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VegaMan
24-03-2006, 06:40 AM
Looking good people :)
Love the design Orochi, keep it up

A texture update on my child model
http://www.home.no/sethon/girl3dtextured3nett.jpg
Not quite done yet, still working on it :)

BiG ToE-3DT
24-03-2006, 07:35 AM
Orochi: play with the skin envelopes on the elbows and knees, they seem a bit hot dogish. An idea is to give all verts above the elbow 100 percent to that upper bone all verts beloe the elbow 100 percent, and all verts right on the elbow make 50 percent. Same thing for the knees. It should make the back of the leg/ inside of arm fold in on itself, giving a more real look.


Thanks Nibby, what ever I did to get it, I'm going to keep doing.

Yaurah7
24-03-2006, 08:22 AM
Im about finnish with my project, modeled rigged and scene is setting up, I didnt use traditional bones for the robot I used a mechanical joint link hierarchy system which i'll post some robo poses later. Also I was wondering:

*Monte-Christo: Does the bone structure count as part of the mesh (I hope not, as each bone starts by adding 10 tri's, thought taht was wierd at first but I can understand why as far as gaming is concerned, and at completion it put me over the limit as shown by total objects in my tri/poly count pic below, yet after completing the female child, and robot meshes combined tri count is 6,623 before bones were added...), if so my total went over by like 1049 tri's...

Jukumari: that look like some kewl schetches very nice reminds me of harikari (may have spellit out wrong) that show on CArtoon network late night) not really the same, but I caught a personaity type trait feeling off the sketches...

Orochi: That looks real good low-poly lady plus the poses I like! hope your robot is gettin there as i think you were like the first to have yours rigged....GoodJob

Dogtanian: Lookin nice seemed quick entry yet high quality plus render...must be a bit of a speed modeler mabey? also good use of texturing, I enjoyed the image.....I myself went simplistic on textures for final and may redo maps later...

Vegaman: kewlness...hehe good rendering also, plus looks like a good mesh.

Nibby: Getting started well it looks like cool style on the head part of the mesh...

Metalman: character looks kewl objects and all very smooth design, wish to see some robotechnique soon...

Manoguar: that texture on the dude is well done really gamish, thogh i saw a missing part of the robot mesh in the render...

Everyone elso looks good to as always...

Well heres and update on my project 4 pics... though I may try a little something with texturing in a bit, and also finnish techin out the scene and adding some mystical realms to that effect...heheh...

-<{'"*~ENJOY~*"'}>-

Gamesaint
24-03-2006, 08:24 AM
Ok heres a little update.. I finally got a concept for my human character. Shes a serious punk rocker and her Robot will double as her amplifier. Hope to have her roughed out by tomorrow night. This contest is fun and I am really loving the entries I have seen so far. GS out.

http://img128.imageshack.us/img128/7595/concept8er.jpg

http://img95.imageshack.us/img95/3280/gamp6mt.jpg

BiG ToE-3DT
24-03-2006, 08:29 AM
Does the bone structure count as part of the mesh (I hope not,

Nope, bones don't count as part of the tri count.


Should let you know, if you don't unwrap your character, you will lose points when it comes to the voting.

Yaurah7
24-03-2006, 09:35 AM
Ok kewl thanks big-toe, thats good on bone + actually im working on unwrapping now I hope you dont mind, copyied your previos note for a quick refence in unwrapping... i,ll repost a lil later...7000 PeacE OuttiE

dark_maggot
24-03-2006, 09:35 AM
Another Update of my WIP robot.

My second day since I started this one and Im almost done, which is a really weird for me. :haha:

Yaurah7
24-03-2006, 10:43 AM
Big Toe : when you say we would lose point for not unwrapping ...does that mean we need to show the unwrapped map as a separate texture, and have it baked sort of like in your notes on Normal mapping? ...

quote: " A quick and easy way to play wit normal maps in Max 7 and 8 are as follows

Make your low poly mesh

Unwrap that sucker (make sure nothing overlaps)

Clone that mesh

add to the mesh, or subtract.

Add a meshsmooth, or turbosmooth

Select the low poly mesh

Open the render to texture box

Put in all the stuff you need

Select the high poly mesh in the projection roll out

Hit the render button

apply the normal map that was just created to your low poly model. "

because im about to appy texture this way though I already made separate material map I got them and a rendered side map and am going to apply it to the mesh...would that count??? I hope you understand what im say, as im a lil confused myself since I dont always unwrap in this fashion ( Ive only really unwraapped for a project once a long time ago...) :)

dark_maggot
24-03-2006, 11:14 AM
Another update for my WIP robot. Almost finished with it, I just have to refine some parts and then I can start on the child. I used the smoothing groups to see how it would look like and I think it looks good on the body but on the face Im not too convinced, but Im thinking itll look a lot better textured.

Since Im going to start to model the girl Ill post the concept tomorrow morning because Im starting to fall sleep.... :zzz:

Yaurah7
24-03-2006, 11:26 AM
Looks good and smooth Dark some textures will hook it up...Im up late workin on mine also but my render is on a slow freeze im gonna fall out myself..7000 till morrow PEacE...

Nibby
24-03-2006, 11:37 AM
gamesaint, nicely drawn concept for the kid. i will wait in judgment of the robot cant really tell much from what you hav so far.

dark_maggot: this robot guy for some reason reminds mi of Buu from Dragon ball Z. i think its just the mouth. great idea though cant wait to see more.

OROCHI
24-03-2006, 01:25 PM
First of all, I' m very glad that u guys appreciate my creations...and second, I want to thank everybody for your advices. ^_^

I' m working on the robot now...
http://img152.imageshack.us/img152/2330/mechbody1zc.jpg (http://imageshack.us)

Manoguar
24-03-2006, 01:38 PM
ok iam here again lol. now i put some bone to the boy :smug: afther many hour haha.
here u have the boy call angel, like me ^^ :halo:

http://img55.imageshack.us/img55/330/angel5hh.jpg

and that make a friend many thta work verygood in photoshop ;) bushido

http://img55.imageshack.us/img55/5526/angelbybushidocg3zs.jpg

afther that i dont like mine :wall:

dogtanian
24-03-2006, 04:25 PM
hi guys, heres my poly count render from max just under the limit


vegaman - love the robot model nice style look forward to seeing it textured



Laters

:)

jdgill
24-03-2006, 05:52 PM
looks really neat dogatanian :)

BiG ToE-3DT
24-03-2006, 06:40 PM
Big Toe : when you say we would lose point for not unwrapping ...does that mean we need to show the unwrapped map as a separate texture, and have it baked sort of like in your notes on Normal mapping? ...

because im about to appy texture this way though I already made separate material map I got them and a rendered side map and am going to apply it to the mesh...would that count??? I hope you understand what im say, as im a lil confused myself since I dont always unwrap in this fashion ( Ive only really unwraapped for a project once a long time ago...) :)

If you want to apply maps to parts of the mesh like the way you have have it, hair, skin, metal, that's fine, but you will lose points because when it comes to texturing thats taking the easy way out. When I say unwrap I mean flating out the mesh so that you can draw/color on it in photoshop. Like this.

BiG ToE-3DT
24-03-2006, 06:42 PM
Another example.

BiG ToE-3DT
24-03-2006, 07:00 PM
Here are some examples of a mesh unwrap.

dark_maggot
24-03-2006, 09:22 PM
YAHURA7: Thanks. Thats what I thought will happend after I texture it.

NIBBY: YEah, I really love the desing of Buu from DBZ so I took that reference for my model, I also liked that he had holes all over him. Thanks man I hope to be finished with this one today, and start with the girl.

jukumari
24-03-2006, 09:30 PM
I´m kinda embarrassed asking this, but well, when you are doing low poly models for games, so they be rendered in direct x, can you use doble sided materials?, and also, are we supossed to do the render in direct x or with a regular render engine?

Nibby
24-03-2006, 09:36 PM
Guys could use a bit of advice.
the little girl i'm making is wearing a dress. at the moment i just have 2 cylinders sticking out of the bottem which have been shaped into legs. do you think there is any need to model any of the lower body, it would make the model more complete with all the parts joined but it would also be using up polys which wont be seen. should i just leave it with the 2 cylinders sticking out as the legs and have them seperate from teh main body of the model.

whats everyones opinions on this? if theres any pro's lurking around i'd like to know how they tackle this in the industry.

cheers
NIB

BiG ToE-3DT
24-03-2006, 09:37 PM
when you are doing low poly models for games, so they be rendered in direct x, can you use doble sided materials?, and also, are we supossed to do the render in direct x or with a regular render engine?


Well, right now this is mainly for practice, to understand how to model low poly. When you hand in your final render you can use whatever renderer you want.

Using two sided textures is fine. Sometimes you just have to.

BiG ToE-3DT
24-03-2006, 09:42 PM
Guys could use a bit of advice.
the little girl i'm making is wearing a dress. at the moment i just have 2 cylinders sticking out of the bottem which have been shaped into legs. do you think there is any need to model any of the lower body, it would make the model more complete with all the parts joined but it would also be using up polys which wont be seen. should i just leave it with the 2 cylinders sticking out as the legs and have them seperate from teh main body of the model.

whats everyones opinions on this? if theres any pro's lurking around i'd like to know how they tackle this in the industry.

cheers
NIB

Not a pro but have come across this.

Use the two cylinders, and just the two cylinders. Then in the editable poly mode, attach them to the rest to the mesh. They will be seperate, meaning not connected, but attached so when you move the dress the legs will come with. Then when you texture it, put a two side texture on it so if the legs ever go higher, or camera does an up angle you still see texture instead of nothingness.

Also make sure the legs go up to at least the knee area, but not past. That way there is no need for extra polys, but will still move smoothly.

Nibby
24-03-2006, 09:49 PM
cool, the question was more should i bother to model the bits above the knee. but you answerd that too.

i think its just me being picky cause i know that there is a big gap underneath, i feel like i cheated ...hehe. (probly shouldnt have said anything coz now you all know its there too and my OCD will get worse) hehehe

can i get a rewind?

dark_maggot
24-03-2006, 09:56 PM
Jukumari: I dont think they use 2 sided materials for games, and I also dont think it matters what tipe of render you use for the model. If you look at some of the earlier challenges they seem to use different kind of renderers.

Yaurah7
25-03-2006, 01:03 AM
Kewl, Thanks Big Toe My next post will be painted texture maps from the unwrap, Ive a bit of experience in this method, I just tried to bake the materials as a uvw, which worked though I looked a bit funny, and I wouldve had to paint a bit anyway...thnx LATER 7000 PEACeeee...

Metalman
25-03-2006, 02:15 AM
Thanks for the comments, guys!

About the glasses, I'm running really far under budget right now, so I figured I'd splurge. I'll optimize them if neccesary, but I probably won't even hit 7500.

