UGAC - Megaman - Submissions


#21

[font=Verdana]Congrats Scottimation! Slick entries everyone! Havoc Girl is one of my favorites though.

So whats the next challenge going to be?
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#22

Amazing submissions. Congrats to all =D

My favorites: Havoc Girl and Boiler Man (excellen render chumble-spuzz :wink: )



#23

ok guys, i PM’ed [font=Verdana]Scottimation and hopefully a new UGAC will start asap. i’m taking over for [/font]Ghostscape and want to use this time in-between challenges to stir the pot up a bit…:twisted:

first off, anyone have any suggestions/complaints for the next challenge? feedback people! [and not suggestions for the next topic, that is for [font=Verdana]Scottimation to decide].[/font]

now for the ideas [and they are just that, ideas, nothing more]

-working towards milestones? 3.5 weeks to model, 1.5 weeks to texture. after each milestone, post what you got. these numbers are flexible.

-changing the rules half way through? suddenly your game engine can push some more polys [or less] and or the game engine can’t do normal mapping anymore.

i’m just looking to make this feel like you are working on an actual game in development. of course, we can change, just ideas…


#24

kinda like the idea of posting milestones at teh certain weeks. It might help to keep everyone on a time schedule or something. I dont know i know it would help me thats for sure.


#25

those ideas will further degrade the already slowly decline of fame of the UGAC in cgtalk.com

I think it will make it harder for people to have intrest. If your saying one day you will come and say… Oh we have no normal maps anymore and per pixel lighting… Wtf man. Even a game company has a clue what is going on when it comes to that. If a company changes left and right ideas like than your either in the start phase which in general you are not making game models but just test models or concepts… Or that company is lame and you should get out of it and move on becuase that company will screw you.

Sorry for being so against this but man those rules to be applied are odd.

The time thing is ok but than again this also can tend to break intrest since you have to hurry for those time frames when you could be spending time painting weights instead or perhaps animating it.

What is a positive thing to ask from people in a contest…

-I would say perhaps instead of a the final being shown as a images. Make a simple turnaround render and perhaps add some animations. Flat images do not really help seeing works that are meant to be explored.

-Leave the contest open enough for freedom on design while keeping to a theme. Like the Megamen one. Or the chamber one and some others had a basic theme but the modelers and artist were able to make something completly different from others.

-Make a thread that is run by you and has the best models so far with progression. That way you can see the good ones faster without looking over 50-100 different names in the contest.

Things like this would increase intrest and make it what it is a comp.


#26

RO, those are just ideas… and it worked. got people talking. forget changing the rules, i wasn’t even going to post that idea. maybe the milestone thing can be a completely optional thing to do, like half way through the project. no judging, just “lets see where everyone is at.”

Make a thread that is run by you and has the best models so far with progression. That way you can see the good ones faster without looking over 50-100 different names in the contest.

so i would make a sticky thread that i update with everyone’s best/current work in progress image? is that what you meant? just making sure we’re on the same brainwave here cause it sounds like a great idea.


#27

Props to Heavyness for taking over :smiley:

I like the idea of milestones - possibly there is a “week X progress” thread where people would post what they have after week 1, 2, 3, etc. I think a lot of people have a tendency to lose interest when they have a long deadline and aren’t getting enough feedback from people. Having specific milestones would probably result in more people dropping out because if tehy don’t make week 1 modelling goals they’ll stop working on it then and there.

Changing the specs halfway through is probably not such a good idea though.

I think it would be helpful if there were related tutorials/tips/quick guides posted along with the rules - These could be generic, but pointing to the Joan of Arc tutorial and Poopinmymouth’s normal mapping tutorial for a “Normal Mapped Futuristic Soldier” theme would be nice. I know that when I first started doing environments that I had to learn to do things like block out the map in advance, use a unified scale system from the beginning (which I don’t do with individual models because whether your tank is 2 meters or 20 meters tall doesn’t matter until export time), etc. So having a few tips/pointers and maybe links to relevant tutorials would help. I know there are other places for tutorials on the forums but every contest I see several people going “I’m going to learn normal mapping,” or “this is my first character,” etc.


#28

First of props goes to Heavyness sorry just slipped my mind the first post :expressionless:

I was writing a bit quick so it might have sounded a bit fast the first time and maybe harsh that was not my intention at all now that I re read my post. Was being hurried up to see a movie at home but I wanted to post before hand.

