Game Art Comp #5: FINAL SUBMISSIONS


#21

Ok, here is my decision(s):

Neil: Void. Why would I vote for my own?

ehulser: Found the hand to be distracting. The square tip fingers should have been rounded more. The skin was too waxy, and not really ‘flesh’ like. (which is really tough to do, i understand) Hair was pretty good, could have been better with alphas and adding some transparency to the tips.
Overall i felt like it was a just a guy made to look like Blanca. I wanted to see more hunched back and more muscules and beasty hair…etc. Good job though.

Too_Animalistic: Needed some overall smoothing. The groin is very boxy. The shirt has some weird loops going on and the face looks like too many polys. I would have put more polys in the hammer and stuff b/c that is very distractingly square.

m_luscombe: The texture layout is really good in terms of space and position. The body is very lean. Too lean for my likings. I would have liked to see more texture variation on the legs. Can’t tell the difference between what is metal and what is leather. The blood is a nice touch. My big gripe was the face. The hair didn’t looked like straw and with a new texture probably could have made the model a lot better. I felt like the face looked like clown makeup too. Dunno why. Sorry. With fixing those, i’m sure it would be a lot better.

happosai311: Well obviously people liked this one, and so did I. This is what i wanted to see out of this competition. Something that is not a straight biped character. The texturing is excellent and the layed it out to achieve maximum detail. Only gripe is that the sword doesn’t have the detail adn the rest of the armor. I don’t necessarily wanna see blood on it, or anything cheesy, but just some variation or highlights would help. The metal armor highlights are great. Overall i loved it.

YerEvilTwin: Nice creature, but found the eyeball to be the most distracting item. Has a cartooney look to it, but then realistic texturing. You said you wanted it to have a sour twist, but i can’t take it seriously when it’s wearing converse :slight_smile: So i felt torn between cute/sour. Texture layed out nicely. I would have used some more polys in the mouth/lips area to achieve a smoother look. The adding of the bones on the back are a nice touch.

modeling_man: Totally badass. This guy looks like he would be hard to beat in a videogame. There are so many pieces that are layed out in that texture sheet, that it must have been a challenge remembering what went where. I like all the metal detail and bumps. The only thing i don’t like is the ‘scales’ texture. Still looks too much liek the Photoshop ‘stained glass’ filter. Nice addition of highlights.

Runefall: His eyes are too bulgy. He looks like he’s staring someone down. I can see you added a lot of detail to the armor, but in the end it just looks too flat :frowning: I would ike to see some shadows painted on and some highlights and variation to the armor. The sword texture looks stretched? But the overall detail everywhere is just way impressive. You didn’t have much to go off of, and you made up some nice designs.

tessalated: Looks like you rushed through this one. That might sound mean, but it’s just stuff that could have been fixed with some more time. Like smoothing the polys and adding details to the texture. The bags under the eyes are very rough and you can still achieve the ‘freaked out’ effect with still making it look clean. I would do somethig about those eye textures too, like keep a sharp edge around the pupil.


#22

Dunbar: looks like some good potential, but i can’t really tell what’s going on. Woul dhave been nice to see some larger renders and closer to the face and body. The weapon is too low poly and not good enough IMO. I would have also liked to see a more ‘posed’ render that way it gives him more ‘character’ and i can see how the edges move. So overall, looks pretty good, but I don’t have much to go off of.

sysop: A favorite character of mine too. I remember this game. I liked it all except the face. The eyes need some major changing for me to place this one. Just doesn’t fit with the rest of the character. The mesh is really slick and well done! Overall i found the mid section to be too distracting. The legs looks stubby or the arms too long or vice-versa. These proportions stopped it from placing higher in my voting.

Levitateme: Cool. Man she looks truly scary. I think you’re the only person to do normal mapping in this competition. Good job making it more challenging upon yourself. Well since the whole model is under critique, i can’t help but wonder why you spent so many polys in the face and then only used like like 2 subsections on the snake body. You could have had a much smoother looking snake body by just making a few more cuts in the mesh and that way it would bend nicer. Those highlites on the stomach make such a big difference, i’m glad you did that. It makes it look slimey and snake like. I love it! You got some nice snake scale detail there with such a small map size. But since we were supposed to copy an 8bit character, i noticed you forgot the shield and sword. Would have helped. It looks more like a ‘character’ and less like a ‘game character’. Hard to explain, sorry, but i gotta be picky here.

(edit: links were broken at time of review)
CameronC: The model lacks variation in surfaces. The gown and cape and arms are all very straight and very smooth, opposite of what i would expect from cloth. Some folds and seams would help break it up more and add realism to it. When his arms are folded, the sleeves dont look to be ‘laying’ on the arms. They seem to be floating, along with the cloth around the legs. Just addng some weight to the clothes and it would help a lot. Good job on the detailed design of the swirls on the cloth though.
(/edit)

Gyzer: Unfortunately i’m not a fan of robots, so hopefully the other judges can help critique it more for you. The concept sketch looked fatter and clunkier and yours looks too lean. I think you could have doubled up on some of those rings in the texture layout and saved space for making pieces larger and adding crisper detail. it does look smooth, but i’m not sure where 4000+ polys went. So overall, it’s not that it’s bad, it’s just that i didn’t ‘jump’ out at me.

