Game Art Challenge #10 - Final Submissions


#21

[color=wheat]Andy H
Great model, very well designed. Outstanding job on the modelling of the driver and the textures. Nothing to crit on this one actually.
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Zem
Good job on the design. Very original. The textures needs some detailing, especially in the shadowing department. The driver isn’t very convincing. Keep it up though!
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Sizzling
Great job on the the design. I like the way you made it look very busy, almost like a theme park on tracks. The overall texture is good, the head needs a bit more definition though. It looks a bit rushed in comparison.
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Fukyrayuk
Nice overall job. The backside of the truck could have done with some details to make it more interesting to look at.The dirt on the texture needs some better distribution.
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Crimson13
Nice jon on the car. I think the model is still a bit unfinished. It needs more details like ridges and gaps in the body. The driver needs more work as well. The texture is unfinised.
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Mackster
Cool concept, made me laugh. But with such a simple “vehicle” you kinda needed way more detail in the character to justify it.
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PKD
I like this concept a lot. It has a nice design. Good to see you trying polybumping. But overall you lighting needs a bit more work to bring out all the nice little details you put in there. I like the rusty and worn look on the metal texture.
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Hanzo
Great stuff, the design of the canon itself doesnt really feel like a vehicle (where’s the engine?), but the characters make up for it. The texturing is really well done. The beauty render is outstanding.
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Powermaennchen
Very good design. It has a very post apocalyptic feel to it. The large tyres really fit the design. Good job on the texture as well. I dont like the gun, I think it could have done with more detail when you compare it to the rest of the vehicle. You made it easy for yourself by just doing the head and neck of the driver, but that doesnt really bother. Great job on the render.
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keeganb_2000
Good job. I like the overal feel of the cycle, though it could have done with perhaps a bit more extreme ageing. The driver is good, though he looks a bit stiff when posed. His jacket is perhaps a bit too mirrored, but when moving it shouldnt bother very much. I would have liked more detail in the engine, but these things are always hard to get right without using up valuable polies.
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Por@szek
Good overall job, though I think it your vehicle modelling skills are better than your human modelling skills. I like the texture. It looks like the bike has been through a lot. I would suggest a bit more light in your shots, they appear to be very dark.
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XP-58
Nice overall design, I would like to have seen some bigger tyres on that beast. They look a bit small and weak on that quite heavy looking vehicle. Good use of polybumping, even though its still hard to see where a normal texture wouldnt have done the job. But that’s just me being old-fashioned.
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Arrax
Good idea, but the model needs more work to be considered finished. The overall model is decent, but the way it rests on its wheels/tracks is very unconvincing. Give it a few more weeks of work and it would turn out better.
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Konstruct
good concept, we needed a big robot in this competition! The model is well executed. The texture could have done with more wear and tear. And I feel that a lighter color would have brought out the details of the model better.[/color]


And the winners are:

[color=orange]First place - Andy_H (3 points)
[/color]Second place - Hanzo (2 points)
Third place - Powermaennchen (1 point)

Good work all, kudo’s to all who finished. I have to say it was really hard to decide number two and three, because everyone was pretty close in my opinion. You have all made some very inspiring designs. I really have to jump in on the next one. If it’s a vehicle one Ill do it for sure.


#22

/rant (Let me just say really quickly how this page takes way too long to load. Kinda frustrating. Although I still do prefer this method over clicking links, I don’t need to see orthographic renders at 1024x768 or whatever size they are. It would be cool if all non-beauty or final pose images are like 350x350. Something much smaller. I don’t need to see every pixel of a texture sheet to judge it, I just need get the jist of it and see how ti’s layed out. I can tell how good it is by the final render.) /end rant

Andy H - Mini Tank:
This really reminds me of the tank from Metal Slug. It has the cartooney proportions, but the textures are real. Kinda threw me off. I don’t think the driver is scaled correctly for this vehicle. I can’t pin point it, it just seems ackward to me. The texturing is good as usual. I like how the metal has texture to it as appose to just being flat colored. Layed out nicely too. The poly usage was well done and flat areas are well managed. I like how it’s very practical and polys aren’t used just to make it “look” good in certain areas (what I mean is it would actually be good in game and animated because it’s well managed throughout).

