View Full Version : MGAC #48: The Scout Ship!

11 November 2007, 06:58 AM

Ever since the dawn of time (in sci-fi movies), people have needed a way to explore uncharted parts of space (or when they lost the chart) quickly to make sure it's safe for colonies to move through. The Scout ship was their preferred choice due to its great speed and agility.

This is your chance to show us that scout ship! Use your imagination to create a small, fast, agile spaceship. It can have weapons, but they should be fairly light. The ship may be clean and shiny, worn out, rusty, partially shot, etc.

Technical restrictions:

- One 512x512 texture map plus up to four 128x128 diffuse maps for any effects or background images. The effects can also have their own alpha/self-illumination maps
- You may use up to 50 particles (For explosions, smoke, etc. but this will eat into your four 128x128 max textures)
- Normal, specular, alpha and self-illumination maps are optional (also up to 512x512 in size for your ship model and 128x128 for the rest)
- 1000 triangles max (double-sided polygons count as just 1)

Post Your:

- Polycount
- Wireframe view or viewport grab with wireframe on
- Beauty image
- Texture sheets / UV map (optional)

Post your WIPs in this thread but please remember to specify what your final entry is. You may change your entry as many times as you'd like before the deadline.

DEADLINE is Sunday, December 9th at midnight (over a week from now). Winners will be chosen on Monday.

Good luck everyone! :D

11 November 2007, 08:21 AM

although i think this is #49

11 November 2007, 05:29 PM
Oh :scream: I have an idea, just hope I can take out some time to do it.
You say one 512x512 and I asume thats for the color but then you say:
Normal, specular, alpha and self-illumination maps are optional
is that for the 4 128x128 maps?
just tring to clarify

11 November 2007, 05:40 PM
No, no, I meant you can use a diffuse, specular, normal map, etc. on your ship but they have to be 512x512 pixels max.

128x128 pixel images can be used for other things, like effects, which may also need alpha or self-illumination, obviousely. You can have up to 4 different types of effects or extra images.


although i think this is #49
It is now! :D

11 November 2007, 07:30 PM
Cool idea and I like the very low limit set to it. I think I'll even try this one.

11 November 2007, 02:03 AM
Excellent if i have some time i will hit this one

11 November 2007, 10:15 AM
This is gonna be good :3
This will be my first attempt at a mgac, and hopefully I'll complete it ;D

This is what I have so far:

Need more coffee!

Edit: Do double sided faces count as 2 tris?

11 November 2007, 04:56 PM
Sweet!! I dont know if I will have time to put full love into a 1000 tri ship... I will try and find a median there and go with it.

11 November 2007, 08:17 PM
This is gonna be good :3
This will be my first attempt at a mgac, and hopefully I'll complete it ;D

This is what I have so far:

Edit: Do double sided faces count as 2 tris?
Good job so far. That's nothing like my style, where I "fill out" the models. I edited the first post to say that double-sided polys count as 1 polygon. I want people to put as much detail in as they want.

I personally have a concept drawing so far and I'll most likely model it this week-end.

12 December 2007, 09:59 PM
Just a note for anyone who may be new to game art and come across this thread, to avoid any misleading info - double sided polys are the same as 2 polygons as far as video cards are concerned. I dont have any links to tech articles, just take my word for it.

12 December 2007, 10:32 PM
Cant promise anything but i havent been in one of these in a while and if i do I most probably be doing what I came up with earlier, below:

Designed for speed it has dual engines and has an offset cockpit bubble.

Kinda reminds me of the shell like hover craft in Minority Report, although i havent seen that film in like forever so could have no resemblence whatsoever :)

12 December 2007, 06:57 AM
Cool theme, I think I might get into this one.

Quick concept: (

12 December 2007, 09:42 PM
A bit bigger

12 December 2007, 09:48 PM
yoyomon, nice design, shame its a not a little higher res so we can see more detail, reminded me of the YT-2400 from the X-Wing Alliance game (man what a game!) although looking at it now it does bear such a stroing resemblence :p

Well for some reason i thought i may as well post the ref image ive made for my scout ship

if i have enough tris (which i verymuch doubt im thinking of modelling the landing feet too for a different 'pose'. We'll see

[edit] looks like iLegacy posted while i was typing this, looking good mate, interesting design there

12 December 2007, 10:24 PM
@ mrgrotey

I can give that back to you, very nice design & lines.

12 December 2007, 12:45 AM
Currently 691 tris, lots of work and tweaks and rounding to do, plus i think i may be able to add that leg which will be good.

The cockpit bulge sucks big time at the moment but ill sort that out by the end

12 December 2007, 04:53 AM
My Progress.

If anyone knows Eve-Online then you might see where my inspiration comes from (Minmatar and Caldari races.) Other wise I'm going for the small junker that tries to move unnoticed though space.

