View Full Version : Smc 56 (12.27.2010 - 01.12.2011)

12-27-2010, 06:18 PM
- The speed modelling challenges are open to everybody.
- In every challenge you will get a list of items. Pick one and try to model it as fast as possible. If you want, you can do all of them.
- Do not exceed the time limit of the challenge. If you're out of time and still haven't finished, post the unfinished model.
- If you finish before the time limit, spend the remaining time on refining and adding details to your model.
- Focus on modelling. Shading, lightning and "proper" rendering are optional (and thus not limited by time).
- Take as much time for reference hunting as you need.
- When posting your model make sure you post a wireframe of your model. (try to do more then one view of the model).
- You can do any challenge you want. The challenges are not closed when the SMC passes. If you fancy an older challenge, do that.
- For the concept items you have to create your own designs. If possible post the design images as well.

SMC 56 (12.27.2010 - 01.12.2011)

-Items (3h time limit)-

Ice Skates
Kitchen table with Chairs
The Moon (Rather not just a texture lol)


12-27-2010, 06:22 PM
Thought I could start this next speed session. The time limit is very general this time, seeing that some objects are faster; and some of them more time consuming than the others...
I think 3 hours is perhaps a good middle value.


12-27-2010, 06:41 PM

12-30-2010, 03:30 AM
Nice to see a fresh list God-of-Zilla, my task this time would be to attempt all of these before the next round.

12-30-2010, 05:54 AM
Spent just over an hour on the moon. I modelled the base mesh in max, used zbrush for texturing and to generate a normal map. Also did a quick bg in photoshop.

01-02-2011, 04:49 AM
Took about 2 hours... Because I'm not very good at Houdini yet I should have been able to do it in less. The good thing is because its all procedural I can vary a few numbers and change the look pretty easily now.

I made box, then subdivide a few times, then scatter points on surface add metaballs to 'subtract' craters, then added a few custom 'ripple' creators, add general 'mountain' to give major peaks, then add fine detail alligator noise set to subtract to make an inverted pimple surface.

I only had about about 1/8th of the moon and was at about 3 million polys so I had to back the res off for the full moon shot.

01-02-2011, 09:25 PM
Spiderr. 2 hours in Maya :)

01-06-2011, 08:57 PM
i spent a lot of time trying to give the body some smooth curves on the top but none of my attempts worked. is there a way to render in maya with the wireframe? i just took a screenshot...

01-09-2011, 10:13 PM
30 minutes modeling and 20 minutes rendering. (

Added a simple bumbmap to the metal, making the image better. (

01-09-2011, 11:10 PM
nice work guys. :)

01-10-2011, 11:42 PM
My first speed model:
it took me 2,5 hours in 3ds max, rendering en camera set up 10 minutes.

Its a funny looking stove from the 20s. I had to guess a few things because of small amount of reference photo's.



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