Zem - Bus:
At first glance it looked flat. Looking at the wires, it is flat. I wondered why you didn’t use more polys, then I realized that a lot were used on the roof and the weapon. I think a better spread of the polys would have made it look better throughout.I think it would look cool if some of the boards were on the outside of the window and you could even see through the spaces between them. I really like the idea of a lot of graphitti on it, but it forced you to lay out our texture sheet wider and made it look blurry. I don’t care much for the gunner, and the beauty render would be better without the building and the sky texture. The wheels and spraypaint come off nicely in the beauty render though. Some of the phrases are funny, but the spraypaint on the roof looks like doodles and rushed. With some more time spent on textures, this could be improved.

Sizzling - Tusked Tank:
Cool concept sketch! The idea of it is truley unique too. Seeing the vegitation and net on it really adds to it. The wheels being wood is pretty clever too. Even with all these cool parts put together, I dunno… it seems more pre-apocalyptic than post. I’m having a hard time figuring out what that bent piece of blue on the front is. If it’s supposed to be metal, it needs a more metallic look to it. I would add a good hunk more of polys to the skull thing in the front. That is VERY focal, yet VERY low in poly. Are those black dots supposed to be eye sockets? If so, some extruding could have helped. How do those plants live when in the beauty render evertyhing is dead and there’s no sun? Stuff like that, that I don’t understand leaves me confused.

Funkyrayuk - Pick-up Truck:
Nice mesh. The truck mesh is nicely done. The character looks blobby and cartooney, but the vehicle looks more realistic. The white-trash look to the guy really fits the vehicle really well too. Although the mesh and concept are strong, the texturing leaves it looking plastic unfortunately. Especially with the truck bed. That looks like a layer of smoke and oil instead of metal. It’s lacking sharpness. And since I’m drawn to look at the character first, that part is the second thing I look at. With it being weak, it brings the rest down.

Crimson - Vintage Car:
Looks smooth and race car like. Could be smoother though if not so many polys were wasted on the chaingun(s). I mean chainguns are cool and all, but when trying to pull off low polys work, I don’t think it’s the best choice to go excessive on it. The driver is cool and the gasmask is a nice touch. The texture choice was there, but the detail isn’t. The whole body of the car is one big piece of unseemed material? No doors, no latches…etc. Some highlites incorporated into it would be nice too. The crooked American flag is too blurry and should just be ditched. It brings the rest down visually. Tire and tire covers are some of your best parts. The skin on the character looks VERY rushed and too pink. Better attention should be given to laying out similar parts on top of each other to save space.

Mackster - Space Pod:
Too much attention given to the character. This is a vehicle contest and the vehicle is all of a single sphere with 2 arms. There isn’t even anything done to the sphere. Not much to critque here :confused:

PKD - Mech:
I can see that you put a lot of time into riggin and posing and making a nice final piece. Congrats to that. The vehicle is dominant and the character is very second, which is what I wanted to see with this contest. Good job. The character is very stylized and has a solid rig to it. But the focus here is still the vehicle. I like how the textures are highlited and there is some nice detail brought out in the guns through normal mapping. Although that’s the only real part where I really noticed the normal maps helping, normally I’m not a big fan of them. The metal could use some more detail like Andy did, that would help. As noted in your original thread, the final render still looks flat. You need to adjust the contrast a lot more still. With the time spent on riggin the thing and making it all work in the end, that makes for a strong piece. The wheels and cover have some very harsh angles though and that distracts in the end. The highlites need to be brought down on the character, she still looks like she’s covered in oil, because the skin and clothes are both glossy.

Hanzo - Canon:
Reminded me of that one Cloud game for ps2 (don’t remember the name). I really really enjoy it! The character is very nicely done with given polys and texture size. It’s cool that you gave him glasses. Although I needa mainly critque the vehicle. The wood texture is not a photorealistic texture, but it totally works in this given case. I can see how all the pieces come together including the hitch on the rear. The metal looks metallic, the brass looks like brass, the wood looks like wood. The beauty render I don’t care for, but I don’t hold much weight on it whenever I do judging, because not everyone has the time to make a whole scene for it. The contest is the model, not the scene.

Power - Snow Tank:
I don’t see the driver. I’m confused. Oh well. I just see his head peeking through.This is probably the best texturing of everyone. Damn good work. The tires look awesome too! And I really like all the paneling and attention to detail to breakup the body and not make it all just one big hunk of steel. The beauty render is brilliant and putting it in snow is something no one else seemed to think of. Some more ladders on the rear or sides to show how people get around on it (if deemed necessary) would help. Nothing much else to say, I also like the spot light.