I worked a little on my robot, and then realized my sketches weren't detailed enough - just a few primitives overlapping each other. I went online and found some ideas from other robot dogs, and am now detailing my robot dog. (Teal cylinders are placeholders and will be attached and welded in later)

http://img.photobucket.com/albums/v407/Metalman42/robot-dog-wipday2.jpg

jukumari
25-03-2006, 02:24 AM
cool, tnx.

BiG ToE-3DT
25-03-2006, 02:34 AM
Thanks for the comments, guys!

About the glasses, I'm running really far under budget right now, so I figured I'd splurge. I'll optimize them if neccesary, but I probably won't even hit 7500.




You better not hit 7500, cause then you will be over the limit. :drool: 7000, is the limit.

Manoguar
25-03-2006, 03:03 AM
:( why nobody tellme nothing about my models. i need to know if i´m doing well or not.

i leave another picture here i triying to think how texturize mi robot model but it´s hard to me. i don´t know how look a mech T_T.

http://img20.imageshack.us/img20/1104/angelanimada4nf.gif

BiG ToE-3DT
25-03-2006, 03:24 AM
:( why nobody tellme nothing about my models. i need to know if i´m doing well or not.



Ok then, show me some wire frames, a texture sheet, a poly count. And dont waste your time rendering out scenes right now, save them for the final render. Its hard to see whats wrong, if anything, with all thats going on in the picture.

Manoguar
25-03-2006, 04:14 AM
Ok then, show me some wire frames, a texture sheet, a poly count. And dont waste your time rendering out scenes right now, save them for the final render. Its hard to see whats wrong, if anything, with all thats going on in the picture.
yes i think u are in the correct ^^ here i leave somthing more with details and wire.

http://img295.imageshack.us/img295/9389/mallatexturayuvwangel7eu.jpg

the true is i dont know how create a good textures i dont why but is make dificult, i have to much time modeling low polis cause i worked in a games proyect but all the time the only i do was modeling, if somebody have a tutorial how create texture i will be happy ^^. lol sorry for my english :wall:

BiG ToE-3DT
25-03-2006, 07:23 AM
Alrighty then, first things first. You could lose some of the polys in the upper leg, then add some to the elbow and wrist. This will help with deformations. Because you already un wrapped (kinda), I would collapse your stack, saving the unwrap to the mesh before you start adding segments and subtracting them.

Now, your texture uvw layout is at a good start, but you are wasting tons of texture space. If your not going to completly flatten your uvw's then scale them up some. Stuff those bad boys into the box. This will give you alittle bit better resolution. Another thing, while in photoshop, play with some filters. Dirty up some areas. Hi lights, shadow. If your not sure what it should look like, find some pictures. Play around with it, render out different variations and see what you like best.



But above all, have fun with it.

Dia86
25-03-2006, 09:59 AM
Had a bit of time to work on my entrie. Finished modeling and unwraping and I plan to start texturing tomorrow. I still keep his body, even though you wont be able to see it, just because his a simple character that doesnt eat up a lot of polies and because I might it him a future project, you never know.

http://i19.photobucket.com/albums/b156/ragnorok86x/Jenkers_Comp_WIP_2.gif

Manoguar: Totally agree with Big Toe on what he said about your T page. I'd say the most important rule about game textures is leaving as little dead space as possible to maximize your texture rez. Your model seems to have a lot of polies that arent doing anything (on his pants). From the pictures the pants look very flat so use those flat pollies to difine some folds.

dogtanian: haha, love the stlye :smug:. Keep it up

krazy_kidd1
25-03-2006, 11:30 AM
after only a few days of concept drawing and 3800 tris later, it is finally almost done... here is a little sample of my robot (by the way, i am going for the whole "battle-bot" type, in case you couldnt tell.) feedback would be wonderful! please leave your opinions, and tell me if you think it just sucks -- or if you really like it. also, the big gun (the really triangulated piece on the back of this machine) has not fully been modeled, and i might even scrap it, because i did not like the way it turned out. suggestions on its replacement would be great. thx for lookin yall.

lucashug
25-03-2006, 05:37 PM
if i use the same texture for bump and specular,
it count for ONE map???????
thanks

Dia86
25-03-2006, 08:05 PM
krazy_kidd1: Its looks cool from the render, but you need to post some wires so people can give you more see whats going on with the mesh. Also if you could put up your concepts too. :smug:

ALmanax
25-03-2006, 08:41 PM
Here's the boy:
http://img78.imageshack.us/img78/8800/boy5tv.jpg


btw, i tried like you guys, Monte & Big Toe, sad to change smoothing groups so that it would possible to see defining edges between elbow and lower arms, and the same with the legs! But nothing changes. So i'll better scale a little bit up those defining edges on lower legs and arms...

P.S. have less then 300 tris unused...

BiG ToE-3DT
25-03-2006, 09:01 PM
change smoothing groups so that it would possible to see defining edges between elbow and lower arms, and the same with the legs! But nothing changes.

Make sure when your changing aroung the smoothing groups that each group only has one number pushed down.

ALmanax
25-03-2006, 09:11 PM
Yes, every group had it's own number pushed down. But, like i sad, those edges look notdefined because of their small size... so, there is no problem i think...
Anyway, thanks for the help!

Malcolm
25-03-2006, 09:27 PM
The robot is just about modeled now, so I'm going to model the child before adding anything more onto this.

At 2200 triangles now.

BiG ToE-3DT
25-03-2006, 10:22 PM
if i use the same texture for bump and specular,
it count for ONE map???????



Sorry, it wouldn't be fair. The rules are, 6x 512x512 for EVERYTHING (Normal Maps, Bumps Specs... Everything. So using the same map for spec and bump, is still using a bump and spec map.

dark_maggot
25-03-2006, 11:40 PM
here are my uvs for my robot. I might change them when I start unwrapping the girl, or Ill just use the last two 512X512 maps for the bump and spec for both characters, Ill just use four 256X256 for the bump and spec maps. I was planning on trying to use normal maps but I may end up not using that after all.

ALmanax
26-03-2006, 12:02 AM
I have a problem - i dunno how to make one UVW map for a group of objects (about 30) without attaching them together (well if in the end they will be detached then attaching is possible too)! Does anybody know?

Dia86
26-03-2006, 12:19 AM
ALmanax: If your going to want one Tpage for those 30 objects your going to have to attach them together. You should unwrap them before attaching, once you have all your object unwraped, attach them so you can adjust the uvs in the uv space box. From here you can detach them if you want, since the uv coordinates of each item stays the same. Hope it helps.

dark_maggot
26-03-2006, 12:23 AM
ALmanax: You can unwrapp every object separately, and after that remember to convert each of them back to an editable poly to embed the uvs, then attach them together, after that select all the objects and add the uvw unwrap modifier again, all of the objects should be together the way you unwrapped them before, you just need to rearange them the way you want them in the final uv map. I just hope Im not confusing you.

krazy_kidd1
26-03-2006, 02:16 AM
here is those wires you asked for... as well as a few concepts. lets just say i am not the best drawer -- my skills are in the creation on the computer :smug:

Nibby
26-03-2006, 02:30 AM
Dark_maggot. i think yer texture placement needs a bit of work (i know you said youd probly redoo it) take a look at this: (Here) (http://www.niblock3d.com/cranerider_textures.jpg) its the 6 textures i did for my last entry not perfect but it shows how you can squeeze alot more from a 512x512 map. that way the texture looks better as you can put more detail into it.

Everyone else keep up the good work ;0) its nice to have so many entrants.

As for my model:

Got some good work done today, spent about 4 hours working on the remaining parts of the model. the hair was a bit tricky trying to figure out how to make it easy to texture (i'll see if my ideas worked when i unwrap tommorow). i briefly considered normal mapping but decided i wouldnt have room for the detail i want in the textures if i did that, also i need one map for the alpha. the think hanging of her skirt will be a bow which will go with the ribbon running criss-cross up the dress (see the concept at the bottom of the WIP page : here (http://www.niblock3d.com/wip.html) ). Now time to chill out its 21:34 on saturday night, beer, food and a DVD.....heh.

NIB
http://www.niblock3d.com/child-wip-2.jpg

dark_maggot
26-03-2006, 04:02 AM
Ok forget about my earlier uv maps, because my unwrapped max files got corrupted for some reason and kept closing max every time I wanted to save any progress that I did on my model. So I had to go and use an earlier file of my robot...have to start unwrapping all over again....AAAAAAAHHHH!!!!

BiG ToE-3DT
26-03-2006, 04:20 AM
to save your self from that in the future, after you unwrap, inside the unwrap window is an option to save out your uvws. File, save.

Then as long as you don't add anything you can use that unwrap without having to unwrap again.


In fact if I was you, I would go back to the file that is screwed up and try to save out the uvw's now. Then open a version f the file that isn't screwed and try loading the uvw.

Or, open a new file all together and merge the meshes you want from the screwed up file into the new file. Then save it.

Nibby
26-03-2006, 05:26 AM
dark_maggot: i had a similar weird eror about a year ago. turned out my graphics card couldnt handle running max with my desktop set to 32bit colour. just try setting your desktop to 16bit and see if the files save.

i know its along shot but i heard of someone else with the same problem and that solved it for thm too.

hope it helps ;0)

Hellhammer
26-03-2006, 05:38 AM
Wow theres so much activity going on here, i wish i could have entered this. But i havent even been able to finish the last one due to time/work constraints :(. Ill keep an eye on this for sure :).

Spartan-117
26-03-2006, 05:58 AM
Hi, nice too see the ideas popping up here. I was just wondering how u all got the polly counter up. (the littlebox with the polly buget thing) Im using 3dmax7









ps: still designing, model's to make, 3dmax texturing to learn and bone rigging to learn. GULP :dance:

Hellhammer
26-03-2006, 06:39 AM
Hi, nice too see the ideas popping up here. I was just wondering how u all got the polly counter up. (the littlebox with the polly buget thing) Im using 3dmax7









ps: still designing, model's to make, 3dmax texturing to learn and bone rigging to learn. GULP :dance:

Go to the utilities panel (the lil hammer on the commands box on the right of the display tab) and click that button that looks like a window with 4 little boxes inside (configure buttons) and add a button to the bar assigning it to the utility called "polygon counter".

dark_maggot
26-03-2006, 07:07 AM
Thanks BIG ToE. I do know about the option of saving uvw's, but didnt try it and I already unwrapped the whole thing again, but not exactly the same cause I didnt like the way I had them before.

Lucks
26-03-2006, 07:09 AM
I have a question...Can I optimize my model?...is valid do that?...example, I'm using 3ds max, and I have the modifier optimize...so..without this..my model have 3765....and with this option i have 2162. So...can I do that?

