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MonteCristo
11-03-2006, 04:59 PM
http://67.15.36.49/slippy/images/examples/Comp4_Header.jpg
Low Poly Mini Contest #4
Subject – A Child and Their Robot
ALL WIPS AND CONCEPTS ARE TO BE KEPT ON THIS THREAD.

Guide Lines:
You are to create 2 models: one of a child, and one of their "Robot". The relationship between these two characters is down to you to decide; the robot may be a guardian; a buddy; or even a toy. Whatever you decide to do, however, try thinking conceptually about this one before leaping into the creation process. The media industries would likely expect as much from you, and this could be good practice. I would also try to work to a specific style, be it Disney, Tim Burton, Anime or whatever, rather than just pumping out the usual, low-poly, painted-texture style. Perhaps Cel-shaded could work, or maybe it's the colour scheme that you want to look at, whatever it is, think about it first; find your inspiration.

The specs will remain similar to the last competition (a few more polys this time) as we have proven that this can be plenty. NO ARGUMENTS. Oh, and notice there are 4 categories for judging this time.

Above all,
Have Fun!

Now onto the Prizes and Specs...

Prizes!!!
The winner of the contest will receive The Threedy Excellence Award + The Shorts Draw 2005 (NEW!) (http://www.3dtotal.com/services/dvd/sdrawer_2005.asp) + Any 1 of the Total Textures CDs (http://www.3dtotal.com/services/shop/texturecd_shop.asp) of their choice!

Hooray for Prizes!


Judging: 4 categories of judging will apply. 10 points possible for each:

Concept - How innovative your concept is.
Model – How well the geometry is structured.
Texture – How well the texture space has been used, and how well the texture is painted/applied.
Style – We'll be judging on the aesthetics of your model too. How well it fits to the style you have chosen, or simply how well it stands out from the rest of the entries.

DUE DATE: April 11th:
One month from today!

Concept:
It is advised to work conceptually on paper before putting this project into motion, but I will not insist upon it in order to submit your work. When you do post your concepts though, try to spend a bit of time on them beforehand, rather than just posting whatever doodle comes to mind. I'm going to try and advertise this comp and attract some more folks to join in, so a tidy thread will be helpful when they drop in. More participants means better prizes in the future, I hope.

Poly limit:
7000 Tris Total for both Child and Robot. I don't care how you distribute these; it could be 3500 for the Child and 3500 for the Robot; or it could be 4500 for the Child and only 2500 for the Robot. It's up to you, as long as you don't exceed the 7000 Tri Limit.

Textures:
6x 512x512 for EVERYTHING (Normal Maps, Bumps Specs... Everything. :))
You can break up the map sizes into smaller chunks.
Textures can be hand-painted or you can use photographic sources.
No procedurals.

Rigging:
All characters must be rigged/posed.

Final Pictures:
You must provide a screen grab of your wire frame with your poly count, with the actual model and all its parts selected. Please don’t Photoshop your Poly counter with a bogus count.
Also, provide at least 2 rendered pictures of your model. Even better, try to composite a nice art piece similar to the ones in the Winners' Gallery (http://forums.3dtotal.com/showthread.php?t=38687). Be careful how you do this though, simple is often better.


Good luck everyone!
Monte.

statichavoc
11-03-2006, 05:57 PM
should be fun. glad that i have time to do this one :) saw the last one a tad late... also monte... take a look at the rigging rules :P

Ultimate Ronnie
11-03-2006, 06:13 PM
haven't been here in forever and when i came back i saw these fun challenge type things. i'll see what i can do with this... sounds like it'll be loads of awesome, good luck to everybody!

FrZnChAoS
11-03-2006, 08:36 PM
yeh, concept time.

GraphicDragon
12-03-2006, 04:17 AM
Sweeet. No doubt we'll see some really cool stuff in this challenge.

I'm officially throwing my hat in the ring (that means I'm joining). The angle I'll be going for is "Cute Girl with Dangerous Pet Robot". I've already started some preliminary concept sketches and have a pretty good idea of the direction I'm heading in. This will be fun.

Nibby
12-03-2006, 04:19 PM
Cheers Monte, thanks as ever for organising this....and sorting out prizes.
Cant wait to see what people do for this. i got a texture to finnish then i'm gonna be on with the sketching.

Ronnie: i agree it will be loads of awesome

and to anyone lurking around on this thread, join in, the more people on it the more fun it is ;0)

wayhey.

MonteCristo
12-03-2006, 09:17 PM
...also monte... take a look at the rigging rules :P
Thanks bro. I always make at least 1 mistake when I post these things. :o

dhin
12-03-2006, 09:39 PM
NO! I LURK ONLY!!!

You didn't see and hear (or read) anything from me. . . RIGHT!

SamuraiJack
12-03-2006, 11:38 PM
Hey Folks! :)

Well I didn't make it intime for the last compo, I have a half finished winged tiger and rider to complete. Then the next compo's already up! :ugh:

So I am making sure I get into this one. :dance:

As a dad with 2 kids, I simply had to look around me to see what I could come up with for an entry!

So I sat down with my son James and daughter Abbie and we had a hunt about the house and garden to make a couple of robots. Not only is the compo cool but I get to have a great laugh with the kids!!!! =) We might even make em for real, not sure how the missus will react though to use canabalizing half the house contents! ;P

My concept for this compo is for 2 entries based around the same theme, that of KID WARS! :cool:

Basically, Lil' Bro Vs Big Sis', the typical good Vs Evil pitch. Little Bro's robot is a ramshackle assortment of kids toys and household bits and bobs, while Big Sis' has gone for a techno 'Fluff' fest. Hopefully I haven't given too much away! :smug:

< IRL my son is older than my daughter but the same rule applies, CAT AND DOG! 24/7. >


So as an initial installment, here's a sketch of Lil' Bro's Robot, Idle and Lil' Bro' himself!!! Plus a poster idea I had in mind. (I know the concepts are shabby, I'll PS them tomorrow.)

May the Forks be with you!

Peace, SamuraiJack.

P.S. Lol Big Toe, Yeah I had read the rules, I haven't quite lost the plot yet......soon....but not yet -=)

BiG ToE-3DT
13-03-2006, 12:15 AM
Hey SamuraiJack, thats a good start but don't forget that it's boy/girl and his/here robot, so for every robot you need a girl/boy.

Would hate to see you go through all the trouble of modeling two great looking robots but then you don't model their male/female counterparts.

statichavoc
13-03-2006, 12:18 PM
Thanks bro. I always make at least 1 mistake when I post these things. :o

Heh, no problem... I always proofread things... too much of a bad habit hah.

P.S. what's the rule regarding multiple entries? (You have no idea how much free time I have).

LostCucumber
13-03-2006, 02:28 PM
I havn't really showed my face here in a long long time, but this seems like just the thing I need to take a break from work and get my mind working on something fun.

I'm in!

-Cucumber

ArTooRo
13-03-2006, 03:38 PM
Sounds great! I think I could join it. It'd be a good practice to make something low-poly instead of making high-poly everytime.

I've got a question though - what about shaders? Should there be no shaders or maybe many different shaders are possible?

TheWinterLord
13-03-2006, 06:18 PM
I will not enter, this one (I think). I would love to but i dont have the time right now... however Im looking forward to go here everyonce and a while to check what u guys make! Good Luck everyone! :)

Shimrod
13-03-2006, 07:04 PM
Hi everybody !

I just discovered your website and am very interested by this challenge. I'm beginning 3d, but i think this challenge could help me to level up. So i'll try it and i hope i'll can finish it.

I'd just need 2/3 precisions :

- to be sure of having well understood, when you speak of 7000 tris, it's like 3500 "quads", right ? (sorry, english is not my native language and i used to speak in polys with 4 sides, so if you can confirm me... :shy: )

- about the 6 maps max, we have to use for example the Render-to-Texture to reduce the number of maps ? (tutorials, i'm coming... :D )

- what about shaders and procedural maps ?

Thanks for your replies, sorry for my questions and my english :smug: and good luck for everyone !

BiG ToE-3DT
13-03-2006, 07:11 PM
Shimrod 7000 tris = 3500 polys this is right.

Now about the maps, its 6 diffusse(color) maps. You can use bump, specs, etc, but they don't count towards the 6. They are freebies. But it sounds like the normal maps do count as part of the 6.

Tell me if I'm wrong Montie. You know you want to, everybodies doing it.

FrZnChAoS
13-03-2006, 09:59 PM
you shouldnt be using anything procedural within your software really. unless your baking it to your final texture(if your software supports it).

coda5351
13-03-2006, 11:15 PM
oh goody! i missed the last contest but i plan on getting in on this one... need to get some batteries for my "scanner" and sharpen my pencil for that concept art...

bent
13-03-2006, 11:52 PM
Too bad I can't take place in this contest - I still have to finish my model from the last one and I have my final exams in April but I'll be watching

may I judge after not joining in?

good luck to all of ya

BiG ToE-3DT
14-03-2006, 12:08 AM
may I judge after not joining in?




Don't see why not, a bunch of other people did for the last one.

Hilm
14-03-2006, 12:50 AM
Sounds cool - i'm in provided my teachers dont bully me any more lol... (ie i dont get tons of homework)

MonteCristo
14-03-2006, 01:14 AM
Shimrod 7000 tris = 3500 polys this is right.

Now about the maps, its 6 diffusse(color) maps. You can use bump, specs, etc, but they don't count towards the 6. They are freebies. But it sounds like the normal maps do count as part of the 6.

Tell me if I'm wrong Montie. You know you want to, everybodies doing it.
You are right about the poly count, but not the maps. You get 6 maps for EVERYTHING. Specs, bumps, normals, whatever you decide to use. Thems the rulez. These maps can be broken down into whatever denominations you wish. If you look at the winner's gallery you'll see that this is plenty, plenty, plenty. :D

MonteCristo
14-03-2006, 01:17 AM
Bent - Yes you can vote.

Shimrod - No to procedural maps bro.

coda5351
14-03-2006, 01:31 AM
does the kid have to be human?

Zcubed
14-03-2006, 01:33 AM
Hmm, I don't think I'll have time for this one. Good luck, and have fun!

The texture guidelines are still a bit confusing, Monte. Are you saying that you could potentially use all six maps on diffuse, or use a couple for each different kind of map? Why not just set a size such as 1024 and allow people to tack on any extra maps they want (alpha, spec, normal, etc.) of the same size. That's how all the other realtime contests seem to work, and I find that it keeps things organized.

Or maybe I'm meddling in things that don't concern me :smug:. If so, please ignore me and go on with running the competition as you see fit.

Nibby
14-03-2006, 03:16 AM
sorry to hear your not joining in Z3, try and pop out an entry as part of that texturing excersize your doing.
As for the mapping i think its fair that your entire texture space is 6 maps and we can cut them up as we want. its probly how the industry would do it (if i'm wrong sorry) saves alot of messing about. any normal or anything should be included in the target map size.

Orkron
14-03-2006, 03:46 AM
I would join except I can't
organic model,
rig,
or uvw unwrap

kinda takes the wind outta my sails so-to-speak

Zcubed
14-03-2006, 03:53 AM
You'll never learn if you don't try, Orkron. Why not give it a shot?

Haha, that's a good idea, Nibby. I don't have time for a full-fledged entry, but I might try out a robot skin just for fun. :haha:

Orkron
14-03-2006, 04:01 AM
well Zcubed, if it was one of those things I definately would, but all 3 is murder

Zcubed
14-03-2006, 04:05 AM
EDIT - Actually, offer retracted. My schedule is a bit unpredictable, and I'd hate to leave you hanging after promising to help. I still think you should go for it though. :smug:

BiG ToE-3DT
14-03-2006, 04:06 AM
I would join except I can't
organic model,
rig,
or uvw unwrap



I say give it a shot. And the rules don't say that the girl/boy have to be human. So the organic part you say you can't do, doesn't have to be done. Depending on what you model and how you do it, you might not have to rig it to pose it, and the uv unwrap, well depends on the shape of the object.

