plane, imaginary - sounds like a great idea, I'm not sure if we've done that at CGTalk yet, but they've had similar at CGChat, and Polycount, and had great turnout at them. If we do imaginary stuff, like crazy Miyazaki inspired stuff. He does a lot of planes that maybe could've existed, WWI, WWII styling, but they never did. That appeals to me quite a bit, and I think it would make for a really great comp.

3. Modeling ourselves - I'd be interested, but only if we can do stylized versions of ourselves. Otherwise it becomes merely an exercise in accuracy, and not really all that fun.

I'm going to be quite busy in the next little while, as I have been for the past little while, but if it's a vehicle challenge, I'm just going to have to make the time, there's no 2 ways about it.

09 September 2004, 12:08 PM
Just a quick visit... It's great Sysop that you can host the next challenge, good luck with that. :thumbsup:

From what 've read from the suggestions so far, I put a few things together and, what about ourselves (maybe slightly stylelized) as pilots of our own mech/vehicle?

Anyway I hope I can join this next challenge sometime after all this madness called work. :D

09 September 2004, 12:35 PM
Serul: Yup, just the same thing I was thinking of. :)

edit: Anybody got an idea about what name we could give a challege with this topic?

09 September 2004, 02:38 PM
just a thought, but has anyone tried hosting a team challenge ?!

maybe smaller groups of 3 so that people can gain experience not only on working towards a team effort, but group management and all that good stuff...

anyways, like i said, it's just an idea...

modelling Mechas sounds good, modelling ourselves not so...last year i had to model myself for a uni module (apparently, we were supposed to be game characters from a sci fi film... we had been "digitised" and imported into a game, think Tron) and i thought it wasn't very imaginative, because you have so much source material at hand, it's hard to make yourself exciting, and anyone doing an exagerated version of themselves either ended up with a body like Arnie Schwarzenegger or in some sort of Sam Fisher getup...

good luck with what you finally decide upon :)


09 September 2004, 08:21 PM
Stylized pilots AND vehicles would be like two challenges in one. Maybe too difficult for most. But it still involves vehicles. Try a topic that will bring the most effort from many members.

09 September 2004, 08:47 PM
Well, this is the new tradition lol, the last challenge winner passed it on too :P (or one before last?)

Anyway, this will be game art comp #10, so why not break it up this time, Game Char Comp #1 and Game "Something goes here Comp #1.

The char part has always scared me off... cause the texturing seems alot harder, and my texture skills suck.

So maybee instead of the main challenge and the mini challenge we just have a char challenge and a misc one, like make a weapon, vehicle, maybee something involving some tileable textures and map design. Then again though, a vehicle may be just as hard as a char, i know some games they are more detailed and soemtimes use the same code to move around lol... So maybee do one that covers mainly chars and vehicles, and one that covers stuff like weapons and map objects etc.

09 September 2004, 09:46 PM
Why don't we do a challenge, on cannons? I mean we could really see some interesting entries ranging from mecha sci-fi canon, space satellite canon, some sort of mobile canon train, etc etc, At the same time we would probably get a great big turn out of people that would join this kind of challenge..I mean if you want to do something that takes some whopping effort, then you can. At the same time this wouldn't scare away those that don't.

:D ya know just had to through in an idea..

09 September 2004, 09:58 PM
Not a bad idea - if anyones seen the 'cannon fodder' short on the memories DVD, youll like the idea!

I think that a shorter deadline would be required though, cos theres only a certain amount of people who would be willing to model a fancy tube for 2 months.....

09 September 2004, 10:01 PM
just a thought, but has anyone tried hosting a team challenge ?!

that's too complicated for the contests we have here. Normally only 25% of the entries are even finished to begin with, so imagine working on a team of 3 and one or two of the other people don't do their part. I would be pretty pissed.
Also take note of the differences in time zones and work schedules. It would be a headache.

09 September 2004, 10:02 PM
Anyway, this will be game art comp #10, so why not break it up this time, Game Char Comp #1 and Game "Something goes here Comp #1.
I like this idea - Personally, id love to do another character because i can really get stuck into it and i just enjoy making characters more. I could do with more variety in my portfolio, but whenever i try and model an environment or a prop, i just get 'modelers block'

09 September 2004, 10:04 PM
I like the cannon idea :)

09 September 2004, 10:13 PM
What about making a war machine / tank / gun platform with a huge cannon as a prominent feature?
Maybe make it retro, such as victorian, WWII, cold war etc rather than futuristic?
It can be wheeled, legged, tracked or just static.
Maybe you could make the pilot alongside it to show scale, but keep it part of the polycount?
It could be realistic (think metal gear) or cartoony (think metal slug)

I could really get stuck into this one...

Cmon sysop - crank out some ideas - it doesnt seem right having us decide for you... :D

09 September 2004, 10:13 PM
Neil, I forgot to say something about that O_o, that's one great point you have, noted very true and I agree. I've worked with a lot of people on many projects half way around the planet and the time zones alone are a great hassle, and that takes us back to the effort vs people joining point..