Keeganb - Piercing Rifle:
Practicality… hmm… I’m guessing once that thing shot a round, I would make the whole thing spin around like a top. Some sorta grounding brace or stand would have possibly helped. Character has a long torso, but nice texturing. In general if something is going to be rounded it helps to leave more polys for it. Again like with others, the tires look clunky and the tire cover is noticeably jaggy. Metal could use some grain and less gouges. I think some burn marks around the barrel would be cool. Overall well done, but the proportions of the gun to the bike isn’t working with me in terms of believability. Maybe if you just made the barrell smaller, sniper rifles don’t need large barrels to be powerful (don’t confuse length with diameter though).

Porszek - Biker:
Clean mesh on the bike. Nice and rounded where needed. The texturing is very detailed and shows. Well done. The character needed more work and looks pretty wooden and rigid. Even when posed, he still looks wooden. Even though the textures are very detailed, they all seem to blend into one and i think there needs to be more variation in tone to help seperate the parts. The beauty render needs shadows and some better lighting. I think the spokes on the tire would be better as individual geometry instead of a single piece with alpha.

XP - Crawler:
I like how it has a crab like appearance and assembly to it. Your texture layout is crazy man. How on earth did you keep track of what piece went where?! You did a great job nonetheless. I commend you for even texturing the underneath of it too. Very strong piece. Don’t have much to critque.

Arrax - Blue Tank:
Been working on it since yesterday? Does that mean you only spent 2 days on it? It looks rushed, but I dunno without implying too much. You layed the pieces out alright, but you just slapped a single texture behind the whole thing. That obviously is what makes it weak in the end. The layout of the character… pretty weird choice. :confused: I do like the glowing tubes of light a lot and that adds to the piece. But unfortunately it all looks very rushed and there is too much wrong with it to all mention here. These other guys just set to the bar too high and pieces need to be tip-top inorder to compete.

Konstruct - Walking Mech:
Well I guessss I can critique one mooree… Sysop’s orders, haha. Just teasing. I don’t care if you missed it by such a small amount of time. And I’m glad you did get this in on time, because it’s ill. I know others won’t might not like the fact that it’s not overly detailed, but I think it works in this case. You obviously know what you are doing with layouting and texturing and you chose to leave parts flat and blue. I think the placement of the pilot is well done and practical. Although the concept isn’t very original (there are tons of mech stuff out there, especially japanese based), you still pulled it off very nicely! I just wanna run around and blow stuff up with this vehicle. The only area where I would add more detail are the front shin guards. Even if you keep with the flat blue style, perhaps some logos or text or spray painted lines would help break it up and lead the eye elsewhere in the piece. Keep the similar cross motif, like you did on the chest. Very good job though! I dunno if you should go rendering this into a scene you already did elsewhere though, kinda unfair to the others who do everything from scratch.

Here you go:
3 - Powermaennchen
2 - XP-58
1 - Hanzo / Konstruct (tie)


#23

First of all I’d like to apologize for not giving comments on all entries but unfortunately I’m rather busy with work at the moment, so I’m going to have to limit myself to my top 3 at the moment.
Second becasue of this workload and the previous one my creativity went down the drain for a while, so I had no desire to work on my entry, not that I would have submitted it for judging or anything, but still. I’m still planning on making it someday. :smiley:

In any case, here we go.

3rd place: AndyH
I like the look of this entry. You succeeded in giving it a nice compact feel to it . I love all the little objects and details on the tank, mesh construction looks good too. The only thing is that the main tank metal texture could have benefited maybe from some more color patterns, to break up the metal more. Also the pilot feels a little out of place proportion wise, but that could just be because of the tank size. Other then that, turned out really nice.

2nd place: XP-58
I like the concept of this. And it turned really well. Texture was really nicely done although maybe a bit busy but it’s nice and detailed. Normal map turned out nice to. Technically there seems to be nothing really wrong with it. And that beauty render turned out really good.

1st place: Hanzo
This one turned out really well, I love everything about it. The mesh construction, texture, everything. I like some of your mesh tricks that you used to optimize the mesh. The only thing that stands out for me is that the cannonballs could have a bit bigger in proportion to the cannon.