Orkron
14-03-2006, 05:37 AM
I say give it a shot. And the rules don't say that the girl/boy have to be human. So the organic part you say you can't do, doesn't have to be done. Depending on what you model and how you do it, you might not have to rig it to pose it, and the uv unwrap, well depends on the shape of the object.
ya, i've tried several tutorials and none of them worked for me to make me learn uvw unwrap...I need a video tutorial for that, like really bad.

Zcubed
14-03-2006, 05:42 AM
Here's a VIDEO TUTORIAL (http://www.elysiumvisions.com/home/extras.html) for unwrapping in Wings 3d, a free program that you can get right HERE (www.wings3d.com). Now you don't have an excuse. :lame:

Orkron
14-03-2006, 06:09 AM
lol, only if i can import max or 3ds files into wings3d

EDIT:
Import Formats
* Nendo (NDO)
* 3D Studio (3DS)
* Wavefront (OBJ)
* FBX (on Windows and Mac OS X)
* Adobe Illustrator 8 (AI)


ur right, i dont have an excuse now, so u talked me into it...it also exports into 3DS

Zcubed
14-03-2006, 06:11 AM
Go for it. Wings can export and import all major filetypes. :smug:

EDIT - Yes, VICTORY!!

Orkron
14-03-2006, 06:19 AM
now i just need a vid tut for max'x unwrap...
btw I gave u a rep point for being so pushy ;)

NsNr8r
14-03-2006, 07:24 AM
I guess this is my first challenge...

sarN
14-03-2006, 07:36 AM
im trying to think of something good, its so hard to try to come up with something original! ive never done low poly before, but with less detail for the modelling, i think it will be a little quicker than high poly modelling. i hope i can unwrap, but ive never rigged before!

BiG ToE-3DT
14-03-2006, 07:59 AM
now i just need a vid tut for max'x unwrap...



Not really a tut on unwrapping, but gives an idea.

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5903856


its for max 8, but the ideas behind it apply to all.

BiG ToE-3DT
14-03-2006, 08:01 AM
ive never rigged before!


You've come to the right place, I'm sure somebody can help. If you want to make your own bones system like I do, or if using Max, toss in a biped, somebody has some answers.

Orkron
14-03-2006, 08:04 AM
I've got a pretty kool idea, but i doubt i can implement it...

If anyone wants to use my idea, here it is:

Very low camera angle facing a tiny robot, with a giant foot coming down to crush it...and the foot stretches up to the impossibly tall looking boy who's doing the crushing...

Because of the angle, the boy looks like he's 1000 feet (400 meters) tall and the robot is life size...I'll sketch it, but i doubt very much that I can model the boy

Orkron
14-03-2006, 08:08 AM
Not really a tut on unwrapping, but gives an idea.

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5903856


its for max 8, but the ideas behind it apply to all.
autodesk was the first place i tried for tutorials, but i find them the least helpful...thanks though.

Zcubed
14-03-2006, 08:50 AM
BEN MATHIS (http://poopinmymouth.com/tutorial/tutorial.htm) to the rescue! Scroll down, he's got a series of video tutorials on unwrapping. You'll notice that he jumps back and forth between Max and Deep UV, which you shouldn't have to do as long as you've got the latest version of Max (Which supposedly has a working relax tool).

Or you could just do it in Wings, like me. :smug:

EDIT - Nappa, huh? I don't see it anywhere. :dunno:

Nappa
14-03-2006, 09:06 AM
BEN MATHIS (http://poopinmymouth.com/tutorial/tutorial.htm) to the rescue! Scroll down, he's got a series of video tutorials on unwrapping. You'll notice that he jumps back and forth between Max and Deep UV, which you shouldn't have to do as long as you've got the latest version of Max (Which supposedly has a working relax tool).

Or you could just do it in Wings, like me. :smug:

i gave him that link already

Orkron
14-03-2006, 09:30 AM
Ya, I'm gonna check those tuts out this weekend after my final projects are done.
Thanks Nappa for the link and Zcubed for all the help (advice)

edit, and i watched that wings3d tut, looks really nice - he was seriously fast so imma have to play it over and over again i think to catch everything...but I think it looks easy enough overall. I will give that a shot too, never hurts to expand on my programs...

Shimrod
14-03-2006, 02:06 PM
Thanks for the links ! http://yelims5.free.fr/TopOuNul/Super01.gif
Ben Mathis seems to be a star of LPM and his site should be useful. Wings is better (or easier) than max for unwrapping ?

Sorry to come back on maps question, but wich one is right ? :

- we can use 6 different maps of 512*512 as many time we want.

- we can use 6 differents map one time each or a final amount of 6 slots (diffuse, specular, bump...)

I think it's the first one, but i'd be sure. And it's ok for procedural if they're baked at the end ?

Sorry Montecristo, you have the right to do that on us ---> http://yelims5.free.fr/Violence/Violence43.gif

Orkron, i don't know like you how unwrap ou rig, but i'll try to learn. Challenges are made for this. ;)

Spartan-117
14-03-2006, 05:20 PM
Hi,
im new to this so i think i'll have go and see what comes out. I normally start something and never finish :wall:

I was just wondering where to post ideas and send the finished entry?

and does there have to be a backdrop for the models?

thx

Nibby
14-03-2006, 06:13 PM
hi spartan welcome aboard, you post all ideas and WIP's in here. when the deadline comes there will be another thread made to post final entries in.

as for a background it is optional, some people do them some people dont, no-ones been pulled up as doing it wrong.

BlindM
14-03-2006, 06:23 PM
Hi everyone!

I'm new here and this will be my first challenge...

I know that everyone should come up with their own ideas, but can we do something from a movie or a cartoon instead :o

Another one: In Cel-Shading, should I count in the polygon number of the clone, if I use a duplicated model with flipped surface for ink instead of applying ink with the base material :???:

GraphicDragon
14-03-2006, 06:52 PM
Wow, it was nice to see 54 people viewing this thread when I logged in. It's getting popular. I can't wait to see the numbers when the sketches and models start rolling in. I should have my concepts up in a few hours.

Orkron - I used Wings3D a lot before I got into 3DS Max. The best format for transferring between Wings3D and Max is FBX, second best is OBJ.

BlindM - Welcome to the challenge. You may not get disqualified for using ideas from movies or cartoons but it will surely hurt you at judging time in the Concept category. Do your best to come up with your own idea. As for your Cel-Shading, a moderator would have to make the call to allow the clone. What program are you using that you need a clone for Cel-Shading?

BlindM
14-03-2006, 07:35 PM
I'm using max and brazil...

I know both have a great material for toonish look, and they have ink option too, but they look horrible with the global antialiasing settings. :wall: -> The edges of the base object won't be antialised. There are some settings to correct these problems within the mat edit but I don't want to mess with that.

Also I'm used to this, and on the other hand some games use a clone for inking too.

--- I'm just being stubborn with this I know that the mat is just as good as the clone but I'm used to that. --- ;P

gaetan
14-03-2006, 07:40 PM
how i upload files for contest?
there re a form in the site?
or i have to mail them?
thanks

frankino
14-03-2006, 07:42 PM
hi people
i'm new on the board ^_^
i try to take part to this contest :D

so, i hope to finish..

when is the deadline?

see u

frk

zortech
14-03-2006, 07:50 PM
omg, 3DT payed 50 people to watch the thread the whole day. :D

@Shimrod it is only 6*512 for everything. Little low to texture 7000 tris, so if you want to use normal maps, 3*512 for color and 3*512 for normals. Glow, specular, relfectionmaps or other masks could be put in the appropriate alpha channels.

@frankino deadline is April 11th

vietato
14-03-2006, 08:05 PM
Hi everybody!
I'm new to this forum, but when I first saw this challenge on cgchannel, I thought it would be fun to do this. The sketches are only to get the idea on "paper" ( photoshop ) .... it's not representing the style .... actually I still don't know what style would fit to the concept ... but I will find out ...
Startet with concept -1 ( the pregnant mother will be a robot) to get the right mood ... concept -2 ist just more what it will be ....

A pregnant robo mother with a ultrasound of the unborn child on a kind of retro TV. And the sister watching it...... something like this ... :O)

hope it would end in a nice lowpoly comp ...

badpigeon
14-03-2006, 08:38 PM
Hey everyone, Im new here also, and would like to participate in the challenge. Should be interesting, this will be my first online challenge! I hope I can finish it.

I'm going to get working on concept art asap!

Hilm
14-03-2006, 09:11 PM
mmmmmmmmmm is it just me or is this a really hard concept to think of :S been thinking what to do all through school but I cant think of any concept that would work well... mmmmmmmm

Orkron
14-03-2006, 09:33 PM
Shimrod I agree, the speed modelling challenges taught me so much....

GraphicDragon hey thanks, I didn't even know about that format...I would've just used 3ds...I will try it ur way though!

dhin
14-03-2006, 09:50 PM
Okay here is my concept. SINCE April 11th is the due date for my 3rd son I thought it only fitting to do my new boy as the child and What every parent wants a robot to save us from being a parent.

http://img330.imageshack.us/img330/9691/nanepramandboycon1oh.jpg

And yes, I do think that my new kid will be a 1920's style gangster

Hilm
14-03-2006, 09:56 PM
Ok well ive decided on my concept - i'm going to havea depressed robot with a child patting it on the back. - no idea where that came from I just figured it would look humerous...

I have a concept drawing but it's too embarrasing to show (my drawing is worse than my modelling... and my modeling aint good...)

Anyway heres a quick screenshot of the robot so far... it's rather lame atm but still.

And at the bottom you can see the wonderfull google searches i was using to find emotions and basic robot shapes lol...

Dia86
14-03-2006, 10:16 PM
WOW, it's nice to see a lot of new people joining in.

ALmanax
14-03-2006, 11:05 PM
hi there! well, i watched last two challenges from side, found it very interesting and advancing. So i decided to take part in this one. I have some ideas about my concept, but i'll post my skecthes later on...

Ineedsleep
15-03-2006, 01:03 AM
this my first post here I think Ill try this too. :dance:

shadowbreeze
15-03-2006, 08:21 AM
i think i'll have to give this one ago, between school work

badpigeon
15-03-2006, 08:37 AM
I figured I would post some of the concept art ive been working on... Nothing special at this point.

I want to show a boy with his friend robot, possibly a robot he built to be his friend. The robot is made from things like tin cans and other misc metal parts that he found laying around his house(its pretty small). I remember being young and wanting to have a robot friend :) Im still working out alot of the details so I will save those for later.

Let me know what you think, if anything!

krazy_kidd1
15-03-2006, 09:44 AM
pretty sure i'll be joining this one.

i'm still new to this website, so i hope i do everything right :) i'll be asking some questions if i run into any problems. good luck

FrZnChAoS
15-03-2006, 09:58 AM
wow, lots of new people entering. good to see.

still working on my concepts. should have something concrete done in a day or so.

Lucks3d
15-03-2006, 10:14 AM
I want to participate in this challenge, but with my other account, but i can't for this reason.

lucks, you do not have permission to access this page. This could be due to one of several reasons:

1. Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
2. If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation.

:hurt:

Please help me.

womaw
15-03-2006, 01:20 PM
Ok. 6 bitmaps for 2 characters. Difuse, Specular, etc... But, Can we use Displace maps?

MonteCristo
15-03-2006, 02:39 PM
FIRSTLY, TO ALL THOSE PEOPLE JOINING THE FORUMS TO TAKE PART IN THIS COMP, WELCOME!!!
HOPE Y'ALL STICK AROUND...

Ok. 6 bitmaps for 2 characters. Difuse, Specular, etc... But, Can we use Displace maps?Oh, go on then. I'm not really all that interested in being entirely "real-world", and I don't see why one couldn't use displacement in a game. Not entirely sure why you'd want to though.


