Game Art Challenge #10 - Final Submissions


#1

[font=Georgia]Game Art Challenge #10 Submissions[/font][b]

DEADLINE:[/b] November 21th (Midnight, GMT)

[left]Please, [color=Red]do not post comments or criticism in the submissions thread. Show respect and wait to post your comments when the challenge is over and a winner has been declared.[/color][/left]

SUBMISSION GUIDELINES:

Please post the following in order to have your submission judged:

[ul]
[li]Short description of your vehicle and pilot/driver.[/li][li]A link to your original thread, showing work in progress.[/li][li]The polygon count (in triangles) of your completed mesh. [/li]
[/ul] Also post the following images:

[b] 1.[/b] A concept image of your selected vehicle and pilot. The concepts can be a quick doodle, but should be as clear as you can get them, showing as much of your idea as possible. 
 [b]
  2.[/b] 1 orthographic front view, 1 orthographic back view, and 1 orthographic side view screencaps of the model. They should be viewport captures of the solid wireframe view mode (or equivalent), with no texturing visible. Compile the 3 views into one image. Make sure you use default viewport lighting and hide any items that may obscure these screencaps (bones, lights, cameras etc).
 [b]
  3.[/b] Selection of perspective images showing off your vehicle at different angles, or in different states (if animated/rigged). Images should be compiled into one picture, and it must be no bigger than 1024x768.
 [b]
               4.[/b] Show us the texture for the vehicle (and pilot).

One image showing the color texture used. If you want, you can overlay the UVs on top to show them unwrapped. Also provide links to any other maps used.

5.
The beauty shot. Pose your vehicle and pilot somehow, and place it in an environment if you like. Render it as you see fit, and use whatever methods you feel will portray it well. Make the image no bigger than 800x600.

          [b][u]JUDGING[/u][/b]
              Please volunteer for judging - As always, the system is: 
              
              3 points for 1st place
              2 points for 2nd place
              1 point for 3rd place
              
              Judges are asked to give focused critiques in the areas of:
              
              1. Mesh construction, flexibility, polygon density, topology.
              2. UVW mapping and texture painting, effective use of normal maps (if used).
              3. Presentation of the vehicle and uniqueness of the design and the overall artistic result.
              
              
              Current judges are:
              [b]sysop
      Serul
   KWAK
   bentllama
  Supervlieg[/b]

Neil
[b]ElysiumGX

[/b] PRIZE:
The winner of this competition will get to choose the subject and terms of the next competition.

 Let the submissions begin! :thumbsup:

#2

4045 Triangles including pilot

1x1024 col map
1x512 col map
2x512 bump maps
1x512 spec map
1x256 spec map

I intended to make a feasible looking mini tank that could actually be used in the not too distant future. Its smaller size would be more suited to city conflicts (hence the grey paint) and enable it to reach speeds of around 80mph and be a lot more manouverable than larger main battle tanks.
it has a crew of 2 (pilot & gunner) and has a main cannon that is able to shoot a variety of shells, such as armour piercing, riot slugs, gas grenades and mortars, and it also has a heavy machine gun mounted to a sliding rail running around the rim of the hatch for all-around firing. There are also tactical smokescreen launchers mounted to both sides of the turret.

Sketch / mockup:

Wireframe / solid orthographics:

Posed model with 1 shadow casting & 1 ambient light:

Texture sheets:

Beauty render:

W.I.P. thread: http://www.cgtalk.com/showthread.php?t=172001


#3

My submisson is 4494 triangles and the wip thread can be found at this location

The basic idea with the post apocalyptic theme was a world where the Zombies had taken over. Nothing worked, the living had barricaded themselves in various ways and was scattered around the globe. I thought of this as a group of people who had gathered at a scrapyard, barricaded it and starting to build weapons and fixing up vehicles. They where no experts, rather fixing things be trial and error. The bus was constructed as a supply(food,water,guns,ammo,fuel) and rescue vehicle. The gunner and driver are both wearing gasmaskes to take some of the smell of rotting corpses away. The miniguns are used on crowds of zombies.


#4

This pieace is made of 4280 Polys. One 1024 Map for the tank and one 512 for the two characters. Here is my progress thread. WipThread

“It is the end of human civilisation as we now it and the beginning of the rebuilding of the world. One trio of people was planning to roam the streets. But neither one of them had any sort of veichle. The resources was low and the already built veichles was too expensive. They combined their ideas and talents to build what they thought would be the king of the streets. They constructed some sort of a tank that feared all the others. They stopped all hostile income with their big mighty canon of theirs. None of the other stand a chance against this huge monster. Now they are out gathering stones to continue stop their enemies. As for now they live like kings in a world that demands to be the strongest to survive.”