To everybody else, you all did a nice job but these three just stood out for me more.
Good luck to all next time. :slight_smile:


#24

Sorry for any bad spelling or grammer. This took quite a while to type. Congrats to everyone, and don’t take my criticism too seriously, or personally.
Several of the entries appeared to be more along the lines of Pre-Apocalyptic, than Post-Apocalyptic. But that’s a matter of opinion, so I didn’t focus on it so much.

[color=white]Andy H
I’m handing you a little sticker that says “excellent”. I too find it difficult to criticize this model. Every aspect is designed very well. Your mesh is solid. Your textures are consistent. Nice saturation and use of small details. Your bumps and specs do their purpose. The only…ONLY, thing I can imagine that would improve this piece is a paint job. While the metal texturing is top notch, the overall appearance is bland. The “08” just isn’t enough to keep my attention. Of course, I wouldn’t want to say that to someone sitting on top of one of these. Your concept was a great start. The creation from then on was professional standard. The final render is well done. Congratulations. It’s good that someone of your quality is around to make the the Game Art Comp the challenge that it is.

[color=white]Zem
This is a concept I would have loved to work with. Who hasn’t imagined decorating a school bus in graffiti and armor? For the mesh itself, it seems off balance. There are some areas where geometry could have been avoided, and replaced with a well designed texture. While the school bus is the largest object and focus of the scene, the driver and guns look to have taken a significant amount of polygons. The bus is very primitive, while the guns are small and complex. The texture looks rushed and unfinished. The spray paint looks awesome in few areas, and like a quick photoshop doodle in others. The driver and guns textures add nothing to the scene. The entire texture sheet looks flat, lacks any attention towards lighting. The bump and spec maps don’t appear to help with the lighting either. Great concept, but it appears to need more attention in the design process.

Sizzling
The concept is enough to get me hooked. Great attention to detail and well planned, the style is represented clearly and unique for this contest’s theme. Of course, the concept isn’t the focus for judging, but it’s the first step towards a creative design. Looking at the mesh itself, this model is flawless. Every edge has purpose. Looking at the textured object, it shows that the front of the vehicle, the skull, could use a few more edges to round out the shapes. The texture by itself appears to be suffering from 3rd degree photoshop burns, but still works well on the mesh to give it a saturated, yet dirty appearance. Although, a better approach could have been made depending on the timeframe. More attention could have been focused on the characters to give them an equal amount of style. Overall, great work. Good imagination. Stays true to the concept.

Fukyrayuk
Your design looks similar to the school bus. Maybe you two should place them in a game together. The concept is very simple, but illustrates your idea properly. The mesh for the truck is nice. There are areas where geometry could have been avoided and instead designed with a texture. But depending on your game platform of choice, that’s nothing to worry about. The texture lacks attention to lighting. Even with a spec and bump map, game engines need a little help with rendering. Adding depth to a texture, even tho sometimes inappropriate for the environment’s lighting, can be much more pleasant on the eyes. The dirt on the texture looks rushes and applied without thought or purpose. I detail vehicles for a living, so from my perspective I look at your model and ask “how did mud get in that area?” When trying for a texture that displays harsh abuse from natural elements, try to integrate that into the texture of each area instead of throwing it on as a last step. You want to make the object believable. Adding dirt and mud isn’t easy. That’s why there are so many clean objects in the game world. So I applaud your effort. You bump map looks like a quick greyscale job. It doesn’t work that way. Use it to your avantage. A good effort, and nice design. I hope this process has taught you a few tricks to apply next time around.

Crimson13
Excellent idea. I praise your creativity from blending a futuristic theme with familiar historical events. A glimpse at a Post-Apocalyptic world that didn’t happen…thankfully. You have good taste in antique vehicles. It’s always good you use reference. Because of that, your vehicle’s mesh turned out really well, but try not to show all your vertices in the image next time. The geometry is very clean and organized. I’ll jump right in and say your texture lacks any attention towards lighting. It’s always a good idea to lay down the basic light and shapes of the design before overlaying textures. I hear this all the time with my work. As a result, your texture looks unfinished. The driver texture doesn’t even appear started. Perhaps you were short on time. You spent more time painting her ear, which is hardly visible in any render, than you did her whole body. Focus attention where it’s needed. Spend the time making the texture a result of your own efforts. I would advise you, and several other participants, to study on light and shadow along with the process of creating your own unique textures for you designs. The idea was smooth, but the design process was a bumpy ride. Good luck on future efforts.

