Game Art Comp #5: FINAL SUBMISSIONS


#92

I haven’t entered a cgtalk challenge yet, but its not for lack of wanting! Especially after seeing the great models that came out of it this last time around - congrats to all the winners!

Is there any chance of doing a partners/duos challenge? I know on conceptart, they just did a thunderdome challenge where people of more or less comparable skill paired up and faced off on a theme that they chose. They were encouraged to pick something that was outside their territory as well. I’m not suggesting we do exactly that, but some kind of partner challenge could be very cool, and teamwork experience seems like it could never hurt. Here’s some teamwork ideas:

1 - Character and Environment - Pick a game theme (crazy critter, realistic fighting, sports, platformer, space shooter) and 1 person do the 3d models for it and the other person do the environment. I.e. for a space shooter one person would do the space background, with asteroids, etc, and the other person would do the hero ship and a couple enemy ships maybe?

2 - Duets - Each person models one piece of a pair of something. I.e. a crazy-critter style duo (Ratchet and Clank) or maybe matching environments (2 versions of the same city from diff. time periods), something like that.

3 - Social Studies - Each team picks someone from history, and does their own comic-style version of them - e.g. Abraham Lincoln. One person might do like a Vertigo-style super-tall, lanky, and dark Dr. Lincoln, while someone else could do The Emancipator, a buff, ass-kicking Lincoln :smiley: nerdy, I know, but it could be fun!

Just some ideas - I think that the individual challenges are great, but partner challenges force you to reach out and coop and communicate, which is VERY valuable! Hope this helped somehow…


#93

Originally posted by Adam Atomic
[B]I haven’t entered a cgtalk challenge yet, but its not for lack of wanting! Especially after seeing the great models that came out of it this last time around - congrats to all the winners!

Is there any chance of doing a partners/duos challenge? I know on conceptart, they just did a thunderdome challenge where people of more or less comparable skill paired up and faced off on a theme that they chose. They were encouraged to pick something that was outside their territory as well. I’m not suggesting we do exactly that, but some kind of partner challenge could be very cool, and teamwork experience seems like it could never hurt. Here’s some teamwork ideas:

1 - Character and Environment - Pick a game theme (crazy critter, realistic fighting, sports, platformer, space shooter) and 1 person do the 3d models for it and the other person do the environment. I.e. for a space shooter one person would do the space background, with asteroids, etc, and the other person would do the hero ship and a couple enemy ships maybe?

[/B]

thats what i had in mind for the character and background theme. I’d like to keep it open instead of picking a universe(by doing so you greatly cut the appeal) I mean if someone likes marvel comic universe…i dont think i’ll enter the contest.its just a matter of test.

but i notice some people wanted to do a envorniment theme, so i couple that a character. Its typical in any fighting game to have a character and his specail arena designed to fit his image(i.e. Blanka was in Brazil).Writing a small intro about the character wont hurt. What im saying is im all for teaming up,since some prefer character base modeling while others are stronger in background/prop design.

Its up the winner of the last contest to pick :)hopefully he pick something soon…

i vote for no break! : P


#94

I vote for break. Just like Runefall, I need time to work on my classes…and other projects :slight_smile:


#95

I think a break would be cool. I’d actually like to ENTER the next contest, but we’ll see what happens. GDC is coming up in March, and I might try to make some extra money, so I can fly to San Jose.


#96

I vote for a shorter brake (couple of weeks or so) to get a higher number of contestants.
Those who really need a longer break could just skip this one and get ready for the next one (hope these challenges are here to stay :slight_smile:

As for subject the actor-theme seems like alot of fun.
The boss-room would be a nice change though. But it requires a good set of guidelines.


#97

Lets have a tiny breather of 2 weeks, to allow people to get caught up with school, work, lives, etc. Expect the competition’s theme & guidlines to be announced Monday March 15.


#98

Originally posted by happosai311
Lets have a tiny breather of 2 weeks, to allow people to get caught up with school, work, lives, etc. Expect the competition’s theme & guidlines to be announced Monday March 15.

Yay! Cant wait. Im very curious with what you’ll come up with.