A quick note
I've seen questions from people asking whether the child could also be a robot...
Well, technically yes. The child could be an alien child if you want I suppose, but I really wish people would just keep things simple and try to excel with the brief they've been given. In the past competitions, I rarely saw people winning or even completing on time when they try to play outside the boundaries of the rules. Not sure why. Usually, the ones that come out on top are those people who keep things simple, but original.

Try not to overcomplicate; that's my advice.

:D

MonteCristo
15-03-2006, 02:50 PM
...I think it's the first one, but i'd be sure. And it's ok for procedural if they're baked at the end ?
Sorry Montecristo, you have the right to do that on us ---> http://yelims5.free.fr/Violence/Violence43.gif
Yeah, I don't have a problem with that at all because you will end up with bmps.


I figured I would post some of the concept art ive been working on... Nothing special at this point.

I want to show a boy with his friend robot, possibly a robot he built to be his friend. The robot is made from things like tin cans and other misc metal parts that he found laying around his house(its pretty small). I remember being young and wanting to have a robot friend :) Im still working out alot of the details so I will save those for later.

Let me know what you think, if anything!
I think this is an OK start, but your comments about the "tin-can" approach are interesting and aren't really coming across in your drawing. I would be inclined to look at it again and add a few details. Paint pots, garden tools etc... Go crazy. Try to think of different objects perhaps and not just cans. What would make a good body for this little fella... :)


I want to participate in this challenge, but with my other account, but i can't for this reason.

lucks, you do not have permission to access this page. This could be due to one of several reasons:

1. Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
2. If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation.

:hurt:

Please help me.
Hey bro, I've deleted the old "lucks" account. Can't see why it would be doing that. From now on use the Lucks3d account and I will change your username once you've read this message and replied to me.

badpigeon
15-03-2006, 06:06 PM
Thanks for the comments MonteCristo, I'll work on that when I get home from class. Right now he's pretty plain, I have a few ideas that im going to mess with to give him some more life and character.

Nik
15-03-2006, 08:32 PM
Hi everybody!

I should learn for my final exams, but I think I need some break, so I will join too!!! :crazy:

Hallaj
15-03-2006, 08:49 PM
I think i would like to try myself at that ! I didn't do any low poly or rigged before but i think it's about time to do that , eh ?
Well,i would like to see what Orkron will come up with as we can help each other dude ,how about that ?

Milan
15-03-2006, 09:01 PM
Hi every one thinking to to join with u guys .

TheWinterLord
15-03-2006, 10:33 PM
wow so many people is joining! great! yeh now I definatly cant join lol. Monte Cristo opened up the competition a little, you can make an alien child, anyone going for something like this? I have thought about some awesome ideas..., again, good luck everyone!

Lucks
15-03-2006, 10:44 PM
Yeah, I don't have a problem with that at all because you will end up with bmps.



I think this is an OK start, but your comments about the "tin-can" approach are interesting and aren't really coming across in your drawing. I would be inclined to look at it again and add a few details. Paint pots, garden tools etc... Go crazy. Try to think of different objects perhaps and not just cans. What would make a good body for this little fella... :)



Hey bro, I've deleted the old "lucks" account. Can't see why it would be doing that. From now on use the Lucks3d account and I will change your username once you've read this message and replied to me.


you can now delete the account of Lucks3d, i have the lucks account working, now, working for the sketches...

theking
16-03-2006, 12:24 AM
Hi,

Got a dumb question but i'm new to these comps and was wondering to enter do we just start posting out ideas and work or do we sign up some where.

Please forgive my ignorance

ta

Dia86
16-03-2006, 12:32 AM
Hey king, theres no need to sign up, just post all your concepts and wips here. Theres no such thing as a dumb question, you learn by asking questions, so ask as many as you need. : )

theking
16-03-2006, 12:50 AM
Thanks Dia86, i'll get cracking on it..one more question..

Whats a polygon?.... ;-)

Klash120
16-03-2006, 12:51 AM
I got a question about the poly limit. Is it 7000 Tris for
the boy/robot & another 7000 for girl/robot OR 7000 for all,
IE: boy,girl, robot1,robot2 ? Someone please clarify this more me :P

-Cisco

BiG ToE-3DT
16-03-2006, 01:21 AM
7000 tris total, boy/girl and robot. Says it on the first page where the guidelines are. Montie said we can split the 7000 up any way we want between the two characters, but we only get 7000 to play with.

BiG ToE-3DT
16-03-2006, 01:23 AM
Whats a polygon?.... ;-)


It's what you use to model with. And for every 4 sided polygon, you get 2 tris.

Now to make things more messed up, 7000 tris = 3500 polys.

Gamesaint
16-03-2006, 01:42 AM
Hey guys, new to this forum but have decided to take the challenge. I love the idea of child and a robot. Concept time... GS out.

Dia86
16-03-2006, 01:44 AM
HAHA, good one King.

PixeL
16-03-2006, 08:39 AM
i'll give it a try :wave:

Shimrod
16-03-2006, 12:04 PM
HAHA, good one King.

:D :D +1 the king !

dhin
16-03-2006, 02:57 PM
Polly is a parrot that flew away, now whne people ask where Poly is we all reply "Polly's gone". Which has become slanged into polygon. I hope that helps ;)

Creator
16-03-2006, 07:09 PM
Hiho,
I decided to join the challange.
This is a good training for my low-poly-skills and i can increase my texturepainting in ps. You will see my first results soon.

greetings Rareman Creator

Gamesaint
16-03-2006, 08:59 PM
I have only been using Max for about 10 months but I feel that if I am to improve my skills I need to get advice and crits from artists whos skill level exceeds my own. I believe I have a good concept for this challenge, lets see if I can model it....GS out.

OROCHI
16-03-2006, 09:32 PM
Hi There!
This is my first challenge...be clement on me :halo:

These are my concepts:
http://img141.imageshack.us/img141/1879/presentazione4lf.th.jpg (http://img141.imageshack.us/my.php?image=presentazione4lf.jpg)

drsynister
16-03-2006, 09:36 PM
ive been around threedy for about a year now under a new name which i forgot :)
so anyways im in. im buried in projects for school but id really like to get in on this to brush up on my 3dskills...or lack thereof. concept on the way

Klash120
16-03-2006, 10:46 PM
Neat concepts 'OROCHI' though your mechs have an uncannny resemblance
to 'Jehuty' of Zone of Enders :P Mebbe if you change it up a bit. Add / Subtract
parts here & there. -Cisco

Dia86
16-03-2006, 11:01 PM
Welcome aboard OROCHI. I really like your concept of the girl, not to sure about the mech though.

Klash120
16-03-2006, 11:29 PM
Aloha. Started concepting. Just blocking the characters, basic idea.
My, scanner's out of commision, so I used the next best thing,
a digital camera :P Anyways, I should have a more refined idea by next post.
-Cisco

Freek
17-03-2006, 03:06 AM
Hi There!
This is my first challenge...be clement on me :halo:

These are my concepts:
http://img141.imageshack.us/img141/1879/presentazione4lf.th.jpg (http://img141.imageshack.us/my.php?image=presentazione4lf.jpg)

A nice Zone of the Enders influence there, I like it. :)
ZOE has some of the best mech designs around, great to see somebody being inspired by them.

OROCHI
17-03-2006, 05:37 AM
Yep! I took inspiration from Z.o.e and Virtual On (another mech game I really love).
I like the line of the mech...maybe the final form will be a bit different from the one I posted ^_^

Raul
17-03-2006, 08:24 AM
It's been a while since i've been here. I thought to give this contest a try. Here is what im gonna be doing.

I think is cool to come up with a little background story for your characters rather than just randomly do something. So my story for this is that a great inventor was assassinated. Apparantly, he made a big discovery, and well, he refused to sell his "discovery". So he was killed. He knew we'd die, so in the little time he had, he created a robot, using the new technology he developed. The robot is to take care of the inventor's 11 year old daughter, minverva. Who mourns her father's death. The robot has a mind of his own, but the inventor developed a cyber glove that can be used as a telepathic controller. Minerva uses it to control the robot and avange her father's death.

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/sample01.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/Minerva_girl.png
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/_titanus.jpg

aprentice23
17-03-2006, 09:42 AM
I was just thinking to myself, " I hope 3d total has another LP challenge" and behold. YES!
I have sat back and watched 2 previous challenges and I have decided to join in this one. Although I have no expierence with texturing or rigging, these challenges and the entrants within them have displayed an overwhelming amount to knowledge and direction to those with inexperience.
So with that said, I am excited to participate. I am looking to develope my skills in areas unknown to me, and learn.

mask
17-03-2006, 10:47 AM
Hello, i don't know if i'll have time to complete but i 'll give a try..
Good luck to everyone !

Cracadoo
17-03-2006, 02:02 PM
I think I'm in. General left house for some time, and his kid exploit millitary robot to get a cookies, or some other naive operation. The idea is that kid is sitting in robot's hand and controll it via remote control. Will post scatches later

LostCucumber
17-03-2006, 02:07 PM
did some Photoshop doodling, and found out I liked these four concepts the most. Will work some more on them and find out which one I'll go for.

http://i10.photobucket.com/albums/a125/nordahl/concept_01.jpg

MonteCristo
17-03-2006, 04:03 PM
I was just thinking to myself, " I hope 3d total has another LP challenge" and behold. YES!
I have sat back and watched 2 previous challenges and I have decided to join in this one. Although I have no expierence with texturing or rigging, these challenges and the entrants within them have displayed an overwhelming amount to knowledge and direction to those with inexperience.
So with that said, I am excited to participate. I am looking to develope my skills in areas unknown to me, and learn.
And THAT is the exact reason why we run these things. Hope it proves to be a useful experience for you. :)

Ultimate Ronnie
17-03-2006, 04:09 PM
well it's been a couple of days and i've come up with the concept for the boy. now if i could just draw robots...

frankino
17-03-2006, 04:26 PM
hi people
i do my sketch during daily work (ihihhihiihihihihih)
this is the child character, but only the head of their robot!
i'm working on old 80's style for the robot concept :D

see u later

frk

Spartan-117
17-03-2006, 04:29 PM
Just wondered what is ment by rigging. :dance:

BiG ToE-3DT
17-03-2006, 05:22 PM
rigging, is a bone system inside your character that allows you to move it.

lowlevel
17-03-2006, 08:05 PM
hey sup everybody glad to see theres alot of new people(atleast new to me ^_^ ) thats joining t he challenge. I am going to be joining this one, provided i finish in time...aside from that i hope everyone does a great job with theres. And good luck


p.s my concept should be up by this weekend

Dia86
17-03-2006, 08:42 PM
Well, here are some concepts i've been working on. The boy is going to be a little alien with a wacky straw hat and his if his freind, the robot, called Gimbo. Im going to go with a simply desing with this comp. Let me know what you think.

concept 1 (http://i19.photobucket.com/albums/b156/ragnorok86x/concept4.jpg)
concept 2 (http://i19.photobucket.com/albums/b156/ragnorok86x/concept3.jpg)
concept 3 (http://i19.photobucket.com/albums/b156/ragnorok86x/concept2.jpg)
concept 4 (http://i19.photobucket.com/albums/b156/ragnorok86x/concept1.jpg)

LostCucumber
17-03-2006, 08:47 PM
a couple of questions about shading on the renders of the models:

1: What are the limitations on shader settings, apart from the texture map rules with no procedurals and 4x 512x512 maps

2: Any restrictions on a cell shaded and inked shader? (using 3ds max, if it matters)

3: Can I throw in ambient occlusion in the diffuse slot?

4: Are there any restrictions about the lighting in our beauty renders?

I apologise if any of this has been brought up before, but I would rather ask one too many questions than break a rule by accident.

-Cucumber

MonteCristo
17-03-2006, 09:40 PM
a couple of questions about shading on the renders of the models:

1: What are the limitations on shader settings, apart from the texture map rules with no procedurals and 4x 512x512 maps

2: Any restrictions on a cell shaded and inked shader? (using 3ds max, if it matters)

3: Can I throw in ambient occlusion in the diffuse slot?