Mackster
Your submission also made me laugh. Can’t say I’ve ever seen a concept quite as unique. Unfortunately, I can only judge on technique and presentation. Since you were aiming for humor, I won’t citique the exaggerated proportions. Although the character does appear difficult to animate. A better approach for the face detail could have been made. This submission is odd, considering the focus was the vehicle and weapons. So I’ll bounce right to the “vehicle”. From my point of view…WAY too much geometry used for the gun barrels. This is were a simple shape, a nice texture, and a bump map would suffice. Take it easy on the game engine, it’s fragile. Your textures would have been better if you used the bump and spec maps properly. I’ll focus on the “vehicle” for this aspect. In the color map, you painted a highlight and shadow for the ball. The same highlight and shadow appear in the bump and spec maps even tho the ball is smooth all around, and holds the same specularity for the most part. BIG NO NO!! A textured highlight should NOT affect the bumpmap for such a simple surface. Consider what the additional maps do separately. This can also be said for the character’s uniform. Each color on a camouflage outfit doesn’t not represent a change in lighting or surface elevation. For example, bumps should be used for wrinkles in the cloth… As with other participants, if you plan to use addition maps, use them properly. Never settle with a greyscale image. For presentation, your submission was funny and a needed deviation from the realistic entries. I hope you learned from this event, and contribute more in the future.

PKD
Less story, more concept. Hehe. The mesh is great. Few complaints here. I’m glad attention was placed on the character. I believe if you’re going to do it, do it well. So, great job on the additional work. Thumbs up for taking the Normal map and Spec map route. Each map looks to serve their purpose well (not a simple greyscale). The paint designs of the character and mech did not influence the normal and spec…which proves you know what you’re doing. You state that your texture is based on ingame Dynamic Lighting, but it still appears to lack depth. In fact, it suffers somewhat from the Doom3 “Everything is Plastic” appearance. As a result, your submission looks like an action figure playtoy. Which is cool. Kids like toys. Return to your normal life for a while, and find happiness in the fact of being a good designer. I respect your drive to accomplish difficult tasks. We hope to see more of your work from now on.[/color]

[color=white]Hanzo
Hanzo, my main man! My dogg! You never disappoint. Glad to know someone decided to expand this theme further into fantasy. Excellent concept, and unique (similar in style to Sizzling’s). From that alone, we know what to expect. I’ll admit, I’m not a fan of FF, or manga. But, your style succeeds in grabbing my interest. The mesh, perfect. The driver, while not the focus, is very well designed and has life to him. The cannon is optimized for gameplay. The textures have a consistent level of saturation. There is attention to proper shading. I’m surprised you didn’t jump on the bandwagon and include bump and spec maps in your design. But you prove they are not required. Best to avoid them than to use them incorrectly. Your beauty render and overall presentation is outstanding! Excellent creativity. Great dedication on your part. And a helpful member of the community.

Powermaennchen
A very familiar concept for an all-terrain vehicle. The idea of nuclear winter is clear. You decided to focus on the vehicle and weapon, leaving only a tiny portion of the driver showing. Probably a good idea. Outstanding work on the mesh. The texture is also top notch in realism. The spec and illumination map appear useful. Judging overall design, I dislike the gun. It feels out of place compared to the vehicle design, as if it was slapped on in a hurry. And for an attempt at realism, the mechanics behind it seem unlikely. Great job on the render tho. That in itself is a work of art, considering it appears to have more of a cinematic quality than game art. Well done.

keeganb_2000
Nice bike. I have the most fun driving old motorcycles in Battlefield1942. I like the concept. At first I thought the character was a woman. The gun is huge compared to the motorcycle, but that was the idea of the contest. The mesh is blocky at times, even for the character, but the texture seems to hide that. It does appear to deform well, which is important. The texture itself contains good attention to detail but appears flat. I know it’s suppose to be metal, but it could just as easily be cloth. This is where more aging and scratches, or simply a spec map, would have come in handy. Because of the texture, the character appears lifeless. But, the clothing is designed professionally. His gloves and boots show the specular highlights that the metal should have as well. Nice submission, but seems it requires some finishing touches…and more spokes.[/color]

