Mini challenge #2 Final Submissions


#1

Please submit your final entries in this thread. Only entries in this thread will be eligible for final judging.

[color=Yellow][size=3]DEADLINE: October 17th, 2004

Note: There is still plenty of time left, but feel free to post your finals here anyways. This contest will continue to go in the background of the main competition.

[font=Arial Black]Please refrain from posting comments in this thread. Do so in the individual WIP threads for the entrants.

[/color][/size][/font]THE SUBMISSION THREAD:
Requirements:

Info:
a) link to your original WIP thread showing your progress
b) The polygon count (in triangles) of your completed mesh.

Images:
1.) 1 view of the tomb gate in shaded with wireframe
2.) 1 view of the tomb gate with textures and lighting applied (viewport shot)
3.) 1 beauty render, showing off with whatever lighting techniques you want to use. If you want to add other details to the scene to make the beauty render show up better, you can, but please keep them in a flat grey, with no texturing, and ensure they are not in the other images (the wirframe and viewport shots), so that there is no confusion as to what belongs and what does not. No particles.
[color=MediumTurquoise]4.) All of your textures, being 1 128x128 without alpha channel, and 2 64X64s with alpha channels. Please post them as jpeg, with the colour channels, and show the alpha channel as well, as a black and white.

[/color]Your final images (all in the same post) should be posted here for judging. Posting a descriptive link to the images is fine and encouraged, with atleast one image displayed in the post to show off…preferrably the beauty shot.
[color=MediumTurquoise]
No images should be larger than 640x480, or 480x640.
[/color][font=Arial][color=Red]
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Judging:

3 points for 1st place
2 points for 2nd place
1 point for 3rd place

There looks to be quite a few entrants for this one, so I’m asking judges to give 1 sentance only for each entry of critique. This is just to make sure the judges actually judge.

Current judges are:

[font=Arial]Dargon
Supervlieg
Prs-Phil
Artbot[/font]

(we can still use more judges. PM me if you’re interested)

[font=Arial][color=Red][size=2][color=LemonChiffon]In order to be applicable to recieve any sort of prize, you must join the mirrored challenge at gamingartist.com. They will have their own set of judges, and will therefore the individual who wins here, will not nessessarily win there.

[b]Check out the mirrored comp HERE.

For help on Vertex Lighting go HERE.[/b][/color][/size][b]

For questions or comments go HERE.[/b]
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#2

Wip thread: http://cgtalk.com/showthread.php?t=168207

Tri count: 452

Texture Download[font=Verdana][size=2]:[font=Arial] http://onlinewarriors.beyondunreal.com/GateTex.zip [/font][/size][/font]

Description: [color=yellow]An ancient gate to a unknown civilizations tomb. [/color]
Vertex lighting done with UT2K4 engine.

Well that is it I think… If I need to add anything else here make sure to PM me about it.


#3

Name: Bigglezee

Wip Thread: I pretty much posted my final in my wip thread so there isnt much point.

Tri Count: 512


#4

Info: Tomb Gate for a RTS-game. vertex-lighting was painted in maya.
i used 10 planes for the volumetric fog…

WIP: http://www.cgtalk.com/showthread.php?t=170126

Tris: 600

Software: MAYA, Photoshop

final screenshot:

vertex lit wireframe:

and the textures:


#5

INFO: Tomb Gate for RTS Game, changing colors on Marble Columns to change team. Works as a Heroes resurrection place

WIP: Wip Thread, actually final posted

TRIS: 599

SOFTWARE: 3DS MAX, Photoshop

Wire view:

Viewport view:

And Beauty Renders (including textures in actual size:


#6

[color=White]info: level-prop for a game such as Neverwinter Nights.
wip: http://www.cgtalk.com/showthread.php?t=168230
polycount: 600
software: good ol’ maya and photoshop

shaded with wireframe:

textures and lighting:

beauty render:

128x128 primary texture

64x64+A wood texture

64x64 misc texture

Anything else?
[/color]


#7

Info: Stylized mayan tomb entrance
Polycount: 561
Thread:http://www.cgtalk.com/showthread.php?t=169184
software: Lightwave and Photoshop

Vertex Lighting Only:

Wires:

Textures:


#8

Hey all.

