MGAC - 019 - A Prop from your neighbourhood!


#61

Comments & critique:

Swizzle:
The one that everyone followed! we all watched your entry from the start, it was an interesting one and we saw the process of making!
I like the rust stains on the diffuse, and i definately like that your specular map isnt just a desaturated diffuse, you actually painted in different detais, fantastic work there.
however uv’s could have been better and the model could have been done a bit more efficiently.
you matched your reference well

Ramseus:
I like this entry quite a bit, its got that clean-yet-not-too-clean feel, the best of both worlds.
also technically is pretty well done - the uv’s are tight and each map is used fairly well.

Robbys:
I like your model, its well constructed and very detailed, maybe a little weird in places, you have cuts that shouldnt need to be there but overall I like it.
The texturing is alright in places but also not so great in other places, an example of a slightly worse area would be the glass and the good would be the phone and poster.

xbiten:
You made very clever use of double sided material and alpha for the inside, that was great!
I think the rust is a bit over the top and the texture size was also big, a 128 or 256 max would have been more efficient, like i said at the outset it didnt need to have top end specs, for something this small a 512 is still too big.
my other major crit is that your uv’ing gave too much space to the smallest part, the label should have the most space as its the biggest area, but instead you gave it to the top…
on the up side i like the dirt you painted into the texture and that your unwrap doesnt seem to be photoshop generated or at least not from the diffuse.

Dennispls:
I really love this entry, its probably my second favorite here, your uv space is PERFECT, you really pushed those pixels, even space for decals and you pulled it off well, this would go into a game easily.
I honestly have no real problems with this model except maybe that the stone flooring at the top and bottom doesnt fit the prop as well as the same material as the steps would.
Runner up!

Gamedev:
BEAUTIFUL, its not the typical texture, its got this weird attractive. the colours are vibrant and they attract the eye, i’d love to see a full environment like this.
good uvw use aswell and all your maps are pretty damn clean.
My only crit is its a bit too sharp or maybe noisy and makes the eye confused, maybe tone that down.
Runner up!

Somnambulance:

I love this prop, its almost photo real, infact if i pasted it onto a photo im sure it could pass off as real.
I really love the small details like the legs being slightly bent!
the texturing is great and i honestly cant see any empty uv space.
you win!

[b]THE RESULTS
FIRST PLACE: SOMNAMBULANCE
You must now go on and make the new topic, choose something good :smiley: we had a huge amount of entries this week im glad i thought my topic through and it worked.

Runners up, this is only so you know what i was thinking, also somn if you really dont want to host the new one then you could pass it on to one of these:
Dennispls
Gamedev
[/b]


#62

Congratulations to all. The contest turned out quite well. GLandolina again a great topic. haha, I’m glad I submitted before I left - somehow I had calculated that GMT would be 6pm or so in California, haha.

GLandolina, did you end up doing a prop?

Somnambulance, get it rolling. I’m excited to see what you’ll choose.

Great work everyone and thanks for the crits!


#63

congratulations to all specially Somnambulance!


#64

I’m curious about how the uv’s could’ve been better as well as the model.

I realize that doing the neon tubes as polygons instead of just a part of the texture was [i][b]extremely[/b][/i] inefficient poly-count-wise, but the rest of the sign actually didn't require as much detail since it was just the shape of the elephant with some thickness. Was there some other way I should have done it that I just missed? Should I have sacrificed texture detail and instead put the tubes on an alpha plane, using a few 256's? The sign doesn't fit well on a square because it's longer than it is tall, so any suggestions about that?

Also, how might I have improved the uv's? I thought they were fairly efficiently laid out, but should I have given more/less room to something or other?

#65

Wow, there were some amazing entries in this round! Thanks GLandolina! Great entries everybody!

ninjacore: I broke them up so I could tile the wood frame and metal texture on the ladder.

I think everyone is going to like this next topic. It was a popular suggestion quite a while ago in the UGAC, but never saw light. I am putting something together now, will try and have it up this evening.


#66

well i didnt say it was horrible, i just said it was a bit inefficient and here’s why:
that pink rect in the top left is for the neon i assume? i cant see anything in the neon except for flat pink in your renders, therefore you could have used a 25x25px block of pink or something small like that rather than all that space and had loads more res for the elephant, as for the model as you mentioned the neon was modelled in, its not horribly inefficient i was just finding something you could have done better :slight_smile:
if im nitpicking you could have done the grey tube differently, laid it out straight on the texture and then modelled a plane in the shape of it (cuts along the plane) it would have been maybe 12 polys or something but alot of uv space saved.

ninjacore: cant wait, i hope i can enter, and for whoever asked about this one, i couldnt cause i had RL issues to take care of


#67

Oh, I didn’t think you thought it was horrible. I was saying that I knew I did the neon in a very inefficient way by doing all polygons. :slight_smile:

The pink rectangle is for the PINK ELEPHANT text on the big black part of the texture. I did I rectangle that big so the text wouldn’t look out of place because it’s actually on an alpha mapped plane. That’s why the alpha map has the big “PINK ELEPHANT” in the corner. The neon actually takes up a small chunk of space–in that pink splotch right in front of the elephant’s leg. The reason I did a plane for the text was that I needed the text to be the right way around on both sides of the sign.

Now, somnambulance, get it posted! I want to do something that will give me a reason to complete it! :smiley:


#68

is any one but me a bit anxious to see the next MGAC? I’ve been comming back to the forums every 5 or so mins waiting and watching :stuck_out_tongue:


#69

Congratulations somnambulance
Also to everybody else there were some awesme props in here and the competition was tight
(just the way i like it)
Looking forward to the next MGAC
again great work all in my eyes you are all winners


#70

congrats to all. i wouldnt neceserally agree with GLandolinas final decisions but your crits were good.

i was going to suggest an interior props theme for the next one, but a decision has been made :smiley:

:thumbsup:


#71

ninjacore: good idea. infact anything props is a good idea for us prop artists :stuck_out_tongue:


#72

A lot of GREAT entries, congrats to all ! :slight_smile:


#73

WOW!! Some really impressive work appearing here.

Lovely work people.

~M~


#74

What GLa said +

Gamedev: Really like the colors on that gas pump, out there, but cool :slight_smile:

Swizzle: Sign idea was really original, like it alot.

And yeah, somna that’s a great prop man.


#75

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