4: Are there any restrictions about the lighting in our beauty renders?

I apologise if any of this has been brought up before, but I would rather ask one too many questions than break a rule by accident.

-Cucumber

I would be happy for y'all to use Cel-shading to "simulate the in-game cel-shade style. The main rule specification is the texture size, and the polycount. Other than that make your beauty shots as beautiful as you want them to be. :)

OROCHI
17-03-2006, 09:46 PM
Some questions:

-Can I use Materials instead of textures?

-I was thinking to render in Real Time Open GL, is this a problem? :crazy:

-What' s the point with 6 x 512 x 512 texture for ALL?..You now, videogames characters are usually made with many textures (one for each part of the body) and not only with one texture of 512 x 512...

emysfit
17-03-2006, 09:49 PM
Hello everyone. I'm not exactly new here but I havn't posted anything in years(literally I think haha) and wasn't a big contributer before. 3dtotal is probably one of my favorite 3d/cg sites though so I've been looming around.

If I find the time I'd really like to join up in this challenge, cause I love the idea!

Here's my first concept so far, I came up with it while watching Treasure Planet, Basically a punk kid with talent but is looked at as a 'bad apple' kinda story. Builds a robot. I was thinking a story could be something like invaders from another dimension/galaxy/whatever are taking over the earth and humans are no match for them, so governments and such are developing mechanized units to combat the new threat. Slowly making progress but still fighting a losing battle, the boy everyone slaps around for being a 'bad kid' designs and builds a robot of his own. His creation is able to slaughter the invaders easily, but the government uses his past as an excuse not to help create more of them. So the boy and his robot are basically like outcast heros that protect his small town and family....or something like that haha.

http://www.merrill3d.com/childrobot.jpg

Not sure if this will even be what I go with, I have a few more ideas, then I'll probably pick one and color it then start the models and stuff. Just thought I'd try and get some input or something.

MonteCristo
17-03-2006, 10:58 PM
Some questions:

Can I use Materials instead of textures?
No.

-I was thinking to render in Real Time Open GL, is this a problem? :crazy: No, that will be fine. :)

-What' s the point with 6 x 512 x 512 texture for ALL?..You now, videogames characters are usually made with many textures (one for each part of the body)...That's news to me.

and not only with one texture of 512 x 512...
The 512 size can be broken down into whatever denominations you like. When you use a TGA with an Alpha map, the alpha channel is considered a map in itself. If I had a diffuse of 256x256 and an alpha channel of an equal size, I would effectively be using 2x256's. Thus it must be taken into account with the overall allocation of mapping space for the character. Thus I say: 6x 512's for EVERYTHING. Or to put it another way 3x512's for each character. But if the child is only a small amount of polys, maybe you will want 4x512 for the robot...

Nibby
17-03-2006, 11:59 PM
Hi everyone, before i post my concept, thought i go through and find all the pics so far, just so i dont miss anyone.

Emysfit: I like the idea of having him made out of junk, but i dont know if i like the idea of having junk witten on its chest. how about having a roadsign or piece of billboard wrapped round it. apart from theat the idea is great he has a bit of a medevil look about him.

LostCucumber: I like the one on the end best (has the most intresting Silouet)

Neto: The robot looks great i can really see that as a game model, cant wait to see it in 3. not sure i like the dress on the girl that much i think its just the shape at the shoulder.

Klash120: Great sketches man, the kid looks to have asome great expression gives abit of deapth to the character. as for the expressions any idea hows best to do mouth movements on a cartoony face? i'm wondering hows best to build the mesh.....hmmm.
The robot looks great, the arms remind me of the robots on "Laputa :Castle in the sky". if you havent seen it take alook it might give you some ideas ;0)


Orochi: Looking great, never seen ZOE, but this has made me want to take a look.

BadPigeon: I think the robot would look good if it was a tin can and it sorta transformed from teat into a robot. maybe splits in half and legs pop out of holes. the kid looks like it could be bill gates does that mean the robot will keep crashing. hahahaha. Just kidding. nice work i look forward to seeing more.

Hilm: first to start modelling and still no concept shown, com'on let us take a peek

Dhin: nice idea very sweet. i like the 1920's look. check the kid in rodger rabbit i think hes a good take on a typcal cartoon baby. might give som ideas for porportions (plus he smokes too). COngrats on the little one (your own baby i mean) lets hope we dont get an early birth so you can finnish the comp. ;0)

Vietato: cant wait to see how this turns out, a very intresting abstract concept. i love the painting style in concept too.

SamuraiJack: some nice sketches. the one of the kid is crazy, whats with all the wierd stuff on him.....theres no reason not to have it but is there any backstory as to why he has a goldfishbowl and a whisk?

Welcome to all the new members. stick around, this stuff is great for improving your skills and giving you a target to work to. i feel like i've learnt loads just from joining in. (hopefully i'll do better than 5th place this time).

NIB

jdgill
18-03-2006, 12:18 AM
Hey guys, I'm still judging wether I may join. Maybe I'll just do one personally. My advice to you guys is to not only think of what looks "cool", but what captures the viewers emotions. Its like music, their are songs that are just cool, and others that really catch your emotion and attention. I noticed that many that capture emotion can be quite succesful, even if they are simple. It may even be an odd way that it captures your emotions. Like vietato's concepts, it is quite simple, but it sure catches my likeness. Just remember, its not all about "cool". As artist's we entertain the viewers mind with our art, and express ourselves ;) :). I may post a drawing I recently have been working on....surprisingly it is about a boy and his (a) robot :p. Maybe it will help give ideas. Good luck everyone!

Nibby
18-03-2006, 12:19 AM
Working title: Rob0Mon

Brief: Created in the style of a cute japanese kids show. (think Pokemon, Digimon or cardcaptors) the program/game is about 5 children who each have a robotic animal. the animals come to there aid when evil emerges.

Characters: the child is called "Akasuki" which aparently means Fond of red or bright helper and the red panda is called "Kumakichi" which translates as Fortunate bear. the translations i got from a website so i'm not sure they are right. the panda i plan to be completly mechanical with an animal stlye pelt running along its back (still in a cute style)

Style: i'm not gonna use celshading here, but i am gonna try to keep it fairly toonish with the texture painting.

http://www.niblock3d.com/panda-n-girl.jpg

I plan to start modeling tommorow and i still need to do a good orth view of the red panda

Yaurah7
18-03-2006, 01:22 AM
The contest seems cool, I think I'll give it a go...may take a while but I'll u/l some concept scans shortly...gotta cook tacoz 4 dinner...so geah check yaahz inna bizyte...

Raul
18-03-2006, 01:44 AM
Im being blown away by all the art you guys are comming up with. All of you, you rock!!!! :smug:

I was wondering one thing, tho. Say we are done, and we submit our stuff. Can we set up a scene with the characters on it? Or not? Or do you just want a plain render showing both characters?

Torrpunk
18-03-2006, 01:49 AM
Hey all I've been working with 3ds max for about a year now and I have yet to do a competition. I will try to enter this one and it should be fun cause its my first attempt to do low poly modeling. I had some starter questions though about low poly. First I am unclear if smoothers are ever used to make things look a bit less bumpy? and secondly how do you make a normals bump map i know how to use the black and white version but not normals any tips or feedback is greatly appreciated. Thanks and good luck to everyone.

Raul
18-03-2006, 02:37 AM
Instead of using smooth modfiers, you rely on good mesh flow and normal maps, and other shaders to make your model look high res. A good example is doom 3, quake 4, unreal 2007.

To make normal maps you need 2 models. A low res(the game model) and a high res(the source model). Pretty much, the way it works is that the computer goes through and bakes the surface info from the high res model into a texture. So you can use it in a low res model.

Things to know when making normal maps.
1. Make sure your uvs dont overlap.
2. You only need worry about your target model(the low poly) having uvs set up.
3. Only use normal maps to make detail like muscles, wrinkles, etc. Dont try making a single poly look like a tree. Cause it wont work.

There are many ways to make a normal map. You can get nvidia or ati tools. They are free. I use maya, maya comes with a surface transfer plugin. Im sure there most be a plugin for max. Try ben mathis website (http://poopinmymouth.com) for some excellent info about normal maps and max.(mathis worked on blood rayne 2!!!)

Or, you could export your model into zbrush, which is what most of us do. Zbrush is really powerful. And not that expensive.($500 US dollars) ok, it is a little bit expensive, but is worth every penny.

If you go over planetdoom.org, you can find a lot more about how normal mapping works, since doom 3 uses normal maps a lot.

Klash120
18-03-2006, 03:15 AM
Nibby, That's EXACTLY where I got the arm idea from :P
Good eye there. "...as for the expressions any idea hows best to do mouth movements on a cartoony face? i'm wondering hows best to build the mesh..."
As for that, take a look at my mesh, having the edges flow around the mouth area will give good deformations when animating/talking. Could also swap between textures to 'fake' talking.

IT JUST HIT ME that it's a kid and his/her robot (2 characters). Thought it was a boy and a girl with BOTH thier robots >.< Meaning 7000 tris for 4 characters :wall:
ANYWAYS, here I have the girl and her robot. Girl's under 2000 Tris, and the Robot just a little over 1000 Tris ...

So yeah, need to re-work some stuff here on out >.< again :wall:

Gamesaint
18-03-2006, 03:45 AM
Looking great so far Klash 120... I was looking forward to seeing some actual models posted... Your Kid model's head and face are well done, hope I can come half as close on mine... GS out.

Yaurah7
18-03-2006, 04:37 AM
Well I may have to work somewhere else for a bit, but here is my sketch sample hope I can create the 3d before the deadline.... :halo: :xyz: :ufo:
Its going to been a teen...hope that counts for "child" as far as rules, and the robot is a walking extension frame with a belt for lock-in and movement, Im going to add a remot also long as polys dont get to high...(thats what the triplistical style antenna is for... WELL PEAZEY WEAZEY 7000 till next phaze... :smug:

BiG ToE-3DT
18-03-2006, 05:45 AM
Neto, rendering out a final scene is allowed. Infact it should be the only way to go, but some people don't have time to model out an environment.

Raul
18-03-2006, 06:16 AM
Neto, rendering out a final scene is allowed. Infact it should be the only way to go, but some people don't have time to model out an environment.


I figured that's why is not a good idea. Maybe i'll work on it later...who knows!

Yaurah7, that robot looks sick!!! I really like it! Is so much different from what everyone else is doin'

Dia86
18-03-2006, 06:59 AM
Here are the final designs for my characters:
Jenkers:
http://i19.photobucket.com/albums/b156/ragnorok86x/Jenker.jpg

Gimbo:
http://i19.photobucket.com/albums/b156/ragnorok86x/Gimbo.jpg

For the texturing im thinking going cel shaded, but im not just going to make it just flat colors.

womaw
18-03-2006, 02:01 PM
I've a Question? I can use characters of a film, for example Star Wars, or only my designs?

Nibby
18-03-2006, 02:28 PM
womaw: i would sugest no to, using someone elses designs you would suffer in the concept marking catagory.

Dia: i like the cartoony design you have, looking forward to the model.

Yaurah: looking good. i think a teen would be alowed dont see why not. i'd check with monte tho (although no age range was specified)

Yaurah7
18-03-2006, 03:04 PM
Thank for comments on my Image posting, also I love the other Images, Like Dia86, and the other before...yes a few are conceptualizing cartoonish characters, andvery stylish designs...Im trying for a bit of and alter design and concept...Kalisha(Kay.or.Kaysha) Is a young Female born into the universe on her own small planet with furry aminals for friends and lovely landscapes full of enriched elements supplimental for construction and process, as she grows in the mysterious realm of space she looks upon the stars after a cosmic sunsets in at night hoping to soon unite with a friend she shes in dreams whom exist on a planet elsewhere (whhhoohoo) they telepathically comunicate and she begins lab work on a Space walker remote droid with height extension capabilitys...to aid her in building a extremely powerful teleportronic starship module that will enable her to slipsteam throuh a sacred gateway in a hidden nebula allowing her and -*Y*-*-*-*-*H*- her long lost lover to finally link up and unite in the Heavenly Garden of Light ~AURA~....This is yet the beggining of a saga which will span into eternaty for Love Peace Honor and True Friendship are key ingredients to what is to be beheld...