848 tri. . . still have some more detail to add though.

12 December 2007, 12:45 AM
Get rid of the polygons used for tiny things like those rockets or guns and you'll have plenty left for other bigger parts, Dhin.

Anyway my video card died Sunday after I had modeled my ship so I didn't get to UV map and texture it. I need to get my card RMAed which could take a couple of weeks, but I also ordered my new system parts (which all got here) and now I'm waiting for my 8800GT to get shipped. I hope I get it by the end of the week so I can finish my ship at least. (and to play all those new games I got :P)

12 December 2007, 05:12 AM
I am quite liking your design, although my first thought when I saw your shiney concept drawing was the movie "Flight of the Navigator."

Crazy Peewee Spaceship.

Currently 691 tris, lots of work and tweaks and rounding to do, plus i think i may be able to add that leg which will be good.

The cockpit bulge sucks big time at the moment but ill sort that out by the end

12 December 2007, 03:09 PM
Scrap. . . I don't like my engines. On paper it looked okay, and even just starting out it wasn't bad, but I just don't like it, so I'm starting over.

12 December 2007, 12:37 AM
Modelling done methinks

996 tris (including the feet and trails)

12 December 2007, 05:15 AM

Well this is 1000 tri exact

I'm much happier with it and I'm starting my texturing.

12 December 2007, 12:02 PM
Such an improvement mate, looking real good, didnt like the other one myself :)

I dont think the feet on mine look that great, anyone have any thoughts? I may get rid of them and use the polys in a better way.

What do you think guys and gals?

12 December 2007, 04:34 PM
Am I the only one? come on guys, times a running out!

Heres my entry

diffuse, spec, emmisive, normal (all 512 square)

Quicktime Turntable (

Textures (downsized)


Emmisive (glow)

uv layout

12 December 2007, 05:01 PM
I'm with you. But not finished yet. I do the renderin and can't find good solution to bring up the specular ... i would like have that the direct illuminated areas are white because of the extreme reflection...but max don't likes me...


257 tris (per scoutship)
1038 tris for the whole scene

Textures (downsized from 512x512/128x128)

12 December 2007, 05:43 PM
Thats not the normal map thats the empty uv layout

I didnt post the spec and normal map as they were pretty boring to look at but suppose i had better.

[edit] oh and I ditched the legs to put more polys into the body, I hated them

12 December 2007, 07:42 PM
Ok i added in the post before all the stuff (uv, polycount, ...).

A bit feedback to mrgrotey:

I like your design of the ship. I like that there is the really huge turbine - look likes it could fly 100.000.000 light years :)

What i don't like, you could use the normal map more effective. For example i added lightedges to get better specular/highlights at the corners of my ship. The following pictures shows what i mean: the geometry is hard, but with help of the normal map i can fake a "surface" between the both corner quads.

And i think with a bit more work on your specular map you could bring the ship to a new level - the metal is shining overall in the same level, more bright/dark variation would be look more interesting i think.

12 December 2007, 03:12 PM
Yeah I realise my normal map is sparse, I usually load it up with all sorts of detail but I really ran out of time for this one had had to submit what i had. Yours looks great mate

12 December 2007, 03:33 PM
I'm sad, Didn't finish my textures in time. . . One of the reasons not to restart a design 3 days before a dead-line. . . oh well.

12 December 2007, 03:35 PM
Thx man! but your design and form is better :) Next time i will spend more time in my concept phase and you into your normal map :D

12 December 2007, 06:26 PM
I set-up my new PC Saturday but I didn't have time to work on my ship, unfortunately. For the record, here's what I had:

12 December 2007, 06:32 PM
And now, to present the winners!

First Place - mrgrotey
- Very nice ship idea. The texture looks great and so does the blue glow. The spin animation really shows how nice the model is. Congratulations!

Second Place - iLegacy
- Very nice ship also, although I simply liked mrgrotey's concept more. Your textures are very nice and I like the Homeworld-y look.

Third Place - yoyomon and dizzyone
- Although neither of you finished your ships, yoyomon's concept looks very nice and dizzyone's model looks good too.

Congratulations to everyone who participated! Too bad more of us didn't finish our models.

12 December 2007, 09:49 PM
hip hip hurray! congratulations mrgrotey! :-)

12 December 2007, 09:56 PM
Yeah Time constrained weekend:shrug:
here is what I had

Still needed a little optimizing on the polies
Wish I finish... so I will :D

12 December 2007, 12:37 AM

Thanks alot!, well done to everyone in this round.

I'll get thinking of an interesting theme to start the next round :)

12 December 2007, 01:09 PM
I'll get thinking of an interesting theme to start the next round :)

You better do, we're talking about MGAC #50 here!^^

Oh and, congrats :D

12 December 2007, 11:27 AM
Right after a small delay the 50th MGAC is up and running folks

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