Andy H: I think you captured the contest idea perfectly. He looks so much like the 8bit guy, but so much better. and you added some attitude to him. Texture map is probably the best layed out i’ve seen of all of them. and i like how you posed him and everything. Really not much to critique here. Perhaps some more wrinkles to the jeans would help. I feel like they look very cotten like, and not very denim like. But that’s a small critique.

Ivars: Well we know you got talent, you’ve proven it before. This one is just as cool. You captured the attitude and liking perfectly. I would have made the layout of the metal pieces smaller and made the skin pieces larger That way you get sharper edges on the cloth wraps, and besides the metail is so smooth anyway, that no one would notice the loss in metal detail.
I like the hands, good use of polys. Overall, very cool. But since the cloth dominant teh charcter, and it looks kinda blurry to me, i knocked it a little.

PHEW!

OK. SO
I’m ranking on a 1-3 (3 being the most points. I’m guessing if the other judges rank 1-3 then add up all the points, the one with the most points wins. Make sense judges? If you differ, PM me or post here.)

I would like make Happo and Modeling_Man tied for first and AndyH and Ivars and Levitateme tied for second. But i can’t :frowning:

So.


Modeling_man: 3 points
happosai311: 2 points
Andy H: 1 point


#23

I’m really glad that so many decided to enter the contest. I’ve had a great time and thank you all for participating :slight_smile:

happosai311 - 3 points

I must say that I love happosai311’s model. The poly distribution is great and the skin fits really well. The design is exactly how I want Frog to look like in three dimensions. hoppasai311 is clearly a professional game developer.

Ivars - 2 points

FANTASTIC model… Ivars is very talented and I’m awe how good the model turned out!

Andy H - 1 points

Andy H is a great modeller and skinner which he proves by making this awesome model. Excellent polydistribution and uv-layout.

Looking forward to see y’all again in the next contest.


#24

First, let me say that everone brought cool stuff to the table, and any comments I make are for your benefit. Please don’t take anything personally. That being said, let’s get down to the nitty.

Neil: Too many polys in the helmet, not enough in the body. Good texture work, but I’d like to see more dirt on the uniform. Pretty good use of texture space.

ehulser: Good anatomy, except the hands. Squared-off fingers really kill the rest of the character. The hair is stiff and strange-looking, as well. The geometry of the abs seems wasted - it doesn’t show in the render. Your texture placement needs work. Your character is mostly symmetrical, but you didn’t mirror textures - you could have doubled the quality of your textures. The model is obviously flexible - glad you posed it. Good work, but you need to focus on how you spend polys, and your textures.

Too_Animalistic: You should probably conserve polys over the mass of the character, but spend more in the joints. Looks like your arms collapse, when they bend. EXAMPLE - the mid-shin slice on the jeans should have been raised to the knee. Mostly good texture work, but a lot of wasted (black) space. Could have mirrored the blob’s texture, and used all of the space.

m_luscombe: Good texture work; nice layout. As the figure goes, it seems like it could bew optimized more. Also, she seems a bit misproportioned. The lats are almost non-existent, and the back view looks very flat (more texture related.) I think the pants should have stayed black. It had better contrast that way.

happosai311: Great stuff! I would have liked to see the armor cover his back, too, but you were out of polys, so I understand. As far as textures go, this is how it should be done! Great layout; very conservative. I think the alpha for the cape should be sharper, and maybe taller; wear out the cape a little more.

YerEvilTwin: Cool work on Yoshi. You need to work on your texture layout. You could have mirrored most of it, and used all of the space. Geometry-wise, I think you should add polys to the hips, and top of the thigh. I’d have to see it bend, to be sure, but I think you’ll have stretching issues. Also, the eye seems too high poly in comparison the the rest of the model. Another 600 polys could go a long way. Is there something green in Yoshi’s mouth, or is that a collision?

modeling_man: Great model - the armor is really cool. It gets a little busy with the scale texture (Neil’s right about it looking like the PS filter.). Try taking it off of the diffuse map, and leaving it on the bump; The contrast would be cool. For your beauty render, I’d turn the head to show off the helmet more. Great weapon! Good use of texture space, but you could still improve. Also, I liked him with grey hair, better.

Runefall: Good model, but textures need work. Good use of space, but it’s too busy, especially on the boots… You should either tone it down, for a cell-shaded look, or make it look more realistic. The sword is better, but uses more geometry than it needs to. Really good work on the hair, I wish you had posted your Alpha.