...hhhhmm....

Well I got the Teen model done as far as the everything but hair my tri-poly...well Tri count is about 2600 so far, I was wondering ..as long as it doesnt go over count(and I may wait to add hair till last cause I still have to build the robot) ..Is it alright to use "particle" based hair stranding on the model or is it required to be polymeshed??? Even though I have a feeling it will use quite a bit ...Im not sure yet as to how it will affect tri-/-poly counts...

PEAZEY WEAZY 7000..catchaondafilznipplesizzarizide...whew...

OROCHI
18-03-2006, 05:39 PM
Originally Posted by OROCHI
-What' s the point with 6 x 512 x 512 texture for ALL?..You now, videogames characters are usually made with many textures (one for each part of the body)...

Originally Posted by MonteCristo-3DT - That's news to me.

For example:
This is Mitsurugi from Soul Calibur 2:
http://img220.imageshack.us/img220/7493/sc2032023fp.th.jpg (http://img220.imageshack.us/my.php?image=sc2032023fp.jpg)
And these are their textures:
http://img67.imageshack.us/img67/9113/texturesmitsu6xs.th.jpg (http://img67.imageshack.us/my.php?image=texturesmitsu6xs.jpg)
As you see there are many texture maps...the maximum map size is always 512 x 512 but some textures come also with strange size like 256 x 128.

This is not an isolated case. Many videogames are using the same solution.

BiG ToE-3DT
18-03-2006, 05:58 PM
I was wondering ..as long as it doesnt go over count(and I may wait to add hair till last cause I still have to build the robot) ..Is it alright to use "particle" based hair stranding on the model or is it required to be polymeshed???


Sorry, you can't use particles for the comp, but you can use them for your self.

Make two versions of the model one with the poly hair, and one with the particle hair, show it to everyone, I'm sure we would love to see what you came up with, and the difference particles make.

OROCHI that just seems like a waste doing it that way, But then, I'm not a texture artist.

rockstar66623
18-03-2006, 07:01 PM
Where do you guys learn to create those cool low poly models, i suck in creating low poly models, so can you tell me how did you learn to create them?

Malcolm
18-03-2006, 07:20 PM
I've never really done low-poly stuff before, but this is such a cool theme I'm going to try something.

Just wondering, are there any rules concerning repeating textures over areas, or tiling textures? Also, can we apply different colours to areas by using a paint face tool? Or are these techniques counted as going outside the bounds of just using 6 by 512 by 512 textures?

BiG ToE-3DT
18-03-2006, 07:56 PM
Where do you guys learn to create those cool low poly models, i suck in creating low poly models, so can you tell me how did you learn to create them?


A good way to practice is by taking a higher poly model that you already have, and cut it down, trying to keep it looking at the same, but with less polys. Look at areas that seem to be too busy, remove a few lines and verts, and work your way through the whole model.

But the best way is to learn by doing.

BiG ToE-3DT
18-03-2006, 07:58 PM
Just wondering, are there any rules concerning repeating textures over areas, or tiling textures? Also, can we apply different colours to areas by using a paint face tool? Or are these techniques counted as going outside the bounds of just using 6 by 512 by 512 textures?


You can texture however you want, as long as it meets with the texturing guidlines stated on the first page.

You can tile, but after you unwrap your character, there will be no need for it.

rockstar66623
18-03-2006, 08:03 PM
Where do you guys learn to create those cool low poly models, i suck in creating low poly models, so can you tell me how did you learn to create them?

BiG ToE-3DT
18-03-2006, 08:16 PM
A good way to practice is by taking a higher poly model that you already have, and cut it down, trying to keep it looking at the same, but with less polys. Look at areas that seem to be too busy, remove a few lines and verts, and work your way through the whole model.

But the best way is to learn by doing..

gaetan
18-03-2006, 10:14 PM
fast sketching

im thinking about a robotic angel but at this time i dunno how to caracterized it....with modelling and with texture but i need to try some cause i never do similar

i like cy-gor from mcfarland production but so hard to do similar good

USED
19-03-2006, 12:08 AM
For example:
This is Mitsurugi from Soul Calibur 2:
http://img220.imageshack.us/img220/7493/sc2032023fp.th.jpg (http://img220.imageshack.us/my.php?image=sc2032023fp.jpg)
And these are their textures:
http://img67.imageshack.us/img67/9113/texturesmitsu6xs.th.jpg (http://img67.imageshack.us/my.php?image=texturesmitsu6xs.jpg)
As you see there are many texture maps...the maximum map size is always 512 x 512 but some textures come also with strange size like 256 x 128.

This is not an isolated case. Many videogames are using the same solution.

Orochi,
That is intresting, and I must say that using many maps is not the norm! True with game systems getting more powerful they have the ability to manage them, however it is not a practical way of operation. That new shinny power should be getting used for Physics, poly counts, and good AI not 1,000's of textures when on can achieve the same effect more effishantly. Some game creators are lazy, or not good game creators :) Thus you will find many different ways of model management. Just because some one else does it "this way" does not make it the best way.

This is a comp, put on by Monte and 3d total, its intended to advance members skills in the Proper game model creation methoids. Its not here to nit pick the rules, they are what they are, It may make the task more challenging but that will only improve you skills.

OROCHI
19-03-2006, 12:13 AM
After 3 days of work my character is almost ready...
Only 1198 polygons ;P
http://img75.imageshack.us/img75/1764/girl3dwireframe5qw.jpg (http://imageshack.us)

http://img355.imageshack.us/img355/2591/girl3d019ce.th.jpg (http://img355.imageshack.us/my.php?image=girl3d019ce.jpg)

Nibby
19-03-2006, 01:32 AM
6x 512x512 for EVERYTHING (Normal Maps, Bumps Specs... Everything. )
You can break up the map sizes into smaller chunks.
Textures can be hand-painted or you can use photographic sources.
No procedurals.

Orochi: the rules do state you can chop up the maps however you wish as long as you dont exceed the 6x, 512x512 total space.

the models looking cool by the way keep it up.

NIB

BiG ToE-3DT
19-03-2006, 02:03 AM
OROCHI, if you have the tris to play with, I would try to round out some of those boxy areas. The arms and boots. They look out of place compared to the rest of the model.

OROCHI
19-03-2006, 02:06 AM
Orochi,
That is intresting, and I must say that using many maps is not the norm! True with game systems getting more powerful they have the ability to manage them, however it is not a practical way of operation. That new shinny power should be getting used for Physics, poly counts, and good AI not 1,000's of textures when on can achieve the same effect more effishantly. Some game creators are lazy, or not good game creators :) Thus you will find many different ways of model management. Just because some one else does it "this way" does not make it the best way.

This is a comp, put on by Monte and 3d total, its intended to advance members skills in the Proper game model creation methoids. Its not here to nit pick the rules, they are what they are, It may make the task more challenging but that will only improve you skills.
Ok, got it http://www.forumeye.it/invision/style_emoticons/default/happy.gif
But I don' t think Namco (or Team Ninja, Sega, Capcom ecc.) are bad game creators...

Yaurah7
19-03-2006, 06:38 AM
Kewl, I wont use particle for the comp+ im almost fin. with 1st child/teen model, might post, but I might wait till Im done as I,ll have to re-learn a few point in mapping with the 6-512x512 limit, and yes that is good for experience in texturizing....btw of the models ive seen posted already...they look real good and quite low poly...I may budget half 4 chld and half 4 robot the way things are going right now....PEAZE till next phaze...7000

BiG ToE-3DT
19-03-2006, 08:35 AM
Everyone who joins might want to consider posting work in progress, no one can help you with your model if we can't see it. Plus, if there is something big thats wrong with your model, you don't want to find out about it after you think your done. And remember you have 7000 tris, use them.

Ultimate Ronnie
19-03-2006, 04:52 PM
alright. i spent most of the day yesterday in front of my comp and i finished the robot. just in time to see v for vendetta, which almost makes up for what the wachowskis did to the matrix... but that's not sometihng to discuss here, so down to business.

i give you the robot concept and the scale of the two characters together

Nik
19-03-2006, 07:47 PM
Hi!

These are some of my sketches. I'm not good win pencil, so it looks strange... :crazy:

And my nearly ready robot. Only 1500 tris! :crazy:

I have an idea of big unfinished sad robot, which is leaving his master - little child, which begging him not to go.

I hope I'll finish this work ;P

Nik

Raul
19-03-2006, 08:25 PM
Where do you guys learn to create those cool low poly models, i suck in creating low poly models, so can you tell me how did you learn to create them?

Well, we spend countless hours sitting on our butts in front of our pcs reading tutorials, watching and learning from other people(here on the forums) and of course lots of practice.

bruceape
19-03-2006, 08:31 PM
I think I am going to enter this contest ..
I have a question though...The Child and Robot...they don't need to be a single mesh right? They can have parts like arms and legs and such as seperate meshes?
Want to make sure, cuase it is going tobe a pain in the butt rigging a robot that is a single mesh...

BiG ToE-3DT
19-03-2006, 09:27 PM
I think I am going to enter this contest ..
I have a question though...The Child and Robot...they don't need to be a single mesh right? They can have parts like arms and legs and such as seperate meshes?
Want to make sure, cuase it is going tobe a pain in the butt rigging a robot that is a single mesh...


You can do whatever you want with the mesh, you just need to kee an eye on your textures. 6 512 x 512.

bruceape
19-03-2006, 10:00 PM
You can do whatever you want with the mesh, you just need to kee an eye on your textures. 6 512 x 512.
Alright, groovy. Thank you.
One more thing..the 6 maps...does that mean the a single map can be applyed as to as many objects as you wish as long as there are 6 or less total maps? Heh, man I feel like a noob...

BiG ToE-3DT
19-03-2006, 11:02 PM
Yes. But the idea is that you are unwrapping your objects, and then you wont need to. Every object should have its own place in the texture unwrap.

ALmanax
19-03-2006, 11:46 PM
well, now i got some free time and can start doing something. Here's the concept for a boy and his robot... yeah, i know, it's realy scary, but i just had no other way then paint it in photoshop with mouse - the scanner is far away... of course the idea firstly was on a paper and there were many experiments with characters and their look like, but i decided to stay not very original and choosed an evil (?) little genius who constructed a big and powerfull robot who will obey boy's commands... very simple...
http://img461.imageshack.us/img461/8434/roboconcept0ec.jpg

Yaurah7
20-03-2006, 07:30 AM
Heres a quick post of W.I.P ... I still have to unwrap the textures but so far this is the basic idea for the teen/fem child, and the robot is on the way.. though the tri/poly for her are just under half the budget, so once i complete the bot, ill look in to modifing tri-polys down a bit if needed though I May end up using the full amount i'll try to stay at least 100 tri's under budget... :wave: :eek:

BiG ToE-3DT
20-03-2006, 09:28 AM
Ii'll try to stay at least 100 tri's under budget

Screw staying under budget, hit the limit dead on. But use your head, for example, right now you are wasting tris in the belts and hair.

You don't need at that geometry to show the belt, do that in your textures. The hair seems to thought out, try to simplify it. Take a plane, us like two segments and push and pull those verts til you get a feel of what one clump of hair should look like, then close that untill you get an over all look. Or just cut away some segments that you already got going on.

Yaurah7
20-03-2006, 09:47 AM
Screw staying under budget, hit the limit dead on. But use your head, for example, right now you are wasting tris in the belts and hair.

You don't need at that geometry to show the belt, do that in your textures. The hair seems to thought out, try to simplify it.