Here’s my entry - sorry for the delay. I only just got back online after 2 weeks. crazy NTL!

WIP Thread: http://www.cgtalk.com/showthread.php?t=168111

Polygon Count color=White

[color=Yellow]Description: [color=White]An old entrance gate to a tomb that houses what history would rather conceal. Completed entirely in MAX and Photoshop for textures (hand-painted)[/color]
[/color]
[/color] — Images —



[left]
[/left]

I had a lot of fun doing this. Thanks to everyone who helped me out in my WIP thread (link at top of page)

Good luck everyone!


#9

Final work :

WIP thread : [font=Verdana]http://www.cgtalk.com/showthread.php?t=168250[/font]

the wire and shaded :

my textures are in the final work.


#10

hello

this is a final work

wip: http://www.cgtalk.com/showthread.php?t=172495
polycount:446

Render :

wire:

and textures

thanks.


#11

Hey this is my final Gate/tomb thingy.

WIP Thread
Poly Count 590

Cheers hope you like it…

AJ


#12

This is my door to the so called “short ways”. They are not longer save…

WIP Link: klick it!

Polycount is 600.

Shaded Wireframe

Shaded & Lightning

Textures

nice Renderings

A nice challenge! 600 polys, who needs more? :smiley:

best regards,
Gadric


#13

Great comp guys!

Info:
WIP Link: http://www.cgtalk.com/showthread.php?p=1566245#post1566245Tri Count:535

Images:
1: Wire/shaded:

2: Viewport +Textures

3: Beauty Render (No bells and whistles here, just good ol’ game art)

4: Textures Textures Textures:

I believe that’s it… I had a blast doing this, and learned a heckuva lot about “painting light”. Looking forward to the next one!


#14

The Deadline is Past

Well, congrats to all that submitted, and an extra congrats to anyone who learned out of this! The mini challenges are shaping up to be quite a good thing, so we’ll keep them up in the future for sure!

I’m now going to ask for the judges to start judging! Please give a first second third place, we’ll give 3 points to first, 2 to second, and one to third, and total the points up to find a winner. Please give a comment for each, but you can keep it brief, as there is quite a few entrants, and I know how time consuming judging can be.

The judges are:

Dargon
Supervlieg

Prs-Phil
Artbot

[color=white]After each of the judges have submitted, I’ll submit, then tally the scores, and announce a winner.[/color]

Please PM me if you have any questions.

PLEASE REFRAIN FROM POSTING COMMENTS IN THIS THREAD UNTIL AFTER ALL JUDGING IS OVER, AND A WINNER IS ANNOUNCED.


#15

First off, I want to congratulate everybody that made the effort to enter this comp. Allthough it is a minicomp you can see that the love put into the work is far away from “mini”.
Keep it up guys

Judgeing this one is a hard, so here goes:

//1st place with 3 points goes to Gadric

Overall the best. Very consitant in style, good modeling, great use of textures and an overall intersting look.

The only thing I can really crit is that I would of used less geo for the plants but other than that, spot on.

//2nd place with 2 points goes to mothermachine

Good modeling, good texture and a nice idea. Nice use of alpha to. The only thing that bothers me is that it just looks to “clean”. The mood that you are aiming for (I´m guessing you are) with the upsidedown crosses, isnt really transported by the rest of the model.
Just not creepy enough for me.

The light coming out of there is just to “inviting” in my eyes. The whole thing looks very friendly and well keeped allthough I think it should do.

//3rd place with 1 point goes to Delucubus

Good modeling here to, allthough I don´t think its nessesary that you modled the stones for the entrance door so detailed. The texture is good to and I like the style.

The reason why you have come in 3rd is because of the very monotone look of the whole thing. I don´t like the fact that the manbuilt part of the model are green to. It just gets sucked up by the surrounding gras wich makes it look very dull. Especially with the style you are using, a good colorvariation is a must.