Tesselated: The concept is funny, but your modeling needs work. A lot of wasted geometry. I assume you stared with a sphere for the head and body, and pulled and extruded. His stomach is too bulbous, and his neck would problaby be better if you angled it back, instead. Here’s a link that might help; it’s in french, but it shows how to start witha box, and extrude into a character.[COLOR]

box-modeling

Dunbar: You’ve got a good texture layout, but the figure is very unbalanced. Maybe if he hunched over, it would help, but mostly, I think that the waist and chest are too small. I think you could benefit from the link above. Try using a more detailed reference, maybe even from FF. Try an illustration instead of a sprite, for learning purposes.
anatomy reference (the link is dead, right now, but should be back up soon. ?)

Levitateme: Good anatomy, but it needs more shape. Bring the waist in, to emphasize the hips. Should get more narrow towards the end, not wider. Not enough polys in the tail. You’ve got rogue polys at the clavicle area. Too many polys in the snake heads. Really cool effect using the normal map. What did you use to generate it?

CameronC: Need more polys in the joints, maybe less in the face/hair (can’t really tell.) Nice cloth design, but you could optimise it by mirroring. Also, it would be nice to see the original sprite.

Gyzer: Cool textures, but poly use is unbalanced. the head, shoulders and torso look too high, where other areas could use more. The finger joints need more, but the smokestack has WAY too many. The hoses should pull down, like they have weight. The hips seem out of sorts with the rest of the design. I’m a big fan of Chrono Trigger, so maybe I’m biased, but it just didn’t feel like Robo, to me. I would have liked it better if you had stuck more to the original design.

Andy H: Good anatomy. A lot of polys, but they were used well. The best part is the texture. Great layout, and good detail. Good stuff, though something is odd about the way the legs bend at the hips in the last picture.

Ivars: Great anatomy! You stayed true to the character, and it looks great. However, I don’t think those arms would bend very well. The way you have the polys laid out is good for showing the muscles, but moving and bending causes problems. If you had shown him in a different pose, I might be able to tell, but with his stiff arms, I have doubts as to whether it would work.

On the 1-3 scale, these are the scores, which I had a tough time with.

happosai311 - 3 Points
modeling_man - 2 Points
Andy H - 1 Point


#25

Well i could have typed something as Lekku did, but it would be all the same, as he said everything that had to be said. So i will keep it short and just stick to the best ones in my opinion;

  • at the 3rd place with 1 point it was for Runefall, the overall look was very good, and the texture was good drawn

  • second place is for Modeling man, excilent modeling/use of polys and a great texture he has made, 2 points for you!

  • and i can agree with some other people on the first place, it is the frog from happosai311, great use of polys, mayb a few too much on the head but that werent useless polys. And the texture is awesome made with no streched surfaces. 3 points!

This doesnt mean the other ones werent good, it was a pleasure for me to look at these models, great work!!


#26

Eek sorry for tha late post :slight_smile: Lots of personal
problems, car problems and me going insane. But life
is good now :smiley: So far at least :stuck_out_tongue:

judging on : (3 point system modified here, 3 points
for ev erything so max is 12 unless you do something
fantastical to which i add another category :slight_smile:

Polygon density/topology - How well are the polies
used? Are certain areas higher/lower poly than others?

UVW Mapping - Good use of texture space? And is the
texture resolution justified? Any strange
stretchin/warping visible on the model?

Texturing - How much of the work does the texture do?
Is it painted well?

Appeal - How does the end result look? Was it executed
well? Both technically and aesthetically.

Neil you did ExciteBike ::

Polygon: First off I’l lgive you damn good
credit here for modeling. While I do firmly believe
your model would play wiell with today’s standards
there is a an artistic value strive for in games
however where the le ast polygons reflects the most
value, aesthetically etc. You achieve this quite well
with your bike. The tires are a bit higher than I
would suspect them to be, and same goes the cyldiner.
Defintely the helmet is your lost here. While you get
points for wondefully modeling it I’m going to detract
some for using too many. i know we try to keep it
under 3000 but I guess you could have kept it 2000
here. Now realize the fly is wonderful, some clear
definitions of bends such as elbow and knee are
simplistically well done. The shoulder is handled
quite well. I imagine if we had a rocking animation
where the rider was hitting hard ground he would rattle
and roll quite a bit and there wouldnt be any
detractions. I’ll give you points here for decent flow
and straight modeling but Im going to detract some for
overuse and control of some pieces. I’m not saying its
a bad model topologically im saying it could have been
better in some parts.

2

UVW mapping: Very nice use of space here. Big
points for that. No noticable seams and very
interesting layouts. Defintely conservative of lost
space, you used everything. Again no warping noticed
and it looks very well mapped. Good stuff mate. Smart
move using flat rect maps for the tires rather than
painting them on the side. Usually obvious but hey its
nice to see it done :slight_smile:

3

Texturing : Spot on here. Heh yes there isnt
anything insanely detailed about ExciteBike as it is
but nonetheless the detail is there and I like how you
incorporated some more elemnts into to make it nice
rather than flat colors. Good attempts at making the
detail onthe bottom of the bike etc.

