Game Art Challenge #11 - Final Submissions


#1

Game Art Challenge #11 - Final Submissions[b]

[size=3]DEADLINE:[/size][/b]February 28th (Midnight, GMT)

[left][b]DO NOT post comments or criticism in the submissions thread.

Show respect and wait to post your comments when the challenge is over and a winner has been declared.

[/b][color=red]DEADLINE Comment:

[/color]Until the deadline, you may update or change/edit your submission. I knew this would be a very demanding challenge, but, I’ve been watching so many great entries in production which in the end, makes all the effort worth while.

SUBMISSION GUIDELINES:

SHOULD INCLUDE

In writing

  • brief about/history of your character.

  • A link to your original thread, showing progress.

  • The polygon count (in triangles) of your completed mesh.

In images:

  1. Any ref or concept image that you may have used to dream up the design for your selected character.

  2. orthographic front, back, and side view screencaps of the model, and only the model. The captures should be of the viewport in solid wireframe view mode (or equivalent), with no texturing visible.Compile the 3 views into one image. if using normal mapping please include separate captures in solid shade, without wireframe.

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

  4. Show us your texture sheets for the character, color, alpha, norm, etc.

  5. The beauty shot. Pose your character somehow, and if you like, place it in an environment while still keeping the character the focus of the shot. Render it as you see fit, image no bigger than 1024x768.

JUDGING

Please PM me if you want to volunteer for judging - As always, the system is:

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, topology, good and bad use of the tri limit.

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

3. Presentation of the character, respective to fighting game play.

Current judges are:

-hanzo
-PKD
-Rikaro
-wartorn
-
bentllama
-Andy H

PRIZE:

The winner of this competition will get to choose the subject and terms of the next competition.
[/left]

“So let it be written, so let it be done…” Pharaoh


#2

Game Art Challenge #11 - Final Submissions [color=Red][EDIT][/color][b]

 [color=darkorange][size=3](NEW [/color][/size][size=3]DEADLINE, 5 extra days:)[/size][/b] March 05 (Midnight,  GMT)

#3

Name: Hitler’s Brain
Triangles: 14998

Original Thread

References:
http://www.military.cz/panzer/tanks/germany/index_en.htm
http://www.onwar.com/tanks/germany/index.htm
http://www.tgplanes.com/query.asp?action=quicklist
http://saturnsurplus.com/genset/5piston.jpg
http://airmuseum.webpark.sk/images/motor_austro_daimler.jpg
http://www.inthesink.com/K4.htm
http://wings.avkids.com/Book/Vehicles/Images/plane_wing.gif
http://upload.wikimedia.org/wikipedia/it/3/37/Hitler.jpg

 Wires:
 [img]http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_final_4up01.jpg[/img]

Rendered:
[img]http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_final_4up02.jpg[/img]

Textures:
[Color Map](http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_color.jpg)
[Bump Map](http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_bump.jpg)
[Transparency Map](http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_trans.jpg)
[Spec Map](http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_spec.jpg)

Poses:
[img]http://img.photobucket.com/albums/v210/pluckylump/CGTalk/hitler_final_poses.jpg[/img]

#4

Name: Jiang Wei 姜維
Triangles: 8467
Description: Called by Zhuge Liang “a true genius”, Jiang Wei was Zhuge Liang‘s successor and student. Originally from Jicheng of Tianshui County and a servant of Wei, Jiang Wei was recruited by Zhuge Liang after countering one of his strategies. After Zhuge Liang died, Jiang Wei persevered to finish his mentor’s task, but failed, mainly due to his rival Deng Ai. He committed suicide at 59 in shame of his failure, after suffering heart spasms. He was later hacked into pieces by vengeful Wei troops.

Jiang Wei was described as a very filial son, “seeming to have read everything, and was also skilled in all warlike exercises”. He admired Zhuge Liang very much, and was entrusted with his mentor’s treasured strategy books. Of Jiang Wei was said “civil skill and military prowess, wisdom and courage, he has all.”

Style Name: Bo Yue
Place of Birth: Ji County
Age: 22
Hair: Black
Eyes: Yellow
Height: 182 centimeters
Weight: 100 kilograms
Style: Wuxia

Wire Frames

[color=black]Texture Pages
1024X1024 Body + alpha
512X512 Head + alpha


Render Shots


[/color]


#5

good work you2, :thumbsup:

I’m some what disappointed at this number of challenge turn outs, but everyone has done a great job, even just in participating and trying to put real effort into their entries.

the challenge dead line has came to pass, and it’s time for all you judges to start doing your thing, good luck!

-hanzo
-PKD
-Rikaro
-wartorn
-
bentllama
-Andy H

  PS: it's almost 02:00 am here, 
        laters ;)

#6

Great work to both of you who have submitted their projects on time. I would have liked to see many more projects finished, such as Richard the Lion Heart King, and Einstein, as well as many more, all very nice ideas. Since there are only two entries, i will go into detail about the good and bad sides of each entry.