Still nice piece of art :slight_smile:

Further Comments:

@blankslatejoe
Cool idea, but very dull. Modeling is good to

@axxxj
Like the style very much. Texture fits very well. Some modelingissues where you could save faces without the whole thing looking different. Cant put my finger on it, but it just hasnt really convinced me that its a tomb

@Sprit
The modeling is allright and I like the guys infront but there is basically no variation there at all. Very plain texture.

@Massoud
Love the eyes. The modeling is good to but the texture doesnt live up to it. Its a very blurry and plain texture.
Allthough I love the eyes I don´t think they fit to the model or the theme. There are just to many of them and they are also in a nice ordered horizontal row, wich looks weird.
Doesnt look like tomb to me, more like a lair for thoose creatures with the eyes.

@gaggle
Looks good. I don´t know where 600 faces went but it still looks good. The texture is good to, allthough the cross does need some more edge to it. Beautyshot looks really nice.

@terraarc
Nice idea. You´ve waisted some faces on the roof. I guess you could of gone with a row less. Very good use of the nice texture. Texture is a bit stretched on the side of the tomb.
The strong red is very disturbing. Try using a more cooler color and bake some lights into the scene, I think that would look great.

@ManiaX
Good modeling, texture seems a bit stretched and flat.

@Bigglzee
Dude, … where do thoose steps come from. Youre using up an unnessary amount of faces (that you could of used to shape that plattform a bit more) for a stair that keeps on going where the plattform ends. Looks really weird. You also seem to connect the circle in the middle to one vertex. Thats a no no.

To inhance the style that you are modeling in I would also turn the pillars beside the circle a bit outwards and move one of the a bit further back. Looks really artificial from the sideview.

The texture is not bad but very boring to. No real colorvariation, very monotone. Give the flowers a really nice warm color to loosen up things a bit more. Add more detail to the plattform, put some more color into the pillars, a bit of gras growing up them.

Your model has so much potential at the moment, wich you can unfold by a few simple changes.

@Desp#2/Rog
VERY unique. Good texture and clean modeling to but I don´t really “understand” the thing. I cant see where it would stand in the ground, where it would connect on proparly or how big it would be in the gameworld.
The texture is good but all parts seem to be fighting for attention esspecially the alphamapped part above the door.

Phew, done :slight_smile:


#16

I would like to say I like these mini challenges as a supplement to the regular challenges. Its nice to be have some background and prop challenges for a change. I think these should stay!

I’ll give comments for everyone. And for those that didnt get points, Ill try to explain why. I also judge with emphasis on the viewport shots. The beauty renders may look the best, but are also a way of cheating since we are in the realtime part of cgtalk. First of all hats of to everyone that made it in time. And I hope my crits help you out some.

On with the judging allready!

[color=wheat]Desp#2/Rog
Nice job, good start on the submitted entries. I think the doors itseld could have done with a bit more detailed surface. Right now they look slightly blurry, especially in the lower parts. And the iron ring takes up a lot of space, and I had to look really hard to spot it on the model.[/color]

[color=wheat]Bigglzee
Nice entry with an original approach. I think the stone texture would be better if it was more tiled. It looks a bit blurry in places. The very straight stairway is very unfriendly to the eye. If it was a bit skewed in places, and wrapped around the mountain it would have been way more interesting to look at.[/color]

Maniax :thumbsup:
Good job, the mist really adds a lot to the atmosphere. You really make the textures work for the main structure. I dont like the standard brushes that you used to make the details on the stone. Good use of vertex coloring. I liked the little triforce logo in there as well. And your avatar is very funny as well.

terraarc
Good job, though the lack of vertex coloring and shading in the textures make the textures look really flat. Some obvious stretching on the side of stone part of the gate. Somehow the iron gate doesnt work. Perhaps a bit of shading would have helped.

Gaggle
Nice start, it seems a bit unfinished in places. The two stone textures dont really go together well. The hard edges between them make them stand apart even more. A bit of vertex coloring would have brought more life into the model. The cross being such a prominent feature deserves more polies to break up the squareness of the model. I think you have one alpha map to much.

Delucubus
Nice stylized model. I think the vertex painting could have used some color to break up the green/grey monotony. The flame texture you used is a bit to much like a jet engine exhaust instead of a rustic flame. I like the skewed look on everything, the model is very organic.

Mothermachine :thumbsup::thumbsup::thumbsup:
Most professional looking model. The detailed textures on the iron part and the excellent use of vertex painting sell the whole thing. Only small crit is that some extra polies (coming from the bevels from the inside of the doorway and the top of the pillars) could be used to break up some of the surfaces with a lot of tiling (like the floor).

Massoud
Nice take on the subject. The arc could have done with a tiled texture. And the floor in front of the entrance is hard to make out. I would have liked more detail in the grey stone texture. Using one of the 64 textures for the eye is a bit of waste, the same image would have fitted in between the arc on the big texture. The 64x64 texture could have been used for some plants/spiderwebs etc.

Sprit
Nice clean model, thought the texturing (uvw-ing) could have used more work. The sides of the gates would have looked better with the textures used on the front. The model is also in need of some vertex coloring. The coats of the two statues look to dark compared to the gates. To make them more interesting they need a bit of anatomy in the texture instead of a pattern.

axxxj
Nice model. Heavily stylized, but fits very well. I think the stone texture could have done with more detail. A bit of noise would have added a lot. I also liked the darker shot with the spikes in your wip thread better. Somehow I think you lost some mystique in the submitted pictures. The blurry textures on the bridge should have been more tiled.

Gadric :thumbsup::thumbsup:
This one came close to getting the top spot. Some things that bothered my eye made me choose mothermachines entry over this one. The torches in front of the gate are too blurred compared to the very detailed stone texture. The flame is a nice addition, but to make it animate correctly it would require more texture frames. The other thing that really stood out are the wooden beams in the gate. They could have done with some shading in the texture or more heavy vertex shadows to make them more integrated with the stone wall. Best beauty renders of the bunch though.

Blankslatejoe
Another interesting take on the subject. The blue texture could do with a little contast colour (in cracks for example) to make the whole more interesting. Overall a better use of tiling would have made this one a contender. Nice job on the light painting, the lighting adds a lot!

Short version:

1st - Mothermachine (3 points)
2nd - Gadric (2 points)
3rd - Maniax (1 points)

Good luck on the next competition everyone!


#17

Sorry, but I didn’t get the judging notice email til today - d’oh! I guess it’s too late. Too bad, there’s some good stuff here.


#18

No youre not, start judging!


#19

I had my choices all written out with notes and everything and when I went to post, it said CG Talk was down for repairs - argh! Hitting “back” didn’t take me back to my replay page for some reason, so I lost all I’d written. I really don’t have time to re-write it all, so quick and dirty, here are my choices:
1st - Gadric
Looks great! Great work with some non-rectilinear shapes, doesn’t feel repetitive at all. You can improve it by adding some vert lighting around the rock surface where the beams emerge from inside the entrance. I’d also like to see a more orange-y, inviting glow at the end of the tunnel. But that’s nit-picking.

2nd - Mothermachine
Great textures, lighting and mood. The design feels more like a free-standing crypt than an entrance to something, but still looks great nonetheless.

3rd - Tie between axxxj and Delucubus.
Love axxxj’s demon head cave entrance - fun design and stands alone very well. Del’s has a fun, cartoony quality to it and excellent textures.

Honorable Mentions to:

Desp#2/Rog - Like the design and character of your architecture. Feels strangely detached from the rest of the building it seems to be part of.

terraarc - Great variety of detail and excellent use of small texture limits. Nice fx with the lamp glows. Modeling could be more effecient and design is kinda uninteresting. Use more vertex lighting to accentuate light sources.


#20

ok, now i must post here! i am so excited, because of the judging, whats allready done…and now everyday i look and wait for the others—but nothing happens…please do it for me! :wink:
maybe the other judging members have also not get the mail to judge?

thanks!

best regards,
Gadric