Tree in a trashcan. Environment static mesh for a FPS.




Concept and progress are in the forum thread. I’ll edit this post if they are really needed in here.
And
to everyone who finished theirs.
Tree in a trashcan. Environment static mesh for a FPS.




Concept and progress are in the forum thread. I’ll edit this post if they are really needed in here.
And
to everyone who finished theirs.
Congratulations to whom have had time to complete their entry. It was not my case. 
Been quite busy. :shrug: But hey, I might have a job at Ubi Quebec, interview thursday ! :applause:
Stand by, here comes the weakest entry
:hmm:




These pics are too in the thread, wow, I must prepare tougher next time, Learned new stuff during this challenge, Alpha texturing
Good luck to all and see ya next time
[color=White]Good luck to everyone![b]
game genre[/b][/color] - Fighting Game, platform or arcade
[b]
concept sketch
[/b]
progress screens
My Prop 101 Jungle Thread
texture plates

final render


this is just a link to my past thread.
Genre - Third Person Action/Shooter or FPS
Sketches



[b]Progress Screens



Texture Plates

Final Renders


[/b]
Game Genre: FPS
Link to the thread
Concept Sketch -- [here](http://users2.ev1.net/%7Egrod69/junk/pixelrod_tc_sketch.jpg)
Progress Screens [First](http://users2.ev1.net/%7Egrod69/junk/pixelrod_tc_mesh.jpg) and [Second](http://users2.ev1.net/%7Egrod69/junk/pixelrod_tc_textureupdate1.jpg)
Concept and Textures Used:
[img]http://users2.ev1.net/%7Egrod69/junk/pixelrod_tc_sketch.jpg[/img][img]http://users2.ev1.net/%7Egrod69/junk/pixelrod_Diffuse.jpg[/img]
[img]http://users2.ev1.net/%7Egrod69/junk/pixelrod_Bump.jpg[/img][img]http://users2.ev1.net/%7Egrod69/junk/pixelrod_spec.jpg[/img]
Renders:
[img]http://users2.ev1.net/%7Egrod69/junk/pixelrod_RenderedViews.jpg[/img]
[img]http://users2.ev1.net/%7Egrod69/junk/pixelrod_RenderedViews2.jpg[/img]
slightly bigger render here
Thank You.
game genre: 3rd-Person-Shooter
texture plates:

final:


[color=white]very good work out there. [/color]
my full respect… love ya work pixelrod … too beautiful
Gametype: A Third-Person Adventure in a medival fantasy world.
Link to the WIP-Thread: http://www.cgtalk.com/showthread.php?t=236272&page=1&pp=15
The Model:
Triangles : 1000
1x ColorMap with Alpha 512x512
1x SpecMap 512x512
1x NormalMap 512x512
The rendershots are taken directly from the Maya preview panel, no special rendering was used.
Concept / Artwork:




overgrown parkbank for 3rd person action advebture.
972 triangles
scrible and rendering:
3d wire and textured:
texture difuse and alpha:
got no time for normalmap or changes, to much work to do…
OOps! I didn’t know there was a submission thread :sad:… I posted it Sunday in my W.I.P thread: http://www.cgtalk.com/showthread.php?t=236771 I’ll re-post it here if it’s not too late.
This is a tribal horn made out of an elephant tusk. The type of game would be a real-time strategy in which the horn might serve as a key to solving a puzzle.
963 trianlges
1 512x512 ColorMap
1 512x512 BumpMap
1 512x512 Alpha Map
1 512x512 Specular Map


