MGAC 009 - super heroes, anti heroes and villains


#1

[size=2]You know who they are. If you don’t, you can go to your local movie rental place to check out the latest in geekdom. Love them or hate them, they are going to be around for awhile. Not to mention the numerous video game tittles that have come out throughout the years with a marvel or DC badge. (and I’m not saying you HAVE to do marvel and DC. SLG, Darkhorse or any independent comic book character would be wonderful too :buttrock: )

The type of game you are creating this model for is your average 3rd person fighting quest based game. You will be required to pick your own Super hero, anti hero or villain to create.

No more than 5000 triangles
No more than 1 512x512 and 1 128x128 color map
no more than 1 512x512 and 1 [/size][size=2]128x128[/size][size=2] specular map
you may use 1 512x512 and 1 [/size][size=2]128x128[/size][size=2] bump map
you may use 1 512x512 and 1 [/size][size=2]128x128[/size][size=2] alpha map for transparency.
NO NORMAL MAPS[/size][size=2]

     The challenge ends Friday, March 10th. That's roughly 3 weeks from now
  Good luck everyone![/size]

#2

Oopsie, the rules state that the challenge is to be no more than a week long. As shown by previous MGACs, though, that doesn’t work very well. Hmm. I suppose that since nobody ever gets anything done in a week, it’s justified. You’re running it, so I suppose it’s at your discretion.

  Too bad I already have two projects going; I'd really like to do this one. Perhaps I'll be able to whip something up.

#3

Well, it’s been close to a week all ready and no one has shown any interest. Maybe I should say “free lolly pop” or something. :shrug:


#4

Well, it’s been close to a week all ready and no one has shown any interest. Maybe I should say “free lolly pop” or something. :shrug:
Perhaps it has something to do with the texture sizes and poly count. For example, a 512 map has 64 times the pixels of a 64 map.

 512*512 pixels=262144 pixels
 64*64 pixels=4096 pixels
 262144÷4096=64
 
 Since the sizes are so far off, it's hard to imagine getting something useful done with the 64 since the 512 allows much higher resolution. A weapon, for example, that was textured with a 64 being used by a character that's textured with a 512 will probably look pretty weird unless the weapon is quite small. If you changed it to a 128 or 265 map, then I think it'd probably be easier for people to work with and retain good comparative resolution.
 
 Regarding the poly count... Well, if your model is exclusively quads, that would mean that a character with 2500 triangles would have 1250 quads. That's a weird amount to work with when you're doing an organic object because you have to do a lot of vertex-fudging to get everything looking just right. If it was a mechanical object, 1250 quads would be a breeze (if the object was boxy). Many people on here are probably used to working with characters either well above or well below that limit; that makes it a bit weird.
 
 I really don't know what to tell you. People seemed to pay more attention to the MGACs when they were in the main game art forum, but they still didn't get a ton of participation. Maybe people just hate us? ;)

#5

I upped the triangle count for more organic flow. (I think I read somewhere about PS2 using 5000 polygons per character for resident evil) I changed the 64x64 map to a 128x128. I figure it would be a good size for a map for the face no?

I could shorten the deadline if you really want me to. It’s just a shame that there is not much interest. I enjoy “competing”


#6

Since this thin has moved to this subforum I have givin it even les interest than I previously did :stuck_out_tongue:


#7

A 128 would be a good size for a face, you’re right.

With the way things are going, I think you should keep the deadline just the way it is. Perhaps I’ll do something next week just so somebody participates.


#8

yea, and after UGAC challenges, not many people visit this sub forum, maybe it go back to its main forum :shrug:


#9

Yep. I am not to sure why these micro challenges entered this form. But I am sure that the would get more attention in the main Game Art section

PS: Set your calendars. Next UGAC will start on March 4th


#10

I vote to have the forum moved out into the real world where it may get more exposure. However… Just about a week and a half left. I feel that this challenge will be drowned by the mammoth cg challenge.


#11

‘Keep moving it so nobody knows where to find it’ gets my vote

If that one isn’t on the ballet then how about this one:

‘Move it to a section with more traffic even though the name doesn’t apply’

cha


#12

This is a longshot, I dont have ANY time and I have not done many characters… I want to see how far I can get.


#13

All I have in me today.


#14

somnambulance

nice, keep going, you have 5 days :slight_smile:


#15

Here’s my wip of Batman. The render is just me messing with Max’s ink and paint material.


#16

NICE batman! Keep going. :bounce:

I’m stoaked… there’s people competing!!!


#17

Heh saw the reply and never even knew this thread existed, I only started this model thursday finished today and have begun superman so why not enter.


#18

I guess it might be too late to join but I’m giving a try at doing Garrison from Joe Madureira’s Battle Chasers. Four days… I’ll sure as hell try.


#19

Heh guys heres superman. The model came in at 4448 tri’s. The texture is 512X512 and very simple. This superman costume is based on the one from kingdom come. To be different.


#20

Junerahe

It is never too late. Unless you miss the deadline… then it is too late.

nath devlin

Clean. Nice job with superman.

Two days left. I’m going to make it midnight mountain standard time on the 10th so you have the entired ay.