BiG ToE-3DT
26-03-2006, 07:22 AM
I have a question...Can I optimize my model?...is valid do that?...example, I'm using 3ds max, and I have the modifier optimize...so..without this..my model have 3765....and with this option i have 2162. So...can I do that?


Yea you can do that, but that modifier not only cuts down on polys, it also makes a mess of the mesh. If you want a smooth flow of polys after uing that modifier you will have to go in by hand and clean things up.

Or you can just go in by hand and clean things up from the start.

Lucks
26-03-2006, 09:31 AM
Well, I had finished my robot, here the renders, I finally used optimize for reduce the poly, and excelent results. Now working in the texture and the child. { Sorry for my English}.. Viva Mexico! :smug:

http://photos1.blogger.com/blogger/3329/590/400/pre-ox-op.jpg
http://photos1.blogger.com/blogger/3329/590/400/pre-ox-op-back.jpg
http://photos1.blogger.com/blogger/3329/590/400/preview-pre-ox-op.jpg

dark_maggot
26-03-2006, 11:01 AM
Ok here is my robot WIP. Im working on the texturing and this is what I have so far. I'll start on the girl tomorrow, and maybe finish the texturing for the robot.

here is what I have so far. Comments and critics are welcomed.

dark_maggot
26-03-2006, 11:02 AM
Oh, and thanks NIBBY. I already fixed the problem.

ALmanax
26-03-2006, 11:52 AM
thanks Dia and Dark Magot, i'll try that what you sad! Sounds simple!

Dia86
26-03-2006, 12:46 PM
Got to do some texturing today. Heres what I got: I used 3 512s on him, normal,spec and diffuse. Texures are not done yet, probably finish them tomorrow. Dont forget to let me know if i can improve anything.

http://i19.photobucket.com/albums/b156/ragnorok86x/Jenkers_Comp_WIP_3.gif

Lucks: The only problem I see with your model is how the arms connect to the torso. When it comes to rigging your going to have a lot of trouble trying to get the shoulder part to deform properly, right now it doesnt look like it could move it's arm at all.

shadowbreeze
26-03-2006, 12:46 PM
ok, so i decided to use max's normal mapping projection cage and well i'm not realy happy with the results, so ithink as time is a factor i, might skip it and get on with the texturing or go to Z brush where i know i'll get the results i'm used to with z mapper, still deciding,

anyway here's the results from max's normal mapping, if anything this is an exellent op for low poly developement, i'm so used to high stuff, Exellent comp, can't wait for more :dance:

Nibby
26-03-2006, 01:40 PM
dark_maggot: much better on the unwrapping looks like quite a good use of space. and i love the texturing so far. nice job ;0)

Dia: jenkers is looking cool very alien farmboy. hehe.

Shadow breeze: the normal mapping is looking good so far. not sure it works on the fingers tho.

Right overtime at work for me so i hope to be able get a few hours on mine this after noon.

Yaurah7
26-03-2006, 03:22 PM
Everyones project looks good...Dia - Jenkers looks kewl very nice textures, And Nibby very awesome girl model well done!, and ShadowBreeze your texturing is swwweeettt for your bot...everyones bots also look kewl, and monouar hope you get some kewl ideas texturing your bot... speaking of bots:

MONTE: (lil rules help) Im swicthing to a bone design on my bot for rigging though im not sure the riged-ness will be as great for movement/posing I know for some mechanical development simple link hierarcys are used for rotations and motion to keep structures original riginess and logical compartments easily viewable though with this method all objects must be separated to make it work... also its imposible(I think) to unwrap this way without resorting to tiled textures and with 6 available textures it wont be super detaied in design, yet this is a lowy poly gamestyle design so certain things may be nicer and more detailed texture wise if I go with combining objects and unwrapping for extra texturing...so..Im going to turn in a bones rigged bot (and hope it bends well) Also going to add some arm parts and a remote since i have polys to spare...BUT RULE WISE IM JUST WONDERING IS A BONES RIG REQUIRED?

thnks in advance, Ill post the next pic(s) soon since there will be a few changedAlso that DIa one of your comments help lead me to this realizing method may be better as far as help combining mesh before unwrapping style...

LATER 4 NOW PeacE ModE ...7000+

Yaurah7
26-03-2006, 03:25 PM
Also thanks to dark_maggot on the same subject! :)

Nik
26-03-2006, 03:34 PM
Hi!
After the sketch and wire model and model without any texture I submit my textured sad robot.

Manoguar
26-03-2006, 04:00 PM
ok finally i learn how export text ^^ a painting all the time, y find text exporter y export de uvw and them i go to photoshop i create a han accion to save all the time and see the change was very util :). here i leave the picture.

http://img54.imageshack.us/img54/4140/muestratextura5ke.jpg

http://img54.imageshack.us/img54/7483/muestratextura22kp.jpg

BiG ToE-3DT
26-03-2006, 07:44 PM
MONTE: (lil rules help) Im swicthing to a bone design on my bot for rigging though im not sure the riged-ness will be as great for movement/posing I know for some mechanical development simple link hierarcys are used for rotations and motion to keep structures original riginess and logical compartments easily viewable though with this method all objects must be separated to make it work... also its imposible(I think) to unwrap this way without resorting to tiled textures and with 6 available textures it wont be super detaied in design, yet this is a lowy poly gamestyle design so certain things may be nicer and more detailed texture wise if I go with combining objects and unwrapping for extra texturing...so..Im going to turn in a bones rigged bot (and hope it bends well) Also going to add some arm parts and a remote since i have polys to spare...BUT RULE WISE IM JUST WONDERING IS A BONES RIG REQUIRED?



No, bone rigging it not required, but you have to pose the charater for the final render.

Another thing, if you attach all your objects together, unwrap them, texture them, then detach, they will keep their uvw cordinates and textures. Then you just place the piviot points where you want them and try linking them to bones in your rig. You can also try using the parts of the mesh as bones themselves.

Yaurah7
26-03-2006, 11:55 PM
BIG ToE: Kewl alright well im in the midst of workin on it and i made the bone style and just as i thought its movements just to bendy(overly-deformable)... so im gonna use tha method you -sprek ov sos ?I can finnish on it...

Also heres a wire/tri count sample so far 7000 Triangularz exactly!!!!!!!, I'm almost done so I can do a scene for it later...wow april 11th (due date) is still a while away... still gotta work with texture maps I'll post them soon :)

~.:"'{[(-+=<EnJoY>=+-)]}'":.~

OROCHI
27-03-2006, 01:16 AM
The model is complete....now it' s time for some textures and rigging.
http://img132.imageshack.us/img132/257/mechfinal9xg.jpg (http://imageshack.us)
Actually, ploygons are too much...there' s a lot of optimization to do...

Yaurah7
27-03-2006, 01:28 AM
AweSomE Robo OROCHI very "techna".. hope optimzing dosent afect the good mesh...Iz a fembot correct?

OROCHI
27-03-2006, 01:57 AM
Thank u ^_^

There' s a lot of useless edges here and there....especially in the legs, but I don' t think that the optimization process will affect the quality of the mesh :smug:

And...ehm, ugh...It's a male-robot after all... :dance:

http://img157.imageshack.us/img157/176/optimize0be.jpg (http://imageshack.us)

dark_maggot
27-03-2006, 03:21 AM
some sketches for my final scene.

tell me what you think.

dark_maggot
27-03-2006, 03:26 AM
here is my model sheet for the girl....need to do the side view. Also you can see some sketches for the weapons.

jim_ww
27-03-2006, 05:10 AM
feeling inspired by the concept, i have already started to work on my own entry, but everyone else here seems to be using max.can anyone join in, or is this an exclusive club?

jim ww

Yaurah7
27-03-2006, 05:25 AM
OROCHI: Aahh ha male kewl, my vad the torso figure threw mw a bit, yet I can tell your high poly work must look very good as the wire i can see you took alot of time shaping it...

DArk: Kewl sketchez the poses r creative , but are they fighting each other by chance in the bootom 2?

Well I got a lot of post time on my hands heres a lil pose action & texture unwraps till I figure some better texture mapping fx/trix (struggling a bit) you can see the bones bend a lil...

7000...PEACE & EnjoY

BiG ToE-3DT
27-03-2006, 05:29 AM
everyone else here seems to be using max.can anyone join in, or is this an exclusive club?




Use what you got. Doesn't matter what program, just do your best and have fun doing it.

BiG ToE-3DT
27-03-2006, 05:33 AM
Yaurah7: you might not want to hear this, but you have alot of wasted texture space. You might want to go back and scale up a few of the large parts.

Another thing, it looks like you use the automatic unwrap from the render to texture option. You can use it, but it is not your best bet when it comes to texturing.

shadowbreeze
27-03-2006, 01:43 PM
well i have started some test textures, with a normal map applied, none of these maps are finish and still alot of tweaking to do and i still have to make the render cartoonish, oh well, i think i'll get there, just put my assignments on hold :haha:

Nibby
27-03-2006, 04:26 PM
orochi: are you gonna attach those six blades on his back to the main mesh or do they just float? looking goo d though.....and i dont envy the unwrapping process, it looks complex.

Jim_ww: great looking kid, do you have a concept to post? what prog you using? as big toe says use anything you want ;0)

Yaurah: you got quite a bit of time left so i would try to do an actual unwrap of your characters. i'tll make the textures look better, may get you some marks for texture when it comes to voting( at the moment your texture spacing is very wasteful) and above all you have to learn it sometime. and as you say PEAZE to THE 7000 (what ever that means ;0)

Shadow breeze. i like where this is going. the style reminds me of something but i really cant place it. are you just painting the normals or did you make a highpoly mesh first?

All the best to everyone, keep it up

it's my day off today so hopefully i'll havemore to show on my entry by this evening.

NIB

Nibby
27-03-2006, 07:27 PM
I'm having a slight problem with one of the parts i'm unwrapping have any of you come across this?

I'm uwrapping a character in Max 7 for the Low poly challange and i'm currently working on the arm. i select all the polys on the arm then apply a UVWmap and set it to cylindrical. then go to rotate the gizmo to line up with the arm. when i rotate it the cylinder gizmo it skews and distorts the uv's. i can get it to work on other models so i'm wondering if i've hit a key by mistake or something.

any ideas would really help me out.

Cheers
NIB

(have also posted this in the skinning help section)

Yaurah7
27-03-2006, 08:20 PM
Yes Its true I need to work on my texture map layouts, so I mess with it a while to see, as I made the moels complete and wasnt thinking of a clear unwrap style during the time..

zortech
27-03-2006, 08:49 PM
@Dia86:
Cool stuff, I like the style. The UV layout looks solid to me. Imo the cloth textures could use some characteristics.

