SUBMISSIONS - UGAC – Moving Juggernaut Vehicle Level


#1

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Here are the official rankings of the WINNERS! :
<CLICK IMAGE FOR ENTRY>

(Legacy Below Post)

Please post your work below in the following format:
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[size=1][/size]
General Information [color=white]- Include Your name, along with the final tech specs, and a Link to your WIP thread.
[/color]description of game genre - FPS, RTS, platformer, etc (if your level is not built for any specific game type, put ‘general’)
concept sketch - show us what you are thinking before modeling
progress screens - show us how it is being modeled - take screen grabs and post them along the way
texture plates - show all of the texture files
final render - two final 1024x768 JPGs - show the level from 4 different views -include the title of your thread on these JPGs - make at least one showing a solid wireframe from a shot of the level, and the other without wireframe, as it would be seen in the game engine

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JUDGES:
If you have volunteered for Judging, please use the format from past UGAC’s to determine this challenges outstanding entries.
[color=cyan]-[/color]If you would like to volunteer please E-Mail or PM me.
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Deadline:
[color=white]Try to get your entries posted before or on Monday, January 16th; as judging will begin soon afterwards

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EDIT:
The submission process is over.
Please allow a few days for the judges to take time out of their day to post replies.
Until the judging process is over, go ahead and visit the rules thread and post ideas for future topic ideas.
:wink:

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[/color].


#2

Name: Robert Nyström

Tech spec: Maya, Photoshop.

Tris before instance: 5811
Tris after instance: 65889

WIP threadType of game: probably a fps, not sure. I’ll put it as “general”.

As stated in the WIP I didn’t have time to properly finish this, due to an unexpected
workload. That’s why the original tri count is so low, and also why there are so few
textures. It is still a level though, even if somewhat boring.

Concept: Well I started with a concept for a space station, and then I changed it to a pirate ship. This inspired me:

It’s the black pearl, I own the DVD and was watching it when I thought. “hmm, maby I’ll make a pirate ship instead.”

Progress: Well check my wip for the full progress. Here are a few images.

Textures:

Final renders and wires:


No beauty shot. No time.
Ah, finished.:slight_smile:

edit: …and thank you DevilH for the extension of time. Just what I needed to finish.


#3

ZERO TRAIN

Name: Rogelio Olguin
Program/Tech: PS, Max, digital camera

This is a project for a fps type game. Sci-Fi a like to Half Life2 and UT2K4 style. The Zero Train is a cargo transport.

Wip thread: http://forums.cgsociety.org/showthread.php?t=300952&page=1&pp=15

(I have bigger shots of each screen in the wip thread)

Project Specs

With Instancing: 77758 Tri
Without: 11725 Tri

[left]CONCEPT[/left]

[left]SHOTS / TEXTURE FLATS[/left]

[left][/left]
[left][/left]
[left][/left]
[left][/left]

[left]Been fun :slight_smile: [/left]

[left]Hope we get more env game art challenges. [/left]

[left]Thanks for extension although I was busy playing WOW to do a beauty render :|[/left]


#4

SHUTTLE CRAWLER

INFO

Name: Jared Lewis

Unique Triangles: 4640
Instanced Triangles: 29771
Programs: Maya 6, PS 6

Work In Progress Thread: UGAC - Juggernaut Vehicle - ill_logic

Game Genre: Stealth Action (ie Metal Gear Solid, Splinter Cell)

IMAGES

Reference:

Progress:



Color Textures:

B&W Textures:

Final Renders & Wireframes:

Extra Detail Shots:

Thanks! Can’t wait for the next challenge.

(EDIT- sorry, forgot to mention the programs i used & to actually link to my wip thread, did some extra formatting too)

-J


#5

Name: Stefan Morrell
Unique Triangles:8634
Instanced Triangles: 31182
Programs: 3dsMax8,Photoshop,Z-Brush
Work In Progress Thread: GAC – Juggernaut Vehicle –Stefan Morrell
Game Genre: fps…half life2,doom3 etc…

Cheers & good luck to all :slight_smile:


#6

General Information [color=white]- Starr Shaw, Tech specs (Not Complete): 3 x 512 Color and 3 x 512 B7W Maps - 27238 Total Tris.

Link to your WIP thread > CLICK HERE
[/color]description of game genre - FPS PC


#7

When I looked last there was only 1 entry. Nice to see the rest come in. I can finally judge.

zem: Pirate Ship
I’m glad you changed your mind from a spaceship. When I read the guidelines I figured spaceships would run rampant. I’m remember boats being levels from way back in Monkey Island. I think you could have made your boat more of a ‘level’ by making it a bit larger. Making it longer or even deeper; giving it more living corridors and rooms. The inside shots look a lot better than outside. The outside renders look washed out and overly blue, it’s hard to judge the texture quality. Not giving it an actual sail, ‘docks’ it points. Having it like in the picture with holes in it would be cool and easily done with alpha masks. As stated, doesn’t look totally finished.

Desp#2/Rog: Zero Train
SHouldn’t your poly counts be switched? SHouldn’t it be more without instancing? oh well… Looks like someone really liked doom3 :slight_smile: But it looks very cool. I like the red lights in dark hallways look. Cool concept! Did you make it all up yourself? You modeled stairs and everything, that’s sick. I could use some more sense of scale in your renders, I’m guessing the wheel is like x5 bigger than a guy? I don’t like the ‘hubcaps’ on the wheels. Just kinda hides the look of the wheels and doesn’t seem functional. I know that’s a stretch, but I just can’t explain why it bugs me. Textures look really good.

ill_logic: Crawler
Hey I’ve seen that pic before, that’s what they use to make fun of the xbox! :slight_smile: The wires and geometry look cool, but then it loses it in the texturing. It looks flat and repetitive. It doesn’t capture the variance and detail that Desp did. I feel like its huge and big, but I don’t know why. What’s in there? From the outside it just looks too boring and square, it needs that ‘peek’ of that something to make you intrigued. Again, hallways and stuff also need texture variance work.

Stefan_Morrell: Juggernaut
So did you make 2 separate models? I’m just asking. The outside ship is good in passing, but when actually looking at it you realize how simple it is. Doesn’t keep your interest. As for the inside though, that’s really sweet. What was it rendered with and how many lights? I think you beat Desp in teh doom3 look department. :slight_smile: Those are jail cells right? Poly count seems low for how much I see, good work there. Level looks like it has a lot of mood to it. Captured the cold, gloomy look perfectly. The doors you made are a contest in themselves. haha. Really nice job on those. Do planets cast that much colored light in the beauty render? Again, just asking.

Dark3D: Airship
You put a lot of good work into those sketches. Too bad the texturing in the end makes it lose the believability. I see variance and contrast in the texture, so maybe it’s just the lighting and rendering that makes it look flat. You need more highlites and bump mapping on it to capture light and make it play over the surface. I would add more polys to the inside of the hallways to make it actually more “rounded”. And I think you could get the same smooth look on the blimp look with less polys. Just optimize it instead of stretching a polygon ‘sphere’. It also looks too small to be a level. Where do you move around? Where do you hide… kinda just forward and back. Especially boring for a FPS level.

Winners:
3 points - Desp#2/Rog (best texturing, and actually look like a real playable level)
2 points - Stefan_Morrell (best renders, but outside level did not match quality of inside level)
1 point - Zem (i think with better renders and a little more work you would get higher)


#8

Zem - Pirate ship

Good bits: The interior looks quite rich in terms of geometry, giving the impression that there would be a few nice places for the player to hide, or the level designer to place some extra nasty pirate enemies. The exterior matches this pretty well too, giving an overall balance between outside and inside playability.

Bad bits: I don’t really feel the shape of the hull, which could have a much more nicely designed overall curvature. The main let-down is the texturing, but I know you had some problems finding the time to work on this - yet, the surfacing and beautyshot lighting is what misses the mark.

I’m pretty sure it could be turned into an excellent level if given more time.


Desp#2/Rog - Zero train

Good bits: Fantastic overall design (the sideview ortho is quite a work of art in itself), great textures and the balance between interior and exterior features could hardly be better. There’s a great sense of weight, size and speed resources.

Bad bits: There are some minor cases of disharmony in the texture work, where some parts feel very realistic, whereas others appear more painterly (mainly the exterior parts). The big plates with circular holes or markings in the front appear a bit random in design.


ill_logic - Shuttle Crawler

Good bits: Good level of detail on the exterior, and the dull greyish metal makes sense considering what type of vehicle this is. Overall decent textures on the outside, and the impression of its sheer size is pretty good, while not perfect.

Bad bits: The interior sections are quite boring in terms of geometry, and the textures don’t really help either. This makes the overall level feel a bit unbalanced. When playing something like this, I would want the interior to lure me in to discover its secrets, but in this case I would be a bit disappointed. All in all I guess it’s too boxy, too many straight lines and angles.


Stefan Morrell - Planetary Prison Transport

Good bits: Great interior design, marvellous texture work. There is a strong sense of this being a very large area, and that alone would make it interesting to explore as a player. Strong illusion of this being a million poly scene makes it very convincing and exciting. The lights are well-placed and add to the atmosphere in a very nice way.

Bad bits: There’s not much going on as far as the exterior goes. On the one hand, it would make sense since there wouldn’t be much to do on the outside of a space vessel like this, but on the other hand I guess it would be even better if there was something more on the outside - perhaps more obvious docking bays or something like that.



Dark3D - Airship

Good bits: Quite an interesting design and very elegant concept sketches. Interesting propeller engines and tail constructions, and the interior could be quite intriguing if it was more refined.

Bad bits: The main hull mesh seems very inefficient, wasting a lot of polygons that could be put to better use for a more elaborate set of interior details. The textures seem misaligned and of poor resolution - a tiled approach would have been much better here. Parts of the interior feel very barren and in need of a lot of further work.


It’s very hard to decide who should be #1 here, since I find it’s a bit of a draw between the zero train and the planetary prison transport - but here goes anyway:


Winners:

3 points: Stefan_Morrell (although lacking in some areas, the initial impact is very convincing, and it looks like a level I’d like to play)

2 points: Desp#2/Rog (the greatest design of them all)

1 points: Zem (given more time it would be great)

honourable mention: ill_logic (with a more interesting interior you would have snatched the 3rd place)

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#9

I promised I’d help out with the judging. Here’s my humble opinion.

First of all, congratulations to all who finished!

Zem - Pirate ship

Your choice of concept fot this challenge is great. But this ship dosen’t really look like it’s been used. Everything is clean and neatly stacked. If it is in fact a pirate ship I would expect things to a mess :slight_smile:

The modelling is nicely done, but the textures aren’t up to par. You’ve used only a fraction of the total texture size.

With a little bit more time I’m sure it would’ve looked great.

Desp#2/Rog - Zero train

Your concept is really cool, and it also looks like a level that offers some fun gameplay. What I like the most about your design is how it gives the player a real sense of being on a moving vehicle. And how you’ve incorporated the mechanical aspects (like steam pipes) in to your design.

I love the amount of detail you’ve put in to the model. And you’ve made efficient use of instanced geometry. The textures
look really good and you seem to have consistant texture resolution all over the level.

Excellent work.

ill_logic - Shuttle Crawler

Your concept is my favourite!
It’s a good start, but it looks like you ran out of time. Since you still have alot of spare polygons to use, it would have been nice to fill up those empty spaces with some props. And add those pipes and tubes to the exterior. The texture resolution is a bit uneven, and your textures seem to be somewhere inbetween realistic and cartoony…

It looks like a level that would be fun to play though :slight_smile:

Stefan Morrell - Planetary Prison Transport

Your entry is probably the best executed of them all, but I would’ve liked to see a stronger connection between the interior and the exterior. As it stands, the player would never now he’s on a giant spaceship unless someone told him. Some windows revealing the exterior to the player would’ve been great.

Your props are really well done, and I love the gritty, worn textures. Great use of normalmapping aswell. The exterior feels a bit rushed though.

Dark3D - Airship

This was shaping up to be kickass! Really nice concept art and the mesh looks just like it. Too bad the interior didn’t get as far as the exterior, because the exterior is looking sweet. Nice detailed texture work, and good poly distribution.

My vote

3:rd (1 point)
Zem

2:nd (2 points)
Stefan Morrell

1:st (3 points)
Desp#2/Rog

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See you all in the next challenge!


#10

This challenge is now over!
Thank you to everyone who participated, and an big thanks to all the judges that have donated their time.
I hope to see everyone in the next challenge.
:thumbsup:

Here are the official rankings:

Again, thanks to all who participated. As the winner, Desp#2/Rog gets to choose the next challenge topic, and for everyone else, I would suggest stopping by the ‘Rules’ thread and offer up some ideas.


This thread is now open for discussion.

Look forward to seeing everyone in the next challenge.
-Daren Loney


#11

congr. guys :beer:

every entry was awesome

well done


#12

Thanks :smiley: This was a fun comp. I really dig making envios so that is my strong side. Ill post on the other thread of which comp could be next.

Thanks again you all, the judges and people who commented on my work while making it.


#13

Woohoo! Third Place!
I’m buying a bottle of Crystal tonight!:scream:

Thanks to the judges for taking the time, and to all the support
and to all the great entries a big :thumbsup:.


#14

Well done guys, it was fun to watch! :slight_smile: Maybe one day i’ll actually have time to participate fully.


#15

Jobs a goodun folks - congrats on the few that finished! It seemed like a pretty tough and demanding challenge, and environment challenges usually get fewer entrants anyhow.

Sorry if I didnt judge, but environments arent really my forte! I pretty much agree with the finished results anyway.


#16

Grats!

Nice stuff, maybee ill try next time (and maybee finish :P).


#17

Ivars,JamesMK,Neil

hey guys,just wanted to say thanks for taking the time to vote on these entries,I think Desp handled the brief faithfully & made a level that looks cool & one I’d like to play on.

also agree about the exterior on my one,I think we all lost a bit of drive over the xmas period & I know I ended up rushing the exterior to get it finished

*note to self,dont rush

thanks again

Cheers!
Stefan


#18

Cool! :wink: All the entries look great! i love watching people doing lowpoly modelling. Its very interesting to me and I learn a lot.


#19

ow darn :stuck_out_tongue: I missed the judging part… haha, but no honestly I actually tuckered out on cgtalk past lil while. congratulations to all those who finished and especially those who topped in three.


#20

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