View Full Version : Low Poly Comp #7 (Low Poly Monster)
BiG ToE-3DT
14-07-2006, 10:45 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/DW_wallpaper6_1280x960.jpg
image from High Moon Studios (Dark Watch)
Low Poly Mini Contest #7
Subject – Low Poly Monster
ALL WIPS AND CONCEPTS ARE TO BE KEPT IN THIS THREAD.
Guide Lines:
Lots of you voted for it, now is the time for you to model it.
We are going real low poly, 1,000 tris to make a monster. This monster can be anything you want, one legged or one hundred. Cannot be a mutated human, but everything else is open for business. It’s time to be creative. You will need to use your poly’s wisely. The time period is up to you. Whatever you decide to do, try thinking conceptually about this one before leaping into the creation process. You want your monster to stand out from everyone else’s. This wont be easy.
The specs for this competition will be like nothing you have seen before (1,000 total tris), it may sound like nothing compared to the other comps we have done, but to people that have never made one before, this is a lot. You only have 2 weeks, so do not try and over due it. I want people to finish.
Above all,
Have Fun!
Judging: 3 categories of judging will apply. 10 points possible for each:
Idea -How innovative your idea 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.
DUE DATE: July 28th:
2 weeks and a few days from today!
Idea:
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:
1,000 Tris Total. You can do whatever you want with these, just don’t get carried away and don’t exceed the 1,000 Tri Limit.
Textures:
(1) 512 x 512 texture, you can chop that up into whatever you want. I think for this one bump maps will be ok, but no normals, that means you need to go all out in your texture.
Textures can be hand-painted or you can use photographic sources. Do what you do.
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. Make sure you post all work in progress, including final poly counts and wire frames in the work in progress thread.
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. Be careful how you do this though, simple is often better.
Good luck everyone!
BiG ToE.
Ilkejav mk5
14-07-2006, 11:26 PM
woot! (first post!)
I already got my idea and I intend to get this one done presto.
OROCHI
15-07-2006, 12:50 AM
Nice comp!
One question: can we use reflection maps and/or specular maps?
TheWinterLord
15-07-2006, 01:05 AM
Awesome i hope i see some scary monsters here!
BiG ToE-3DT
15-07-2006, 01:21 AM
Nice comp!
One question: can we use reflection maps and/or specular maps?
yes.
Ilkejav mk5
15-07-2006, 02:25 AM
I figure opacity maps are a must too... right?
jec1183
15-07-2006, 03:15 AM
Come on guys the only restriction he placed on textures was "No Normals." You shouldn't have to ask these questions when everything is explained at the top.
BiG ToE-3DT
15-07-2006, 03:34 AM
opacity, is not a must, but is allowed.
DerekSc
15-07-2006, 04:50 AM
Hey BT, you mentioned in the opening post that mutated humans are a no-no... but that's what you put a picture of! :) Besides, it's too big and I have to scroll all over the place to read the rules. :P
Oh yeah, and finally, after much lurking... I'm in!
BiG ToE-3DT
15-07-2006, 05:04 AM
I noticed that too, might have to change the picture. Don't want to change the rules because I have a feeling most would do a human of some sort.
freesupra
15-07-2006, 05:27 AM
awesome monsters it is, first time ill be entering
cant wait to see some sweet lp monsters. good luck to everyone
DerekSc
15-07-2006, 05:27 AM
To give an early idea of what I'm contemplating (and boy is texturing going to be a headache)...
The Hung Gar style of kung fu consists of 5 animals: tiger, crane, snake, leopard, and dragon. I am going to try to combine all of those into one monster! Bwaahahahaha! *kachow! kachow! rrrrruuuummmbbbllleee!* Kind of a chimera or manticore of my own design. I was actually thinking of using the 5 elements as well (fire, water, earth, wood, and stone) but I'm getting ambitious enough as it is.
Concept sketches will be coming soon...
OROCHI
15-07-2006, 06:08 AM
Nice idea Derek ^_^
defaultalias
15-07-2006, 08:34 AM
yea! i'm in again this time. low poly specs are what i specialize in. i have no idea what i'm going to make yet. i hope to have at least a concept out tonight. great idea this time. much better than the last comp.
defaultalias
15-07-2006, 08:54 AM
you said no mutated humans, big toe, but can we make humanoids? like bipeds and whatnot?