@shadowbreeze:
Nice details for a 512x texture, keep it up. Only the uv's seem to be slightly skewed.

@Nibby:
Nice style, nice usage of polygons in your model.

-----------------------------------

I've started working on something and finally got somekind of concept so I can post it. The normal map references became slightly more detailed as planed. But I couldn't stop. :D

I don't know whether I can finish it in time, now where I have got ElderScrolls IV and some more work to do...furthermore the texture resolution could kick me out.

Anyways, here are some pics.

http://mitglied.lycos.de/zortech/low04.jpg (http://mitglied.lycos.de/zortech/high04.jpg)
http://mitglied.lycos.de/zortech/low02.jpg (http://mitglied.lycos.de/zortech/high02.jpg)
http://mitglied.lycos.de/zortech/low01.jpg (http://mitglied.lycos.de/zortech/high01.jpg)

ALmanax
27-03-2006, 10:33 PM
I am just wondering how you get those normal maps so clear and poor, with zbrush or from a highpoly model? I ask that cause when i make my normal maps in zbrush and then i put them into max, they look just horrible :hmm: :cry: ! Like that:
http://img137.imageshack.us/img137/1139/problem6yl.jpg

Number near "bump" 100 or 1000 doesn't influnce that terrible view...
Any ideas why my normal maps when applied to mesh look so bad?

Dia86
27-03-2006, 11:04 PM
ALmanax:. Yeah thats nasty looking normal map. Are you bringing in the high poly model into max and doing the render to texture or are you just generating the normal map ? I would recommend that you do your normal mapping in max for this model, since your trying to map simple shapes.

ALmanax
27-03-2006, 11:20 PM
No, i generate normal map in zbrush and then i apply it to mesh like a bump map. Ok, i'll try the render to texture option!

Dia86
27-03-2006, 11:35 PM
ALmanax:Ok, theres a couple of things you have do with that method. Firts, in the bump slot you apply a normal bump
then get your rainbow image and put it in. Now you have to flip either the U,V,W. Forgot wich one :smug:. Hope it helps

zortech: So is that the low poly version?

BiG ToE-3DT
28-03-2006, 01:10 AM
ALmanax: can we get a look at the normal map please. And like Dia said, make sure you are applying the normal map option in the bump map slot, then apply the normal map to that.

Sorry Nibby, I dont unwrap like that. All I can think of is unwrap it in portions.

Klash120
28-03-2006, 01:59 AM
Everyone's models are coming along nicely :P Keep up teh work!
as for me, modeling done. UV mapping, done. -Cisco

Klash120
28-03-2006, 02:00 AM
Also, anyone knows why when I attach an image, it doesn't show up in the thread, but as a link instead? -Cisco

OROCHI
28-03-2006, 02:31 AM
Optimized and almost finish with texturing:
http://img89.imageshack.us/img89/9646/mech7jr.th.jpg (http://img89.imageshack.us/my.php?image=mech7jr.jpg)

Girl+Mech=6676 polygons total...I did it!
Maybe I will add some weapons before the end.

BiG ToE-3DT
28-03-2006, 02:33 AM
Most of the time when someone attaches more than one image it links them instead of just showing them.

dark_maggot
28-03-2006, 02:47 AM
Awesome mecha OROCHI makes me want to play Z.O.E 2

Nibby
28-03-2006, 03:49 AM
Hi guys. i managed to fix the problem i was having with unwraping, big toe. i do unwrap in portions for things like arms i select all the arm polys then add a cylindricle map and then put an unwrap modifier over it then collapse the mesh. that way it gives an nice square map with no distortion.

Zortech buddy. good to have you aboard, hope you get time to finnish it. The child is looking great tons of detail for the normal map.

Almanax: that looks nasty. are you adding the normal map as a bump map? i though there was a slot to put it on as a normal map.....not sure tho. i'd look at some tutorials on the subject.

Orochi: nice job so far, you say your almost finnished with the texture. i hope there is more detail to go onit it looks a bit too much like a little toy at the moment (maybe thats just the shinyness tho)

As for my model

I completed the unwrapping for the child and started on a texture for the hair. The hair and bows from the dress will be a 256x256 texture with a 256x256 alpha map to go with it (the space on the top right of the map is where the bows will be painted.. the remaining model is down to one 512x512 map. I have loads of texture space left over so time allowing i'm gonna try to normal map the face and the dress (possibly the hair too). I may get started on the robot this week so if worse comes to the worse i'll have both characters modeled and textured.

I'm also fighting against having to work overtime at work. Bills don't pay them selves and modeling doesn't pay me......more's the pity.

And as allways the link to the wip page here (http://www.niblock3d.com/wip.html)

http://www.niblock3d.com/child-wip-3.jpg

shadowbreeze
28-03-2006, 04:59 AM
thanks for the comments, guys


@nibby- i use both ways to create a normal map, depending on what i need and yeah i know what you mean it has something to it(robot) i'm not sure what, i just had his face stuck in my head since i read the comp and went with, it :dunno:



@zortech- yeah i'm pleased with the detail so far, i must admit i was surprised myself and yeah i think it might be skew,comes from to many late night and i decided to try out the pelt mapping, i think i'll go back to what i know works right all the time, thanks for noticing

OROCHI
28-03-2006, 06:03 AM
orochi: are you gonna attach those six blades on his back to the main mesh or do they just float? looking goo d though.....and i dont envy the unwrapping process, it looks complex.

They just float ^_^ In my mind those "blades" are some kind of wings and can also be used like shields. Maybe one day I can make some little animations for explain this...

And actually there was no need to unwrapping the entire mesh...instead I used a lot of clusters with cubic or planar projection inside. My textures as you can see are very simple:
http://img87.imageshack.us/img87/781/texturesmech8gf.th.jpg (http://img87.imageshack.us/my.php?image=texturesmech8gf.jpg)

jim_ww
28-03-2006, 06:13 AM
Jim_ww: great looking kid, do you have a concept to post? what prog you using? as big toe says use anything you want ;0)

NIB

thanks NIB, i am using blender, as it fits my budget!

my concept sketches are a mess, i just have a stack of loose pages, and a couple different sketchbooks open, while i work freehand on the sculpting. i managed to composite some of the bits together.

the boy is still rough, i am going to do his costuming after i have resolved some of the robot. i want to try and get some balance of detail between them, and i need to have some idea of my ploygon budget, before i commit too much.

this is a hell of a lot of fun!

jim ww

Dia86
28-03-2006, 07:40 AM
Finished the textures in this little guy. Might change a couple of things here and there, but right now is time to move on modeling his robot.
http://i19.photobucket.com/albums/b156/ragnorok86x/Jenkers_Comp_WIP_4.gif

and the Tpages, all actual size for all is 512.
http://i19.photobucket.com/albums/b156/ragnorok86x/JenkersMasterTexture.gif http://i19.photobucket.com/albums/b156/ragnorok86x/JenkersMasterTextureSpec.jpg http://i19.photobucket.com/albums/b156/ragnorok86x/JenkersMasterTextureBump2.jpg

Orochi: Thats a cool looking robot, textures fit the style really well, keep it up!

dark_maggot
28-03-2006, 09:09 AM
Im finally done with my texturing for my robot. Here are some renders, wire frame, and poly count.

Ill finish the skinning for the robot so that I may focus only on the girl.

Zcubed
28-03-2006, 09:54 AM
Great stuff from all of you! It's always fun to watch these contests progress. Some quick feedback...

Maggot - Looking good, I really like your design and color scheme. However, It seems like both the model/texture lack definition. Look at your leg; don't tell me you think it's a perfect cylinder ;P. Yet that's what your character's leg is. All of those cross sections add almost nothing to the shape. Where are the calves? The ankles? I realize I may be a little late seeing as it's already unwrapped and textured, but try to keep it in mind for your next project.

Dia - Good work. Interesting colors/patterns on the texture, he's a funny looking guy :D. Looking at the final result, I don't see where the 3,000 triangles went. Could we see a wire please?

Nibby - I like how this one is coming along, fun proportions. I think those eyes are going to look buggy unless you obscure part of them with eyelids. The alpha on the hair is very nice.

Jim - Hey, another modeler on a freebie package :D! I use Wings for my projects, but Blender is supposed to be quite the piece of opensource software. Cool sketches; I like how you've mapped out the wireframe.

Updates! Updates! :dance:

Nibby
28-03-2006, 11:46 AM
yeah Z3, i wondered about the eyes. i may see if i can push em in a bit. i'll see how it looks when i'm texturing. cheers ;0)

Manoguar
28-03-2006, 01:08 PM
Ok i finish but now i going to do some changes in the textures maybe but no to much and them i think i will be create a good scene iam working hard and i want to make a little animacion. i am working in the history. i will writte in spañish ^^ cause y very long lol and them i must to translate to spanish well cause my english it´s no so good XD soo maybe i will need help.

here u have some pictures

Wires
http://img393.imageshack.us/img393/227/renderswire4sx.th.jpg (http://img393.imageshack.us/my.php?image=renderswire4sx.jpg)
Screen
http://img91.imageshack.us/img91/8766/renders7vg.th.jpg (http://img91.imageshack.us/my.php?image=renders7vg.jpg)
Angel Texture
http://img366.imageshack.us/img366/2325/renderstext18hx.th.jpg (http://img366.imageshack.us/my.php?image=renderstext18hx.jpg)
RG-06 Texture
http://img91.imageshack.us/img91/5412/renderstext23ie.th.jpg (http://img91.imageshack.us/my.php?image=renderstext23ie.jpg)
Weapons Texture
http://img91.imageshack.us/img91/5634/renderstext31xx.th.jpg (http://img91.imageshack.us/my.php?image=renderstext31xx.jpg)

i hope u like it

jdgill
28-03-2006, 04:56 PM
Dark Maggot, I'm really liking your model ;) :D

lucashug
28-03-2006, 04:59 PM
for participate at this challenge, i must just post my work on this thread???
sorry for this ridiculus question...
thnk you.

BiG ToE-3DT
28-03-2006, 08:48 PM
for participate at this challenge, i must just post my work on this thread???
sorry for this ridiculus question...
thnk you.


Yes.

Yaurah7
28-03-2006, 10:26 PM
Well I did some texture work yesterday, and going to do some more today and hopefully play a lil quake demo as ive wanted to try it out, mabey it will hype me up to program another game(peacefull though like mystery adventure or something) eitherway I got into painting on the robo textures and may have a bit of a time trying to compile them into a single uv map but I shall try for better rezolution style....

As for the artist: You all seem to be doing great-"Keep PERSISTANT as RESULTS shall OVERLOAD you WITH EXPERIANCE PoinTZ..."

plus

Oriochi: Your bot is awe\some I like the glow on the texture, and the from any anime will look kewl...

Dia: Your Teaxuture mapping is excellent good idealism in the structure, gives it a realistic yet cartoon edge!!:)

Nibby: Look like the hair came out very Nice, coulnta done it better meself...

Manoguar: Kewl additions to the texturing, also nice job on the robo-animal( b4 you posted you didnt think you could make them well, yet they came out very nice...Good job...

Welp...later 7000 PPPPEEEAAACCCEEEE..... :smug: :crazy: :wave:

OROCHI
28-03-2006, 10:47 PM
Rigged!
http://img360.imageshack.us/img360/5048/rig8mj.th.jpg (http://img360.imageshack.us/my.php?image=rig8mj.jpg)
I also added the cockpit:
http://img361.imageshack.us/img361/7718/cockpit0hw.th.jpg (http://img361.imageshack.us/my.php?image=cockpit0hw.jpg)
And two red eyes (when the mech goes in berserk! :shout: ):
http://img370.imageshack.us/img370/4142/eyes8ax.th.jpg (http://img370.imageshack.us/my.php?image=eyes8ax.jpg)

Now I have one problem...I used too much textures and my textures space excedeed the originally 512x512...
But as you can see I don't going to use any normal maps...so can I use one more texture of 512 x 512 instead of the normal maps one?

dark_maggot
28-03-2006, 10:51 PM
Cool mech OROCHI, I like it a lot.

men, everyone knows how to rig perfectly but me....need to find some tutorials fast.

Dia86
28-03-2006, 11:04 PM
Thanks for your comments, really appreciate them.

Zcubed: All the wires are in the Tpage, But ill tell why it's 3k tris. First of I still keept his body under his clothes because I plan to use him later on for a little animation. Another part eating up polies are his eyes. I used pretty hi rez spheres for his eyes, eyelids. Since I can afford to do this, then why not. I know that in the industry, if you cant see the polies there no point in having them. But like big toe said,"screw being under budget." :smug:

OROCHI
28-03-2006, 11:21 PM
Cool mech OROCHI, I like it a lot.

men, everyone knows how to rig perfectly but me....need to find some tutorials fast.
Your mech is cool too!
I can't wait to see the girl!

Actually I using Softimage Xsi for everything (and also for rigging)...but 3d Max comes with a useful tool like Character Studio for rigging and animate characters... ^_^

Metalman
28-03-2006, 11:45 PM
Been working on making my robot more like one of those robot dog toy things. It's helped a lot to add more detail to the base. I need to remember to use reference to get ideas for detail more often. (More of this detail will be visible in the texture)

http://img.photobucket.com/albums/v407/Metalman42/robot-dog-wip-day3.jpg

ALmanax
29-03-2006, 12:51 AM
Big Toe i have no normal maps! I deleted them, cause they didn't work. Well, maybe maps were OK but i realized that only after deleting... :?
I'll make a new one in next days and try the "render to texture"... now just have no time for this :xx:

Zcubed
29-03-2006, 03:23 AM
...screw being under budget. :smug:


Oh, certainly, use each and every triangle that you've been alotted. But use them wisely. If you hadn't labeled the picture, I probably would have thought that the character was closer 1,000 triangles. Why spend so much of your budget on something as trivial as the eyelids when there are much more important areas that deserve your attention. Again, I'd like to see a wireframe shot if possible (Telling me to look at the UV map isn't going to cut it ;P).

Sorry if I'm coming across as harsh; I'm just trying to help out :D.

Dia86
29-03-2006, 04:52 AM
Sorry if I'm coming across as harsh.
Nah, not at all. If all I may have come too harsh, but it's all good :D.
Here are the wire you wanted to see.
wires1 (http://i19.photobucket.com/albums/b156/ragnorok86x/wires1.gif)
wires2 (http://i19.photobucket.com/albums/b156/ragnorok86x/wires2.gif)

DarkSloth
29-03-2006, 05:38 AM
Hey i'm joining the competition... Its kinda late in the competition, but i'll try to finish it. Together, these two guys are 4,808 tris. I'll probably play with the meshes for a bit... Then i'll get on the texturing. Any critiques will be greatly appreciated and hopefully utilized. The names aren't final.. hopefully i'll think of better ones by the time the competion ends

http://planetjesterz.com/deranged/data/media/7/child-sketch.jpg
http://planetjesterz.com/deranged/data/media/7/child_eleven.jpg

http://planetjesterz.com/deranged/data/media/7/ivy-sketch.gif
http://planetjesterz.com/deranged/data/media/7/Ivy.jpg

Yaurah7
29-03-2006, 07:39 AM
kewl concept sloth!

OROCHI
29-03-2006, 09:36 AM
Nah, not at all. If all I may have come too harsh, but it's all good :D.
Here are the wire you wanted to see.
wires1 (http://i19.photobucket.com/albums/b156/ragnorok86x/wires1.gif)
wires2 (http://i19.photobucket.com/albums/b156/ragnorok86x/wires2.gif)
Watch out! There are polygons with more of 4 vertex (like the one on top of the foot). In videogames only polygons with 3 or 4 vertex are allowed.

Tojiro
29-03-2006, 10:38 AM
Technically, it has nothing to do with videogames, it's the graphics API's that make the limitation. Also, 4 sided poly's aren't supported, only trianlges are. (Yes, some API's fake it, but they're really just making tri's in the background.) When all you're doing is modelling though, those restrictions are loosened up a bit, and really the only reason that one would avoid 5+ sided polys is that they can get unpredictable when trianglulated. In Dia86's case it's not a big deal because the ends of the feet are fairly planar, and therefore will triangulate nicely.

jim_ww
29-03-2006, 12:49 PM
this is rockin' good fun! there are someawesome models in the works, which is kinda intimidating, but in a good way.

managed to rough out my robot, but then i got carried away with beveling. gonna be a challenge to cloth the kid with the polys i got left! maybe he will just be bald and shirtless...

onto the unwrapping and colouring next. whee!

jim ww

Manoguar
29-03-2006, 01:56 PM
^^ oka i need help with bones lol i need to know if some body have a video tutorial about bones and character studio, cause i do all and at time to select de point i lose definition moved :ugh:. i want to know to if exist a data base of *.bip archive to download ^^.

PD: I like many models from here :D the are very good.

zortech
29-03-2006, 03:16 PM
@DarkSloth:

Pretty cool work so far. Great usage of polygons.

@Metalman:

Nice work so far. I like the joints. Waiting for some cool metal textures. :)

@shadowbreeze:

Thanks a lot man. Well pelt mapping works better with organic stuff. For mechanical meshes you do better with classic flatten mapping.

@Nibby:

Thanks bud, you've done great work so far. Anxious to see the textured cloth.

-------------------------
Well, yesterday I had some time to model the low poly and try some normal mapping. This is still in WIP, model is around 3400 Tris which will be slightly reduced. The current texture size is below 1*512 normal map.

http://mitglied.lycos.de/zortech/llow_1.jpg (http://mitglied.lycos.de/zortech/lhigh_1.jpg)
http://mitglied.lycos.de/zortech/llow_2.jpg (http://mitglied.lycos.de/zortech/lhigh_2.jpg)
http://mitglied.lycos.de/zortech/llow_3.jpg (http://mitglied.lycos.de/zortech/lhigh_3.jpg)

lucashug
29-03-2006, 04:20 PM
thank you big TOE 3DT for your essential ansers...
lu

lucashug
29-03-2006, 04:24 PM
this is rockin' good fun! there are someawesome models in the works, which is kinda intimidating, but in a good way.

managed to rough out my robot, but then i got carried away with beveling. gonna be a challenge to cloth the kid with the polys i got left! maybe he will just be bald and shirtless...

onto the unwrapping and colouring next. whee!

jim ww


EScuse me, your mesh look like very good but the rigging of your hand is
can be better...
how many poly for the guuys???
thank you.

Nappa
29-03-2006, 09:23 PM
use geospheres for eye there just as round and utlizes all the tri's it has to shape the model

OROCHI
29-03-2006, 10:40 PM
Please, somebody answer me!
Now I have one problem...I used too much textures and my textures space excedeed the originally 512x512...
But as you can see I don't going to use any normal maps...so can I use one more texture of 512 x 512 instead of the normal maps one?

Nibby
29-03-2006, 10:59 PM
Orochi, just a quick post in passing but. the texture space is for 6, 512x512 maps not just 1. and you can chop them up how you want. if you have only used 1 512x512 you have loads left. ;0)

dark_maggot
30-03-2006, 12:41 AM
Well OROCHI the maximum 6 512X512 maps no matter what they are, if you used more that 6 then you should try making some of them to a 256X256.

OROCHI
30-03-2006, 12:45 AM
Well OROCHI the maximum 6 512X512 maps no matter what they are, if you used more that 6 then you should try making some of them to a 256X256.
Ok, thanks ^_^

BiG ToE-3DT
30-03-2006, 01:50 AM
Yaurah7:
You have to delete all your lights in the scene for the default lights to turn back on.

Don't bake your lights right now, if you do that you won't be able to light the character later without it looking off. What I mean is, if you bake the shadows and stuff, when you decide to light the character again in the future you will have to use the same light setup you used to get the texture bake.

VegaMan
30-03-2006, 02:00 AM
I havent posted an update for a while so here you go :P
Still got some work to do on the textures and some extra tweaking, havent had time for a while now :P

BiG ToE-3DT
30-03-2006, 02:55 AM
I found a website with a few video's on rigging and skinning. It's for a biped, so, sorry to all you custom rig guys.

Ilkejav mk5
30-03-2006, 03:23 AM
I found a website with a few video's on rigging and skinning. It's for a biped, so, sorry to all you custom rig guys.

can we get a link?

BiG ToE-3DT
30-03-2006, 03:27 AM
can we get a link?

I guess so.

http://www.cgtutorials.com/

jukumari
30-03-2006, 04:25 AM
Hi everybody, here a couple of pictures of my models, I´m almost donde modelling there´s still some details I wanto to figure out. So far I´m up to 600 tris. :evil:

OROCHI
30-03-2006, 07:59 AM
Some poses:
http://img88.imageshack.us/img88/2209/mechpose1br.jpg (http://imageshack.us)

Klash120
30-03-2006, 08:06 AM
Nice stuff Orochi :P
Here's an update of the kid's textures so far.
2x512 color maps. 100% Lights.

-Cisco :}

dark_maggot
30-03-2006, 08:53 AM
wow OROCHI that mech looks like it could be from Z.O.E. itself, very well done.

Klash120 your child model looks pretty cool. You are still going to mess around with the textures right? because it seems like it need little details here and there like highlights and such.

On my child model, Im about half done with the modeling, and started the rigging of the robot.

Dia86
30-03-2006, 09:17 AM
Finished modeling my robot. In one of the renders he has different hands because that was before I gave him mitten hands.
Renders:
http://i19.photobucket.com/albums/b156/ragnorok86x/Gimbo_Comp_WIP_1.jpg
Wires:
http://i19.photobucket.com/albums/b156/ragnorok86x/Gimbo_Comp_WIP_2.jpg

OROCHI
30-03-2006, 09:40 AM
Cool character Dia, it rimind me the style of Rayman!

As I told you before,try to don't create polygons with more of 4 angles (like the one on top of the hands)

MonteCristo
30-03-2006, 02:16 PM
Yaurah7:
You have to delete all your lights in the scene for the default lights to turn back on.

Don't bake your lights right now, if you do that you won't be able to light the character later without it looking off. What I mean is, if you bake the shadows and stuff, when you decide to light the character again in the future you will have to use the same light setup you used to get the texture bake.

Or you could just press Ctrl+L and toggle between the two. ;)

Good work guys and gals. I have a feeling we're gonna end up with some sweet results this time....

LostCucumber
31-03-2006, 12:06 AM
Wow, really a lot of great stuff here. Inspiring to see how many people that are entering.

Here's my modeling WIP. Have modeled and deleted a dozen robots now, but this is the one. He is still missing something, just can't put my finger on it now that I have stared myself completely blind. The character will also have a knife, just havn't got around to modeling it yet.

-Cucumber

shadowbreeze
31-03-2006, 04:23 AM
hey nice work lostcucumber as for your question hmmm i know what you mean, but sorry i can't think what, ha soory if i think of it i'll let you know

here's another update with the normal map and texturing, still some tweaking to be done, i'm going to dtart the texturing for the boy now

Zcubed
31-03-2006, 06:34 AM
Hey guys, great updates all around. Makes me wish I had time to do one of my own. :smug:

...try to don't create polygons with more of 4 angles (like the one on top of the hands)

That's a subdivision modeling rule, don't worry about n-gons unless you're planning to use this as a base for a high poly model (In which case you should stick to quads. I try to avoid n-gons simply because they can be more difficult to manipulate, but it's really all just going to be triangulated in the end.

Yaurah7
31-03-2006, 08:34 AM
your all doing good on models/and concepts ive been away a bit I Pretty much done on models and I think I may use the base textures for my bot since I have spare maps, and the unwrapped version for the girl model, since the bots in alot of separate object and I cant see a good procedure to unwrap each piece separate (inHigh enough resolution) and then combine and remap, and then re-construct the hierarchy with just one map, not even sure what that mapping technique would be called as far as searching for tutorials goes...even though I acomplished it once I cam out not so great, and then I couldnt de-combine the parts anyway and had to use bones with make the poses funny....and funny bent poses and low res maps dont look to great compared to my original...though with time Ill try to figure something...:)
PEACE 4 NOW eveyone CONTINUE TO HAVE FUN...and PeacE Outtttttttie 7000...

Yaurah7
31-03-2006, 08:36 AM
BTW Thanks BIG TOE and MONTE 4 the help Im understanding what went wrong, yet still some issues with the final map style Ill use... still 12 days from now though!!!!:) PeacE 7000...

jukumari
01-04-2006, 02:37 AM
here the UV´s for the robot...

BiG ToE-3DT
01-04-2006, 03:25 AM
thats not the uv's. :grr: Thats a picture of a robot with a checker pattern as the texture. I want to see the uvw layout. :shy:


If thats ok with you. :halo:

lucashug
01-04-2006, 03:42 AM
hello,
if i have lots of images, and i want post it in a same post??
but each image is at 90K....
can i???
or i make one post for one picture???
thank you.

BiG ToE-3DT
01-04-2006, 03:59 AM
1 pic per post, or you can make the file size smaller

jukumari
01-04-2006, 05:41 AM
ok ok, sooooooorry. LOL, this is the layout.

jukumari
01-04-2006, 05:43 AM
this is the first time I use this kind of mapping, I think my layout is pretty lousy but I will have to do.

DeadlyFreeze
01-04-2006, 08:11 AM
You know I started this at the begining and then I started playing oblivion and it messed up my whole schedule haha. Robot concept got scraped to close to what other people did, got to finish something new tonight and model my ass of this weekend.

kid
http://home.comcast.net/~dfart/kidconcept.jpg
head so far...
http://home.comcast.net/~dfart/kidwork.jpg

BiG ToE-3DT
01-04-2006, 08:35 AM
this is the first time I use this kind of mapping, I think my layout is pretty lousy but I will have to do.


Man, for your first time, there is nothing wrong with it. For your 23rd time, nothing wrong with it.

Plus, the more you do, the easier it will be.

Nibby
01-04-2006, 12:13 PM
hey everyone. havent been around much do get much done. will go through the new posts tonight and try and give some feedback ;0)

i need to ask some advice....below is the texture so far. (i ended up removeing the eyes and just making then attached to the face mesh) what do you think of the style? is it working. i'm trying to get it looking anime without having to toon shade it. feedback would be greatly appriciated.

http://www.niblock3d.com/child-wip-4.jpg

Running out of time now i had hoped to get a normal map done for the child and the robot. but for now i havent even started the robot. i'll see how much time i get. my wip page is here with all concepts and stuff :http://www.niblock3d.com/wip.html


everyone keep up the great work. some awesome worke going on here.....dont think i'll come very high in this comp but its great to compete ;0)

NIB

BiG ToE-3DT
01-04-2006, 06:35 PM
the eyes look like they work to me. Is there a side view so I can see how far they stick out?

Keep in mind wit normal mapping, somethings/most of the time, it's better to normal map before you texture. Then use the normal map as your uvw layout texture sheet.

Nibby
01-04-2006, 09:10 PM
CHeers for the feedback BigToe. i like how the eyes turned out too. i would say that its the best i can get, heres a pic from teh side:

http://www.niblock3d.com/side.jpg

As for the normal mapping. i started texturing when i decided i wouldnt have time. i may have a play today and see if i can get anything good done. if i can i can sort the texture out later(which i'm not too happy with at the moment anyway.)


Heres some comments for the rest of yah:

Darksloth: i like the style, the bottom of the robot may look good as a corkscrew instead of just rings, my make it les symetrical too.

Jim:Crazy design for the robot and well modelled look forward to some textures.

Zortech, that looks great man. the normal mapping on the cloth is cool. did you use zbrush for the cloth or just do it in max?

Vegaman: nice update. your well on the way to finnishing

Orochi, looking nice. all rigged and ready for the final renders. good work

Klash: The texturing on yer kid sofar is awesome, just a bit more detail to do. cant wait to see the bot finnished ;0)

Dia: gimbo looks cool. nice cartoody style

Lost Cucumber: not too bad, the kids feet look a but odd tho....like there arnt any.

ShadowBreeze: thats looking great, seems alot of work is going into the normal map.

Jukumari: the robot looks great, riminds me of a colossi from "shadow of the colossus", it'd probly look great with a similar style texture. geometry looks great. as for the texture, excellent job for your first try. you could probly scale some of the things up to lose the black other than that its a good layout ;0)

Deadly Freeze: alot of work to do in a short amount of time. good luck dude.

Yaurah7
01-04-2006, 10:54 PM
Hey, nice textures Nibby, everyone still looking good, here is a lil update of my work, well Ill be gone 4 a lil while so Ill check everyone later...ENJOY

PEACE 7000....

jukumari
01-04-2006, 11:06 PM
Wow, thanks Big Toe and Nibbi, although I have never played Shadow of the Colossus, I´ll look up some sctreenshots to see what you mean, Thanks.

shadowbreeze
02-04-2006, 05:59 AM
well here's i guess you could call a beauty shot of my robot still have not given him a name yet.

thanks nibby yeah i'm realy geting into normal mapping as this is my first time realy appling it to something serious, infact all of this is a first time for low poly stuff, i have only unwraped parts in the past, and your girl is realy cool actualy everyones is realy good

i should have the boy charlie( yeah know how origional) done soon, but i'm thinking of redoing him? cause the standard here is outstanding.

any thanks to the people who make these exellent challenges

BiG ToE-3DT
02-04-2006, 06:12 AM
robots don't need no names, they just need to follow directions.

BiG ToE-3DT
02-04-2006, 06:15 AM
I know how hard everyone has work on this, but it looks like this contest is over. Sorry to everyone that wanted to join.





















But then again, April Fools. Contest is still on.

OROCHI
02-04-2006, 08:03 AM
Orochi, looking nice. all rigged and ready for the final renders. good work

No need to render...It's all in real time ^_^

...and before the end of the challenge I want to make a little animation if possible :smug:

http://img90.imageshack.us/img90/1143/group044xa.jpg (http://imageshack.us)

lucashug
02-04-2006, 02:13 PM
hi,
this is my work...
thanks for your comment.

lucashug
02-04-2006, 02:14 PM
an another picture...

lucashug
02-04-2006, 02:15 PM
an another picture...
and big toe 3DT the contest is over?????
the dead line is the 11 april!!!!!!!!!

lucashug
02-04-2006, 02:16 PM
an another picture

lucashug
02-04-2006, 02:17 PM
and mor picture...

lucashug
02-04-2006, 02:18 PM
and more and more...

lucashug
02-04-2006, 02:19 PM
and the final...

lucashug
02-04-2006, 02:20 PM
and and another view...

lucashug
02-04-2006, 02:25 PM
and the last picture...
and i hope it's a joke for the fish of april....
thanks for your comment.
and i hope to have a chance....
like say orochi "better than nothing..."

Nibby
02-04-2006, 03:32 PM
Big_Toe: very funny.........probly had a few people woried there ;0)


Lucas hug: this is absolutly awesome, the concept is great although i can see youve made a few changes to the robot since then. the final model looks great and the texture really suits it. only yhtings i can crit is the energy bands holdong the boy up could have been smoother ( i can see you were close to the limit though) and the ****** and legs on the robot, theres something about them which i dont thingk fits. maybe they seem a bit thin and have a large gap between them.. anyway well done ;0) great work!!!!

OROCHI
02-04-2006, 09:40 PM
hi,
this is my work...
thanks for your comment.
Very cool design! I like It!
The Robot remind me some monster from Panzer Dragoon.
Very good job!

jukumari
02-04-2006, 09:55 PM
Exelent wor Lucas Hug!

Yaurah7
02-04-2006, 11:13 PM
Lucashug...Awesum design, nice concept...

10 days to go...

PeACE 7000...

dark_maggot
03-04-2006, 01:27 AM
lucashug

Pretty cool desing and models I like them a lot.

Zcubed
03-04-2006, 03:45 AM
That looks great Lucashug! You're not done with the textures, are you? I see lots of unused space.

lucashug
03-04-2006, 02:16 PM
nibby yes it was very difficulte to respect the limit of poly, and it's sure the energy must be more smooth. and for the legs you're wright.

z cubed yes there are lots of unused space in my texture but for the opacyti it's very difficulte for another make it. and for the energy at the beginning i will want to make a biggest energy than now. but it will be not nice...

thanks orochi for the reference.

thanks for all your comments...

Manoguar
03-04-2006, 04:40 PM
hi evryone i finish with the setting bones :D and then i start to try how work the textures with the light cause is ink paint XD and dont reponde evrytime how i want but i see its taken a little aspect to comic .

i have a question, when we must present the finally work i want to make a little animation too before finish the challenger.

http://img86.imageshack.us/img86/3538/pruebasluces5af.jpg

ALmanax
03-04-2006, 11:19 PM
Had few days free and made my self clear how to get normal maps with cage and realized what was wrong some time ago - i had no lights! :D Got my high poly done and made normal map, BUT there are few problems left - when i get normal map with scanline and adjust it to a model in vray it looks much worser then in scanline, but when i try to render to texture in vray then i get horrible normal map (grayscaled and without details) - i think it is because of Global Super Sampling options, i can't find them in vray!!! In vray near the setup button that leads (in scanline) to those global super sampling options is written "unknown renderer type"! :xx: Any suggestions what to do?

I hope you understood me...

Here are some test renders:
Normal bump in scanline:
http://img464.imageshack.us/img464/6569/scanlinebump0uv.jpg

The same normal bump in vray:
http://img104.imageshack.us/img104/8655/vraybump1rg.jpg

BiG ToE-3DT
04-04-2006, 12:01 AM
I'm not sure where its located in vray because I don't have it, so what I would try is either mental ray, or juststick wit scanline. The scaneline render as a whole looks better than your vray render. I'm saying that, without looking at the normal map mess.

Jedianakinsolo
04-04-2006, 01:38 AM
Hey BT, congrats on the staff promotion :D

BiG ToE-3DT
04-04-2006, 02:24 AM
Thank You

jdgill
04-04-2006, 03:06 AM
lucashug, excellent job on your model. I think you may have stolen my vote already :).

Klash120
04-04-2006, 06:59 AM
Ahoy, Just finished the kid's textures. used Three 512 maps. Two for color & One for transparancy. -Cisco

Nibby
04-04-2006, 12:43 PM
cisco, that texture job is awesome....really puts mine to shame ;0) good work.

jukumari
04-04-2006, 01:10 PM
Here is the model of a little girl with a checker pattern on...

jukumari
04-04-2006, 01:15 PM
and this is the UV layout, by the way, great job with the textures Klash120 look really good.

zortech
04-04-2006, 02:10 PM
@Nibby: nice progress so far. As for the high res model, it's done in 3dsMax.

@shadowbreeze: great progress, I really like the robot. Nice job with the normal mapping. :) As for the render, sometimes less is more. ^^ If you use scanline render you could try a Skylight + Omni. Skylight uses vertex lighting and creates realistic soft shadows. But you woun't see any normal map effect as long as you don't place another light source like an omni.

@lucashug: Great work. Nice finals, I like the pose and textures.

@ALmanax: why don't you just use Scanline render :)

@Klash120: Neat textures, I'd like to see them in a non-fullbright render.

@BiG ToE-3DT: you really got me with that *joke* ******(!) :D

ALmanax
04-04-2006, 04:21 PM
zortech, maybe i will, just like vray (that light setup in my final pic wasn't the good one!) :)

lucashug
04-04-2006, 07:45 PM
thank you jdgill.

OROCHI
04-04-2006, 08:09 PM
Artwork of the day:
http://img429.imageshack.us/img429/4595/group031jn.jpg (http://imageshack.us)

BiG ToE-3DT
04-04-2006, 08:21 PM
Have you started playing around with final poses yet. I would do like four nice ones from different camera angels, then see which ones work best as a composition.

for fun, you might want to make a few wallpapers.


Another thing I want to add. That is a big butt robot. Good thing these robots aren't fighting each other.

Klash120
04-04-2006, 08:59 PM
Thanx for the comments :}
-> Zortech, What do you mean by "... I'd like to see them in a non-fullbright render..." Is that a render with a light/shadow?
-> Lucashug, awesome job :P
->All. keep up the good work:P Looking foward to what you guys come up with :D

jukumari
05-04-2006, 03:10 AM
These are some color schemes for my robot Zato:

jukumari
05-04-2006, 03:12 AM
I´m still trying to decide which looks better, I guess it would depend mostly on the little girls scheme too, I´m not satisfied with the helmet and the feathers though, I´ll try some different colors for that too...

Mr. Bluesummers-3DT
05-04-2006, 04:22 AM
That's a hot robot you've got there Jukumari. Since he has the pentagrams on the hands, I want to say the Black or Orange works. My eye is really caught by the Orange or yellow; but I can see where you'd have a dilema. Anyone got a D4? :haha:

Good luck! I may join in this one!

shadowbreeze
05-04-2006, 05:41 AM
no updates yet school work, have to have my script and story board done :grr:

Zortech_ yeah thats the way i normaly do a render, i just wanted to test some new idea's out with mental ray, so i'll do a render the old way :haha: thanks for the input

Jukumari_ that looks awsome and i would have to agree with the pentagrams i would go for orange or black

Big toe_ you almost had me nice one :haha: :haha:

Klash120_ man that kid looks so good, i',m inspired to do better on mine :haha:

Raul
05-04-2006, 07:18 AM
Danm, im really amazed by all of your work, guys! Keep it up!!!! The one i like the most is that one of lucashug. I think that one looks really cool and creative! I can really see that one in a video game or a movie.

Im almost done with my stuff. Just need to tweak the textures a little bit, and then rig them.

I ended up not doing my original concept for the girl. I thought a common school girl would look cooler! :smug: Anyway, i really need feedback on the texture for the robot(titanus). Im really happy, this is the farthest i've ever gotten with a project. Usually, i'd leave models half done.

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/MnT_tFront.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/MnT_tBack.jpg

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/MnT_mBodyBack.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/MnT_mBody.jpg

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/MnT_front_textured.jpg

GraphicDragon
05-04-2006, 08:45 AM
Super progress everyone. I think you are all pros just pretending you don't do this for a living. It looks like the final entrys will make for the best challenge so far.

VegaMan: Great characters. I like the style. They look like they would fit into the "Jimmy Neutron" universe. That's a compliment.

OROCHI: I really like them both. You're definitely going to get lots of points for style and creativity. The clean high-contrast "mod" textures are wonderful.

Klash120: Your modeling and texturing are top notch. Your wireframes are a perfect example of low poly modeling in that no vertex is wasted. Very clean.

Dia86: I love your robot. I bet he would be hilarious animated.

shadowbreeze: Super texturing work. Your robot really looks like rusted metal.

jukumari: Extremely creative robot. I can't chose between the blue, yellow or red color scheme. They look equally great to me.

licashug: The blending of technology, primitive culture, nature and spirituality is inspiring. Your characters really pull the viewer into the story.

Neto: Cool robot. The girl looks seriously tough even in the "school girl" uniform. Good job.

Manoguar
05-04-2006, 10:21 AM
Angel Boy Render
http://img87.imageshack.us/img87/2050/rederangel8vq.jpg

Manoguar
05-04-2006, 10:26 AM
RG-06 Render

http://img87.imageshack.us/img87/748/rederg068zt.jpg

LostCucumber
05-04-2006, 08:24 PM
There's really a lot of good work here. My current progress of texture painting. It's not exactly a winning model, but it's the first time I enter this, so it has been all about finishing.

-Cucumber

OROCHI
05-04-2006, 09:55 PM
Wallpaper 1:
http://img418.imageshack.us/img418/3518/wall16oz.jpg (http://imageshack.us)

BiG ToE-3DT
05-04-2006, 11:05 PM
that's a great action shot and pose and wallpaper.

BiG ToE-3DT
05-04-2006, 11:07 PM
Not to jump ahead of things, but how do you guys feel about a low poly war against another website.

Wouldn't be the next comp, it would be further in the future, if we can get enough people to join in.

Just something for you all to think about.

jukumari
05-04-2006, 11:11 PM
Poly War!!!! Waaaaaaaaaaaaaaaaagh!!!!!

Klash120
05-04-2006, 11:59 PM
!POLYWAR! I'm down for that :P

Nibby
06-04-2006, 02:21 AM
Sounds good to me big toe. I'll lend my pixels to the threedy war effort.

jdgill
06-04-2006, 02:31 AM
I would join for sure.

OROCHI
06-04-2006, 03:13 AM
Not to jump ahead of things, but how do you guys feel about a low poly war against another website.

Wouldn't be the next comp, it would be further in the future, if we can get enough people to join in.

Just something for you all to think about.
Mmm...interesting :smug:

jdgill
06-04-2006, 03:40 AM
Great model Neto :)

Zcubed
06-04-2006, 05:43 AM
I don't see it happening, Big Toe. That's pretty much what Polycount and CGChat just did (And I know that YOU know, as I saw your entry :lame: ). While I agree that it was a hell of a lot of fun, and a great learning experience, it was also quite exhausting. A lot of people were up late into the night finishing their character. I doubt either of those communities would be up for another joint-contest so soon. My suggestion is that we keep doing what we're doing for a few months so that when the next battle DOES come, we'll have all the experience that we need. :smug:

Jukumari - Pretty sweet, nice work. You've picked some interesting color schemes. I'd go with the orange, but I think that the saturation needs to be toned down a little.

Manoguar - Looks good, but the whole thing feels a little rushed. A little more time spent on the models and textures would have really helped the entry. The robot is very poorly optimized; you wasted so much there that your character came out quite blocky. I'd bet that those little chainguns on your robot have more triangles than the entire boy model. The texture is a little bland too, looks like some areas are just straight out of a photo. Fixing these things would make your work much stronger. :)

OROCHI - You pulled it off! I'm not crazy about the style that you've chosen, but the piece is quite well done. Congratulations! The wallpaper seems a little busy; toning down on the background might draw more attention to the characters.

Neto - Really great proportions on the robot. Are you going to do a specular map? The metal seems sorta "slimy" at the moment.

Keep it up, everyone!

shadowbreeze
06-04-2006, 06:06 AM
waaaaar in the near future, yeeess after one or 2 more comps so we can polish up on some more skills.

i stand ready :smug:

BiG ToE-3DT
06-04-2006, 07:34 AM
I don't see it happening, Big Toe. That's pretty much what Polycount and CGChat just did (And I know that YOU know, as I saw your entry :lame: ). While I agree that it was a hell of a lot of fun, and a great learning experience, it was also quite exhausting. A lot of people were up late into the night finishing their character. I doubt either of those communities would be up for another joint-contest so soon. My suggestion is that we keep doing what we're doing for a few months so that when the next battle DOES come, we'll have all the experience that we need. :smug:




If we did go to war it would be like I already said, in the future. Not, the next comp. This would give everyone a chance to better their skills, and even a few people, like yourself, a chance to finish something they start before we finalize anything.