-On the sticky thread with updates, That is pretty much what I said. I think having an ordered area with the models and pictures of stuff that is looking cool in the contest can be put in with the link for the wip thread also. It would help browsing and seeing the cool stuff a lot easier for people who are not normal browsers of these comps.

-Also perhaps when you get the three winners 1st 2nd and 3rd you can make a thread that has a small overview written by the designers explaining how they came up with the idea and how they executed things. So in essence a winners documentary. I think this would make it cool to put on the front page more so than just the winners and pictures of the works. That way people can learn why the 1st 2nd and 3rd did well in the contest or more than anything how different people viewed the contest and had successful entries.

The related tutorial idea is really good also I am for that.

If I think of anything else ill make sure to post.


#29

Thanks for the votes judges, I graciously accept the win. There were a lot of great designs out there and everyone deserves a round of applause :applause: Gonna be a tough one to follow up, but I hope my suggestion will generate some interest and interesting entries.

I like the theme of taking an existing game and creating new characters to fit in that style/world. Not sure how popular this game was with everyone out there, but I’d like to see the next challenge involve it.

“Shadow of the Colossus” was a beautiful game with amazing environments, characters, and very unique gameplay. For the next challenge I’d like to have CGTalkers design and model their own ‘Colossus’. It would have to fit with the style/feel/theme of the current ones, but other than that can be totally original.

A couple of links for reference:

Official site

IGN review/images

That’s my idea… I’d like to hear feedback on what people think, hopefully there is enough interest to make this topic a go.:slight_smile:


#30

Dunno about anyone else, but I’m sold on the idea. I absolutely loved Shadow and pretty much didn’t put down the controller until I beat it. The only suggestion that I could make would be to have the design element of the character (like its weaknesses, how you would climb on it, etc.) be a heavy part of the judging. Even though all the Colossi looked pretty sick, in my opinion it was their genius design that made the game really great.


#31

so not only would we have to have a beauty render, but a rendered version with some visible splines on it showing the path to the weak spot. sounds good. we can make this challenge a bit longer since we’re designing a character that is also a level in it’s self.

i’m looking for some tutorials on “fur/hair in video games”. if anyone has any, please post them.


#32

If I recall correctly, the way they did fur was with layered shells with a cross section of the hair painted on it.

Something like this:

This would look better if I used vertex color or something to darken the hair closer to the roots. That’s 5 layers stacked.


#33

http://edusworld.org/ew/ficheros/2006/paginasWeb/making_of_sotc.html

http://forums.cgsociety.org/showthread.php?t=304996&page=1&pp=15&highlight=shadow+colossus

http://www.gamasutra.com/education/theses/20051028/sheppard_01.shtml


#34

Shadow of the Colossus… looks like I’ll be sitting out for another round.


#35

Love the style of that game just never played it :expressionless: WOuld be a good contest overall but how about make it a contest about a Massive boss charecter. Like the bosses in zelda to bosses like contra. You know just make the contest being Huge Massive game boss.

Edit: But You know making something out of the look of that game would be really awesome. YOu guys decide. And yeah this would need a final avi or mov render.


#36

oops, reading and replying too fast


#37

I think the idea of creating just a massive boss would be great it would give everyone the feedom to look back at some great games and see if they could come up with a bigger nastier boss. This one is going to take a little longer though i think…But does it have to be for a pre existing game…Thoughts are coming to my head. Keep this up this might be a really great UGAC comp.


#38

OK, so how about we make this challenge with a general theme of ‘GIANT’. Create a giant. I’d say humanoid form, more medieval/fantasy style, rather than futuristic big robots or anything. That would keep it more open and maybe more people will enter/finish, but still have a theme for people to follow.


#39

well we had the Juggernaut Vehicle challenge where we had to make a moving level. we can do something along the same lines, but the Juggernaut has to be a moving character. be it a robotic horse, fleshy alien, or a hairy colossus. you must make a path to the “weak spot”… to do massive damage… by adding platforms/handles/horns/hair whatever so it looks like you can scale the thing and kill it.

so basically, your working on a sequel to Shadow of the Colossus, but it’s being done in a different atmosphere and setting… or you can stick to the SotC style.

?


#40

Sounds good to me.:thumbsup: