View Full Version : MGAC - 31 - Environmental Prop

01 January 2007, 04:52 AM (

First off, Iíd like to say Ö well youíve probably been swamped by it already. Starting off the first MGAC of the new year, Iím gonna stick to something simple. Iíve noticed a couple of people requesting some kind of prop for the contest for several weeks. So yep, your task for the competition is to model and texture an environmental prop of your chosing, be it a fuel cell for a futuristic sci-fi shooter or a modern day city trash can.

500 tris
1x256 texture map (you can have up to four channels, ie color, spec, normal, bump, transparency, etc.)
Contest begins Tuesday 2nd of January 07 and ends on Tuesday 9th of Jan at 12 noon EST.

Have fun. J

01 January 2007, 05:08 AM
yup, allow me to be the first to reply on the first MGAC of the new year :bounce: :D

Sounds cool man, can you believe I haven't done no 3d work since like 5th of december :eek:

But first, I gotta get some sleep its 5am

01 January 2007, 05:38 AM
oh yea, i am so in, lets kick off the new year with non stop 3d guys....

01 January 2007, 06:30 AM
awesome. sounds dope, good specs too not too hectic. cant wait to see what turns out.

01 January 2007, 06:56 AM
awesome! can't wait to get started.

edit: i have a stupid newbie question to ask. you said "1x256 texture map" does this mean a max of 256x256?

01 January 2007, 07:12 AM
awesome! can't wait to get started.

edit: i have a stupid newbie question to ask. you said "1x256 texture map" does this mean a max of 256x256?
That's not a stupid question, actually, as the wording's a little weird.

yoyomon: Do you mean that we may have a single texture with an area of 256x256, or that we may have up to four textures adding up to 256 (which would be four 128's), or that we may have four 256's? Or... something else even?

01 January 2007, 08:35 AM
i plan on entering ill have to pump something out in a day though because ill be gone almost all week.

I would imagine that anything adding up to 256 is ok... But im not the creator of the challenge so ignore me.

01 January 2007, 08:42 AM
sounds like fun. i'll be posting mine soon.

01 January 2007, 01:07 PM
ok, I'm in for my first MGAC ever. Might work on something for my pirate character... hhmmm

so if i wanted to use a colour map, normal and specular.... how'd i make that fit into into one 256*256?

good luck everybody


01 January 2007, 03:55 PM
well i hope he means that we can use 4 chanels with each a 256*256 texture space because alredy with a 256*256 texture you're on the limit of a good poly count to pixelcount relation.

Here is what i'm doing (373 triangels):

01 January 2007, 05:50 PM
Ohhh something already, and it hasn't been a day yet.

But as far as the texture is going you can choose four from the following:

one 256 color

one 256 bump

one 256 normal

one 256 specular

one 256 diffuse

one 256 transparency

or any other channels that you can think of. Cheers :)

01 January 2007, 06:13 PM
I just wasn't sure what you meant by "channels". In my book, four channels is red, green, blue, and an alpha :)

If I find some time I'll definitely participate.

01 January 2007, 06:18 PM
I think he means layers. As you would usually separate your bump, spec, etc into different layers.

Anyways, I'm in for this challenge. A good ol' environment MGAC is what I was waiting for.

01 January 2007, 08:26 PM
I think im in on this. I lagging on getting back into a 3D mindset and think this may help.

01 January 2007, 08:42 PM
Think I'm gonna bite the bullet and say I'm in for this as to decide what to make

01 January 2007, 09:43 PM
oh thanks all :D i understand now, much easier than just one 256x256 for all four channels :D

01 January 2007, 02:28 AM
ok, im leaving tommorow so here is my 1-day entry. Its a Leather Couch. 485 tri. 4 256x256 maps including, color, normal, specular level, and specular color

01 January 2007, 02:58 AM
Wow, great couch!

I may possibly do one as well, something for my factory level.

01 January 2007, 07:19 AM
wow awesome job on the couch, very clean maps. the leather effect is quite awesome for a smaller texture size. cant wait to see more props!

01 January 2007, 09:03 AM
hey still kinda new to 3D, and i use blender 2.42a. im trying to model a simple bookcase for the challenge, and i was just wondering if anyone here knew how to count the triangles, not just the faces, in blender.