2

Appeal :

Its wonderful aesthetically it balances, you captured
the signature one wheel high and gave him a cool
outfit. He looks a bit unbalanced on the bike kind of
like he’s about to fall. dont know how I would crit
that. Give you some extra points for adding some other
skins there. Very cool presentation too, nice simple
and to the point.

2

9 / 12 :smiley:

ehulser did Blanka

Polygons : Yeah! Tris :slight_smile: Very nicely modeled.
It looks a bit dirty with some wasted detail on pieces
like parts of the finger and the calves. points for
the head/hair modeling however/ Could probally be
lower but I’m not goign to question in it here it
accomplished the job. At 2722 I’m still skeptical
though, there seems to be lots of wasted poies. Again
its not a matter if the comp can run it its a matter
of: Did you use every triangle to effectively give life
to the character? Lots of inbetweening here in your
polygons and some distractions of flow around the arm
and chest - might leave for some distortion in
animating.

1

UVW Mapping : Quick and effective here. Not
really wasted space here, ma ybe a little bit but very
well placed. Warping doenst seem a huge factor here -
i complain more on the fact some pieces have more
texture resolution than others. Equalizing a bit owuld
be nice. To the point and simple and nice for mappers
to map :smiley:

2

Texturing : Nothing super spectacular but to
the point, colors matching the oroginal characters and
nicely painted. Subjectively because I love detail I
would complain the character maps are too shalow and to
the point nothing more and i’d be a bit against
painting highlights - but objectively I would say you
hit it dead on and made it look like Blanka if the SNES
was capable of 3D :slight_smile:

2

Appeal :

It looks like Blanka. It’s nothign super detailed but
its good for probally a quake3 ish or 3rd person game.
in the time we were given I will ive you points for
accomplishing the task. WHere I detract is how much
farther you pushed it. Please dont get mad :expressionless: I wil
lgive you points for giving some awesome poses though
:smiley:

2

7 / 12 !

Top_Animalistic did “A Boy and his Blob”
(awesome game btw:P give you a point just for
originality :D)

1

Polygons : Your strongest point here. Very
well modeled and smotoheness is defintely what you
aimed for. Decent flow but I would like a close up
shot. A bit wasted around aprts of the head and the
belt line and parts of the hammer but still good.
Defintey animatable it seems, I would detract on the
shoulders however, looks prone to some minimal clipping

  • A bit scared on the finger detail too, from your shot
    it looks too high.

2

UVW Mapping : Decent enough maps. Some wasted
space and simple projections - seems are minimally
evident. Good idea on mirroring. Nothign too
spectacular - no offense m8:| To the point and
projected fairly good.

1

Texturing : Big hit here, some things look a
bit too simple. Will give you points for putting it
all on one 512x512 however (should have done this for
mapping but ill do it here). Resolution is split
unevenly here but made up for the face the model is so
simple and the colors blend easily as it is. Good for
a third person game - I would question it for a first
person game.

2

Appeal : You did the job right. You got the
detail in and you found some interesting solutions.
Gonna hit you for presentation here however- the
wireframe shot was a bit lacking. I will give you
points for the poses however!

2

8/12 ! :wink:

m_luscombe did Janne from World Hereos on Neo
Geo
In fairness here Ill give you a point for even
playing Neo Geo :slight_smile:

1

Polygons : Very well modeled, the flow is great
and the dteail is wonderful. I’m objecting to how many
polgyons you threw in however, a decent maount look
wasted. Thre trade off is it would DEFINTELY kick ass
for a first person game. Proportionally its well
balance and you capture a nice profile of her. I
question how well it would deform in some places and
some useless polygons question me but noentheless good
job.

2

UVW Mapping : Very well use and no wasted
space at all. I would personally have been more in
favor of 2 256s and a 512x256 (does that work? :P)
Resolution is a problem here, just minimally,
stretching is apparently on some jaor pieces like the
leg. Nicely used rotations and placement:) Well done!

2

Texturing : your best trait. Kick ass details
m8! I object on some pieces however on color choice
and on painting darks and lights to make the face
clearer in 3d shots but nonetheless well painted

3

Appeal : Your presentation is iffy but to the
point. I wont subtract you badly on posing, I
understand your traits. I do question your using some
map projections buti ts made up for wonderful face
paiting. It swings both ways here. I’ll give you a

2

10 / 12

happosai311 did Frog from Chrono Trigger

Polygons : Well mdoeled. By far you best trait
here. I understand the polygon limit issue here again
and this is where I will aways be bias etc etc. But
nonetheless the modelling kicks ass here m8. Very well
done, nice details and wonderful flow/placement/ bends.
I complain about wasted polies around the eyes and
front lip, or more of the Feet since those arent as
much seen in FPS games - how ever you balanced polygon
resolution well and got details well in.