Actually your right about that the hair does have some extra vert, and faces internally that could be reduced on the model, actuall I duplicated the top hair piece for the ponytail sides, yet even for the top piece I never cut out the internal faces and verts, GOOD REMINDER...TY...For the belt I may adust once I begin the unwrap depending on the process I use...ties up a bit in unwraping and mapping programs and tecniques...so it always take me a while to decide how to go about it...again thanks for input, I hope to see more Images up,

...AND AS ALWAYS PEACE OUTICA WEASTELICA 84.21 & 7000...

Dia86
20-03-2006, 09:49 AM
Here is an update on my model. It still needs a bit of work and i still need to model his clothes. The texture is just a procedural map for now, just so I can get a feel on how im going to texture him. I dicided to split the poly limit evenly between the the two models, almost hitting the half way mark.
http://i19.photobucket.com/albums/b156/ragnorok86x/Jenkers_Comp_WIP_1.jpg
and a screen grab with the poly counter Here (http://i19.photobucket.com/albums/b156/ragnorok86x/Jenkers_WIP_2_2916.jpg)

Yaurah7
20-03-2006, 12:32 PM
Nice Jenkers looks kewl...Keep up the good work Dia86!!!

MonteCristo
20-03-2006, 01:58 PM
This is not an isolated case. Many videogames are using the same solution.
Wow, that's cool. I've not really seen that before. Nonetheless, my settings don't prevent you from doing any of this. If you read the specification it says:

"6x 512x512 for EVERYTHING (Normal Maps, Bumps Specs... Everything. )
You can break up the map sizes into smaller chunks."

So you could break them down in thi way. You just can't raise any of the map sizes above 512x512.

MonteCristo
20-03-2006, 02:00 PM
Heres a quick post of W.I.P ... I still have to unwrap the textures but so far this is the basic idea for the teen/fem child, and the robot is on the way.. though the tri/poly for her are just under half the budget, so once i complete the bot, ill look in to modifing tri-polys down a bit if needed though I May end up using the full amount i'll try to stay at least 100 tri's under budget... :wave: :eek:If that's true, then I'd spend them on your girls face. at the moment, I think some of the geometry here is a bit simplified, particulalry the eyes and nose.

OROCHI
20-03-2006, 07:50 PM
Wow, that's cool. I've not really seen that before. Nonetheless, my settings don't prevent you from doing any of this. If you read the specification it says:

"6x 512x512 for EVERYTHING (Normal Maps, Bumps Specs... Everything. )
You can break up the map sizes into smaller chunks."

So you could break them down in thi way. You just can't raise any of the map sizes above 512x512.
Sorry, I really don' t want to polemize, it was just a little curiosity...

I' m going to break up the map sizes into smaller chunks, as you said ^_^

Raul
21-03-2006, 02:52 AM
Dia86, your character is looking really cool! Nice job!

Im doing modeling the basic shapes of both my characters. So now i just have to add detail till i get close to the poly limit. I stand at 3542 tris.

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/titanus001.png


http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/minerva.png

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/childNrobot/titanusMInerva01.png

OROCHI
21-03-2006, 06:14 AM
OROCHI, if you have the tris to play with, I would try to round out some of those boxy areas. The arms and boots. They look out of place compared to the rest of the model.
Fixed ^_^
http://img296.imageshack.us/img296/9073/fixed5lo.jpg (http://imageshack.us)

BiG ToE-3DT
21-03-2006, 06:36 AM
OROCHI:

There ya go, keep in mind, any geometry that can't and wont be seen, get rid of it. Example: She has a few tris hidden under the dress, unless you plan on take the dress off, or shortrening it, you don't need the legs to go up that far.

Boots look good, you might want to try deleting the tris on the inside of the boot, where the leg and boot meet. Then use a 2 sided texture to hide the fact that nothing is there.

Neto:

It's a good start. But I see a bunch of segments going on in the robots hands. If you need more tris toward the end, get them from there.

Another thing, the girls legs look to be too far back. It might just be me, but I think the front of the legs should line up with the front of the rest of the body. You can make a copy, move the legs on it, then compare to see which looks better to you. And you have a loop on the lower leg that isn't adding to the shape, get rid of it. Thats at least 20 tris per leg, you could make a necklace with that.

One more thing, I'm not sure what program your using, but try putting on a smoothing group, it doesn't add any tris to the count, but does make the model look like there is more going on.

Gamesaint
21-03-2006, 07:44 AM
Here's my robot so far. I am undecided if he will resemble an ape or If I will do a different head. His female master is in the works as well and shes very different.But I wont spoil her for now.. GS out.

http://img66.imageshack.us/img66/5136/gbot4zc.jpg

Yaurah7
21-03-2006, 07:56 AM
All the meshes look good to me so far, I like the design of the robot Neto did also...look really likea really kewl style...

also: To Monte: Yes I see Its very true the face geometry is quite off, I worked with it separately for 2 sessions, but i was tired and really just wanted to post a quick sample at the time, also the geometry is over done and in the wrong places for most of the verts positions, I think Ill delete some in the right places, and move some to further smooth the geometric solidification of expressional isometric trianglar functional parameters <---(:)bull-ish-ity extra wording:))>...though..thanks 4 tha pointers...

AGAIN PEAZE WIZZLE WAZZLE TIL DIZZLE DAZZLETY 7000 (update those driver constantly)...

BiG ToE-3DT
21-03-2006, 08:51 AM
Gamesaint: I hate to be the one to tell you this, but just because you removed the segments from the mesh doesn't mean the tri count will go down, you have to remove the vets too. You can tell the verts are still there in the torso area, the hip location, the legs, arms and feet. If the verts were gone, the shapes would be different.

Klash120
21-03-2006, 09:12 AM
Update. Gone back & added edges here and there on Aria (Kid).
She's about 2176 Tris as of now. The mech is 3346. Totaling
up to 5614, excluding Aria 'Test Dummy' :P

-Cisco

dark_maggot
21-03-2006, 11:13 AM
I decided to give this challenge a try. Here is a concept drawing of my vision.

The robot is covered with a cloath like skin and under it is the metal skeleton with hidden weapons. She controls the robot connecting herself to the opening on its stomach. She looks too old to be a child but Its just to show how she connects to the robot. I'll try and post a back view of the robot tomorrow.

comments and critics are welcomed.

Yaurah7
21-03-2006, 12:48 PM
Yeaah WORD UP...hey last post b4 me is creative I like that jester style over mechanics with lady in the shellish...pretty nifty...cant wait to see some 3Dz...Later & 7000 let break that speed record chim chim....

MonteCristo
21-03-2006, 04:16 PM
I think I am going to enter this contest ..
I have a question though...The Child and Robot...they don't need to be a single mesh right? They can have parts like arms and legs and such as seperate meshes?
Want to make sure, cuase it is going tobe a pain in the butt rigging a robot that is a single mesh...

Yeah, I don't have a problem with this.

OROCHI
21-03-2006, 04:53 PM
OROCHI:

There ya go, keep in mind, any geometry that can't and wont be seen, get rid of it. Example: She has a few tris hidden under the dress, unless you plan on take the dress off, or shortrening it, you don't need the legs to go up that far.

Boots look good, you might want to try deleting the tris on the inside of the boot, where the leg and boot meet. Then use a 2 sided texture to hide the fact that nothing is there.

Thanks for your advice. In fact, polygons hidden by dress are useless...

I already don't know how to make two sided texture in Xsi...I' ll see what I can do...

OROCHI
21-03-2006, 04:56 PM
I decided to give this challenge a try. Here is a concept drawing of my vision.

The robot is covered with a cloath like skin and under it is the metal skeleton with hidden weapons. She controls the robot connecting herself to the opening on its stomach. She looks too old to be a child but Its just to show how she connects to the robot. I'll try and post a back view of the robot tomorrow.

comments and critics are welcomed.
I LIKE IT!
It remind me the Inhert from Z.O.E. 2.
http://img73.imageshack.us/img73/6276/chinhrgb3yv.th.jpg (http://img73.imageshack.us/my.php?image=chinhrgb3yv.jpg)

lucashug
21-03-2006, 05:48 PM
can we render the mesh with mental ray or brazil????
can we compositing the final image????
thank
see you soon.

BiG ToE-3DT
21-03-2006, 06:43 PM
can we render the mesh with mental ray or brazil????
can we compositing the final image????
thank
see you soon.


Yes, you can do whatever you want for your final render. But you still need to have a wire frame shot, and a screen grab with a polycount.

BiG ToE-3DT
21-03-2006, 06:45 PM
Thanks for your advice. In fact, polygons hidden by dress are useless...

I already don't know how to make two sided texture in Xsi...I' ll see what I can do...

I'm not sure how to find it in xsi, but in your material editor look for a setting that has 2 sided. It takes the one texture that you make and puts it on both sides of your mesh. (inside and outside)

lucashug
21-03-2006, 06:46 PM
thank you BIG TOE.

for OROCHI
it's your draw or a draw of ZOE2

thanks

Ultimate Ronnie
21-03-2006, 07:29 PM
worked a little on the robot. i'm in the process of making hands/feet but i'm terrible at them. any pointers would be helpful, and very much appreciated!

dark_maggot
21-03-2006, 08:28 PM
Awesome. thanks for the comments guys.

BiG ToE-3DT
21-03-2006, 09:53 PM
any pointers would be helpful, and very much appreciated!

the best way to practice modeling anything, would be to take a few pictures of what your trying to model (left, top, front) Then place those pictures onto planes (left, top, front) inside of the program of your choice and model what you see.


Another thing you can try, model out the base of the hand, get it to where your happy, then you can extrude the fingers later.

VegaMan
21-03-2006, 10:48 PM
Mind if i join in?
Alot of nice looking entries so far :)
This will be my first low poly entry

The settings( world etc) for the characters would most likely be semi-futuristic, like 30-50 years from now or so, critical computer errors have made most of the world unfunctional, some computer systems are still functional though, and many big cities have become ruins.
( just imagine the chaos, if all main systems crashed we would lose alot of the things we rely on :P...)

The little girl:
Eliza is a little girl who wants to help her brother by finding the cure for his disease, wich she believes can be found in an abondened city. Her brother built the Robot for her when he was in good shape, the robots purpose is to protect the girl from anything that may harm her.

The Robot:
Kek-1 is designed and built by Eliza's brother, he is the ultimate bodyguard and he will do almost anything to protect the little girl, though it cannot involve his own destruction, this is because if he is gone then who will protect her?

My first version of Eliza ( the child) was a bit to boring so i made a new design, the design where the girl is standing under the robot(second picture) is the one im going for.
http://www.home.no/sethon/robot-and-girl.jpg
http://www.home.no/sethon/concept-robot-and-girl.jpg

Ill post some model pictures soon :D

Torrpunk
22-03-2006, 12:51 AM
Hey ive been workin a bit on it. This is my concept. In the future the human race is on the brink of extinction and is forced to find a new way to protect the youth from the alien overlords that have conquered Earth. If a family is well off and has the funds and conections available they can purchase an A-M2000. The A-M2000 robot is implanted with a fertilized embryo and is set to the task of keeping itself and the growing human inside it alive until the child reaches the age of 10 and can start to fend for itself. here is the concept i drew of the robot and its growing human cargo. http://i4.photobucket.com/albums/y137/torrpunk/A-M2000concept.jpg I wanted to go a different route and since the guidelines only state child and robot I figured this would still be acceptable. If not let me know. Also below is a image of the modeling I have done so far. Im still smoothing some spots out and have alot of polys left. Any comments are welcome.http://i4.photobucket.com/albums/y137/torrpunk/A-M2000beforesmooth.jpg

OROCHI
22-03-2006, 01:00 AM
I'm not sure how to find it in xsi, but in your material editor look for a setting that has 2 sided. It takes the one texture that you make and puts it on both sides of your mesh. (inside and outside)
Ah, ok now I understand...
No problem, Xsi do it automatically. :dance:

OROCHI
22-03-2006, 01:04 AM
thank you BIG TOE.

for OROCHI
it's your draw or a draw of ZOE2

thanks
It's from Zoe 2.
U can find more draws in the official site: http://www.konami.jp/gs/game/zoe2/japanese/[

Metalman
22-03-2006, 01:33 AM
I've joined the bandwagon (and the forums) to enter this contest! I lurk a lot at polycount, but have never really posted anything before. I'm going to finish this model, since that is something I've never really done before. Here's my concept images and a WIP shot after a few hours on the boy.

http://img.photobucket.com/albums/v407/Metalman42/robot-boy-web.jpghttp://img.photobucket.com/albums/v407/Metalman42/robot-dog-web2.jpg
http://img.photobucket.com/albums/v407/Metalman42/boyWIPday1.jpg

Gamesaint
22-03-2006, 02:39 AM
@ Bigtoe: Hey bro I am a little unsure of the comment you made about the verts on my model. I have removed edges that are not needed. Removing verts does not change the poly count of the model. Please explain what you mean because I didnt understand... Thanks, GS out.

Zcubed
22-03-2006, 02:50 AM
Look at your robot's legs, GS. With only two caps and no edges inbetween, that form should be nothing more than a cylinder. Deleting the edges that connect those isolated verts DOES NOT change the triangle count, it just gives you a messy mesh.

BiG ToE-3DT
22-03-2006, 02:57 AM
I have removed edges that are not needed. Removing verts does not change the poly count of the model. Please explain what you mean because I didnt understand... Thanks, GS out.

Put your mesh in vert mode and look for any that don't have two segments running threw them, look at the chest area first.

When you remove the segments the polycount doesn't go down, but when you remove the verts that went wit those segments the count goes down.


Another thing you can do is take a look at the count of the mesh in an earlier file where you didn't remove segments, then compare it to the count you have now. You should see the count is the same.

If this doesn't help, let me know, I'll post an example.

Gamesaint
22-03-2006, 03:14 AM
Here are some screens.... In the first one It shows some verts and the poly counter.... The second shot shows that I removed the verts but the poly counter numbers dont change... I hate to sound stupid but please explain this to me. It seems like your just counting them since the verts are still there and that seems strange because without lines you cant have triangles or polys. GS out.

http://img483.imageshack.us/img483/5162/verts0ny.jpg

http://img483.imageshack.us/img483/5386/verts21al.jpg

Captain Eric
22-03-2006, 03:18 AM
Here’s my shot at it so far. I've been sketching this robot every once and a while for the past few years so I figured it an appropriate place to start. I have added weapons and a few more details.

http://i5.photobucket.com/albums/y161/CaptainEric121/scan.jpg

The scene is supposed to be a kind of surreal post apocalyptic environment with the robot carrying the child out of a hot zone on his back.

I'm not exactly sure how im going to do the tattered clothing so if anyone can throw a few tips my way it would be greatly appreciated.

BiG ToE-3DT
22-03-2006, 03:28 AM
The verts I have hi lighted are the verts that need to be removed. The verts you have hi lighted are the same thing. You need to remove most of them before you see a change in count.

The tri count comes from the verts, not the lines. Remember to remove, not delete. If you delete it will delete all the faces the vert touches.

Dia86
22-03-2006, 03:54 AM
Gamesaint; right click on your robot, go to it's properties and uncheck "edges only". This way you can see all the triangles on your model and also see that even if you deleted a segment, it still stays there because the points are still there. Hope it helps

Everyone else concepts are looking cool.

Big toe: Good job on helping people, so are planing to join the comp?

Lucks
22-03-2006, 03:58 AM
I have this sketch, the name of the robot is "PRE-OX" and the name of the child is "Nygo", both ninjas, and training to denfender their village. This is my first challenge and I saw nice works here. :haha:

http://photos1.blogger.com/blogger/3329/590/320/pre-ox.jpg

http://photos1.blogger.com/blogger/3329/590/320/nygo.jpg

OROCHI
22-03-2006, 04:01 AM
Rigged!
http://img461.imageshack.us/img461/2674/rig6cq.jpg (http://imageshack.us)

Dia86
22-03-2006, 04:05 AM
OROCHI: That came out really good, is that the final texture?

BiG ToE-3DT
22-03-2006, 04:27 AM
Big toe: Good job on helping people, so are planing to join the comp?


Maybe I'm not sure yet, I kinda putting a demo reel together. If the reel is done by the 1st I'll jump in for sure.

Manoguar
22-03-2006, 04:32 AM
Hi i from patagonia, Argentina. I like a lot the lowpoly creation are very good :D i want to participe in this CHALLENGE, i have ben working in my robot the true is that i prefer de organic more that the mech ^^ but then i think in something with not make a organicmech :D a them i tell my self with not a devilrobot ^^ so afther a few hour i think in this :D.

http://img358.imageshack.us/img358/8346/devilbot1yk.th.jpg (http://img358.imageshack.us/my.php?image=devilbot1yk.jpg)

now iam working in the boy, but i think i going make a little dark :P and gotic, when i get mi scanner ^^ i wil put the concenpt but the true is thta i dont use the concenpt like a blueprint i make a quickly concept and them i leave my imaginacion fly. i hope u like it. sorry for my english ^^

Gamesaint
22-03-2006, 04:32 AM
@BIGTOE: Thanks for all the help bro... Makes sense now. Now I can do my good deed in return... @ Manoguar: If I understand the rules correctly then your model has already exceeded the tris count. Of course I have no idea that you wont still be changing this later... Just trying to be helpful. GS out.

Manoguar
22-03-2006, 04:44 AM
Poly limit:
7000 Tris Total for both Child and Robot. I don't care how you distribute these; it could be 3500 for the Child and 3500 for the Robot; or it could be 4500 for the Child and only 2500 for the Robot. It's up to you, as long as you don't exceed the 7000 Tri Limit.

i think i can use more of 3500 the total must be 7000 and the child i hope no use more of 1000.

Zcubed
22-03-2006, 05:59 AM
Manoguar - Hey, nice entry so far. I think Gamesaint might be right on this one; it looks like you're counting faces instead of triangles. Then again, it's hard to see much of anything with the render window in the way. How about a screenshot of the wireframe? No more watermarks, please. :smug:

OROCHI
22-03-2006, 06:13 AM
OROCHI: That came out really good, is that the final texture?
Maybe I' ll add some little details here and there before the end...

Manoguar
22-03-2006, 06:54 AM
Manoguar - Hey, nice entry so far. I think Gamesaint might be right on this one; it looks like you're counting faces instead of triangles. Then again, it's hard to see much of anything with the render window in the way. How about a screenshot of the wireframe? No more watermarks, please. :smug:
ok ^^ no more watermarks and here u have a wire frame. ;P

http://img482.imageshack.us/img482/4886/devilbot8im.th.jpg (http://img482.imageshack.us/my.php?image=devilbot8im.jpg)

Zcubed
22-03-2006, 07:02 AM
Ah, ok. I think tricounts from an editable mesh are accurate. Keep up the good work, then. :D

Captain Eric
22-03-2006, 07:59 AM
Question: I've never accually modeled something like a low poly or inorganic subject that I dont finish with a mesh smooth, so... does it really matter all that much to reduce the amount of tris I use rather than quads?

Also, due the same reason (that and the fact that I know jack about rendering and alway just use the crappy default), how do I render it so that my model doesn't look so blocky and looks smooth (except around the edges of course)... er, so I'm not so good with my mouth words... like in this image.

http://67.15.36.49/slippy/images/LPC_Winners/Comp2_TCM2.jpg

I know how to do clay, I just want my model to look smooth like this.

BiG ToE-3DT
22-03-2006, 09:05 AM
I know how to do clay, I just want my model to look smooth like this.

If your using Max, there is an option called smoothing groups. Under editable poly you select the element tab then hi light the whole mesh, scroll down to the bottom of the tools list, till you see the smoothing groups section. a few of the numbers might be clicked down, click them, then click on the number 1, this should smooth out your entire mesh without increasing your poly count.

Yaurah7
22-03-2006, 09:44 AM
Nice looks like first rig ive seen OROCHI, also CAPTAIN ERIC you may want find a separat cloth simulation program or a plugin for you main 3d software though cloth physics can take a while to get good at...as ive only done a few myself that took matters of days, there are a few to choose for max plugins that are free such as Klesus Cloth, SimCloth, and Cloth Reyes, or Caligaris DynaCloth for Truespace, Ithink Maya has one that ship with it, as does Max newer version Like Reactors Cloth Physics ... and there are some other separate programs that may help heres a link www.cs.ucl.ac.uk/research/vr/Projects/3DCentre/cloth_simulation_links.htm
also an open directory with some stuff that may be helpful:
www.dmoz.org/Computers/Software/Graphics/3D/
also try searching google of couse, and remember since its a low poly contest be careful designing a cloth that will stay under a good count and still look physically realistic because in my previous projects I learned most cloth has a high flatened tri count b4 it is automated and applyed, though a worth low-medium should work, It just make take a bit of time and post ajustment during simulation.
also your sketch tecqnique is kewl very nize...

WOW tons of new peoplez, also lots of good new image entry post to the contest all of a sudden ... looking to be challenging fun....

dark_maggot
22-03-2006, 09:48 AM
My model sheet for the robot.

Dia86
22-03-2006, 10:03 AM
dark_maggot: cool concept, the robot reminds me of Ragdoll from "The Batman" :smug:. Also you may want to go back and rework the side view of your robot, right now is is looking a bit too flat.

Manoguar
22-03-2006, 10:37 AM
:wall: iam working hard lol, but at last i did it :D here u can see the boy ^^

http://img112.imageshack.us/img112/1139/nioyrobot1xh.th.jpg (http://img112.imageshack.us/my.php?image=nioyrobot1xh.jpg)

now i need some cloth, and finally i will create the texture :D i think that and the bones are more hard part of all that challenger ^^ i dont have much practice with bones and creating textures :xx:

Yaurah7
22-03-2006, 03:03 PM
nice Manoguar and it looks as though your well under tri count...kewl

Um to MONTE-C: I had a question, can the textures go like this: I made multiple material maps, and was then planning on rendering out to a final texture and reapplying renders as a single texture over the model or perhaps 3 rendered textures per model so my multiple materials end up as the 1-6 512x512 mat. maps...saying this teqnique works Is it allowed?

Also is ok to use premade, or photorealistic textures (like the fabrick for cloths, or real human skins) or do we have to create them in an image editor (self-drawn?)...

just a few quick questions for now....TILL WHENEVEAH PEACE COMPANIONZ & 7000...:):):)

MonteCristo
22-03-2006, 03:44 PM
nice Manoguar and it looks as though your well under tri count...kewl

Um to MONTE-C: I had a question, can the textures go like this: I made multiple material maps, and was then planning on rendering out to a final texture and reapplying renders as a single texture over the model or perhaps 3 rendered textures per model so my multiple materials end up as the 1-6 512x512 mat. maps...saying this teqnique works Is it allowed?

Also is ok to use premade, or photorealistic textures (like the fabrick for cloths, or real human skins) or do we have to create them in an image editor (self-drawn?)...

just a few quick questions for now....TILL WHENEVEAH PEACE COMPANIONZ & 7000...:):):)

It doesn't matter how you make your maps. You can scan in your own face if you like... :D All that matters is that you end up with a load of bitmaps, jpegs, or whatever with no more than 6 @ 512x512

gaetan
22-03-2006, 04:30 PM
inspiration


http://www.taninoliberatore.com/images/dessin/85.jpg

ALmanax
22-03-2006, 08:36 PM
made up model of the robot. Took too much triangles but i'll manage kid's body anyway.
http://img458.imageshack.us/img458/4276/robotrue3lj.jpg

and the wire with the tris count:
http://img458.imageshack.us/img458/161/wire8kw.jpg

MonteCristo
22-03-2006, 08:37 PM
Looks really cool mate. I reckon you probably should have a go at altering the smoothing groups though. :)

ALmanax
22-03-2006, 10:09 PM
thank's Monte! But i don't understand why i should change something about my smoothing groups!? Do you mean some parts would look better if they were blocky? :???:

BiG ToE-3DT
22-03-2006, 11:38 PM
Do you mean some parts would look better if they were blocky? :???:


I think what he is saying is, break up the smoothing groups into different parts. That way you can define where some parts stop and start. Like on the arms, where the elbow meets the lower arm. If you give each piece its on group there will be a defining edge between the two.

dark_maggot
23-03-2006, 12:14 AM
thanks DIA36. I know is just for reference so it doesnt have to be perfect, but Ill fix it, it wont take long.

I have all next week free so Im going to be workin on this really hard.

lucashug
23-03-2006, 12:38 AM
thanks for the link OROCHI.
and i think your character is very good and pretty. good job.
lu

bruceape
23-03-2006, 01:00 AM
Hey guys, nice stuff so far. I really like OROCHI's...
This is my WIP so far..I plan on uv mapping and starting the texture today/this week.Rigging is going to be interesting for me, I don't have much experiance in that area yet...anyway, this is what I have:
http://img.photobucket.com/albums/v176/pixeler/WIP1.jpg
Please let me know what you guys think of it..

Manoguar
23-03-2006, 01:19 AM
Hi again ^^ iam vey tired but i repair my models and reduce de polygonos counts, here u have de wire:
http://img488.imageshack.us/img488/4913/finalmodelado5dd.th.jpg (http://img488.imageshack.us/my.php?image=finalmodelado5dd.jpg)
and a render with out texture and ink paint base:
http://img396.imageshack.us/img396/5171/finalmodeladorender4mx.th.jpg (http://img396.imageshack.us/my.php?image=finalmodeladorender4mx.jpg)

now my problems is that i dont have much practice with the textures :wall: and ia really suck with that i know how use unramp UVW but my problem is that i don`t know many plugins for texture. if some body know the name for a good free texture plugin i will be happy :). i hope u like it. and soory for mi english

dogtanian
23-03-2006, 02:41 AM
Hi guys,

Read the competition the other day an had a go, but where do i submit my entries? is it to this thread?

cheers

Gamesaint
23-03-2006, 03:15 AM
Yes you submit all entries and concepts here... GS out.

dogtanian
23-03-2006, 03:17 AM
Hi Guys,

This is my first entry into the low poly challenge, really enjoyed doing it

Hope you like it, i went for something a bit different, poly count just under 7000, will include screen grabs later or when asked

Four 512 textures used in total 1 for girl an 3 for robot = top an bottom of robot, with a extra tex for the robot top which was a normal map

Comments an feedback greatly welcome

Terry

Gamesaint
23-03-2006, 03:27 AM
Great work on the models, I like the surreal/toon style. The lighting could be a bit different, maybe something that would bring out more of the toon look. The textures and the overall scene look good. GS out.

dark_maggot
23-03-2006, 03:42 AM
Pretty cool idea dogtanian. The girls freaks me out though.

dark_maggot
23-03-2006, 03:52 AM
Here is an update of my model. Im almost done with the face I just need to add some more geometry to make the eyes pop out.

comments and critics are welcomed.

Captain Eric
23-03-2006, 04:38 AM
If your using Max, there is an option called smoothing groups. Under editable poly you select the element tab then hi light the whole mesh, scroll down to the bottom of the tools list, till you see the smoothing groups section. a few of the numbers might be clicked down, click them, then click on the number 1, this should smooth out your entire mesh without increasing your poly count.

Thanks a bunch, the render looks a lot better now. Funny how in max, many advanced effects and what not are accually very easy to do, its just a matter of knowing where the hell it is.

EDIT: Not that I'm calling smoothing advanced -_-*

BiG ToE-3DT
23-03-2006, 06:42 AM
Hi guys,

Read the competition the other day an had a go, but where do i submit my entries? is it to this thread?

cheers


Kinda, you post your work in progress in this thread, so everyone can see where you are and the direction your going. Also, showing us your work gives a chance to help you out if you need it.

But when the deadline gets here and new thread will be made for everyone to post there final pictures.


Now, I want to see most of the wire frames and polycount.

shadowbreeze
23-03-2006, 09:58 AM
well i have finaly had some time to start, the robot is the young boys play mate and with in this scene they will be playing knights of the round table or something like that, i have almost finished the boy and once done i'll start to unwrap and normal map, yeah :wall:

oh and the spare tri's will be foe the robots head and stuff

Manoguar
23-03-2006, 11:15 AM
well finally i put the texture for the boy and remodeling de robot, cause the old donīt like me the body to much, i hope u liket if somebody want to saysomething about texture or modeling, u are welcome ^^.

http://img68.imageshack.us/img68/3139/nioyrobot5fw.jpg

VegaMan
23-03-2006, 01:20 PM
Heres my models so far, gonna tweak them a bit then texture them.

http://www.home.no/sethon/poly-count-girl.jpg
http://www.home.no/sethon/poly-count-bot.jpg

MonteCristo
23-03-2006, 01:50 PM
Hi Guys,

This is my first entry into the low poly challenge, really enjoyed doing it

Hope you like it, i went for something a bit different, poly count just under 7000, will include screen grabs later or when asked

Four 512 textures used in total 1 for girl an 3 for robot = top an bottom of robot, with a extra tex for the robot top which was a normal map

Comments an feedback greatly welcome

Terry

Excellent dude. You've set a really high standard. I love the style here.

One for all....

dark_maggot
23-03-2006, 09:02 PM
I have been hearing and looking at some of the earlier challenge models and some of the are using normal maps. Also I heard of someone saying that you can just fake the normal map without having to use zbrush....I really have no idea how this works.

I just wanted to ask how do you create a normal map on 3d max 7?

I would like to use it for my model when I start the mapping, and texturing.

Malcolm
23-03-2006, 09:19 PM
Well, I've never done any real low-poly modeling before, and I've never used anything apart from procedral textures, but I've decided to give this a go as the theme is so cool. I've been reading a few tutorials on the modeling, and already have half the robot built at 600 triangles so far. I may add in a few more triangles later, for rounded surfaces, but I wanna save as many as possible for the child at the moment.
I do however, foresee a significant amount of pain involved when I apply textures, particularly to the child, does anyone know of any good introductory tutorials to mapping and texturing? If they are for truespace 6.6 all the better. But at least the modeling is going smoothly.

Any and all suggestions/comments are most welcome. I will post a wip of the model once I have it's left arm done.

Nibby
23-03-2006, 10:48 PM
dark_maggot: have a look on ben mathis' site www.poopinmymouth.com there are some good explainations of normal mapping there.

some great looking models here. i hope to get a wip up this evening. keep up the good work some great mechanical beasts taking shape.

dark_maggot
23-03-2006, 11:22 PM
thanks NIBBY, Ill take a good look at this tutorial, but if for some reason I dont use a normal map then Ill do it for another model.

Nibby
23-03-2006, 11:41 PM
yeah, i hear that dark_maggot, i keep wanting to try normal mapping but never get a chance to. ( i think i need to make time or i'll never get a job...hehe)

BiG ToE-3DT
24-03-2006, 12:17 AM
Normal Mapping:

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.



I know this isn't that detailed, and if it doesn't make sense, yell at Pedro Toledo, he was supposed to make a tut from the assasin comp.

Metalman
24-03-2006, 12:39 AM
ok, I'm done with the boy model, now I'm on to the robot!
http://img.photobucket.com/albums/v407/Metalman42/boymodelday2.jpg
By the way, if anybody sees anything that i could do to improve it, I'd love to hear about it. I'm probably going to go back over problem areas like the mouth and shoes once I'm done with the robot.

Malcolm
24-03-2006, 12:48 AM
Well, I decided to load this up now to show progress now that I've almost done the legs, even though I'm missing an arm.

At 1500 triangles now.

Nibby
24-03-2006, 03:39 AM
dia: that little alien looks great. texture does need work tho (as you prolly know)

neto: cool, nothing more to say....apart from i wanna see more.

dogtanian: first to finnish. cool scene ;0)

Orochi: The girl looks great, it has bit of a 50's scifi feel to it.

shadow breeze: nice idea. i think you should make the kids armour look plastic like it was a cheap toy. (then again the fact he has a robot probly means the kids loaded) great so far tho. i would say the shoulder on the bot looks way too detailed i'm sure you can loose some of those tris.

manoguar: that a crazy looking robot you got there and the texture on the guy is looking great.

Vegaman: looking great, for the little girl though i would add a few more cuts to teh hair it would look more realistic if it curled round the face alittle

malcolm: a nice start. i would show a wireframe tho its easier to see any problem areas early on. (thats providing its not a perfect mesh.....mine never are.)

Metalman, the kid looks great. you could probly get away with less polys on teh glasses tho.

BiG_ToE: congrats on the 3DT next to your name.


Everyone i missed. great to have so many people joing in ( kinda makes it hard to comment on everyone tho ;0)


As for my on model:

I had some time today to start the modelling. i dont think i've done too bad for 3 hours after work. I have the basic structure of the little girl down and the head is pretty done although i'm not sure whether to make eyes that rotate or just static ones....hmm.

Besides that the dress is comming along good, i just need arms legs and a few planes to alpha for the ribbons. I finnish work early tommorow so i'm gonna try to get a few hours in before i go to the pub.

http://www.niblock3d.com/child-wip-1.jpg


Also i started a W-I-P page on my site. and will put each update there so i have the whole process for my portfolio in future it can be found here (http://www.niblock3d.com/wip.html)

Keep it up all ;0)

krazy_kidd1
24-03-2006, 03:44 AM
i know it might seem stupid of me to ask, but i cannot find the window to open that lets me see the "count tris"... any help would be great. is there a hot key i push, or is it under a menu item?... i can get to see how many faces, just not that hand little window you all seem to have in your screenshots...

Nibby
24-03-2006, 03:51 AM
in max, click the hammer on the toolbar on teh righthand side. on this toolbar you should now see about 10 buttons with different utilites writen on them. now just above the utilities are three buttons (more), (sets) and a little picture. click the button with the picture on. from here you can increase the number of buttons and drag the utility called "polygon counter" to one. this will then allways apear on the utilities menu.


hope that made sence

krazy_kidd1
24-03-2006, 04:04 AM
from here you can increase the number of buttons and drag the utility called "polygon counter" to one. this will then allways apear on the utilities menu.

hope that made sence

thanks a bunch. it helped a lot AND made sense :) good luck to all ya.

dark_maggot
24-03-2006, 04:13 AM
Thanks Big-Toe-3d. That seems a bit more simplistic, Ill try that if I have time.

dark_maggot
24-03-2006, 05:20 AM
My WIP on the robot, I got the chest part and a bit of the arms.

comments and criticts are welcomed.

jukumari
24-03-2006, 05:49 AM
Hey everybody, Iīm just joining in, here are my concepts, this little witch, Alyssa, well she lives in a world at war, her fatherīs kingdom, which is all magic and stuff is at war with these robot invaders from outer space, so what she does, without her fatherīs approval, she snatches one of the enemy robots shot down by her fatherīs army laying in the junkyard. She reanimates it with magic, giving it a soul, making it her pet and mount, drawing stuff all over it and imprinting runes of power on its fists and, well, depending on which robot concept I choose, putting a feathered helmet on it to represent a head. so here I have two images for my concepts, Iīm still deciding how the little witch would look like, I donīt want it to be extrmely manga looking, or, because of the clothing look too much like Hermione.

OROCHI
24-03-2006, 05:57 AM
Some poses:
http://img76.imageshack.us/img76/7241/pose17pm.th.jpg (http://img76.imageshack.us/my.php?image=pose17pm.jpg) http://img227.imageshack.us/img227/4259/pose24qe.th.jpg (http://img227.imageshack.us/my.php?image=pose24qe.jpg) http://img227.imageshack.us/img227/3338/pose36nf.th.jpg (http://img227.imageshack.us/my.php?image=pose36nf.jpg)

dark_maggot
24-03-2006, 06:06 AM
Pretty cool model OROCHI, and I really like the poses too. Cant wait to see the robot finished. keep it up.