This is my idea and creation, you can call it a Mammoth-tank. Enjoy and thanks for challenge.

Concept of the tank. The sketch was slightly modiefied. But most of it remaind. As for the colored concept it was made with help of a mock-up. It is rather cartoonish but it helps visualize the idea. 
[img]http://student.gamemaker.nu/%7Earsard030/Jenz/tank/final/treetank_concept.jpg[/img]

Wireframe
[img]http://student.gamemaker.nu/%7Earsard030/Jenz/tank/final/treetank_wire.jpg[/img]

Perspective shots. In Maya with no lights turned on.
[img]http://student.gamemaker.nu/%7Earsard030/Jenz/tank/final/treetank_color.jpg[/img]

Now for the textures
[img]http://student.gamemaker.nu/%7Earsard030/Jenz/tank/final/treetank_texture.jpg[/img]

And at last the beauty shot. Similar to the concept I have placed them out in the desert gathering stones for ammo. The sunset is drawing near and they are about to go home.
[img]http://student.gamemaker.nu/%7Earsard030/Jenz/tank/final/treetank_beutyshot.jpg[/img]


I want to thank my friends for critics and suggestions. All the guys at Gamemaker and the people at CG-talka. Also a special thanks to Arrax and Evil-Cookie for supporting me the most.

Thats all from me!

#5

MODEL INFO:
4464 polys
1 1024 colour map
1 512 spec map
1 512 bump map
1 512 colour map
WIP thread: http://www.cgtalk.com/showthread.php?t=177562&page=1&pp=15

Nukes have been dropped on all the cities of the world, only small towns were spared. In order to survive, people have had to resort to scavenging. The world is now a dangerous place, with no law and order, gang-warfare is commonplace, so people need protection when foraging.
I based my design on a vehicle that would be common and therefore easy to find, it also needed to be robust, so I chose a truck. Weapons included are: anti-aircraft gun for long distance and aerial attack and gatling gun for closer range. Finally, there is a winch on the back to assist with foraging.

Concept

Wireframe

Perspective Shots

Textures

and Beauty Shot…

I’d just like to say a big thankyou to everyone that posted in my WIP thread.


#6

Tris: 4487
WIP thread: http://www.cgtalk.com/showthread.php?t=178111

Post apocaliptic is often associated with westerns in terms of atmosphere. I decided to take it one step further. Global progress broke down after WWII, though the arms development never stopped. Pretty soon in that day and age anything still moving was considered a gods gift, no matter how old or classic the vehicle was. The Desert Cowboy is a prime example of this. It’s part of a gang that roams the south of the USA, looking for easy prey (though they are becoming fewer and fewer as towns are gathering and forming civil defense armies for their own protection).

Concept:

Aston Martin oldtimer

Wires:

Perspective:

Textures:

Beauty:


#7

Hi all!

All in all: 4234 triangles / 2546 faces

This is my final submission to this challenge. Enjoy! :slight_smile:

WIP:
http://www.cgtalk.com/showthread.php?t=183574

Textures

Orthographic views

Beauty render


#8

This is my entry…Finally.
Techical Data:
Software used: Maya 6, Photoshop cs.
Total Polygon count (triangles): 4499.

WIP Thread:http://www.cgtalk.com/showthread.php?t=172909

Story:

"
The story is long, for the impatient, start from “In a Nutshell”

“They said that in the old world,

Men build building so high, they can touch heaven,

Structure so massive, they can move mountains,

Machine so advance, they can reach the stars,

Weapon so powerful, that they can destroy the many times over

and they did
…”

“When the dust have settled and our forefathers rose from the ground, a thousand years have eclipse. What awaits them was a world unlike the one they were told
the world see today”

“On the west most side, towards the ocean, is a great city of the old world. At the height of the their civilisation, the city stood as the symbol of the Technology. In the city was the largest, & highest structure ever build by men. They call it the “Tower of the gods.” Inside this tower, held the key to the greatest treasure of all

The knowledge of the old world
”

For generation, we have resent in getting the knowledge, afraid of history repeating itself. But now, the unavoidable must be done. For Kano, Leader of the rebel army, has gain the knowledge of its existence, and he will seek for it. Using the old world knowledge, he would build weapons & army for world domination. This shall not happen. Jack
it has now fallenupon your shoulder to stop him. You must venture west, where no one else have gone
& return, to find it before his army did

…(and so the adventure begin
)”.