Por@szek[/color]
Very very nice bike. Or, I should say trike. Ok, your concepts are pityful, but it shows you knew what you wanted, and that’s all anyone really needs…other than love. It’s clever how you and Keeganb_2000 designed your spokes. I would have never thought to use a single alpha mapped plane. That’s thinking like a game artist. Anyway, the mesh is terrific. Good design, you know your vehicles. Your character is terrible. Never an easy way to say that. 1206 polys could have accomplished better than that with a suitable texture. Now, your character texture saved you. The vehicle texture is just awesome. I mean, it is well designed ugly! I can easily assume it’s been smashed repeatedly with the Post-Apocalyptic stick. Bonus points. The bumps and spec maps look to have been work on, but also look like quick greyscale jobs. I believe the surface of her vest is reversed. It does appear odd on the final render. The focus here is the vehicle and it looks awesome. In fact, I’d love to have one in real life. Although, the gun looks boring. And I’d hate to have that thing aimed at the back of my head while driving. The trike is really the star here. Hey, where’s Kenny btw?

[color=white]XP-58
Creative vehicle/mech design. Not the usual mech. Your rough concepts laid out the plan very well. The mesh looks good. The wheels looks so tiny, and out of place. The mapping is very complex. I don’t see how you texture something that crowded. But you did very nicely. You even paid attention to lighting, and rust. You are not human! One thing I notice about some of the entries as that the texture designs look very clean with fresh rust thrown on them. This takes away some of the realism. I commend you for using a normal map. Amazing work there. The driver is barely visible, which is good considering it has ruined other entries. So everything is left nice and consistant. You like your mechs.

Arrax
Nice idea for a tank design. Not sure about Post-Apocalyptic, but it does look futuristic. To some things up, this entry looks unfinished. The texture is laid out quickly, and poorly. You should spend more time working with textures to build experience. For the mesh, it looks good. The tracks look excellent. Having the beams for supporting the tracks project from a single point looks odd. I would have choosen a design to appear more supportive. Possibly one beam from each corner of the vehicle. The driver and beam texture is awefule. Remember you are designing for game engines. Certain rules have to be followed. That’s the art. I hope you learned from this contest, and return with more skill and a determination to submit a finished entry. Don’t rush it.

Konstruct
Now here is your basic mech. I honestly didn’t think we’d see many of these in this contest. Well, you modeling is fantastic. As I’ve stated already, I don’t know how you guys are able to texture such busy and complex uvmapping, but I guess there’s no way around it. I’m sure you original concept image was much better than that one. The one thing that really hurts this entry is it’s cleanliness. For a Post-Apocalyptic mech, it sure looks straight out of the factory. No wear and tear. I really wish you had found the time to include a spec map, because this entry needs it the most. Not only is the metal not dirty, it’s not shiny. It appears soft. Another week or so, and you’ll have a great addition to your portfolio.
[/color]


Yay, I’m almost done.
And the nominees are:

First place - Hanzo(3 points), there’s not much you can dislike about this one. and that’s a good thing.
Second place - Powermaennchen (2 points[color=red]), [/color]the gun could be better, but this entry still kicks ass
Third place - Andy H (1 point), top notch modeling, and high quality texturing, you would have stolen this competition easily with a design slightly more alluring

This was difficult to judge. I always feel like a hardass telling everyone what they could have done better, but that’s how we learn. Take it lightly, and learn from it. Congratulations to everyone. This was a great turnout. You’re all very talented simply for making the deadline, even you, Konstruct. I hope the participation increases in the next couple competitions. And I hope for many of you to return with new skills and a determination to tackle the more experienced artists. I’ll plan on joining the fun again soon as well. Let’s get this next competition started ASAP. We’ve got holidays coming up.


#25

Andy H
- cool tank

  • nice job of handling both the tank and driver within the art budget
  • texturing does almost not fit the proportions and stylization of the model in my opinion, perhaps texturing that was a little more representational than real-world grit
  • your beauty render looks rushed and as a result, very flat
  • this does not feel like your strongest work

Zem

  • interesting design [reminds me of the fun i had playing twisted metal!]
  • texturing varied from some finished areas to other almost ignored areas on the vehicle
  • proportions of your gunner compared to the scale of the bus seem off…he seems too large
  • i like the nice touch with the graffitti, but it could be a little much in places

Sizzling

  • fun design…i like wacky!
  • could use some more polys to define curvature better
  • for the toon qualities of the model and form, the gritty real world textures don’t jive with me
  • i would have left the people out, and focused on the vehicle…it is well on its way to becoming a really fun and outstanding model!
  • great beauty render

Fukyrayuk

  • not one, but 2 GUNZZZ!
  • for the scale of the semi, the gunner seems a tad too large in comparison
  • textures seem rushed and muddy
  • i like the dirt kickup on the doors behind the wheels, nice observation

Crimson13

  • great choice of vehicle
  • interesting driver
  • texturing seems VERY unfinished

Mackster

  • interesting choice of vehicle, however it is pretty simplistic and seems like you stayed to the side of more character and less vehicle

PKD

  • long story…do you like to type more than draw? :slight_smile:
  • neat vehicle, great reference
  • very efficient use of polys
  • admirable texturing that does not feel too real-world nor too ‘toony’…but, it is not sharp enough in areas that it needs to be, like crevices and seams…too blurry as a whole
  • with a little tightening of the textures and some polys here and there it is going to be a great folio piece
  • great beauty render!

Hanzo

  • cool cannon!
  • great use of topology
  • textures and stylization have a great synergy
  • characters glasses look warped and deformed
  • i would have liked to see more detail on the burlap sacks and items around the driver area…a centre of interest seen in cutscenes :wink:
  • nice beauty render

Powermaennchen

  • dude, you went nuts on those tires…i like em!
  • textureing while good, has rust that does not adhere to gravity…rust lines should follow the contours of the vehicles surface in according to water collection and the flow of excess water from gravity
  • wheel wells and gun could use more attention, the rest of the vehicle feels more finished than those areas
  • great render!

keeganb_2000

  • neat subject
  • too efficient with polycount
  • too standard/simple with texturing
  • i like the boot texture
  • proportions on the character are way off [ie: arms too short, legs too short, etc]

Por@szek

  • nice trike!
  • textures are too busy…‘grit’ for ‘grit’s’ sake does not always work…the textures have become an overworked dirty mess
  • proportions on the character are off…if you are going to show a character in a ‘vehicle’ contest, be sure character volumes are correct
  • i really dig the exhaust
  • i see where you are going with the model, and it is a fun direction…just tone back some elements of dirtiness and your model will thank you

XP-58

  • neat! i like your thought process. very original!
  • nice texturing, but pay closer attention to where the dirt and rust and grime collect…just because you can add dirt and wear, doesn’t mean you have to :wink:
  • stellar beauty render!

Arrax

  • cool energy idea
  • model and textures are very simple, too simple and straightforward to consider a finished work
  • great start, it just needs more work
  • looking forward to your next challenge entry

Konstruct

  • beware the mech!
  • form and texture seems too simple
  • form consists of mostly primitive cubes…some straights vs. curves would really spice this model up
  • texture seems very flat…it would greatly benefit from a bump map/normal mapping pass
  • nice backstory in your render!

And the winners are:

First place - XP-58 (3 points)
Second place - Hanzo (2 points)
Third place - PKD (1 point)

great job finishing and good turnout! let’s make the next one even bigger!

perhaps i will throw my hat into the mix :slight_smile:


#26

k, i don’t really have any free time, but I feel obligated to cast my vote…so here goes:

ANDYH
-great topology, no wasted polys.
-the character looks phenomenal considering the poly count.
-the broad surfaces on the tank seem a little bare for my tastes, personally i would have dirtied it up a bit more, added more damage like bullet holes and burns. It looks as if the tank just went through the car wash.
-your textures are excellently painted, no crits.
-beauty shot is great, could be a little more contrasty imo, but definitely cool.

ZEM
-Interesting concept, I too love post-apocalyptic zombie battling…cool stuff.
-good use of polys.
-textures are too busy for my taste, I understand you were going for a graffitti look but I would have like to see the graffitti better integrated into the bus’ surface, different styles of graffiti would have been nice too.
-the gunner looks really basic, too basic IMO.

SIZZLING

  • I love the concept, very inventive.
  • good use of polys, though the treads might be bit too heavy, i think some of those polys might have been better spent in the tusks, which look too blocky.
  • textures look pretty good, though lack a certain level of refinment which would bump them up to the next level especially on the front of the vehicle and the characters, the net is a nice touch.