Ok first of all, pluckylump with Hitler’s Brain:

1- Effective use of poly limit to produce the various mechanical parts. No symmetry, and very unique idea all in all. A few wastes of polygons in certain parts that could have been optimized such as the right arm (the set of containers/capsules). More emphasis could have been placed to make the face stick out more. As it is, the brain does not show clearly first of all, (seeing as you named it hitlers brain) it is well hidden. And the face could have stood out better.

2- Beautifully created textures, i love what u did with the mechanism as a whole, and with each part on a specific level. However, i am not fond of the hologram effect u have going with the face. I like that u used it for the brain as sort of a shield or force field, but u could have done something else for the face to make it stick out more. Something more solid to get some attention and make the face a point of interest.

3- Very unique character, and games today need eccentric characters new to the genre that dont involve muscular men, or wild girls with whips. However, i personally would not like to play with this character due to its bulkiness. It seems too heavy and i do not particularly like the right arm which looks like a third leg basically. Nevertheless, a very unique character and a great concept.

As for Farzan B with Jiang Wei:

1- Effective use of poly limit throughout the body, however there are many polys wasted on the face, and combined with very simple textures, the face does not appear to be as detailed as the mesh really is. Same for the hands. Good distribution of polys all out, and the proportions are pretty accurate. The hands are a bit small and the arms a bit short.

2- Decent textures, but nothing special that makes the character stand out. More detail would have made this a truly iconic character. Alphas on the hair should be painted so that more strands of hair stick out. Right now they look like polygons. His clothes are clashing, and the unwrapping is not clean all around. The cloth hanging from his waist feels like metal more than fabric. The face is quite plain, but with more work this could be a very good character.

3- I would love to play with this character, he has many qualities of a brave agile character. However, due to the lack of any features, he would not attract my attention when im at the character selection screen.

Therefore, i award 3 points to Pluckylump and 2 points to Farzan B. Good job guys.


#7

:applause: Applause to the contestents that complete the work in time.

pluckylump with Hitler’s Brain:

  1. The mesh contruction are pretty good & even. I agreed with wartorn that the face could do with more polys, and arm alot less. The modeling is pretty well done, and look like the men you set out to create, Hilter.

  2. I have not much to critize about the texturing. The bump on the brain are pretty impressive.
    Some weathering, wear & tear, rust or dents on the mechainical parts would have improve the overall look of the model.

  3. He’s a really unique character, no matter how you look at him. I can visualise how he would crush his opponents, & I could imagine how cool & unique of an experience controlling him. Good work & creativity in the design.

for Farzan B with Jiang Wei:

  1. Firstly, the character could have used alot more polygons, given the limit of 15000 tris. at 8k, its way under utilize. As for mesh contruction, the hair could do with a lot less & using transparency to achieve the results. The modelling of the head, especially the nose & eyes area, can be improved. The rest of the area are pretty ok.

  2. The whole costume look more like a reptile skin than frabic, but it could be your intention. Overall its too dark & lack contrast, especially the pants. The demonic half face is pretty cool. The layout of the texture are pretty well too.

  3. He has the potential to be a really cool character to control, with demonic powers at his proposal. Good character design.

Verdict: 3 points to Pluckylump and 2 points to Farzan B. Well done.


#8

pluckylump:

Pretty good use of the tri- limit some of the mesh has to many poly loops were they aren’t needed (left arm, right lower arm, cylinders, wheels). Very original idea and good face model it actually captures Mr. Hitly :twisted:. I do question his ideal playability it’s hard to imagine such a character in a fight game -fragile-, your posed beauty render does work to help convey how this character would work on that end, good job. The textures are well thought out and balanced, I think some of the areas could have used a bit more detail (damage, rust, graffiti etc) the brain is a cool center, also great textures on the face.

PS: maybe it would be a good idea to expand oversize the brain a bit?

Farzan b:

Great modeling, I’m pleased to see such a standard worrier form fighting character I was hoping actually for more entries on this order, as for critic (I have a few) to many tries on the joints, those extra could have been used to add accessories and other detail as a mater of fact you have to many tries to spare (focus on more effective use) make things more elaborate next time. More detail on the face would have been a good idea especially around the eyes you could have gottin rid of many more tries with more of a focus on the face :smiley: and that always helps to sell a character. The body’s modeling could have been produced with a bit more creative shaping. Other then these critics you’ve done a great job, though I might be wrong the work looks a bit – rushed maybe? so no worries that can be a real pain in itself.

The textures could have got a lot more work, this is actually your entries real weak spot, if you would have put more effort into the textures you would have had this challenge tide at the neck :twisted: (cleaner, more detail, correct alpha areas, hair etc) lastly the poses aren’t very good, they look bland, next time forget about poses and focus on textures this can make or break a good model.

3 points to Pluckylump and 2 points to Farzan B Great job to you guys for finishing, and great job for all that tried, your all excellent participants and winners, just think of your portfolio.


#9

Congratulations to PLUCKYLUMP for the win.

Both are interesting models coming from two totally different inspirations.

Thanks for being the only 2 that finished guys.


#10

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