In a NutShell

So our hero set out with the mighty machine he had salvage, heading towards west. Of course it will not be smooth sailing (it’s a game remember). He will be chased by Kano’s & his army, mutanted creatures etc
(Enter our heroine Kelly). It’s a case of wrong place at the wrong time. On one of her recon (recce) mission, she stumble upon our hero (which was being chase by the enemies. After a whirlwind like chase, our heroes finally shake them off. But they land out of the east border, where no men has ever been across & back.Reluctantly, our heroine, Killy joined him to venture west. (the game shall build up like a great adventure game on wheels, taking them all over the world, to the pre-Apo great civilizations of Asia, Europe to Final destination Egypt. The hash terrains of the post Apo world provide great gameplay on vehicle.” Sorry for the long story
Hope you all like it.

The Concept:

I took a gamble to put almost half of the details to the pilot. Cause I believe an interesting character can bring out the liveliness of the “dead” machine. I am happy with the result, & wouldn’t have wanted it any other way. I hope u guys feel the same way that I did.

The final design change greatly (almost beyond recognition) from the early concept as I got feedback that its too “Mech like”. Also, I wanted to reveal more of our pilot…Hence the cartoonly look. On the Right of the concept pic are the main components that make up the machine. A 20th century Chopper & excavator track remounted with bikes wheels & turbo engine for the need of recon mission. A pair of 22th turn of century Plasma rifles mount on Mech arms sum it up.

The Machine:
The vehicle wasn’t build for serious combat & serve primary as a recon(recce) vehicle, and was build for speed & manuverbility. The weapons are dual Plasma canons, 22th turn of Century stuff. Our Heroine was a scout leader of her platoon. Found & Raise by a army officer as a baby. Her whole life has been revolve around the military. She has to work extra harder than her male counterpart, to proof herself a good leader & worthy combatant. She was always thought as serious (dispite her babyface), but shes afterall just a gal coming of age. Things changes after the accidental encounter with Jack (see story), and her life will never be the same again.Their enemy is the Rebel Army (see story above).

Viewport Views

The Textures maps.
Vehicle
1 X 1024 Color (No baking, Lighting & Shadow will be result of in game Dynamic lightings)
1 X 1024 Normal
1 X 1024 Spec.

Character:

1 X 512 Color (No baking, Lighting & Shadow will be result of in game Dynamic lightings)
1 X 512 Normal
1 X 512 Spec.

Perps View…Rendered in Hardware. I believe hardware rendering is a more accurate presentation of what the models will look in game. (beside the fact that can’t get good results with normal mapped models in software)
Its a bit squeezy…

Fianally… The beauty Render, combination of Hardware & software renderings.
The Title of the Render is…“Ray of hope”

Credits:
-Forum members that has views/ contributed/critics to my WIP thread from CGTalk, BOB & Blue Cactus.
-Coffee (haven’t taken so much since graduated from college)
-Internet & paticularly Google Search Engine (My source for inspiration & Ref)

Stuff that affect my performance:

  • My way too comfy bed
  • Movies
  • Arsenal drop of form since defeat by Man U.

Final Words:
I am glad that I took part in this competition although I became a walking zombies almost everyday. Sleeping 3~4 hrs often. On the days that I didn’t…was mainly due to the fact that I felt asleep while doing this. The quality of the competition are high, making me constantly pushing myself harder. No matter what I am glad I beat the most important person…myself.

I hope you guys have enjoy my work as much as I have enjoy this competition.

…Now I can finally get back to my sloopy life…:slight_smile:


#9

:buttrock::buttrock: thank you CGtalk community! the last few days of this challenge have been a lil peace of hell, and I wouldn’t have finished without all the great support from my fellow CG talkers.

my entry
[color=white][color=darkorange][color=white]
[/color]I can’t really pin point just one thing I had in mind when making this peace, so not much of a story I could tell ya:shrug:, I think it was mostly fond memories of playing some old final fantasy super Nintendo games, my little bro, studying some warcraft art, and I really think flintlocks, mortars, and older canons are most interesting.

When drawing out the concept I wasn’t paying attention to the logical element of dimensions, I wanted it to be on the cartoon side do something wild, pure bright fun and magic mixed with science fantasy.

my entries title is “Gun Alchemy The Gizmu Cannon”[/color][/color]
[color=White]
[color=YellowGreen]Tri count 4285
[color=LemonChiffon] pilot 1873
cannon 2412
[/color]
cannon
[color=SandyBrown]1x col map 1024
Pilot
1x col map 512
1x alpha map 512
[/color][/color]
wip thread
Game Art Challenge #10: Gegum Cannon[/color]

Concept

wires

texture sheet

Perspective Shots

last but not least, beauty render took me about 2 hours this morning, it’s mostly done in PS but I rendered the grass in 3D.


#10

Huah,
my final entry was build in max 4.2 and textured using photoshop 6.0
the tri count of the vehicle is 4012, the pilot is using 200 triangles.

my idea was to create a vehicle for a nuclear winter scenario. due to the hard conditions of a postapocalyptic winter the design had to be sort of practical. the weapon mounted onto the turret uses gasbottles to fire nuclear waste from power plants (i dont know the english word, but it is supposed to shoot those bars, the “fuel elements” of a power plant")

the gun is used as some kind of “toxic artillery”, when one of the nuclear bars has been fired the gun has to be reloaded like this http://www.smegma-film.de/img/Bgdone_loading.jpg . The bars are stored in the back of the buggy and can be loaded into the gun through the little hatch behind the turret.

as the main weapon is used to attack targets in the distance the tower is also armed with a machine gun to fight enemies close to the buggy

The whole buggy and its pilot are using one 1024² Texture for the diffuse colour, one 256² specularity map and one 128² map for illuminating the windows and lights

Wip Thread:

http://www.cgtalk.com/showthread.php?t=175787

Concept:

In fact i have not drawn a scribble except for this little … thing…

http://www.smegma-film.de/img/Bgdone_scribble.JPG

Here are the wireframe screenshots from the viewport:

Here are the textures:

If you would like to see the diffuse map in a higher resolution you can click this link:
http://www.smegma-film.de/img/Bgdone_texturefull.jpg

Some closeups from the viewport and two perspective scanline renderings:

and last but not least the beauty render of the buggy in the snow ready to fire


#11

Hey all well heres my submission,

Just want to thank everyone on CGtalk for helping me out and everyones support especially Colgan and Ste.

I built it in Lightwave 7.5 and textured it in Photoshop 7, the poly count is 4497 triangles with the number pretty much divided in two for character and vehicle. I used a 1024x768 and 512x512 colour maps for all components and also a 1024x768 alpha map.

The idea was for a vehicle that was cobbled together to be a sniper to repel powerful tanks and raiders trying to conquer a city, the sidecar would patrol the edge of the city looking for targets and taking them out with it’s highpowered armour piercing rifle. The vehicle only fired when it was stationary and when the driver had extended the support leg at the back of the cabin. So its a two man viehicle with one guy operating the gun from inside the cabin and the rider assisting with reloading during firing. Really I wanted the idea to sort of be a bit crappy, like something non military would design when they where faced with the role of protecting themselves from agressors!

This is my wip thread.
http://www.cgtalk.com/showthread.php?t=175727

some quick concepts which changed a bit during the process

Screengrabs from the viewports

Texture maps with mapping overlayed

Different angles of Sidecar

The character

and finally the beauty render


#12

Finally end :slight_smile:

Chopper - 3258 tri / 1x1024 color map/ 1x512 bump map/ 1x512 specular map

Driver - 1206 ( including pistol) / 1x512 color map/ 1x512 bump map/ 1x512 specular map

W.I.P.-> http://www.cgtalk.com/showthread.php?threadid=177740

Vehicle and character are from 2013, when over the nuklear war between USA & Iran. After nuclear war, peaople who servive gathering in groups. They must fight for clean water, and between them selves for food. In the mean time humans understand that they are not alone. creatures which mutate in time after war also must feed, Humans start cooperative and choose the best from them self and with military experienced. this work talks about Lt. Sarah Morgan. She was chosen to lead people to newst world, better and safer.

Here is the concept for the chopper

and for beauty shot

Here is wireframe and orthographics:

and for the character

The texture

Textured vehicle and character

And finally beauty shot

I want to thanks every one who support me, and especially Hanzo, Caro and Mormegil. And of course my love.


#13

Ugh! 30 minutes left to write all the stuffs here! :smiley:

The ‘apocalypse’ here is a war that was dominated by biological weapons and poisonous gases. During an attack to a city using poisonous gases, the vehicle was forcibly abandoned and left in the city. Bashed in massive gases for quite sometime, it was then rediscovered by the people who come back to the city after the war is over and the gas effect has gone. After repaired and modified, it serves in inter-territory battles.

The vehicle has 3 modes, the pure crawler one with leg and claws extending, the car mode with the legs retracted, and the in-between where the leg is extended but the wheels still touch the ground.

It crawls on the building wall by holding on the windows. If there isn’t any window, it can use the nails on its legs (but slower). There’s a cable and hook too to be attached on the rooftop for quick changing of altitude.

WIP : http://www.cgtalk.com/showthread.php?t=176371

Polycount : 4495 triangles

Vehicle : 1024 color map, 1024 normal map, 512 spec map
Pilot (and a bit of vehicle parts) : 512 color map, 512 normal map, 256 spec map

Concept :

Wire :

Texture :

Some views & states :

Beauty render :

Thankyou all for supports, crits, and comments all this while!!


#14

Here is my entry.
Ive been working pretty much nonstop since yesterday to make the deadline so i didnt have time to make this post look good. Excuse the bad layout and soforth.

Desciption: This is a highspeed tanke. Its made for highmanuverability and ranged attack. It was serial produced around the year 2303. Since it moves fast and has great radar and IR cababilites its used as a scout tank.

Poly count: 4333
My thread!

 Textures:
Tank
[img]http://student.gamemaker.nu/%7Earsard030/Submit/Text.jpg[/img]
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/Driver_Text.jpg[/img]
 This is the Driver texture, and the blue part is the magnetic thingey.

Nice texture space usage? Yes i know, I learned from the best.

 Orts:
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/Pers.jpg[/img]
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/Side.jpg[/img][img]http://student.gamemaker.nu/%7Earsard030/Submit/Back.jpg[/img]
 
 
 Here is Concept.
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/TankConcetp1.jpg[/img]
 
 
 Persp:
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/Pers1.jpg[/img]
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/pers2.jpg[/img]
 
 
 Beaty:
 [img]http://student.gamemaker.nu/%7Earsard030/Submit/bea2.jpg[/img]
 
 
 I didnt have time to do the beaty render anybetter. 
 Thanks to People who gave me crits and Sizzling.

*I hope i posted this in time, though i didnt have time to write anything so im editing it after the deadline. I hope this is OK?


#15

[b]All right everybody, [color=White]the [color=Red]Deadline has been Reached.

[/color][/color][/b][size=2]Please refrain from posting comments on
the entries until all judges have given their
reviews and a winner has been announced. [/size]

Congratulations on everybody who made it in time, we’ve seen a lot of great entries in this challenge. :thumbsup:

Unfortunately not everyone was able to make this extended deadline, but I still belive the two-month challenge to be a good concept since this should give more people a chance to contribute to them.
I still also like to congratulate everyone who worked on an entry for the challenge, in one aspect you’re all winners - since these challenges are mostly about self-improvent, and Im sure everyone participating has learned something during this challenge. :slight_smile:

Also, big thanks to everybody who assisted me in getting this great challenge on the road, you know who you are. :smiley:

Cheers,
Vidar

[size=2][/size]


#16

I really wanted to do an asain hard tech model. This robot is supposed to be a vehicle for use in urban areas, good for manuvering aross… rubble:D. The pilot is sort of a high tech freedom fighter. I basically wanted something to learn normal maps on, and although i didnt end up using them for the final image (not enough time) i learned them.
NOTE: I somehow completely lost my original concept image.:sad:


this background is taken from the mod: NEOTOKYO. the level was built by Pushbak, aswell as several static meshes. The level was processed for rendering by me :thumbsup:
final poly count: 4296
WIP


#17

DOH- missed the deadline by 3 hrs.
:sad: that really sux. i`d delete the thread but i cant.

DAMN SUCH A BUZZ KILL…


#18

Dont stress it, Konstrukt, you did finish your model before the deadline so I won’t urge that your entry be removed from the challenge, this is not a traditional competition anyway (the deadline is mostly for yourself, not for us). :slight_smile:

Your model will be judged along with the others, no worries.


#19

so … the Konstructs model will be judged ?? Please, please… it’s high class … so ??


#20

THANKS SYSOP!

if your ever in town (denver) I`ll buy you a beer.- or 2, or three or four.