3

UVW Mapping : Very nice use of space here. A
bit confusing at first for mappers but projections seem
well in order. Smart ideas on limiting resolution on
thigns rarely seen - no notciable seems. Wonderfully
projected. I can’t say any more.

3

Texturing : If there was one this would be
your strongest point. Colors harmoniously flow here,
kick ass details and excellent eye for details. To ask
any more detail would be pushing it beyond the scope of
this comeptition. Nicely painted again, the color
desturation in some areas is fairly well done.
Beuatiful

3

Appeal : Good presentation here, EXCELLENT
poses, nice use of movement and cap deformations - nice
movement and an awesome idea overall. To ask any more
would be ridiculous. Excellent model for a first
person (hope it gets released:P)

3

12/12 r0x0r1n9 j00r b0x0r$! :slight_smile:

YerEvilTwin did Yoshi’s evil twin! One point
for interesting idea

1

Polygons : To the point and well mdoeled. I
Nice model details and interesting flow. Seems a WEEee
bit unbalanced in the ront sow butn othing worth
subtracting. Excellent muscles again I cant say enough

3

UVW Mapping : Weakest point here. Seems
difficult at first for a mapper to recognize where to
map. Excellent projections however. Some seems, I
would only ridicule you on splitting it up too much but
atthe same time you element seems (more for texture
work) and eliminate major deformations

2

Texturing : Kick ass painting - Im taking you
off because the map is too small for me beedy eyes :stuck_out_tongue:
But thats somethign for appeal. Excellent color
choices to capture sickeness and decent highlighting of
the muscles - although id suggest smore more to make
them come out - but be careful to be o nteh verge of
making him muscular yoshi. Color choices here rock
man. I cant rally decide what score to give you…

2.5 ?

Appeal : That first pic kicks ass. For that
ill give you a point :slight_smile: I am against teh small texture
map but its nothign something horriblly offensive.
Decent positions nothign spectacular there but gets the
idea cross. That first pic though really balances
stuff out. Mm confused here again on what to award.
meh!

3

11.5 I guess only because i’m against your texturing
style:P Truthfully if i wanst so conservative o nthe
issue and all I would have given a 12. There are some
other things too that oculd have been eliminated by
mirroring but then again you ad da variety to the
model . its so damn debatable. please dont get mad
:cry: it’s an awesome model! :smiley:

modeling_man modeled Kain from Final Fantasy II

Polygons : Wires are pretty damn good.
Defintely insane detail here. I will yell about
deofmration in some places and a lost of flow in
others, it seems boxy for such a complex character.
OBVIOUSLY its defected by the insane head modeling. I
will yell too for tons of useless poygons in some areas
and disprotionate resolution. iffy iffy here but the
fact you can take the helmet off kicks ass

3

UVW Mapping : No seams I can see (or are very
well covered up :slight_smile: Great projections and points just
for having so much polygon detail to project on and not
half assing it. The textures seem very broken up here
but thats nothign I can take ofefnse too since theres
so many broken up pieces as it Greats tuff realy,
just nto a fan of wasted space - also some resolution
problems mostly around the hands arms and legs

2

Texturing :

Mmm colorful dark and moody and very well done. Simple
oclor design and coloring, a bit confusing on some
parts as to what the material is but good :smiley:

2

Appeal : Presentation is thr own around here.
Very cool though and decent poses. Some interesting
supplemental inclusions and good referencing :wink:

3

10/12 :@!#!@*(&! :slight_smile:

Ok gotta speed up here im l eaving soon :Z sorries :expressionless:
Been writing since 2 and its 3 now :slight_smile:

Runefall did Cecil Harvey from Final Fantasty
II

Polygons : Good modeling, a bit blockish, no
variations in form and movement, some cplipping
problems - topology nd resolution are good here, but
the details wasted could be lwoered andthe blockiness
thrown out.

2

UVW Mapping : interesting idea of using 4 maps -
works well. NICE layouting out and minmal wasted space

  • Good pojrection n notciable defrctions here. neat
    idea of using alpha maps :slight_smile:

3

Texturing : Colors a bit solid and details are
confusing. Some definte resolution problems around -
would have bee nbetter to leave out amass details and
go folr color. Color choices are good but variation is
low and some things look a bit scary because its all so
bright with shadows. simple paint and good :0

2

Appeal : Nice take o nthe FF poster and all.
Straight forward and good presentation : ) Me likey!
Not a fan of some fothe color flatness however

2

9/12 :9

tessalated modeled Sonic the Hedgehog revisited

Polygons : Interesting polygon usage but
smoothing maps are overued here - cut some things off
in smoothign to make it blend more - a bit loose and
thrown about on modeling topology and lots of cracks -
careful for that. improvements would be to study
editable poly forms and mesh flow/edge loops/rings

1
UVW Mapping : It gets the job done… wasted
space and all and room left for more resolution on
other things. OK:0
1

Texturing : Simple colors, no real blendingin
some parts - does get teh job done - blurry in some
places but good attempts at details :slight_smile:

2

Appeal : An intersting idea, points for that
:smiley: Could use a bit of better presetnation and modeling
form, the bulbiness scares me abit because its so
rough and cracked but good neough iguess.

2

6/12 :smiley: Cool idea indeed :slight_smile:

Dunbar modeled The IMp from FF1 NES style

Polygons : Scary good flow here, nice attention
to smoothing. I retract over mesh resolution and
topology usage and some smoothing chioces - Intersiting
layouts and modeling however and defintely get the
general idea of him. Just scared at the polygon
resolutoin choices here

2

UVW Mapping : No notciable seems, good
placement, UV choices and mapping to elminate
distortion would have easily made more spaced, flowed
some things more - and at the cost of warping it isnt
much. Good ideas i guess - a bit confusing for mapper
sto follow but nothing bad… Resolution problems also
apparent

2

Texturing : Simple, nothign too detailed, I’ll
detract here and call me bias if I do but defintely
looks too smoothed - and simple for the triangles put
in

1

Appeal : If it was around 1200 I’d give you
more points in texturing and polygons but theres a lot
of wasted polygons for the detail put onto the texture

  • and in general in most places. Good presentation
    however, nice and too the point. Small text map pics
    but thats ok i guess but it did hurt you when iwas
    looking for details. good enough :slight_smile: big boost here is
    modeling detail

2

8/12

ok gotta do this faster… :slight_smile:

sysop modeled Shinobi from Shadow Dancer (sick
man P you sick man :stuck_out_tongue: if this is les s than perfect you
must die :slight_smile: … jk :P)

Polygons : Nice! godo flow, wasted in some
parts, Solid mesh, volume apaprent, looks human,
Muscles arent big or small and it fits. No crits here
I probally would havem odeled it that way. looks a BIT
to oconcentric and mirrored so some cutting or
variation would be cool but nonetheless
aweosmeosnesneszz

3
UVW Mapping : can’t tell i dont see any UV
mapS:| (img dead) give you one for having good
projections on the beauty shot - some warping apparent

2
Texturing : cant tell again. Seems a bit
simple but then noticing the small details it are ok.
Handling of materials and represention seems a bito n
the low side here… debatable…

2
Appeal : Kick ass. espicially for including
the two game covers for references. Excellent work m8
:slight_smile:
2

8/12 :smiley:

steyn modeled Kevin from Seiken Densetsu 2

Polygons : cool! Simple. Never really seen it
t hat way. m aybe itll work? Muscles etc and general
form seem blocky…

2

UVW Mapping : wasted space here and there.
decent projections, no major seems and good appraoches
to getting everything preresented. Hair could have
been done in a better way to save resolution but hey
more detail too, give you this score just because you
mapped more lress everything :slight_smile:

2

Texturing : Decent details, blurry in some
parts and s eems stretched, photo reference? Ok I gues
could use some work here and ther. Ok color chioces

1.5

Appeal : One image no workie :expressionless: No roginal i
can see, meh not a problem. Cool layout and nice
coloring. Good blodo work

2

7.5/12 GOOD stuff :smiley:

Levitateme modeled Medusa from Drac X
(CASTLEVANIA RWAHHHHXX) :slight_smile:

Polygons : Scik detail on the top. Im
questioning if thats a good thing… I’m giving you
this score because I feel your modeling technique kicks
ass and attention toe detail is good - I DO SAY however
YOU COULD eleminate TONSSSSSSSSSSS of POLYGONS because
of viewingresolution. the rest seems simple and dumbed
down…

2.5
UVW Mapping : some wasted space but points for
using so MANY maps. few seems and decent ok
proejctions

2
Texturing : Good details - again same wth so
many maps and good approaches. excellent detail on the
reptillian skins
2
Appeal : That beauty render is sick bbut the
bottom half of the mesh looks wierd… iwould have cut
a lto of the detai lfrom those snakes and put it mo
make the rest smoother. Great stuff nonetheless and
SICKKkkkkkkk details :slight_smile:
3

9.5/12 RWAKkkkk


#27

CameronC modeled Kefka from FF6 - since two
images ownt load i wont count as many pts

UVW Mapping : No notciable seems except mdoel
smothing on front, seems liek you porjected thigns ok
but there are defintely some resolution probs
2
Texturing : simple details - good colors -
confusin pieces and coloring
1

Appeal : Nice Beauty shot :smiley: Decent coloring,
work on smothing groups to get the desired effects…
good stuff
2

5/8 or so yes it shoudl be 9 but sincei couldnt review
UV and texturing properlly… :slight_smile:

Gyzer modeled a sick Robo redesign for you CT
fans…
No I dont catch the reference tho :Z

Polygons : Nice laying out and simple shapes,
smooth and to othe point. I would debate u on use of
polygon topology here… Things count things do. Meh
I originally gave this a 2.5 but re reviewing im goign
with a higher score becasue to be honest… it does flow
very well. yes there are some lost polies but nothing
that is detracting.

3

UVW Mapping : Not going to yell about splitting
up here because SO man yudetails. Good idea on
resolutions to split it up and nice appraochs to
everything. no super crazy UV mapping but good :slight_smile:
Giving you this sore because resolution is split fairly
evenly as well!

3

Texturing : GREAT color choice,s sharp details
and nice effects. KICK ass painting :slight_smile:

3

Appeal : it kicks ass. its funny. its has style,
it speaks to me BLahh I cant say enough aobut
details. Eys there are some reoslution problems but
for what the task was you appraochjed it fairly well.
it DOES seem a bit cocnetrice from the front but i love
the variation form both sies to make it look different.
Defintely awesomeness reeks here … cna i have some?
(side view is the only view i think the shapes look a
bit funny, but its no biggeie… )

3

12/12 - I want one! :slight_smile:

ok i gotta go in a bout 5 minutes…

Andy H modeled Axel from Streets of Rage 2 (wow
cant beleive someone remembers that game! :smiley:
AWESOMENESSS)

Polygons : sick :slight_smile: A few wasted pieces, great
portion, nice defomration areas… good splitting o
resolution

3

UVW Mapping : Simpel to thep oint, no major
space wasters - coold projections, no notciable seems,
nice approach from Mappers

3

Texturing : Simple, to the point, Defintely
feels like an upgrade from the game - no super details
but good enough i guess :slight_smile: nice touches of blood etc
very well painted - and nice resolution splitting -
great work on the pants - the neck is scaring me nd its
iffy iffy there and on some muscles…

2.5

Appeal : Sick. Very well done. I like it :slight_smile:
No problems here, good presetnation and AWEOSME poses
:smiley:

3

11.5/12 RWAK on :slight_smile:

Ivars modeled Anakaris from Darkstalkers
-5 points for every second over 12 noon (being leneit here :wink: you were late :stuck_out_tongue: :

-29400

Polygons : Awesome work here. GREAT form and nice movmeent of mass. Lovely circles and great resolution splitting.

3

UVW Mapping : Very nie. no major wasted spaced and easy to follow for mappers - No major deformations in the mesh and resolution seems split fairly well

3

Texturing : Nice color work, good use of painting lights to bring details out - Works VERY WELL with your polygons to REALLY emphasize some of that muscle mass. kick ass all around. I wont yell about simple colors and dtails because they work here… although some more would be nice…

3

Appeal : pretty damn cool. INteresting presentation, could use a bit of work o nthat beuaty shot but im not yelling about that. Awesome sheets you presented. I cant say enough about those muscles :slight_smile:

3

score: -29388

that’ll teach you!! :stuck_out_tongue:

jk :slight_smile:

12/12

Ok ok i really REALY gotta go right now thanks for al lthis - sorry for typos and quickening the pace as i went on next time ill review a bit more fairly and judge early on so everyone can get a shebang…

hope i didnt upset anyone :slight_smile:


#28

Ok MS word is reading some 500 typos

im sorry guys :stuck_out_tongue:

I suck at this typing thing!


#29

agentJ: ok, so give us your top 3 (1-3 pts.)
There were a few that were 12/12, you gotta decide :slight_smile:

BTW, nice job to the other judges who put a good deal of effort into the reviews, i think everyone who participated appreciated it. I’m not sure why monkey ended up giving the shortest critiques :wink:

So, we are waiting on one more? *cough Bent *cough


#30

It doesn’t really matter at this point as Happosai311 is untouchable in points, in my mind he’s pretty much won since they gave him frontpage.:stuck_out_tongue: but ya it would be nice to see what Bent has to say.

good work all!
B


#31

Whoa! AgentJ - Way to make me look brief!! Heh heh… Neil’s right, though. You gotta pick your top three, otherwise, your votes cancel each other out.


#32

3pts :: happosai311 did Frog from Chrono Trigger
2pts :: Andy H modeled Axel from Streets of Rage 2
1pts :: Ivars modeled Anakaris from Darkstalkers

hard decisions here :Z here you go :slight_smile:


#33

5 out of 7 judges have posted their results. bentllama and dudeguy haven’t posted, and I don’t know if they will. CgMonkey is the one to officially announce it, but I thought I’d post the current scores for anyone who wanted to know.

[list=1]
[li]14 Pts. - happosai311
[/li][li]07 Pts. - ModelingMan
[/li][li]05 Pts. - Andy H
[/li][li]03 Pts. - Ivars
[/li][li]01 Pts. - Runefall
[/li][/list=1]

Props to all 17 participants of the 5th Game Art contest!


#34

Lekku - Thanks… I just gotta control count them first sigh j/k

And thanks all, judges, participants, those who criticized in the WIP threads, and observers aswell for making this an awesome contest. I’m really looking forward to the next one.

As for the prize, hoppasai311 have the full rights to decide the guidlines for the next challenge, the 6th game art competition. If he’s not up for it then the torch will be passed on to the next and so on.

And congratulations all… Remember Eveyone is a winner with good crits!


#35

Yeah congrats to the winners, and all participants. There was some really good work in this contest. I just hope I will finish the next one myself! On with the next one!


#36

Sorry about the delayed response guys, I watched all the entries work in progress closely and was so impressed that I wanted to participate in any way I could, so I asked CGMonkey if I could be a judge at the last minute, then I realized that might mess up the scoring system, that is why I never posted my results.

If you are still interested…

With the strength of the entries, these are some very close and tough decisions to make, but this is what I came up with…

1st place - happosai311
-Nice clean mesh that is just under budget, looks professional.
-UVs seem to be evenly unwrapped for a consistent resolution, barely any wasted space.
-Excellent texture, the paint job is subtle but adds a high amount of detail, very well done.
-Highly creative entry from looking at the original sprite design and extremely well executed.

2nd place - Andy H
-Clean mesh, that is closely under budget.
-Very efficient use of UVs, almost no space in wasted.
-Texture adds a LOT to the character, subtle but strong details.
-I saw Andy H’s progression of this model, he wisely took note of criticisms and made this model go from okay to great, nicely done from original sprite design.

3rd place - modeling_man
-Nice mesh, that is just under budget. Being very picky, I think you could have distributed some polys a bit better, the upper body seems to have a fair amount more of detail than the lower body, good job nonetheless.
-UVs layout looks like it could use some work, more even distribution, some areas look be higher res than others.
-You can tell a lot of effort was put into the textures, separate diffuse, bump, spec and transparency maps
-Despite some minor techical issues, the final aesthetic look of this model is very appealing. I’ve kept up with your work for a while modeling_man and you are getting a lot better, fantastic work, keep it up! (Looking forward to Kain’s ride)

Honarable mentions:

Ivars - Very tight, clean mesh with strong anatomy, texture suits model perfectly, beautiful overall aesthetic. I really wanted to place this in the top 3 rankings but I couldn’t. The only thing that didn’t work for me, is that you were way under the poly budget, I’m not sure if we judges are supposed to take that into account, but I did, seeing as how you had over an extra 2000 triangles to spare, a sarcophagus for him or something would have been really cool.

sysop - very clean mesh, good use of budget, as you mentioned, the texture isn’t finished, I would like to see some more highlights and detail on the body armor, great job!

YerEvilTwin - nice clean mesh, nice texture, great idea and well done.

Levitateme - good job, I’ll give you an depth critique when I have more time.

Neil - this is hilarious, made me laugh so hard but in a good way at your creative idea, nice work dude!

Well that about wraps it up. Good job everyone! Looking forward to the next one.

Cheers

-dudeguy


#37

hmmm, ill edit this post if its out of place, but since benllama declined to post his judgement, I thought it would be nice if the video game contest at at least one professional judge.

I would give first place to anakris. It would need zero art direction, zero poly optimization, and zero texture work to go into a game as is, as a main character. perfect score.
I would give Yoshi 2nd place. while technical issues abound, their is a great level of freshness and creativity, that just makes this one stand out as an awesome remake of the sprite original. The technical issues im refering to is not the best use of UV space. Also a lack of hard lines or sharp detail
Frog dude from Chrono trigger woudl get third. While almost as good as anakris on a technical level (i think poly distribution is a little heavy handed towards the head) the texture itself is a bit too bland for a main character of a game. It would need a bit of art direction before it would be full ready to be inserted in game. Its kind of floating between stylized FF, and hyper real, not succeeding fully at either.

Modeling mans would get honorable mention, but texture work was fairly bland imo, and UV layout was wasteful. Model is one of the best tho.
Also honorable mention to streets of rage dude, for good effort. Great uv layout, if a bit lackluster texture work, and fairly plain model. It looks to be a good start and I see awesome models in your future.


#38

Originally posted by Poopinmymouth
hmmm, ill edit this post if its out of place, but since benllama declined to post his judgement, I thought it would be nice if the video game contest at at least one professional judge.
Hey! I’m a professional too :wink:


#39

Originally posted by dudeguy
Hey! I’m a professional too :wink:

haha not in the gaming industry.


#40

hehe, not yet anyways!

I kind of realized I’m not a professional in the gaming industry after I posted.

Movies and television are no doubt different, but hopefully I still have some value in this section of the forum as I am avid gamer and create real time models during my off time.

shrug