01 January 2007, 08:21 PM
Here's my entry for this comp:

256 tris (for one tree) and 256^256 texture map and alpha
(Inspired by FF7:AC)

01 January 2007, 08:41 PM
heres mine :D

01 January 2007, 04:27 PM
here's mine..some kind of sci-fi health/power-up machine?..I'd like to do more with the textures but for now it's done.

*screengrab from xnormal


01 January 2007, 05:35 PM
Dang, now see, you guys are gonna make it hard for me to chose. :)

Happy to see the turn out for it being just a few days. Well, for the rest of you, keep 'em coming.

01 January 2007, 12:48 AM
Don't have much time to spend, so here's a quickie (intentionally designed to be easy to texture :)). Quite unnecessarily under budget too, but there are only so many polys you can put into a box.

Cheers all!

01 January 2007, 06:55 AM
nice box, timothy. although it would've been awesome if you had used the rest of that 500 tris to make some engravings...just a thought. or perhaps cushioning inside the coffin? nice, either way :D

01 January 2007, 03:17 AM
First time i'm doing a challange :blush:, the other entry's look wonderfull :bowdown:. I went for something more fantasy like. I suck at texturing so i just made 1 256*256 colormap, i did a try on bumping/normal mapping it but it didn't look to well.

It's weekend so i could try to finish another model, Am i allowed to have 2 entrys? Do i have to choose my main entry or can't i post another entry here? Any more rules on this comp somewhere except first post and the image attached with it?

And it has 492 tri's....

01 January 2007, 09:07 PM
Wow some really nice models in here! Everyone's work is looking good :thumbsup:

I decided to go for a public phone box/phone booth

422 trianlges
1 256x256 colour map
1 256x256 alpha map

01 January 2007, 11:15 PM
as an personal improvement i tried to combine the whole thing with some speed-modelling and texturing
choose myself some sort of c4 bomb, took me 'bout half an hour (don't know if it's much or not...hehe)

341 Polys
1x 256 diffuse map

01 January 2007, 01:47 PM
hey guys and girls. here is my attemp, first time doing a MGAC and first attempt at some game art. thought id have a go for fun!

its suppose to be an oil drum of some sorts, the drum has an inside to it, and the oil is just a disc also the lid can be seperate to. didn't know if this can be done for games. i did it this way so you could make the drums look slightly different,lid on, lid off etc. with out having different texture maps.

the hardest part for me was laying out theUV's for optimul texture space. tell me what you guys think. Took a couple of hours in total.

- edit -
oh forgot to say this is not a realtime render, as i haven't done any game art b4 i ent got a clue how to do real time shaders.

01 January 2007, 07:28 PM
hi mates
My entry for MGAC 31 is a "grandfather clock" as you obviously call it there :D
At first i wanted to make a billard table, but it had >700 tris and after deleting most of them to bring it down to <500 it just looked crappy. The clock has exactly 500 tris. A pity that I was limited to 256≤ pixels, but I'm pretty content with it now. I'd have rather made a normal and a specmap as well, but since xNormal is the only viewer i have and it doesnt seem to handle the alpha map right, for some strange reason, and kills the hard edges, i abandoned the additional texes and only took a viewport screenshot without 8bit alpha, so you cannot see the glass, sorry. :/

Good luck all :)

edit: ... i hate to start a new page xD

01 January 2007, 07:29 AM
It's nice to see so many entries this time.

I didn't manage to get a texture done for this. The polycount is 488. This is the first real thing I've modeled in Blender. I couldn't figure out the UV mapping tools in time though, and other stuff caught up with me. ( (

01 January 2007, 05:21 PM
Alright, that's it. Happy to see the amount of entries in. I'll post up the winners after examining.

01 January 2007, 07:16 AM
Ahhh, it was not good for me to put this off for long, now I'm too late. Even though I'll be disqualified I'll show my model when it's done. I was making a bus stop shelter.

01 January 2007, 01:22 AM
Ok, the 31st MGAC is coming to a close with the announcement of the winner. After taking a close look at the entries, I choose LaughingBun as the winner of the lastest challenge. A flawless looking model with great looking leather textures pushed me to give him the top spot.

living_the_dream: Solid looking tree. Are those branches planes or are they sprites? It looks like you have a light transparency on the trunk which looks a little wierd. A slight glow on the tree might be nice and some very light blusih bark or discoloration may help it look like it's not a shader.

PsychoJohno:Not really much to critique on. It's a stable mesh with nice textures.

Stephan-Morrell: This is a piece that I really liked. It has that id-ish type of game feel to it. There are two things that I have to nik-pick on. The first is that large light at the top of the first box. Some more polies to flesh it out would be nice or perhaps scrap the light and paint something else that doesn't protude over there instead. The last thing is the handle bars. Compared the the unit itself, the handles look flat. I'm guess you'll just need some spec there and it'll be good.

timothyD: A couple of minor things with the texture. The wood is a bit too saturated IMO and clean to have spiderwebs crawling over it. Other than that, it's a really nice and simple entry.

pruvaloo: Nice choice for the entry. You didn't submit a mesh but I think I have a pretty good idea where the edges run. My only critique is on the textures. It looks like your going for a phone booth in the bad parts of town, but I think it still looks too clean. I think you need to add and overlap the grapphite on the outside and inside. Add some more photos and ads or something, perhaps a lost kitten page inside the phonebooth and overlap them. I think the phone needs to be a different color with small stickers, writings, and such on it. Maybe some discoloration in the concrete could add to the beliveablitly of it too.

Orkze: Hmm don't really have too much on this.

Daniel Sweeny: First off, welcome to the games! It's intresting to see how you triangulated the mesh for the lid. I've never seen it done like that before. I think the rust is a bit over done though and the specularity on the blue paint is a bit much. The deep grooves on the top of the lid are a bit unappealing. To me it gives it the illusion that it's a can of old spagetti that a kid has been going at with a knife instead of a barrel. Basicly I think the grooves are a bit too long, wide and deep. Plus it's a bit odd that there aren't any cuts similar to it on the sides of the barrel.

DooFi: This is another entry that I really liked. I really don't have much to say about it.

Synthesizer: It looks like it's coming along nicely. If you finish it, post it up on the "What your working on" sticky.

Whew! Ok finally done with the critques. I'm ecstatic on the turn out for this challenge. There were some really nice and promising entries. Props to those that were able to finish, but hey for those that wasn't able to and those that didn't win, there's always MGAC 32! So, get yourself ready, LaughingBun your up.

01 January 2007, 05:03 AM
any objections to moving the MGAC to the UGAC forum ( i can sticky the needed threads and hopefully increase traffic to all the challenges by having them all in one place.

i can also post a sticky thread in the WIP/Critique: Game Art Design to point people over to the UGAC forum if there looking for a challenge.

01 January 2007, 08:22 AM
Wow what an honor! its my first time participating, let alone winning. SO i have no objections as to moving the thread. I'll start my new one in the ugac forum, we can always move it if desired. hmmmmm now what to do.....

01 January 2007, 05:22 PM

I like an opinion too.... good critique was a stimulance to join this comp....did i do something wrong? i'v read the mgac picture and first post... srry if i'm missing some... :(

01 January 2007, 05:41 PM
Pretty nice idea, but imho just too big for a 256≤ texture. It looks very very blurry, which doesnt do your model a favor, which is actually fairly nice. You could save 1 or 2 polies, but nothing really important. The stones are aligned kinda weird btw.

Congrats to LaughingBun! I just wanted to write "pleease allow 512≤ texes in mgac32" but you seem to be freaking fast lol. Nice theme, i hope i find time to do something

01 January 2007, 05:57 PM

I like an opinion too.... good critique was a stimulance to join this comp....did i do something wrong? i'v read the mgac picture and first post... srry if i'm missing some... :(

Sorry, I thought I critqued everybody. Your entry is nice, up there with the top ones. I don't really have much to critque about it, I think it looks fine for a video game that doesn't support spec norms and such. Good job though and keep entering the next MGAC.

01 January 2007, 07:11 PM
Great work to all, esp. like Stefan's, bang on for quality :)

01 January 2007, 08:12 PM
Yeah i was thinking about how small the texture size was, but when this wishing well came up in my head i just could not resist. But hey, 500 poly limmit is kinda low too.

Thnx for comment, better late then never :D

Next time i should put up a final render with my name and polycount inside that picture like the rest. I realised that would make it easyer for the judge.

Hope next Mgac won't be to hard for me to enter, as character design is not my strong point, i wanna learn it though :D.

And grats on your first entree+victory LaughingBun, but imo it's a bit dark and detail fades away within the blackness. Otherwise great fast model and texture.

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