Game Art Comp #8 Submissions


#13

I added a bit of a description to try and lessen further confusion.


#14

Im to late, but, for those of you curious, here is Lady Selene, from the X-men comics. In the ref, she is just beeing introduced as Black Queen of Hellfire club, a position earlier held by Jean Grey in an evil Phoenix moment…

Im just attatching all the images, as tumbnails…first wire and refs…then in the next post, textures and final renderedimage


#15

more images of Selene among them the elusive final render…


#16

Good job everyone!

crimson13:
[color=MediumTurquoise]I like the choice of character, and as the only one who attempted to do an actor, you took the trickiest chalenge. A few of the proportions are a bit off, and the body seems very rigid - mostly cylinders, with little definition or shape. White is probably one of the hardest colours to work with in game art, you should keep in mind for next time that hardly any of the white surface will get to being a pure white. In the super contrasting promo picture you can see a lot of white, but if you look at the in-movie shot, his whole suit comes in at more of a cream, with only the uppermost highlights pure white. Good job finishing this one all the way, practice that can only help on future projects!

[color=Red]ElysiumGX:
[color=MediumTurquoise]One of my favorites for sure, you’ve done a great job capturing the look of this supervillian. You’ve varied somewhat from the concept, which is good, since the concept is outdated. My main crit, besides what Neil noted, would be the bump mapping you put on the cross-hatch. It seems to me that the cross hatching was supposed to represent a net covering, in which case it should’ve bumped out, not in. The shading also seems a little washed out, but great job, especially since you claim you don’t do texturing!

[color=Red]Joker:
[color=MediumTurquoise]Decent likeness of a great character. I mentioned a few crits already in your thread. In addition to these, I’d put a bit more contrast between the armour plates and the rest. It all seems to blend together. The specularity settings you chose make it look like rubbery plastic, great for your toy render, not so good if it was supposed to be metal, cloth and skin. Try making the highlight tighter and brighter. Also add some of the same colour to it as the metal, to keep it away from looking plastic.

[color=Red]Pluckylump:
Definately the most original idea in the competition, also one of the more original ideas of seen on this site! He feels a bit unfinished though, there’s no shading on any of the parts, or detailing for any of the metal. I’d bake a lighting pass on the whole model, and use that as an overlay on your texture, pick out some highlights, and then add the rust and gore. You’ve got the lines in the right place on the face, but I think it could’ve helped it a lot to shade them a lot more, bringing that shading out a lot further, to get a more dramatic scowl.

Strider3030:
Parts of this are really great. The belts, for example, really have a great feel to them, despite needing probably just a touch more contrast. On the other hand, his muscles aren’t quite right. Some of them are in the wrong spot, some are too small compared to others that are quite big. Also, you’ve painted them more like a heightmap than a highlight. Try bringing the brightest part to the top of the shape, rather than the outermost part. I was also kinda dissapointed that even though you modeled and textured his face, you didn’t put any transparency in his mask, so we could see it. Stylistically though, you’ve made a nice peice. I particularily like the shot in front of the moon. It seems like it’s straight out of Trigun!

hanzo:
Some really good modeling there, good edgeloops. I think you could’ve pushed the syle a bit more, the original had much more exaggerated features, something that really makes it stand out. Texturing is good, but there’s a bunch of improbable detail on him that just comes out as noise, I’m afraid. It’s a good model, but I think you could’ve pushed it much further.

War Destroyer:
Never liked this character much, but you’ve done a great job bringing him to 3D! I can’t really fault the modeling, you’ve laid everything out nice and neat, and it looks to be a very robust character for animation. The texturing is good, but because you’ve used white to do all your highlighting, it’s come out rather washed out looking. Try using the Variations feature in Photoshop to add some colour to the highlights and shadows.

Isabelle:
Nice job, you got this done very quickly, and for that I commend you! I can kinda tell that you mostly used that one reference of her from the front view, because directly from the front, she looks quite good. From the side, however, she looks very rigid, and a few of the details, like the hair, look like you couldn’t quite decide what to do with them. It’s an old comic you’ve used for reference, and back then, they didn’t tend to use very much colour. You’ve stuck quite close to that, which is good in it’s own way, but I think this model could’ve stood to have more vibrancy to it.

[/color][/color][/color][/color][/color]ElysiumGX [/color] 3 points
War Desroyer 2 points
hanzo 1 point


#17

awesome competition, really loving the Shocker and Jedah, great work to everyone though!