#99

I think a good prize would be to give away a copy of MASSIVE to the winner.

hehe.


#100

How about a free copy of Halo2 Bent, hehe


#101

Originally posted by supervlieg
How about a free copy of Halo2 Bent, hehe

Ok, you can expect it in oh… Novemberish. hehe.


#102

Originally posted by Neil
Ok, you can expect it in oh… Novemberish. hehe.

/me rolls his eyes


#103

Since we got a break, if anyone really wants to model (not to be anti-CGTalk) join in the polycount one, its only 2 weeks long and ends on the 14th! How conventient.


#104

I have a character to texture , but its always been a mystery how texture maps are produced.i mean the way you can see the skin including the different body parts on the map if thats what you call it.Can someone be kind and aim me in the right direction?


#105

um need more info about your question? I am not sure what you are asking???


#106

Basically I wish someone would point me in a direction where i could finally learn how to assemple textures in the following way:

http://tomorrowsdream.org/cafe%20questions/cgtalk1.jpg

http://tomorrowsdream.org/cafe%20questions/cgtalk2.jpg

I tried using uv mapper and some other apps.But all i could do is texture a cube. I have a simple low poly model of a man Id like to texture, but i have no clue.I was hoping maybe someone here with experience could point me toward some books or sites/cds where I might learn to assemble something like the links here.Which are pics found in this thread.

It would also help if I would refer to the object of the link by its proper term.Is this called a texture map? I use wings 3d.The free app to model stuff. If someone could help me achieve this goal id make it up to them in time and be very appreciative.

Thanks. Poor noob man.


#107

well I have never used wings3d, but it seems like everysoftware has a unwrapping tool, I could explain how to use the uvw unwrap in 3dmax but not sure if that would help. Basically all you are doing is taking the vert coordinates from 3d and applying them on a 2d plane arranging them how you see fit then take a screenshot of it to begin painting on in photoshop or whatever. Terminology: some people call it texturing some say skin. It is color information you are painting to be applied to the map of verts across the geometry. In max there are several ways to get what you want as a template to paint on. Essentially what you are doing is storing the information of translating the verts into a flat plane then when you throw a texture map on it it knows where the points line up. Not sure how else I can be of help, without myself using wings so I can be more specific as to lead you in the right direction. And I don’t really have time to download and navigate in Wings right now nor do I want to sorry. But you can do a search on UVW unwrapping and wings3d tutorials to find out probally. As far as books go? I never came across any books for uvw stuff, and painting a texture is just a matter of being able to paint and use photo manip software. If you have anyother questions or can be more specific and give me some help tp help you I am more than happy to.


#108

Thanks a bunch for the words.Appreciate it. Definitely sheds some light. I did try UVmapper classic since we spoke trying to achieve what i had mentioned.As yet the map looks like a jumbled mess of wireframes. I uderstand the different elements can be manipulated.But I just do not see how they can all be expanded enough to paint on given the limited space.But anyhow thanks .Great info.


#109

you have to realize the unwrapping your uvw’s is just as much work as the actuall painting(well not exactly but it takes sometime). once you are in the uv editor you have to sort out the mess to make nice clean templates, there are several ways to go about it. in max I just select faces off the geometry then apply a planar map and then weld the verts together in the uv editor, this is the easiest thing to do probally but you will need to scale and derform things and speand a good amount of time i the editor, it can be intimidating at first but once you grasp the concept and learn of the tools you have at your disposal it will become much easier and clearer. there are also several techniques to get the most out of the size you are restricted to. such as mirroring uv’s and tiling and what not. Its imortant to keep the resolution uniform across the entire object except where there are areas that wont be seen as much. If I remember correctly some good video/audio tutorials can be found at www.poopinmymouth.com it is using 3dmax but the concept should be about the same.


#110

First off, this isn’t even the correct GAC thread, second of all this has nothing to do with the GAC challenge.
Why not just start a new thread that talks about UV mapping?
Are you using max or maya, there is a max unwrapping vid you can download for free.


#111

Thanka Too_Animalistic you are a gentleman indeed, and I appreciate your assistance.