View Full Version : MGAC #70 - The Head

06 June 2009, 02:17 AM


The head, john, throne, pot, dunny, loo, crapper, commode, biffy, pisser, the can, etc...

This can be anything from a public stall in a subway to an outhouse in a field. What I want to see is a toilet with some surrounding environment in the direct vicinity of the toilet. You can get as complex as you would like with it, however I suggest keeping it simple with a good delivery.

The rules presented before you:
350 triangles maximum, though fewer is fine and dandy.
512x512 texture space for each channel of any maps you want. Diffuse, spec, normal, whatever. No displacements, obviously. You may break the 512 textures into smaller sheets if you like. You may use just a diffuse if that floats your boat.
The finished product should show a beauty shot, wireframes and all texture sheets.

The contest ends Wednesday, July 1st at 11:59 pm (in your local timezone to keep things from being too confusing). The winner will be announced on Thursday, July 2nd.

06 June 2009, 04:47 AM
Are we allowed to do urinals as well?

06 June 2009, 05:41 AM
Yes, urinal cake and all. Is the cake really a lie... lets hope not! (


06 June 2009, 05:14 PM
Haha. You totally got me with the thread title. I was like "but wait, Auctane said this one was going to be another environment."

Now I gotta think which I'd rather do -- dirty and nasty, or cool and classy, or [third option not found].

06 June 2009, 02:44 PM
Yeah ))) Great Idea =) I guess I'm gonna make it in time.

06 June 2009, 04:24 PM
Here's my entry (and first image posted to these forums). However I'm not sure if this is ok, since we can't see inside of the toilet. Tricount is 322 and it has 4x 512 textures for diffuse, specular, bump and opacity.

06 June 2009, 06:49 PM
Looks great, but yes, we do need to be able to see the toilet itself.

06 June 2009, 07:30 PM
Looks like you should be able to do it without losing much on the outside though if you cut out or simplify some of the grass, and size your other textures down by 50%.

06 June 2009, 09:42 PM
A little side note about the new MGAC graphic - We originally put together a temporary graphic for one day the MGAC would produce enough original material for us to use content created by this community for this purpose. I went through all the MGAC's starting with #1, and grabbed a few of the really outstanding pieces.

We started the MGAC in 2005. Its early days were are roller coaster ride, and thinking about it I am supprised and glad to see it is still going. There have been total flops and real hits. Going through all of them, I really see no definate patterens that people like to participate in. It is great to see such a variety of challenges, and the varity of submissions to those challenges over the years.

06 June 2009, 10:04 PM
The twelve triangle challenge has had some pretty crazy stuff. Full vehicles, animated characters, the whole bit. I remember somebody doing a garbage truck or something for the first twelve triangle one and nobody could figure out how they did it until wireframes were posted.

06 June 2009, 08:47 AM
Started work on mine today. The scene is based on the bathroom in this one sailboat that my parents take out now and then (they belong to a sailing club). It's pretty cramped in there, and you have to pump the toilet manually.

06 June 2009, 01:37 PM
Ok, here's another version of the old outhouse, this time with inside modelled too so it should be what was required. I'm quite happy how it turned out and I must say this was excellent practice for me. Will definately join next mgac too.

349 tris, 4x 512 maps for diffuse, specular, normal and opacity

06 June 2009, 04:14 AM
Count me in on this one.

06 June 2009, 06:45 AM
Here is my entry. Model is already finished but having fun with textures. Actually this is my weak place. So.... I have some difficulties with the text... Keep on guys!

06 June 2009, 05:52 PM
Here is my entry. Model is already finished but having fun with textures. Actually this is my weak place. So.... I have some difficulties with the text... Keep on guys!

Hey Wozner,
A couple things I'd like to suggest on the modeling:

-They bowl shouldn't extend all the way back -- it stops a little before the area where you screw in the toilet seat so you can access the plastic nut on the other side (noticed because I just installed a new seat last night)

-It needs a handle or another way of flushing it, I have seen home toilets that use a button on top instead of a handle. Even if you do that kind, it still needs some geometry supporting that shape so it will be apparent in the silhouette.

-You could probably save a few polygons to use on other details if you made the base a chamfered rectangle shape instead of an oval

-You should consider extending the top of the lid up a little to be the geometry for both the seat and the lid (then separating them in the texture). Right now it looks like the lid is resting directly on the bowl.

-If the geometry doesn't add to the silhouette, you probably don't need it.

06 June 2009, 09:22 PM
I went through all the MGAC's starting with #1, and grabbed a few of the really outstanding pieces.

Lol there are 2 of my older entries in that line up (B.O.B and Superman), it's always funny to see ones work pop up around the web.

I'm too late to enter this weeks comp and I'm on hols for the next ..... soon I shall like to try again. They re really good fun. The topic this time is interesting.

Zanttux: Nice job on the 1st entry, I would have been tempted to do a few broken planks with the extra tris to break up the ¨box¨ look.

07 July 2009, 07:55 AM
Ok, here's my final entry. I didn't allow enough time again, so some things are still unfinished like adding hinges for the toilet lid, separating the seat from the base, a roll of toilet paper, and the hook that keeps the door closed.

07 July 2009, 03:45 AM
Here's my entry. Enjoy.

07 July 2009, 03:45 PM
Zanttux: This is a great entry! Solid modeling and UV map. One quick thing I think you could have done to improve the texture it is to bake a quick AO layer for your diffuse texture.

Wonzer: Where is the rest of your entry? The toilet was looking good.

velenosangue: Nice work here. It looks like you made good use of tiling and you made the polygon budget go a long way. I do not see a shadow map and I would have liked to have seen color.

Lamont: Weird toilet shape. Nice use of tiling incorporated with a shadow map. I think a door jam and trim would have really added a lot to this. I am interested in seeing the ceiling since I can see there is a light up there. All around well put together.

and the winner of this fine picture of a trophy is:

You used good technique to make the limits go further in a interesting entry. So it is now up to you to create the next challenge.

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