#18

Ok, so another Game Art Comp is over. And a few of you actualy managed to complete your entries. CONGRATULATIONS! And to the rest of you, who didn´t: good job anyway!

Here are my votes:

1 point (3rd place)
ElysiumGX

Nice and clean mesh, though I think there are some polys that could have been better used. You´ve done a good job on the texture, but the metalparts looks a bit too cartoony, in comparsion to the rest of the texture. Overall, you´ve got a fine piece of character.

2 points (2nd place)
War Destroyer

What I like the most is how well your textures work with the mesh. Your textures are very smooth, but you could have used your UV-space better. There are som wasted pixels…
The clolors look a little dull though, with mainly brightness variation. Some hue variations in the shadows/highlights would have been nice. But I really like what you´ve got. Looks nice!

3 points (1st place)
hanzo

Great use of the polys here. They give your character a smooth silouette, even though there is much detail. The texture is nicely drawn, and the layout is clean with very few pieces. Too bad you didn´t use all the texturespace allowed… But anyway, you get my highest score.

Sorry for me being so lazy and not writing any more. But it´s in the middle of the night now, and I have to go home and get some sleep :slight_smile:


#19

For my own purposes I’ll give these a rating of 1-10. 1 being what you’d expect a first timer with little to no experience in a modeling program and/or anatomy. 10 would be the highest professional and artistic quality. Something you’d find in the ideal game where every artist is able to have enough time to model and texture at the peak of their ability. I’ll try and provide examples for each entry on what a 10 could/should look like.

This should be a learning experience, so I’ll try and give my honest opinion and constructive criticism, although for this purpose, the work here is ‘finished’.

crimson13
The Twins - Matrix Reloaded

Model - (4)
This model reminds me of a model that would have been made for a Half-Life Matrix mod. That says alot for a game that came out in 1998. Nothing really stands out as being a good part to look at, other than the upper torso. For something in the neighborhood of 3000 polys, I’d expect alot more attention to detail put into the face, and capturing the likeness. I think you got the nose in there good, but the rest falls pretty short. The segments that are placed in the arm are way too close to add any benefit in animation. The hair lacks any kind of ‘noodly’ shape and resembles more of an Egyptian Headress.
Perfect 10- http://www.turner3d.com/smith_wire.jpg (2679 tris)

Texture - (2)
If a model needs work, there is only so much that can be done with the texture. It doesn’t help that in this case it would be hard to make it look great with a nice texture. One of the main things that catch my eye is the rushed look to both the unwrap and the texture (Maybe these challenges should be made longer, so that a higher standard of quality could more easily be reached and by more people). There is a lot of wasted space here. What makes it worse is that there are a number of areas that don’t get any texture space at all. They are planar mapped and the edges get left behind in the dust. The head was given an extraordinarily amount of space considering the lack of any detail put into it’s texture. The jpg’s don’t help either. The compression makes it hard to find any hidden details, if they even existed. No details were put into the gun, as well. If you are going to give him a prop, make sure you put more than 10 seconds into the texture.
Perfect 10- http://www.turner3d.com/smith_head_map.jpg

Likeness - (2)
With the previous comments, I’d find it hard to give the likeness a higher point value. All I can say is to keep learning. The perfect 10 shots I posted were from John Turner’s portfolio. You can find info on it, including the source files from his site- http://www.turner3d.com
This would be the ideal level of quality I’d expect to see in this particular character, for this particular challenge for someone that would win the challenge. This makes me wish I actually had the time to finish my entry.
Perfect 10- http://www.turner3d.com/smith.jpg

ElysiumGX
Shocker - Spiderman

Model - (7)
There isn’t much for me to say on this one. For a relatively generic character, it was captured very well. The porportions are, for the most part, authentic to the superhero/villain style. The muscles look good and round, so they give him a fairly beefy profile. The only areas that concern me the most are the metal pieces that he has on his arms, waist and feet. For 2300 polys, a few hundred more could have been put into those areas to spice him up more, and bring you’re own feel to him. You could have even made some sprite pieces for special effects. That would have won me over, for sure.

Texture - (7)
The level of detail on this guy is mostly hit and miss. There isn’t much in the way of wasted space, although I’m not sure what’s going on between his legs and feet. Probably just some bits that were’nt able to fit elsewhere. If it weren’t for the criss-cross pattern in the costume, the texture would look no worse at half it’s size. The only sharp detailing is found in the criss crossed lines, and around his vest/boot seams. There could have been alot more going on in the metal pieces to set this character apart(seams, scratches, dials, vents, bolts, etc).