BiG ToE-3DT
15-07-2006, 09:07 AM
when you say humanoid, do you mean a human like creature thats been mutated to look like something else, but still has human features. If thats the case, NO.
But your monster can have two legs, two arms, two eyes. And walk with a limp.
d2king10
15-07-2006, 09:35 AM
Alright i sketched up the idea of mine...might sound kind of weird and way out there but imagine this: A giant thumb with feet wearing a tie and dress shirt and a mean mouth...you guys will see more once i get further =P
defaultalias
15-07-2006, 09:53 AM
thinking outside the box, d2king10.
big toe, my models not human, does that count?
BiG ToE-3DT
15-07-2006, 10:09 AM
yeah, thats cool.
TheWinterLord
15-07-2006, 10:09 AM
defaultalias why dont you show it before u model it then we can tell for sure wheter its whitin the guidelines. :) I already started modeling my monster it will look like a scorpion, you can see later guys. I dont have a internet connection so il be offline for the most of the time. I got accepted to a game developing school in Sweden and im moving to that location now :P
d2king10
15-07-2006, 10:58 AM
Here is about an hours work...still need to add the mouth:
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/ThumbMan01.PNG
defaultalias
15-07-2006, 12:18 PM
your knee is on the wrong side. having it like that won't do you any good.
3Danny
15-07-2006, 12:35 PM
This is the concept I came up with tonight, but not sure if i'm feeling it yet. Trying to think of a unique design that will utilize a low poly count, hmm...
http://images6.theimagehosting.com/Veth The Impaler.jpg (http://www.theimagehosting.com)
I got accepted to a game developing school in Sweden and im moving to that location now :P
Cheers mate :) I got accepted in to a 3D art school in Finland. Maybe we can start cross-Scandinavia game studio ;)
As for topic. I loooove it. And I think I even have time to work on it, grande :evil:
RobRussell
15-07-2006, 05:32 PM
I'm gonna enter a simple one this time as I would actually like to finish a comp lol but unfortunatly my wacom is still much past deadness so all my mouse driven concept is looking a tad crappish - Hope you likes, it doesnt look very scary in the concept but I'll work on that :evil:
defaultalias
15-07-2006, 05:36 PM
a long nights work payed off. after many concepts, i settled on this one, and have completed almost all of the model. right now i'm at exactly 700 tris.
my concept is a demented stuffed-animal. was going to go with a skinless monster, but it was too human.
Concept:
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit.jpg
this concept is still rough, and i haven't decided on a color scheme yet.
Model:
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-1.jpg
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-2.jpg
RobRussell
15-07-2006, 05:40 PM
Very Burton-esque in its creepyness Defaultalias, I like it. I thought you might be making some kinda evil fruit or veg to fight with that crazy mushroom you've made lol.
3Danny : Really liking your concept, that funky skin texture could work really well.
defaultalias
15-07-2006, 06:17 PM
RobRussell- i really thought about it. it would be funny though.
:smug:
d2king10
15-07-2006, 06:57 PM
your knee is on the wrong side. having it like that won't do you any good.
Yeah, i fixed that shortly after i posted the image, thanks though =)
Working on my concept now. Am working on something that terrifies little kids more than anything and can sometimes make even adults turn green...yes its wery evil.
THe only thing is my scanner is broken, hope no one minds if i use my camera to take a picture of the drawing so that i can post it here.
freesupra
15-07-2006, 07:47 PM
came up with a few concepts for this comp but thought most of them would be too over the top given the poly count, but i liked this one, good ole aussy critter ;P
http://img215.imageshack.us/img215/3534/lpconcept2coloures2.jpg
Im going to try and enter this as it sounds fun! Freesupra your concept reminds me of an old episode of the outter limits, very cool looking.
Dia86
15-07-2006, 07:59 PM
Hey, everybody. decided to join this comp. Really like the idea that it is only 2 weeks and not as demanding as the previous comps.
here are my concepts
got two diferrent ones, not sure which one to go with yet, but give everyone an idea the direction im going in. Planning on going with cell shaded on this one.