Color Map
Alpha Map
Bump Map
Specular Map
Uhm, how about wrapping this one up then? If you need voters, Ill be more then happy to vote.
Let’s finish this and start a new one of this mini-things! I think a lot of people want to participate.
sure thing. lets get 3 volunteers as judges [people that did not submit an entry] and follow in the same format as judging previous challenges.
Judges so far:
supervlieg
while we are rounding up judges take a look at this thread:
http://www.cgtalk.com/showthread.php?p=2348063
PLEASE POST YOUR FEEDBACK.
We are still trying to weigh in on what type of game art challenges work best around here, get the most participation and keep the game art community inspired.
[color=wheat]Phennim (trashcan tree)
[/color]I like the tree texture, its very crisp. The idea is also very original.I would have like to seen some kind of interaction between the lid and the can with the tree. The polies are jammed through eachother, a hint of a hole in the texture would have sold the idea. Same goes for the dent in the can. you have enough space in the texture to make the dent work through the texture. The leafes on the tree are different. All trees usually have leafes that are the same shape. Just different in size and color. I would love to see them hanging in a more natural way.
MWarsame (Snipping Dock)
The geometry is very clean, its obvious that the texture is the part that needs more work. You really need that Wacom man, not just for the DSG. It will allow you to do more natural lines and more subtle gradients within your brushstrokes. The other thing that you should look at is saturation. Try making your natural colors more desaturated. Also try to make the texture use less repetitive.The part with the wooden bridge could have easy been covered in moss and spots and stains.
Jamihn (Club of Lover’s Rage)
I like the veinson the skin a lot. The geometry is also nicely distributed. The spikes, or horns could have used more polies. Good work on the bump, though it could have been a little bit more subtle. This is especially noticable on the wrinkles on the inside of the hand. I would like to have seen a broader hand, the part near the wrist looks thin. Good job overall.
Thunder Malloy (Tipped over cart)
Excellent work! nice mood, good use of textures and geometry. This one looks like it has been rotting away in the jungle for quite some time. The only thing that breaks it up slightly is the repeating leaf texture on the side. I would have made that one slightly smaller in texture size and make it look more random natural.
Pixelrod (Treasure chest)
This is really good. Would have fit in a game like RE4 for sure. I like the detail of the veins growing over the chest. I like how you used some simple alpha maps to create convincing grass and plants. One small crit, the lock and a few of the iron pieces could be more crooked, like they were ready to fall off after all these years. Oh, and the shape of the web is overly cartoony. It’s too obviously rectangular and kinda distracting from the realism of the rest of the model.
Pauler (Radioactive flower)
Nice and simple model. I like the idea. The interaction between the plant and the drum is good. I like the dirt of the drum as well, and the small alpha maps of the growth give the whole a detailed look. I would have liked to see a more menacing look for the plant. It has been growing in a drum with radioactive waste, so it should be the godzilla of all flowers! Also a bit more shadow at the bottom of the drum would have looked good.
jOBe(Face with tree)
Nice job overall. Good to see some normal mapped stuff in this competition. I have to say it doesnt really add a lot to the model. It works really well for the face, but it fails to add anything to the detail of the tree. I think it would have been good if it really added to the roughness of the texture of the tree. I like the handpainted look of the tree btw. Maybe the colors could have been slightly less saturated.
Cilbo (Overgrown parkbench)
Excellent model and texture. It really seems like you made the most of the limitations of the competition. Too bad you didnt find a host, the low quality of the attachments really takes away from your work. I like the detail you put in the foliage, and the wood of the bench. You must have some nice resource for jungle stuff over at crytek ;). The geometry looks really confident, and has the best distribution of the bunch. I like the added detail of the yellow flowers.
YoWom_the_Creator (Stone with horn)
Nice detailed model. Somehow this would feel more at home in a cave then a jungle. It somehow lacks that moss covered jungle feel. Nevertheless its a good model. I think some of the geometry of the horn could have been used to give it a bevel, and a hint of an inside. The flat top with the black circle looks, ehm, flat. A little shadow in the texture of the stone would give it more depth. A little more refining would make this a top model.
Kndrewa (Cobra Statue)
Good concept, and it would fit the genre of a platformer really well. Overall I think the base is really well done. The head of the cobra needs more love. The part where the eyes would go should have a hint of where the eyes were. Now its just plain flat stone. Same goes for the mouth. Also the ridges on his back and front could have been more defined. You have some white lines on the edges of the red flower, you might wanna fix that by making them wider on your diffuse map, and leaving them as they are on your alpha map. I think the crumbling parts of the texture should correspond more with the mesh. The mesh could be a little rougher where the crumbling is taking place.
Wrapping things up:
1: [color=darkorange]Cilbo, Overgrown parkbench - [/color]3 points
2: [color=darkorange]Pixelrod, Treasure chest - [/color]2 points
3: [color=darkorange]Thunder Malloy, Tipped over cart - [/color]1 [color=wheat]point
[/color]
Congrats to all that finished, keep up the good work. And see you in the next competition!
Congrats guys! Those top three were my favorites as well! I think it’s great that you posted comments on all the entries as well. It’s nice to see what you all were looking for.
Hope I have time for the next one. This was a lot of fun! :bounce:
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)
Thanks Neil :buttrock: , I’m gonna try harder next one and a wacom on the way things should be bit better. That suppose to be a ladder in alpha but something was wrong with the UV layout, I guess I had enough poly to make a actual ladder anyway
cheers
Behold! The 3rd judge! (if y’all dont mind)
Ill keep it brief though…
Phennim - trash can
nice, unusual design & efficient modeling. Textures are pretty much 100% photo sourced though.
MWarsame - snipping dock (should that be sniping?)
Pretty efficient modeling, but the textures need a lot more work.
Jamihn - wierd arm thingy
Strange idea. Excellent, complex mesh, good textures & bump mapping.
Thunder malloy - tipped up mine cart
Good modeling and detailed textures, though they could use some painted / baked lighting to help achieve the look of the render in real time.
Pixel rod - treasure chest
Best textures in the comp & great use of alpha planes.
Pauler - radioactive plant thing
Nice idea and good execution. Good textures, if a little saturated.
JoBe - stone head
Good use of polys to achieve a complex looking object. Wood texture, although painted well, looks kinda cartoony when applied to the mesh. Nice vines.
Cilbo - bench
Excellent work - better screencaps would help judge it better, but for such a deceptively simple texture, youve achived very realistic looking results. Nice and ordinary too.
Yo Wom - horn hanger thingy
Textures are pretty good, though the transparent moss looks odd. It would look better with some grass or something around the base.
Kndrewa - cobra head
Very efficient UV unwrapping. The finished result looks very realistic, but a viewport screencap with no shadows would be a better image to crit. Good textures.
1st - Cilbo - bench
2nd - Pixel rod - treasure chest
3rd - Kndrewa - cobra head
Congrats to all who finished, and now lets bring on the next full comp!