MGAC - 42 - The future, circa 1950


#34

Looks great :slight_smile:
What did you use the opacity map for though?


#35

:scream: The hugely wasted opacity map is for the face screen. I think I’ll probably just drop it since it’s hardly noticed. Originally it was going to have large holes like a grate, then I decided to put a screen in it.

I was going to render out a quick turnaround too, but this wouldn’t render to an .AVI correctly. I tried an animated .gif too, but it must have been too late last night - I couldn’t figure out why ImageReady wouldn’t save all my .gifs/frames into 1 animated .gif. I’ll try again tonight.


#36

Ok, here is my entry :wink: , and I decided to do an environment because I love doing it :slight_smile:
I wanted to use somehow more curvy shapes (as retro sci-fi suggests), but poly limit is a serious issue :wink: Firstly, I thougth of a level where 700 tris would be visible in camera view (that would let me do some more curves), but eventually fiting all geometry into 700 tris seemed more challenging and interesting.

I got 702 tris (sorry, 2 more, I hope u will forgive me :slight_smile: ). All textures, except for Sky/Space, have 16 color palette.
There are no other channels beside diffuse and opacity because the game that would need such geometry restrictions, unfortunately, could not dream about bumps for level textures (I quess actually this would fit DS).
Total image pixel space used in level take less than 512x512.
Lightning is done with manually assigned vertex colors.

I attached some images (in several posts), but since I did some animated textures in the level, you can download 2MB ziped video:(http://www.psychosphere.in/pics/vlad/Retro_SciFi_Vlad.zip)

Good luck everyone, ur works r comming out really cool:thumbsup: I am eager to see them finished!


#37

more images. Realtime view, vertex colors and wireframe.


#38

Couldn’t be arsed to spend more time on this guy.

3 hours total, model, unwrap, and texture.

Before you shout “Hey you went over the limit!!!” keep in mind you’re seeing 6 triangles in this frame that have nothing to do with the robot (ie the cube backdrop)

upon looking at this screenshot, I have no idea how I managed to get the FPS counter to read 7911.71 as I wiggled the camera around in there for a second and couldn’t get it higher than 120. I’m guessing it glitches out when you start alt-tabbing between it and photoshop a bunch or something?


#39

Sweet, I love the environment (thumbnails). I also really like how you took the concept of a low poly environment and brought it through to the textures.

I’m all for next-gen and bumping polycounts, but I’m just as much a fan of doing the exact opposite too. Hardcore low poly, rediculously small (by today’s standards) texture sizes and low counts.

Anyway, I recieved a request earlier today about a possible deadline extension. There were less complete submissions when the request was sent, but I agreed to provide a few extra days because my schedule stinks and I’ll be too busy at my gong-show of a job to really go over the submissions tomorrow. My next day off is Thursday so you all have an extra two days to polish up your models and textures if you feel the need.

The current submissions look great, I hope the extra few days provides a few more people to join in. I also hope that those who made the deadline aren’t disappointed or annoyed by an extension.

[b]NEW DEADLINE: Thursday, July 5th

[/b]


#40

I figured out what I was doing wrong in ImageReady. Check out the turnaround, but beware, it’s 1.6+ M. I should take out some of the frames to get it to a manageable size I guess…


#41

sweet a little more time. I totaly got bogged down with other crap this week. ill try and squeeze mine out tomorrow.


#42

unfortunatly, with as busy as ive been this week, this is as far as I can take it. I probably should have gone with a ray gun, as it would have been a much quicker deal. And as will most the models I make, I want to go back and do this one all over because now I see how I could have made it much better. LOL. as I dont work with 3D often its a lot of fun learning my mistakes. I will probably re-do this guy in the future with a little higher tri and a lot more time texturing.

I made this opacity map… but looking at the renders I think i didnt re-load it… hmph. Or the color map. The numbers should be bigger… ahh… Im tired… LOL


#43

How are you getting the yellow glow on the eye-thing? It looks really good.


#44

Thanks!
I cheated. :stuck_out_tongue: Its just a few poly’s with the Maya ‘glow’ special effect applied to it. I know there are glow shaders and such for games, but I dont realy know how to work any of that yet. so this was the easyest substitute.