Andy H, hehe lol, PAIN IN THE ARRSS! I WANT TO MAKE BIG GUN!! then I feel tingly, about character, we're like a bunch of kids, we just can't help our selves, :) can't get enough of what we just love to do, as a forecast character will probably be the choice... ;) or do I speak to soon?

09 September 2004, 10:58 PM
Out of all the ideas the big cannon idea is my fav :) I can really get into that also.

09 September 2004, 01:21 AM
stylized vehicles with pilots is my fav idea, I'd have to make some extra time and enter that comp if that idea gets picked.

09 September 2004, 05:24 AM
I think a vehicle with a non mistakeable main gun would be an interesting topic(the main gun would have to be at least 1/3 of the vehicle's size. The vehicle could be built around the gun, or the gun turned into a vehicle). This also allows people to not be limited to just a cannon.

As for having a pilot(character) in the challenge, we could have this be a 2 part challenge.
The first part would be modeling a vehicle, and the second part would be choosing someone else's vehicle, and creating a concept of a pilot off of it. It wouldn't be manditory to model both a vehicle and a pilot, and they would be judged as two individual catagories. This way those who spend the extra time and effort to do both has a better chance of winning. And those who dont have the time or interest to do both can only do one.

Anyways, just some thoughts I had when reading everyone's response. Even if it seems like it would be too complicated to actually work, manure can be a really good firestarter.

09 September 2004, 04:08 PM
are there ever any OFFICIAL game art comps ?!

i can't seem to find any...


09 September 2004, 04:17 PM
Were there ever is a better question, and yes there were. Will they ever return? I hope so. But it doesn't look that way. The unofficial challenges started when they canned the official ones, in favor of the sponsored challenges like the alienware and machineflesh challenges. Unfortunately for us, those challenges didn't have a game art catagory, so we were left to our own devices, thus, the unofficial challenges were born. Eventually we got a sub forum, and that's how you see it today.

Here's a peek at the archives:

but it doesn't seem to keep the image links in the archive...

09 September 2004, 04:59 PM
I believe you are half right Dargon. The Unofficial Challenge started because there was no Official Game Challenge. CGtalk had challenges for high poly, and 2D art. The Unofficial Challenges made it to #4 I think, before CGtalk added it to the Official challenge. There were two Official Game Art Challenges. I found it difficult to finish those entries, since the guidelines were not intended for game assets, and honestly, not great ideas. They did bring some great art work from some members.

Then the Alienware and MachineFlesh challenges, with no room for Game Artist. Since then, the Unofficial Challenge has once again been the place to compete and learn. Game Art is and interesting genre. You can have those who are just getting started and know little about the key points of game design. Then you have those who are professionals with skills in high poly and texturing who serve as masters to the novice, not to mention tough competition.

So how about we get this thing started soon, eh? Unique Armed Vehicles with Pilots is it?

My suggestion: Keep the guidelines loose so many people can participate.

09 September 2004, 05:27 PM
when someone said about idea stylized veichle and main gun.
I first thinked on veichle painted by grafites.
It's gonna be ql

09 September 2004, 06:09 PM
cmooon - lets get this shidd on the road!

any idea what the decided comp is gonna be and when its gonna start?

After my break from it, im gettin that modeling twitch again...

09 September 2004, 08:33 PM
Yeah dont add a pilot in with the vehicle, if so make it not count in polys or be needed, just extra for scale, cause i couldt do both let alone one :P

I may try this though if it sounds cool, maybee ill learn to texture one day :(

*trys to find friend to train as texture bitch*

09 September 2004, 08:45 PM
I'd suggest some sort of "if you can see him"*, or "what you can see of him"* for the pilot, rather than model the whole thing if you can't see him. Otherwise it would be cool to make a demand of the design that the pilot be exposed, which would force some pretty cool designs.

Of course, I have a weakness for chunky technology that doesn't make too much sense, but looks cool.

*by him, I of course mean him or her, or other.

09 September 2004, 10:51 PM
okay - can we get an official notice so we can start? I need to get all these ideas in my head down before i learn something new and they get forgotten :p

When im inspired and brimming with entheausiasm - it only lasts a short while....

09 September 2004, 10:57 PM
As ElysiumGX said we should keep loose guides, I think the pilot should be an option.. we don't want to over whelm anyone, for a bigger turnout..

me for sure I'm going to really get into this one, hell just to do the pilot and the vehicle as a really big altra cool accessory. :twisted:

So ah, lets get this on the road? plz

09 September 2004, 03:41 AM
yeah for the cannon thing yeah I am all into that :) Just get it going and ill have some concept drawings up!

No pressure at all lol :)

09 September 2004, 04:02 AM
Cannon vehicle idea seems cool to me:) :bounce: :applause:

09 September 2004, 04:08 AM
Sorry double post

09 September 2004, 08:13 AM
Ive just brought me a crackin reference book on tanks - im gonna do this wether its for the comp or not :D

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