Wasn’t aware that judges were needed, but it’s evident they are.
*steps up to plate
Phennim (trashcan tree)
First thing i noticed is that the tree texture looks uniform everywhere. I looked at the texture sheet and realized it’s because you’re referencing one piece of art for all the entire model. Which makes sense for making space on the texture sheet, but also restricts you from adding variation. For example, some more dirt and wear or moss around the base verses the top of the branches would help.
The trashcan lid looks like a tree stump for some reason. I think it’s because the can in general has a lack of highlits. Adding some could help. Is there stretching of the texture where the dent is? Looks that way…
Supervlieg was right, the leafs could use some variation in the way they are hanging too. But i like the mesh and think it’s a clean well planned out model overall.
MWarsame (Snipping Dock)
You say it’s “weak” and i have to agree. Concept is cool, but textures kill this. They look VERY rushed and have little variation. Try referencing real life textures of plants and it could help it pop. I’m not sure what that thing is that is laying next to it, is it supposed to be a fallin bridge? If so, it should still be connected slightly some how.
Don’t try to paint all your textures with the brush only. Use the line tool to help with making straight lines, liek on the bridge ropes. Right now they’re VERY wavy and blurry. You have plenty of room on that tetxure sheet, nothing should look blurry. Especially since almost everything on here can be mirrored too.
Jamihn (Club of Lover’s Rage)
You seem to have a very good understanding of the software (zbrush, normal maps, etc.) but it lacks in anatomy. Give us a better understanding if the arm was ripped off or cut off…etc (when i say this, i mean to project this to an audience that has NOT read your description). Someone should be able to see this with no prior knowledge and get what is going on. The arm looks freshly cut off, but the blood isn’t really running or anything. And if it’s not fresh, then make it decay a bit. The blood should be much darker and thicker at this point.
The plant vines are what kill it for me. They are so obviously jagged and no real. I know poly count was limited, but that would be the challenge. Figuring a way to lay them out and make them look smooth. Your texture sheet is nicely layed out though. And you went with some nice detail in certain areas, like the elbow and fingers.
Thunder Malloy (Tipped over cart)
Cool textures! That wood is great. The plant leafs could use some more work and clump them up or make them laying on the ground…etc. I feel like it should use some more color accents to make it not lost completely in the surrounding. Maybe add some faded decals or brass/gold faded fixtures to it. That’s what i would liek to see atleast.
Pixelrod (Treasure chest)
My favorite so far. Wood texture looks great, all old and falling apart and the metal is right there to match it. Plants look realistic. The spide web does not. I think if you just got rid of the thick outline of the web, that would be enough. I mean webs are so thin that you really never even see it at all until it’s against a dark bg. If i looked at this for 5 minutes and THEN realized there was a web there, that would be awesome. Right now the web pops out too much and competes for attention. I think you might have used too many polys for the curve of the chest top. Just seems like overkill… but cant’ say for sure unless I could compare lower numbered versions.
Pauler (Radioactive flower)
I noticed the barrel first, the flower second. The flower stem and the green fuzz really look good. But the barrel looks blurry. Here is what i suggest. You mirror half the barrel and then flip it 90 degrees to fit in the texture space you have now. That way you can get more detail into it. If tiled and painted correctly, i doubt anyone would notice the barrel was mirrored. I recommend not modeling those ridges into the barrel, i think it takes away from poly count and could just be painted into the texture sheet. Having some dents or sag to the barrel could help with the realism too, not having it so vertical and exactly straight.
jOBe(Face with tree)
It doesn’t look normal mapped to me at all. Seeing what others have managed so far with plants and vines, i think the standards have been set higher. The concept is probably the best in terms of what i wanted to see in the competition. Immediately i think “texture stretching” on the tree. Then i look and noticed that you painted in all those swirls and stuff, so i’m confused why. Are they supposed to be knots? It’s a good model concept, good mesh, but textures hurt it. The hanging moss needs to be sharper too, and again, that’s a texture thing.
Cilbo (Overgrown parkbench)
Oops. Didn’t see this one. Glad i went back though, this entry rocks. I just wanna reach out and touch that moss. Wood texture actually looks like real wood. The textures could be layed out a bit better to use all the space available though. The dandelion was a nice accent to bring some “life” into this piece.
It’s overgrown, but I don’t really see jungle in it. I would have liked to see it with a realistic game lighting setup and not GI.
YoWom_the_Creator (Stone with horn)
Seems really simplistic. Nothing is really jumping out to grab my attention. Don’t get me wrong, it’s visually nice and textures/model is good, but it’s kinda drab. Maybe adding some paint or voodoo like beads adn stuff to it would help it pop. The texture sheet could be layed out more efficiently, lots of wasted space. Would have been nice if you could have modeled the inside of the horn and not just capped it off with black. I think that would add depth to your piece.
Kndrewa (Cobra Statue)
Sweet! Kinda scary looking and something i would hope to see in an overgrown jungle. Reminds me of Indiana Jones. I think you did a great job representing the hood of the snake with such limited edge loops. I like the limit of detail you gave it, personally i didn’t want to see eyeball or fangs and such. Natives would have built these as symbols, and wouldn’t have been photorealistic. Flower could use some variation of highlites and shadows, but i think the low quality of the jpg really hurts the piece.
(i wanted to give the parkbench 1st but it just doesn’t seem to fit the objective of “jungle/rainforest” particularly. And I feel like rules are rules.)
1st place (3 points) : Pixelrod (Treasure chest)
2nd place (2 points) : Kndrewa (Cobra Statue)
3rd place (1 point) : Cilbo (Overgrown parkbench)