Likeness - (8)
The model and texture are spot on as to capturing the likeness of the character. I can only wonder what could have been changed/altered to the overall composition of the design to make him look less like a walking rubber glove, and more like a menacing villain. If you are given the chance to alter/redesign a character, do it. Nothing is keeping the others from doing it too.
On a side note- the beauty shot should be something that would strike fear and terror into an individual, not confuse them as to their sexual preference.
Perfect 10- Closest things I can find are the characters from City of Heroes and Freedom Force. Even then, there’s are more like 9’s. :S

Jo|{eR
Shredder - TMNT

Model - (7)
Another one that is pretty well spot on target. Looks like shredder, and could easily be identified as him. The hand and feet look a bit long, and since the hands aren’t weighted to fingers in the poses, it really draws attention to them. There are some areas that could have been optimized, namely the spikes on the armor. These could have easily been planes with an alpha mapped transparency applied. This should have given you plenty of room to add the sash that comes off his waist. You could have also taken a number out of his abs, if needed. There is a good assemblage of polys that don’t add much to the profile, and could have easily been shown in the texture.

Texture - (3)
The unwrap looks fairly standard. I could see some areas that could have been mirrored to allow for more pixel density, but what is the point if no time is spent on the texture. I can almost name each of the textures that were used on this character. These would have been fine, if used as an overlay to add to the detail painted on there, but not by themselves (again, more time could have done wonders for this model). This texture actually takes away from the detail of the model, especially when you look at what the bumpmap does to it. The jaggedly drawn lines in the armor and elsewhere, almost cause me mental pain.

Likeness - (6)
It still looks like Shredder, but only because of the profile. The texture is very muddy, and confuses any detail that could be seen when looking at it. The render is cute, but again, does not strike fear into my soul. I can only wonder how much time was spent on the beuty render that could have been well spent on the textures.
The perfect 10 I’d look towards would be the Green Goblin in the Spiderman games. The shinyness and shape lend a similar profile to both of them.

pluckylump
Mr. Mint - Candyland

Model - (9)
I can’t see much in the way of wasted polys on this monstrosity. But that is to be expected on a non organic model. The shape reminds me of some sort of steam powered tippy bird that goes up and down drinking water, or pressing the ‘y’ key. For a more original design, this one defninitly generates interest. It certainly does remind me of the Mad Hatter in it’s lanky, hunched appearance.

Texture - (6)
For a complete overhaul of the original character, I think I would have been able to keep more familiarity by implementing more of the peppermint stick in it’s texture. The hat is too small to warrant it as the only carryover. Maybe a weathered looking paint scheme on the boots and arms could have livened up his rather dark and plain look. The face texture wooks fine, but there isn’t much in the way of detail other than what is on the boiler, and saws. Maybe dents, blood stains, rust, holes, etc could have been put in those areas. There isn’t much in the way of wasted space in the unwrap, but if the same texture was going to be used on that much of the model, you could have saved alot of space by having those parts all overlap on a smaller portion of the map.

Likeness - (5)
For such a cute and cuddly character (was it the enemy in Candy Land? I never played it as a kid), the only remaining visage is the hat, and partly the face. This was mentioned in the idea behind the character, but I think a lot more could have been on the design wise, especially in the texture to make it somewhat obvious you’d know what character this would be if you at least told them this would be Candy Land if done by American McGee.

Strider3030
Monev the Gale - Trigun

Model - (6)
That is one beefy lookin dude. I think he’s too beefy in fact. The only real defined muscles I can see are the biceps. The rest are all mushed together to create some sort of marshmallow look. I think this is the big thing that hurts this model. The proportion of the muscles leads the eyes away from the torso and head and out to the big cylinders and clunky hands. There could have been alot added here to bring some style and finesse by cutting out alot of the excess polys in the musculature and putting them into modeling those big chain gun bracelets.
Ideal direction for model- http://www.mindlessgrafx.com/files/Gunner/colorpose.jpg