#45

Aww, Codenothing, your robot has so much potential, I think with a little more work on the texture you could push him to the next level. Hopefully you can find a little extra time before Thursday and add a little more character to him. Even still he turned out pretty cool.


#46

or u can use texture with gradient tranparency (b&w : white in the middle and gradient to black towards edges of image)- that would fit game technology much closer :wink:


#47

Looks like Thursday is upon us! This has been unbelievably difficult to pick a winner, in fact as of this writing I still don’t know but I’ll narrow it down by the end of this post.

Let’s start with, uhhh: blacker!
I loved the mass of this robot. He had that bulk that seemed to go along with 1950’s automobiles, the radio dial on his chest was a nice touch. The shine of his arms and legs kind of felt a little out of place with how worn down his torso was. Nice use of tris to fit in with the 700 tri limit.

Ghostscape: Tube arms! That’s one thing I felt was pretty important on a 1950’s robot. The red bulb and pear shaped glass dome were nice touches. Not to mention the quick from start to finish modeling time for this entry.

Codenothing: Your concepts ruled, it’s a shame you didn’t have more time to get your final texture to match some of your early concepts you posted but even still it was a nice result. I accept that the glow could be shader done and that made his head, uhh… bulb a nice touch behind the glass dome. I also quite like that you were well under the tri limit.

Deryk: An impressive ammount of detail fit to my limited tri budget! great use of opacity maps and I love the sky effect out the window! The purple color scheme reminded me of Dark Cloud 2 which I’d just started re-playing around the same time you posted your submission. It was also a little refreshing to see a submission other than a robot (not that anything is wrong with robots. I’m actually quite partial to robots)

I think if we combined Blacker and Ghostscape’s robot into one I’d run with that as the winner. I love tube arms in this theme but I felt that Ghostscape’s robot was just lacking a bit in bulk and mass. A very difficult choice, but I think I’m going with Deryk as this “week’s” winner!

Nicely done everybody, great work by all. Good luck on the UGAC and the next MGAC!


#48

Fair judging. I really wanted to do more with the limbs but to be honest, I was starting to dread working on him after a long day of work. I liked the model, but I put so much time (late nights and early mornings) into it that I was just sick of it by the end. :shrug: I was going to put some screws/bolts/rivets in the texture or paint maroon (or brick red, I guess) spots on the limbs but the way I unwrapped it and textured the rest tired me out. I’d also like to say that I was hoping to go with tube arms, but I decided against it due to the tri limit. I knew that if I went with tubes, I’d have a very hard time with the body. You’re right though, tube arms are iconic of this time.

Great job Deryk! I’m hesitant to comment too heavily on other entrants pieces before the deadline (I feel it gives a bias to the judge ;)), but I was floored by your entry. Great use of tris and overall an awesome job. I feel like the coloring should have been different, because to me it didn’t feel 50s, but I don’t think I could have suggested any other color scheme as most of this stuff is black and white. Maybe more metallic stuff?

Great job all!

PS, CodeNothing, you better finish the next one! :scream:


#49

thanks everyone, that was a cool challenge! It was a pleasure to participate :slight_smile:
And now it`s a new UGAC that starts :wink:


#50

congrats! Yea i wish i could have finished mine properly… (holds his head in shame… :blush: ) But’ ill finish it eventualy. are we doing another MGAC? or taking a break from it untill the UGAC is completed? personaly i’d vote that way, as I’d be tempted to put more effort into the UGAC while its around.


#51

I’m not too likely to compete in the MGAC while the UGAC-II is on either. I’m looking to go large scale this time around. :slight_smile:


#52

I agree on both counts there, I think another MGAC would just be distracting… but hopefully we don’t forget about it completely! We need some MGAC’s while we’re waiting on another UGAC!

Haha, GAC…


#53

agreed, but when it starts up again i think its best if the subject s are a lot more specific, there have been lots of out in the open subjects recently (myself being a couple of the starters) and i really think we need something like “eyeball” or “jack-hammer” so there is a clear and defined thing to do then the comparison is a lot more obvious than judging a room being better than a biped character. I would hope then that there are more poeple joining in