Another thing, the idea came from Fred over at CG Chat, I told him that Threedy could take him and his, with no problem. He said lets wait and see.

So that is what we are doing.

Raul
06-04-2006, 07:50 AM
Im having problems setting up my alpha channels. Honestly, i dont know what im doin, but whenever i apply the texture to the model, instead of just the hair being "transparant" the whole head is transparant. I spent the last hour trying to fix it. Im using maya. I think if somebody would just point me a tutorial, that'd be cool.

Manoguar
06-04-2006, 08:57 AM
Manoguar - Looks good, but the whole thing feels a little rushed. A little more time spent on the models and textures would have really helped the entry. The robot is very poorly optimized; you wasted so much there that your character came out quite blocky. I'd bet that those little chainguns on your robot have more triangles than the entire boy model. The texture is a little bland too, looks like some areas are just straight out of a photo. Fixing these things would make your work much stronger. :)


Yes i see that way too but when i start i say oka i can make models loking greate with 800 or 900 poly for each model and if i do i think i going to look greate ^^ but then i see that evryonw start to use all the poligonos so i start to spend some poligonos in the beast but i can do the same models with under 1000 poligonos cause i think that a low poly model is around 1500 i speaking about game ^^ of course, i want to know how much time we have before finish this challeger cause if we have more time i think i can work in my robot a little more

BiG ToE-3DT
06-04-2006, 09:18 AM
You have about 6 days left. Due date is the 11th.

zortech
06-04-2006, 01:44 PM
Another update on the girl. I am almost done with the texturing, used 1x 512x512 color and normal map for now. She'll get somekind of haircut aswell. As for the robot, I have changed the design a little and worked on the high poly... but the deadline keeps getting closer. :X

http://mitglied.lycos.de/zortech/limage002.jpg (http://mitglied.lycos.de/zortech/image002.jpg)
http://mitglied.lycos.de/zortech/limage003.jpg (http://mitglied.lycos.de/zortech/image003.jpg)
http://mitglied.lycos.de/zortech/limage001.jpg (http://mitglied.lycos.de/zortech/image001.jpg)
http://mitglied.lycos.de/zortech/limage004.jpg (http://mitglied.lycos.de/zortech/image004.jpg)
http://mitglied.lycos.de/zortech/limage005.jpg (http://mitglied.lycos.de/zortech/image005.jpg)

OROCHI
06-04-2006, 02:13 PM
[...] i think that a low poly model is around 1500 i speaking about game ^^ of course, i want to know how much time we have before finish this challeger cause if we have more time i think i can work in my robot a little more
Actually, Leon from Resident Evil 4 was made of 10.000 polygons:
http://img82.imageshack.us/img82/1984/6re45med6eq.jpg (http://imageshack.us)
So try to use many polygons as you can....videogame characters today are very detailed ^_^

OROCHI
06-04-2006, 02:15 PM
Wallpaper 2:
http://img62.imageshack.us/img62/5766/wall26tv.jpg (http://imageshack.us)

dark_maggot
06-04-2006, 09:50 PM
Awesome Walls OROCHI. The Black Heaven is my favorite so far.

Klash120
06-04-2006, 09:53 PM
Im having problems setting up my alpha channels. Honestly, i dont know what im doin, but whenever i apply the texture to the model, instead of just the hair being "transparant" the whole head is transparant. I spent the last hour trying to fix it. Im using maya. I think if somebody would just point me a tutorial, that'd be cool.

Klash120
06-04-2006, 09:59 PM
NETO: I ran across that same problem with my textures :P
It's a simple fix. What I was doing wrong is I only painted the area I wanted opaque, the hair. Instead you need the Texture to be all white, and paint OUT
the areas u want Alpha-ed. Maya's wierd like that. Take a look at my textures maybe it'll mkae more sense :P

-Cisco

Klash120
06-04-2006, 10:01 PM
Oui. Ignore that post previous of mines :P I hit 'post reply' instead of
"magage attachements". Iand I copy/pates Neto's problem so I wont have to scroll back n forth to remember what he typed >,<

OROCHI
07-04-2006, 12:10 AM
Awesome Walls OROCHI. The Black Heaven is my favorite so far.
It's my favourite too ^_^

OROCHI
07-04-2006, 12:12 AM
More artwork:
http://img366.imageshack.us/img366/6370/art19sj.jpg (http://imageshack.us)

dark_maggot
07-04-2006, 08:56 AM
Another great wall OROCHI.

finished with modeling the girl and starting on the texturing.
Started school again so I dont know if Ill be able to finish this the way I want it but tomorrow is my day off so Ill be working on the girl and the rigging.

RobRussell
07-04-2006, 05:14 PM
Dammit, I wish Id seen this before I must be going blind. Well 4 or so days to go Im sure I'll come up with something lol.
Great work from everyone so far some really nice stuff coming from this challenge.

VegaMan
07-04-2006, 09:55 PM
Just alittle updated :P rigged the models, Ill give a poly/tri count later, the counter just managed to confuse me, but the count is still much lower than 7000 :P

dark_maggot
07-04-2006, 10:37 PM
My girl model almost finished texturing, though Im not liking the color of the suit I may change it a bit.

OROCHI
07-04-2006, 11:10 PM
Great job Dark Maggot! I like she.
Textures are very good and the model is very detailed.

dark_maggot
07-04-2006, 11:51 PM
Thanks a lot OROCHI, coming from you who made that awesome mecha it means a lot.

I changed the color of her outfit to white instead of black with red lines, and also changed her hair a bit or the front right side the hair is longer covering the eye......what am I doing heres is a render so you can see the changes.

Nibby
08-04-2006, 01:05 AM
Hi guys, no update for me i'm afraid. almost finnished the robot tho i hope to get it in by the deadline....(fingers & everything crossed).

Zortech: the little girl is looking great and the robot looks loike its shaping up nicely. hope to see it done by the deadline.

Orochi: Your model is looking good nice and i like the wallpaper idea. have you done any shots of the girl in the cockpit?

Vegaman: nice style and good work ;0)

DarkMaggot: the model of the girl looks great and your texturing is looking nice. i personaly preffered it with the hair short at the front, youve modelled the face well and i dont think it should be hidden. as for the colours i think i need to see a shot of her stood next to the robot. the colour should fit with the robots colour.

great work everyone. ;0)

keep it up
NIB

BiG ToE-3DT
08-04-2006, 09:07 AM
Time is running out. A call for entrys thread will be up soon. You can post your final image in there. You can post it in here too if you like.

Rember to post your final tri counts and texture pages in here. Keep up the good work. :dance:

Dia86
08-04-2006, 11:15 AM
Been a while since I last Updated. Here if my robot, final textures,and final tri. count I used three 512's on the diffuse, spec and normal. All I have to do now is rig Jenkers and hopefully I can finish on time:
http://i19.photobucket.com/albums/b156/ragnorok86x/Gimbo_Comp_WIP_3.gif
Wires (http://i19.photobucket.com/albums/b156/ragnorok86x/GimboWires.gif)
Tpage (http://i19.photobucket.com/albums/b156/ragnorok86x/TexUvs.gif)

All of your guys models are looking sweet! Cant wait to see them finished

-Dia

OROCHI
08-04-2006, 02:14 PM
Orochi: Your model is looking good nice and i like the wallpaper idea. have you done any shots of the girl in the cockpit?
Not yet....but I almost finished a little animation when the girl rides on the mech.

ALmanax
08-04-2006, 04:37 PM
An update on robot. Used 1 1024x1024 diffuse map, and 2 512x512 for specular and normal bump. Hope i'll finish in time :D

http://img149.imageshack.us/img149/6602/rtest14eg.jpg

BiG ToE-3DT
08-04-2006, 06:55 PM
Used 1 1024x1024 diffuse map


Make that 1024 into a 512 and your good to go.

Yaurah7
09-04-2006, 03:24 AM
many nice works..i may only post once or twice more b4 deadline...waiting to here when to go to thread, I been on a side project optimus, but Im still inthe current comp, plus I should be availible for some site vs site comp...also nice images orochi, and dark mag...they came out spectacullar, also I like zortecs very detailed, and dia,s cartoonish real texturish combo style all done nice..later PEACe Out 7000

Klash120
09-04-2006, 04:22 AM
Ahoy, finally got the Mech's textures done.
Girl = Two 512's
Mech = Three 512's, Two 256's
Alpha for both = Two 256's
:P

Rendered Maya software, 100% lighting.

More specs to come...

-Cisco

Nibby
09-04-2006, 05:01 PM
ALmanax: its starting to look more like a robt. not sure i like the green tho.....keep it up ;0)

Cisco: that mech mooks awesome, i do think it looks too bright tho. if its gonna be in 100% illumination i'd add some fake shadows that would finnish it off for me. if your doing a final render with better lighting you may not need to.

Zcubed
09-04-2006, 07:17 PM
Good stuff. I agree with Nibby; you need to fake a lightsource for your texture. Johny has written a good tutorial on establishing lighting for a metal texture. You can find it over at 3dtotal in the Photoshop tutorials section (Sorry, I couldn't figure out how to link it directly :grr: ).

Klash120
09-04-2006, 09:57 PM
Thanks for the suggestions/critique :P
I'll get right on that :D
Keep up teh good work everyone else! ^^

jukumari
09-04-2006, 09:58 PM
Great Work With the textutres Klash120. These are the textures for the little witch, I´m almost done with it, I just realized I need to paint some sideburns for her, and also I like the feather pattern much better that the one on the robot so I´ll use it for the robot as well.

Klash120
10-04-2006, 06:55 AM
Just about finished with the rig. Noticed what controls I'm missing when I tried to tes pose them. Also played around with some test renders. I still need to go back and add more to my textures. -Cisco

shadowbreeze
10-04-2006, 08:16 AM
well here's my robot, with 1 512x512 normal map and 1 512x512 texture map,

i should have my child character posted soon, even though he looks kind of wierd, oh well that' what you get when work and school interfere with good modeling time :wall:

shadowbreeze
10-04-2006, 12:11 PM
ok here's the child, more could be done, but time, time, time, i'll have to find some. :???:

Raul
10-04-2006, 12:42 PM
with almost no time to work on my stuff, im beggining to feel overwhelmed. Specially since i only have one more day to get it done. Luckily, all i have to do is finish my rig, paint weights, pose and render.

This is what i have so far..... I was just having fun playing around with the rigs.
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/pose_01.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/pose02.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/pose_03.jpg