Texture - (7)
The layout of the uv’s is nice here, and there isn’t anything I’d do differently in regards to the unwrap. The texture looks to be about 70% complete. As such, the purple muscly bits aren’t modeled with any real definition to them (something that would have helped the look of the model). This guy looks to have some extra muscles in him, as well. Veins could have been added, some extra detail like an overlay, or slight bumpy texture could have been applied to his tights to give it interest up close.
Here’s a toy that was made (lot’s of small details, all over)- http://webpages.charter.net/k91283851/Monev.jpg

Likeness - (7)
Looks alot like the character in the cartoon picture there, but not much else. The profile looks spot on, but the style that his proportions were carried out in, don’t appeal to me as being a good style to use.

hanzo
Jedah - Darkstalkers

Model - (8)
This one follows the concept pretty close, so not much to say on that end. The wireframe shot makes it hard to see the real porportions as he’s pointing away from the camera as you go up. The legs don’t look as skinny as the concept though. I think that lent a more stylized look.
I wish I could see the face better, it’s hard to see what’s going on as it’s pretty small.

Texture - (7)
The one thing that catches my eye in both the texture flat and it applied to the model is it’s consistency (or lack thereof). You mentioned that you did not like the way it looked being colored flat. I’d agree with you on that, but the details that you added don’t make much sense. What’s worse is that there seems to be different styles going on in each part of the body. You’ve got some organic ridges and highlights in the head, but not elsewhere. The legs get really dark seams and strong highlights, but no place else. In the concept, the dark blue areas on the costume look to be made from the same material. But on the model you have three separate styles that don’t seem to work well together. It’s almost like these were drawn by three separate people.

Likeness - (6)
For anyone that knows the Darkstalkers series, I’m pretty sure they’d be able to recognize him by just the sillhouette(unless he has a younger brother that looks just like him). There was some creative steps that went into the texture to spice it up, but it falls a little flat by being disjointed. You should have stuck to one thought process and went with it.

War Destroyer
Thanos - Marvel Comics

Model - (8)
Now this model looks spot on. There isn’t much I can see that needs fixing other than the shoulder points on his collar look a bit too sharp in comparison to the original drawings. This reminds me of the meefy male character model from Freedom Force. The face also has a lot of character in it. Could easily double as an Apocalypse.

Texture - (8)
I think this one could use another day or two in the oven. It’s just so close to being a very nice texture. This one also would fall into the category of not losing detail when shrunk down to 512x512. There is some extra detail that starts to get put into his mouth and chin area, but that’s it. There aren’t any fine details or texture to these areas. The metal in particular could have used more emphasis on a reflective light. I can see some small areas where it is there, but not enough to make a good statement. The muscles are well defined and look nicely shaped, but the light doesn’t seem to be coming from anywhere. There are also areas on the boot and glove cuffs that could have had some extra detail like seams or other decorative motifs. You can see them clearly in the concept art, but nothing is there in the skin. All things aside, the unwrap does what it needs to rather nicely, although I think everything could have been pushed closer to each other and get another 10-20% extra room.

Likeness - (7)
This one has loads of character in it. The poses capture his menacing tone, and his facial morphs only add to it. This one could easily be a 9 or 10 with just some extra time spent on it. I’d recommend that the next challenges have a longer build time. Since most of us actually have lives outside of these and other forums, it’d be nice to get enough time for a higher majority of the entrants to finish. Especially if the polycount and texture requirements are of modest size.

CONCLUSION
I’ve averaged the scores given to each of the entrants here, and here are the results of the top 3:

hanzo - Jedah (7.3) - 1 Point

ElysiumGX - Shocker (7.0) - 2 Points

War Destroyer - Thanos (7.7) - 3 Points


#20

I wish people would stop pointing me to that toy. I knew about it. You can’t google for Monev the Gale without seeing it. If I wanted to model him that way, I would have, but I decided to base him off of the anime version. It was my choice and I guess I made the wrong one, cuz you all seem to like the toy concept better. (sigh)

Don’t mind me. I’m still a little discouraged that a judge has yet to place my model. :sad:


#21

Hey guys… some nice entries this time around… Congrats to those that finished.

Unfortunate for me, it is 1:45 in the morning right now and I am still at work animating my little fingers raw. I apologize that due to the crunch I am in, and will be in for the following 2 months, I cannot devote the time I wanted to to post my judgement. Please do not hold up the next contest waiting for my judging.

Again, congratulations…and I am looking forward to the next challenge…


#22

Okay, here we go… Once again, I’ll give everyone a few comments.