FUNKYRAYUK
-solid use of polys, no real areas of waste…the tires seem a bit heavy, but i know how that is.
-My main beef is with the character, the vehicle looks very realistic, where as the character is a bit cartoony, his proportions are off, he doesn’t looks as though he belongs with the truck.
-as for the texturing, alot of the dirt seems a bit low rez, I would have liked to see more detailed splatters and perhaps scratches. You could have squeezed a lot more detail into your textures…though I guess you were going for a certain style.

CRIMSON13
-the wheels are very heavy, you could easily have removed a few edges and saved yourself a few hundred polys.
-the texture space could have been used more efficiently, I see a lot of small spaces that could have been used. The textures also look a little bland, like photographs with no retouching, i would have painted a little more detail into the broad surfaces on the truck.
-the character looks alright, I would have added an edge on the hip, cause there’s a noticibly hard edge.

MACKSTER
-overall looks like not alot of wasted polys, this piece is more character focused then the other entries…I’m not a big fan of the proportions on the character, and I think you could have squeezed a bit more detail into his form considering the poly count.
-pretty good use of texture space, I think you could have put a lot more detail into the texture, but you were going for a style I figure.
-It would have been nice if you could have rigged him for the beauty render.

PKD

  • I love how your optimized the robot so you could squeeze some polys into the character, without making the robot suffer from too many angles.
  • good use of texture space, though i think you could have gotten a bit more resolution out of the map if you had just squeezed all the odds and ends together in a corner.
  • good use of normal maps, I think you could have added more surface detail to the robot, but overall looks good.
  • I would have avoided the lens flare in the beauty render, lens flares are pretty taboo these days.

HANZO
-Great use of polys, no crits there.
-your texture space could have been used more efficiently, there’s a lot of wasted space there.

POWERMAENNCHEN

  • Awesome looking lowpoly, I think you could have conserved some polys in the tires, but that’s a matter of opinion.
  • Great use of texture space, you really squeezed all the space out of it you could.
  • the beauty shot is killer, not crits on that.

KEEGAN_B

  • The driver looks really heavy, you could have conserved alot of polys on his torso, and overall he looks like he could have been optimized a lot.
  • You could squeeze more rez out of your textures. There’s a fair amount of wasted space there, don’t be afraid to squeeze everything together.
  • I really like the textures on the biker, the vest looks great, and I really like the sidecar.
  • The beauty shot is pretty nice, though a little static for my tastes.

POR@SZEK

-The wheels look very heavy, they could have been optimized. The biker looks way too optimized, especially in the arms and torso.

  • You did a pretty good job with the textures, not too much wasted space on the bike sheet, the biker’s sheet could have been used more efficiently though.
  • The textures on the bike are a bit too saturated for my tastes, looks a bit gawdy. I like what you did with the biker though.
  • The beauty shot is ruined for me by the brick texture, it just looks way too tiled to me. I think you could have spent more time bringing the environment up to the same level as the character.

XP-58

  • i like the concept. You didn’t waste many polys, it looks very clean.
  • great use of texture space, not much wasted space, great work there. Great use of normal maps, you really got a lot of detail there, good stuff.
  • I like the final textures, they’ve got a lot of detail, though they seem a little unrefined and messy, overall very nice.
  • the beauty shot is cool, but I would have preferred the buildings be contrasting colors, everything just seems to blend together.

ARRAX

  • you could have optimized your mesh a lot, it looks very basic considering the poly count.
  • texture space could have been used more effieciently, as well the texture could contain a lot more detail. I don’t know what to say about the pilot’s page.
  • The beauty render could use a lot of work.

KONSTRUCT

  • great use of polys, and I really like the design.
  • I love the color scheme, and you used your texture space very efficiently, good job.
  • Overall I think the textures could have been more detailed it looks quite flat, it has a sort of cel shaded look to it on the blue parts.

FIRST PLACE: ANDY (3 points)
SECOND PLACE: POWERMAENNCHEN (2 points)
THIRD PLACE: X-58 (1 points)


#27

sorry syop, we cannot wait for you, but we all understand what it is like to be busy. thanks for volunteering judges!

VOTING IS NOW CLOSED

Please see the original thread for the winner.


#28

Im terribly sorry, I’ve been away for some days and was not able to cast my vote before I left. I feel really bad about this, but if it’s any consolation - My vote would not have made the outcome of the challenge any different. :slight_smile:

Congrats to Hanzo, both for winning the comp and choosing such a great topic for this next challenge - You will definitely see me entering this! :thumbsup:

Peace out,
Vidar


#29

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.