:annoyed: RENDER TIMES BAD!!! :annoyed:
I was also gonna use Brazil to render with, but I don’t have the patience to wait for the sucka 
:annoyed: RENDER TIMES BAD!!! :annoyed:
I was also gonna use Brazil to render with, but I don’t have the patience to wait for the sucka 
Mindrot’s beautiful texture maps inspired me to post my own, so here they are!
![]()
![]()
L8r
Speve-O
Originally posted by Speve-O
[B]Mindrot’s beautiful texture maps inspired me to post my own…Speve-O [/B]
AAAW shucks you make me blush
thanks
Sweet Jebus!!! :shame: That poor child!!!
Damn Speve-O looking mighty fine there your self… that green on his neck :eek:
You created a real sensation of filth and dirt there ![]()
Here is the final image.

1 hour later and the cgchallenge site still hasn’t updated the new text and thumbnail . . . they really need to fix that, it’s very irritating.
Still going to post the wireframes, alternate views, etc etc.
Cheers
Speve-O
Here are the wireframes.
![]()
More wireframes . . .
Updated the environment shot, the last one wasn’t great . . .
Here is a compilation shot.
![]()
Here is a more hi-res version of the final image . . its a biggie!! :buttrock:
Here is the final scene info . . .
Teddy - 660 Triangles
Billy - 3230 Triangles
Character Total (including prop) - 3890
The polygon count for the scene (excluding character and prop) is 16162 triangles. It could easily be optimised lower, but seeing as the upper limit in the competition guidelines was around 50000 - 75000 polys, I’m going to leave it as is. ![]()
There are 10 textures in total for the scene.
Wood1 512x512 (Used on the stage, and canvas supports)
Wood2 256x256 (Used on the stage poles)
nailhead 64x64 (used on the nails head)
genmetal 256x256 (used on the chains and the nail shaft)
ground 512x512 (used on the ground plane)
wall 1024x512 (used on the wall)
canvas1 512x512 (the canvas with the writing)
canvas2 512x512 (the canvas with the eyeballs)
Bread 256x256 (used on the mouldy bread)
Blanket 256x256 (used on the blanket)
The only specular is on the characters eyes, the chains and nailheads. The only bump map used was on the bread.
And to end of. This challenge has been awesome. I have had alot of fun. :buttrock:
The entries have been amaizing so far. I just wish that all the other Challenges got as much support as the Classic Challenge does, but hopefully that will change in the future!! 
Cheers
Speve-O
That looks really nice! Beautiful textures. And you did a good job on the render.
One thing though: If you´re panning to animate that kid, he won´t be able to bend his legs, because he aint got any knees in the mesh… That might cause you some trouble. So if you have any faces spare, I suggest you add a loop or two to his legs:thumbsup:
Thanks alot Ivars! I never planned on animating him, but I will definately add some loops to his legs if I need to! Thanks for the advice! ![]()
Why didn’t you enter this months challenge? I was looking forward to seeing your entry!!
Cheers
Speve-O
Took Ivars advice and added an extra loop to his legs . . . I had the extra polys, plus I changed a few little things. Might as well be comprehensive!! 
I updated the wireframes and images to reflect the new count.
Cheers
Speve-O
Looking good Speve-O
he got dirtier and dirtier every time I would check up on your progress on him
great textures
I like the bruising around his neck
nice touch. The environment is also great.
i like it alot, although the kid (although a freak) is kinda cute!!! widdle fweak is cutesy wutsey!!!
Thanks alot guys! I really enjoyed putting this scene together.
Dargon: Thanks, lets hope the judges thinks so!
ionanism: Dirt and grime is probably one of the most important visual elements, especially to get that 19th century feeling. It was awesome mucking everything up. :twisted:
mighty_m: Yeah, I was going for a bit of a sympathetic/cute edge . . . hehe. Glad you like the little fweak! :surprised
Cheers
Speve-O
Steve…it’s good to see that you have finished the model!
I like you choice in design. Your character is simple and yet
unique. Simple enough to give extra polycounts to the model
like this one where normally it wouldn’t. I guess because it was
designed simple (therefore more polys), it could have extra that
roundness feel. (And it does look good because of) Clever…!
And it renders better too!
:applause:
Just few things, Everything is cool except that I think your model
is not that animation friendly. Have look at the elbow and the knee and all the shoulder joints. I think you should spend more
attention on those areas. (right now they look the same as the
other part of the body.)
Anyway, I might see you again in the next challange.
Hey Castor! Nice to hear from you. 
The shoulders and elbows havent given me any problems really. Rigging them was quite straight forward and I get the full range of movement that I need so it hasn’t turned out too bad.
Young children tend to have these really chubby & round features, and I really wanted to emphasize that . . so most of the polys went into the face and the hands. I’m happy with the way it turned out and I am glad you like it! ![]()
Hope to see you in the next challenge too.
Cheers
Speve-O
I got some feedback on some other forums, the one thing that people didnt seem to like was the fact that the baby obscured the sign alot. So I moved him over a little so you can pretty much see the whole sign.
Hi Res New Composition (350 kb)
I’m going to do some changes to the scene for my portfolio, and I am going to redo some textures in the scene and try and get this sucker ready for the next Expose submission . . .
Cheers
Steve
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.