[u]Crimson13[/u] - I think you need to brush up on your anatomy. The figure is a little stiff, and disproportioned. You might try modeling over the orthographic reference images. Also, since you had the actor as reference, I would have used the photos as a base for the texture. The long hair and trenchcoat make this a really challenging character to attempt, but you came through, and finished.

[u]ElysiumGX[/u] - Great update on oldskool. The anatomy was good, and you used polies well. I think you could have used the rest of you poly budget to make the eyes look better, sunken in more, but it worked out ok. There’s a texture seam issue on the chest, which is a bad place to mess up, but the overall feel of the character was great. And no short shorts. Short shorts are bad.

[u]Jo|{er[/u] - You came a long way in this comp. A few things, though - His chest is a little wider in the ref, and the plates of the helmet are angled a little more, giving it more dramatic edges. Just little details, though. The feeling of the character came across pretty well. The texture seems a bit noisy, and needs a little more contrast in the seperate peices, I think. Every piece being so similar makes him less distinct - more like a thug, than a supervillain. I also would have liked to see a suggestion of his face in the texture. I loved what you did with your beauty render. The blister pack was inspired!

[u]pluckylump[/u] - You scare me. This was such a cool idea. This guy just creeps me out. The texture bothered me, though - It would have been cool if you had worn candy cane paint on some of the peices. Also, the arm and leg joints don’t seem appropriate. Overall, it seems to be a conglomeration of three elements: candy-striped, aluminum/plastic, and iron. It needs to be tied together more. Still, it’s so creepy.

[u]Strider3030[/u] - The first thing I noticed was the color of the texture. The purple seems a bit too red, compared to the reference. Also, the muscles don’t look long enough, such as in the thighs. He looks fairly close to the reference, but he seems too smooth - The anime character has a lot of angles.

[u]Hanzo[/u] - I thought this was modeed very well. The lower wings seem to be missing the lighter half, though. The texture seems very plastic, and the face seems a bit squatty. I would have liked to see orthographic views of the character, but the back of the jacket looks a bit low. It’s hard to tell, since the refs seem to have varying changes here and there, but, what can you do?

[u]War Destroyer[/u] - I thought the model was very close to the reference, though I think he needed thicker muscles at the base of the neck (trapezius), and the head should probably be alittle smaller (as in the left reference.) He does look a bit short, instead of massive - that may be because the references are using worm’s eye views, and you did not. On the texture, the muscles seem too defined, as if he has very thin skin. It gives him a knobby look, and there seem to be too many serratus muscles. Lastly, the Texture is really saturated, and it’s a little distracted. I loved the posed wireframes!

[u]Isabelle[/u] - The upper body looks very good, but the thighs seem very tubular. Overall, I think you need to use more anatomical reference, since the comic reference was not very detailed, especially in the face. Maybe if you thought of an actress/model that would resemble the character, then modeled her? The texture was a bit muddy, and the face and hair weren’t very convincing, for me. I guess you were running low on polies, but the ankle bracelets actually add some cool flair to the costume, Overall, I think you followed the reference well, but it wasn’t a very good drawing to begin with. I suggest adding realistic anatomy to your reference set.


[left][b][u]1st place:[/b][/u] ElysiumGX, Shocker - - - - - - - - - - - - - - - - - - - - - - 3 pts.[/left]

[left][b][u]2nd place:[/u][/b] Hanzo, Jedah - - - - - - - - - - - - - - - - - - - - - - - - 2 pts.[/left]

[left][b][u]3rd place:[/u][/b] Strider3030, Monev the Gale - - - - - - - - - - - - - - - 1 pt.[/left]

#23

I really appreciate all the crits. Thank you to all the judges that took time out to help out. Competitions like this can only make us better.

Thanks again


#24

shoot I wish I would have had more time to work on the textures, well it’s all cool. I love all the C&C this is what make CGtalk worth while, so that we all may improve our skillz, I just wanted to give thanks to the top community :thumbsup:.


#25

congrats to all those who finished - awesome work guys!
(my pc is still not fixed :cry: )


#26

More time would have done wonders. Many of the crits I’ve received from the judges were already pointed out to me by my girlfriend during the process of designing it…hehe. So now I’m being reminded that I should have listened. But, time was a factor. I’m just proud of myself for doing this quality of work in only a weeks time.

I hope those final judges post soon. The suspense is killing me. Plus, I’m ready for the next contest to begin.


#27

Sorry for the late judging, but ive only just come back from holiday and ive had very little sleep due to a 3am flight :cry: - so forgive my ruthlesness :twisted:

Crimson 13 - matrix twin
Nice character - a challenge due to his coat and the fact that he is white all over. The model is good, with good use of polys, but i think that the texture work is poor - it lacks detail and definition, and looks kinda blurry.

Elsuim GX - Matress man / Shocker
Dubious concept pic, but you managed to improve on it by bulking him up and making him a little bit more menacing. Excellent mesh - possibly the best in the competition, but i think the texture is a little dull - it lacks detail and ‘plausibility’ - like i cant tell what the criss cross fabric is made of and wether the black lines are beveled or painted on. Also, the metal texture is a bit basic. Love the beauty render - very funny!

Joker - Shredder
Great use of polys and good modeling. However, there are things that i think let it down. The space between his wrist and his knuckles is still waaaay too long, and his feet look huge. Another thing is that the textures are kinda muddy and confusing - it lacks definition, clarity and contrast - especially on the head / face. I think that you relied too much on photos of metal, and not painting them carefully by hand. He also doesnt look as ‘dynamic’ as the reference.

Pluckylump - Mr mint
Nice concept - the only original one to make the deadline - i love your description of the characters origins! Looking nice, but the legs and arms lack the detail that is present elsewhere, and the metal textures look kinda dark and brown - not much detail or definition, while other bits (joints, saws & face) look too simple and light. Congrats on posing it - it helps a lot with ‘seeing’ the character.

Strider 3030 - Monev the gale
Its looking a lot better than the early pics i saw now that hes looking more realistic and less cartoony. Nice textures, with good muscle definition, but the model is not quite up to par - the topology could be optimised and constructed in a better way that would also help deformation and muscle definition (take a look at elsiumGX’s entry for an example). Nice presentation, wity good references and generous texture images.

Hanzo - Jedah
Superb character design, and great execution. Excellent poly distribution, though im not sure if he needs so many around his wrists or on his buttons. Great, stylised textures that are suited to the character. The only faults i can see is that his face doesnt look evil enough - he looks too smooth and rounded, and the other downside is that the final render is a bit weak - its hard to see the details when seen from so far. - More renders!

War destroyer - thanos
Egh - i hate these american chunky comic book style meat monkeys, so ill try to forget my predjudice for now… Best thing about this is the likeness - he looks very much like the reference - especially the proportions. Nice clean geometry with good use of polys and nice textures. I think the overall result is good, but it looks kinda dull and plainative - i think the maps need more contrast and detail for this to be fixed.

Isabelle - lady selene
Nice geometry, if a little wasteful on certain areas (legs, arms). She looks evil, and a lot like the reference, but that is part of the problem - the textures look kind of unfinished, like you cant decide between cartoony or realistic, but saying that, the creases in the cloth are painted superbly on your maps. I would have liked to have seen her rigged up, instead of based accurately on that one ref pic.


1st place ----- Hanzo - Jedah - 3 points
2nd place ----- ElysiumGX - shocker - 2 points
3rd place ----- War destroyer - thanos - 1 point


Im shocked that so many could not make the deadline, as i had several favourites i would’ve loved to see finished. Lady deathstrike, Kroenen, GoGo Yubari, Vicious officer, skeletor - and most of all i really wanted to see Gamoron’s excellent molegomon original character! That stood a strong chance of winning!

Judging was tough, but i think that hanzo’s character was by far the best - i hope he wins!

Congrats to all those who entered and booooo to all those who teased us with reference images and didnt lay down a single poly!


#28

So, it’s down to CGMonkey to vote, but I think if he hasn’t by the end of today, we should move on, and declare a winner based on tallies so far. Whaddayou guys think?


#29

Based on the tallies so far, I believe Hanzo and I are tied with 13 points. CGMonkeys decision would be helpful, unless we want to collaborate on the next challenge.


#30

Well… What can I say? I’m not qualified to make such a decision. A collaboration I vote!


#31

HAHA! Perhaps I shouldn’t have said anything.:wise:


#32

I think that would be cool, hmm actually since we’re tide I’m just going to give you the responsibiltiy to pic the next challenge and lets leave it at a tie. We all worked hard and came out great, that’s all I ever want…

so everybodies cool:beer:
ElysiumGX man it’s all up to you, go for it buddy!:thumbsup: