UGAC – Handheld Environment - SUBMISSIONS


#1



Original Post:


[b]Please post your work below in the following format:
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General Information
-Include your name, along with the final tech specs, and a Link to your WIP thread.
Handheld Information
-Tell us which handheld you were modeling your level for.
Description of game genre
-FPS, RTS, TBS, 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
-Four final JPG’s with your scene rendered out- show the level from 4 different views. You must render the final image out for the correct screen size of your console, and place the images inside the blank template below.
*Note: If you decided to go with DS, you can use the second screen however you wish. Create a user interface, or simply place a title. Do not leave it blank.

-One Final JPG showing a solid wireframe from a shot of the level.
*does not need to be rendered to fit in your consoles screen.


*Note: We recommend that you include an small watermark in your final images

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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.
-If you would like to volunteer please E-Mail or PM me.
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Deadline:
Try to get your entries posted before or on Saturday, April 8th; as judging will begin soon afterwards

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[right]-Daren Loney[/right]
[right][/right]
[right][/right]

[left]-------------------------------------------------------------------------------------[/left]
[left][EDIT][/left]
[left]I want to say thanks to everyone who participated, and congratulations to everyone who finished. [/left]

[left]Hope Everyone had an great Easter Break![/left]
[left]:thumbsup: [/left]

[left]We will be gathering the last judges and hope to have all the judges’ scores in by around Friday.[/left]
Until then, go ahead and stop by the rules thread and post your ideas about possible topics for future challenges.
[/b]


#2

First to submit. well im going on holiday on monday so thought id get it outta the way.

Good luck

Mushroom gorge level

Name: SHEPEIRO AKA Owen Shepherd
[color=white]Genre: Shoot-em-up
System: DS Handheld
Concept: Super Mushroom Tankshot - Strategic artillery shoot-em-up - giant lumbering tanks, take pot shots at each other across the wild expanses of mushroom land.[/color]

designed as a wifi multiplayer, in the same lines as worms or that old banana firing gorilla game. trundle across the landscape, aim, adjust height, adjust power, and fire ! then watch as the shell arks across the landscape and desimates the giant toadstoll that your enemy is hiding under.

LINK TO WIP THREAD

concepts


#3

poly specs slightly under the quota, Ive checked with quite a few DS developers and it should be workable.

Video
sorry here http://www.urgaffel.com/shepeiro/Sh…eveldivx5-1.avi

in game shot with furniture and map

red tanks about to get power-up! and long shot of level

an englishmans house is his castle, defends yours

PPnnnnowwww zzzzzzzzzzznnnnip BANG

Wire shot from passing bird

and finally texture lists and map. read it and weep PSPers, entire level 497kb. if you can see me im dancing like a fool.


#4

Me second:

General Information:
Name: Hellboy
Spec: Each texture was below 128px.

Handheld Information: PSP

Description of the game:
Genre: Third Person Shooter
System: PSP Handheld
Concept: Its based on city level but instead of vehicles being involved, your character will be on foot, in fact, your character is playing a police officer role, therefore your missions is to stop crimes happening around the towns.
The player will experience the realism feeling therefore I must give the slightest details I can with smallest poly count. The level is located in Centeral London, which should be clean.

Concept sketch: Not Available
map:

Progress screens and WIP thread

Final render:

More shots:

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/01_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/03_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/04_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/05_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/06_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/08_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/09_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/10_Finalrender.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/PSP%20Project/11_Finalrender.jpg

Rendered movie clip with weird sound loop is here: http://www.filefactory.com/get/v3/f2.php?f=1a349b 10MB

Another Clip, which is a chase scene, not rendered, its previewed is right here:
http://www.filefactory.com/get/v3/f2.php?f=ef0a75 28MB

Texture plates:
Here’s the texture contact sheet:

Cheers


#5

Welcome to Twilight park!
PSP - total environment aprox 18.5 k tris,
Description of game genre
-FPS with a sinister twist
Concept sketch
-
Progress screens

http://forums.cgsociety.org/showthread.php?t=331641

Texture plates

Final render



One Final JPG showing a solid wireframe from a shot of the level.


#6

do we just pick out who we feel did teh best work? do we do it here?


#7

Shepeiro - Mushroom:
Looks like a mix between Mario and Advance Wars. The environment is festive and fantasy and the vehicles are distorted and stylized. The poly count looks decently used, except for the landscape. I think you could have give it some more polys to help smooth it out more. The repeating mushroom/trees is distracting to a point. It’s almost too much, i have a hard time seeing what is going on. And the contrast is so great on them that the distance just looks like splatters of black everywhere. I think the contrast could be adjusted to help you see the outlines of foreground objects better, as appose to hiding them. Nice job getting all the textures to fit into the limits!

Hellboy - city:
The fog is a nice touch to prevent you having to worry about modeling outlining cities. I might have toned it down some, and just matte painted in some surrounding skylines. It might help if you lowered the camera more though, and made it more ‘in’ the game and less observing like. Right off teh bat, i’m not sure what all those lady textures are. Are they posters around town? if so, why are they bigger than your more important textures? Doors and cars look good. Overall the textures could use some variation between light and dark, and added grime. I see some grass textures that look duplicated, that could jsut be teh same. Not sure. The trees also hurt it, IMO. They look too much like boring x trees. A little variation would help, even making some trees less ‘full’ than others and different colors, etc. The road has some tiling issues too.

3Darthur - twilight park:
Nice texture sheets. I think they’re the strongest in the competition. Overall the lighting hurts in the end. Everything is too ‘blue’. If you’re going for teh twilight, go more for contrasts in colors and tones and less with color floods. I like your trees, don’t look cookie cutter. I think this level would be great with some sorta shadows. Even baked shadows would be good. Right now its too flat. But again, your textures are helping to make certain items pop, so that’s good. I like that you added ‘height’ to your level and it’s not just all flat. Try to use higher rez tree maps ntext time, they look awfully blurry. Maybe make the polys smaller and tile it for branches, to help get crisper maps.

Really tough, since each has their strengths, and each has their weaknesses:
1st place - Hellboy
2nd place - Shepeiro
3rd place - 3Darthur


#8

Shepeiro
Nice design, and borrows from excellent classics on the ds/gba. Good points are the the textures are probably closest to what is used on the handheld systems today. Its nice to see some though going into the designs before the modelling/texturing process.

Weak points are the background texture, it should have be more background like, the dark spots distract a bit too much. A lower contrast forest would have been perfect. A solution to keep the player from coming close to the background would have been nice (a gorge of some sort perhaps)

Overall the use of color is good, but it doesnt look like there is much thought in the color scheme, if you look at the screens at the handheld resolution.

A tighter color scheme could make the level more easy to read. The castle for example comes across as a bit murky, if it had a more saturated color it would certainly stand out more. Same goes for the bridge. And the opposite goes for the water. If it was less contrasted, it would be more easy to look at.
Im not sure if you should add the flowers to the grass texture, they look so obviously blocky, they would work better on their own seperate polygon.

Oh and I dont think the DS can handle 3d on two screens at the same time yet :wink:

Hellboy
Good texture set, and nice mood in the movie. The level feels a bit empty though, and could do with some things to liven things up. The trees for example are almost all exactly the same. When you use the same texture on a lot of trees, you can break things up by scaling and rotating the trees. This way you get the notion that no tree is the same.

The brick textures would have been better, if the bricks had been scaled down on the texture. This way the repeating would have been less obvious on the buildings.
Also breaking up the repeating on the buildings could have been done by adding some othere design elements to the buildings like painted parts, or wooden beams etc. Sacrificing one or two of the girl textures for extra building texture would have done a lot for the textures.

I dont know the final polycount, but if it was a level for the PSP, you could have added more polies. The PSP handles polies okay, its only relatively limited in the texture memory

3dArthur
Best texture set of the entries. Although I must say I would have liked to see one of the two textures sets for the psp use at least a few 4 bit (16 colors) textures.
Anyway, the levels looks great, especially considering the limitations. If the use of blue wasn’t as over the top as it is now, it would have been a no brainer for the win. But as it is the lighting distracts too much from the overall design to be ignored.
I think sketching out a concept, however basic, would have helped to flesh things out in the end. (the colored 3d sketch doesnt really help I think). If the lighting of the level was more in tune with the sky-around, it would have been a lot better.

I would like have to have seen some good shots of the tombs in the park. They really stand out and deserve better presentation.

Anyway, these are the points:

Hellboy: 1 Point
3dArthur: 2 Points
Shepeiro: 3 points
I hope I haven’t been too harsh, and that you find something usefull in my comments. Keep it up y’all!


#9

Shepeiro
The overall best execution. The level is very colorful, a large variety of scenery, looks like screen shots of a real game that could ship. GREAT job with textures (in terms of being frugal). From a design view, some of the areas and bridges look a big tight, but testing would reveal if this is a real issue or not.

HellBoy
The fog is a nice touch, but everything is too basic and generic. The textures tile badly, and are very wasteful. The vehicles look pretty good, but overall, this doesn’t come across as a psp game environment. A bit more time spent on texturing, design, and lighting would have really helped this piece.

3Darthur
the layout looks good, and all is presented like a real game. The lighting not matching the sky looks bad, and the light streaming through the trees is a little odd. The use of more technical texturing techniques is nice as well.

Hellboy: 1 point (3rd place)
3dArthur: 2 Points (2nd place)
Shepeiro: 3 points (1st place)

Overall, Shepeiro’s Mushroom Gorge is the best by far imo. Hope I didn’t sound too harsh on some. I’d be will to give more focused critiques if necessary.


#10

))Ok so I promised I’d do a little bit of judging, but I’ll have to be really brief cause I’m using my PDA on Chicago Airport and it’s a pain to write with. (I’m going to E3 :smiley: )

3 points - Shepeiro
I like the vibrant colors and it really looks like somethings out of a game. The mesh of the level is a bit rough.

2 points - 3Darthur

Great amount of details and gocd texture work. As mentioned the lighting is a bit flat.

1 point - Hellboy

It’s a great entry, but the uniformity kills it. Both mesh,
textures and lighting looks to uniform.

Congraoulations, to all of you, on a job well done.


#11

Ok everyone
I know people have been waiting for this
drum roll please
.
This challenge is now officially finished!

I would like to give a big thank you to everyone who participated, and a huge thanks to all the judges that have donated their personal time to keep these challenges running. Without you, who knows where we would be.

I hope to see everyone in the next challenge.
:thumbsup:


Here are the official rankings:
1- [size=2][with 11 points] Shepeiro[/size]
2- [size=2][with 07 points] 3Darthur[/size]
3- [size=2][with 06 points] Hellboy[/size]

Again, thanks to all who participated. As the winner, Shepeiro gets to choose the next challenge topic, and for everyone else, I would suggest stopping by the ‘[color=white]Rules[/color]’ thread and offer up some ideas.


This thread is now open for discussion.

[left] [/left]

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


#12

Nice one! Congrats to the winners! Im wondering what will come up for the next competition!


#13

ya. same here… who knows what it will be… i just hope it is no another level.
:smiley:

PS Ivars: have fun at E3. Take lots of pics; and if you see something that gives you an idea, post it…
:smiley:


#14

YAY id just like to thank, my mom, my dog Fifi, my hareeem, my dentist, and the air for giving me this chane to … booo hooo hooo… win booo hooo hooo.

cheers guys does this mean i get to chooose whats next.

sound of rubbing together hands furiously


#15

lol @ SHEPEIRO

this challenge was cool, cheers everyone


#16

Well done to all! This was a fun one to watch. Hopefully I’ll get time to participate in future!


#17

I believe it does. Even though there is some noise in the whole gac thing, since the mgac(micro/mini game challenge) seems to be running for a month, which kinda makes it an ugac. And beats the meaning of “mini” or “micro” imo. Oh well, choose a subject, or start a thread for suggestions, and get something going!


#18

Nice one Shep!


#19

Well played guys! Nice work…

As for the next challenge; may I suggest modelling the most lame Marvel superhero from the Marvel Character Referance thread… :wink:


#20

nice entries. well done