:
A little demon type of moster
http://i77.photobucket.com/albums/j58/diastudios/lowpolycompconcept01.jpg
A ghost type moster with eyes on the palm of his hands.
http://i77.photobucket.com/albums/j58/diastudios/lowpolycompconcept02.jpg
Let me know what you think.
freesupra
15-07-2006, 08:05 PM
hehe thanks elf, kinda tired atm so its good to let the mind wander at this point for concepting.. just hope it comes under the category of monster :hmm:
should give it a go, no harm in trying ;)
sweet looking concept Dia86, cell shaded would suit it nicely too
looks like your off to a good start there too defaultalias tis quite eery
d2king10
15-07-2006, 08:12 PM
Here goes the model, i think i will start UVing now...however i do have 70 more tri's i could pop in some where, we will see...so here it is:
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/Thumbman02.PNG
BiG ToE-3DT
15-07-2006, 08:19 PM
keep it up.
BiG ToE-3DT
15-07-2006, 08:21 PM
Dia: I would go with the devil looking thing, if I was you.
Perversonality
15-07-2006, 08:41 PM
The Devil looks good there Dia
I probably won't be finishing this, but I thought I would have a quick go at it, just for practice...! No concept as it really was just a quick, thrown together model, but maybe it will inspire others to enter
http://www.perversonality.com/threedy/chain_monster_001.jpg
Thorgrim
15-07-2006, 08:50 PM
Hey guys,
Thought I would have a go at one of these comps for a bit of fun :)
I quickly started sketching up a concept :
http://members.iinet.net.au/~dstent/TC7/concept.jpg
Sorry for the crappy camera phone pic. I'll scan it in and finish it off later, but for now I'm going to work on the mesh.
Not sure if I'll go with the wings or not... what does anyone else think?
Perversonality: That looks pretty cool, would be nice to see it finished, even if it was just practice.
Andosier
15-07-2006, 09:01 PM
Really wanting to enter this one... concept is drawn b/w + shading. I'll scan & post it in the morning. Does it need colour? It's a docile turtle-based monster.
3Danny
15-07-2006, 09:06 PM
Think I am happy with this one now, but the more I look at it not much changed really except his skin color and markings. When I finish think I may give him a weapon or something too. :crazy:
http://images6.theimagehosting.com/Veth The Impaler2.jpg (http://www.theimagehosting.com)
Thorgrim
15-07-2006, 09:50 PM
3Danny: Looks good, but whats the red thing on his back?
The mesh for mine is getting there... still got a spare 50 polys, so I think I'll add some flaming eyes, and I'm still going to add a few more spikes down one arm.
http://members.iinet.net.au/~dstent/TC7/demonWire1.jpg
http://members.iinet.net.au/~dstent/TC7/demon1.jpg
d2king10
15-07-2006, 10:16 PM
Thorgrim: Some really good progress! =) Looking good, keep it up
Here goes the basic colors:
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/Thumbmanbasiclr.PNG
d2king10
15-07-2006, 11:28 PM
Here goes so more coloring to define things...what you guys think so far?
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/Thumbman03.PNG
BiG ToE-3DT
16-07-2006, 12:15 AM
its a good start, make sure you take care of the seem doing down the crack of its backside.
daphone
16-07-2006, 01:47 AM
hi to all, i'll give a try to this one! started modelling something today, here is what i have at the moment, good luck to all!
coda5351
16-07-2006, 03:20 AM
guess its time to put what i have up here. i drew a concept on paper but dont have a working digi cam or scanner on hand so i did this free hand using what i drew as a that looks about right refrence.
i would love to get some feedback if you have any. i'm still a relative newbie to this modeling thing. if you would like some close ups of anything let me know and i will get them for you.
total tri = 998 :eek:
made in max7
front
http://img56.imageshack.us/img56/9033/frontlowpolysevenqb8.th.jpg (http://img56.imageshack.us/my.php?image=frontlowpolysevenqb8.jpg)
left side
http://img212.imageshack.us/img212/2462/leftlowpolysevenwj7.th.jpg (http://img212.imageshack.us/my.php?image=leftlowpolysevenwj7.jpg)
back
http://img126.imageshack.us/img126/5103/backlowpolysevenny3.th.jpg (http://img126.imageshack.us/my.php?image=backlowpolysevenny3.jpg)
three quarters view
http://img162.imageshack.us/img162/4534/threequarterlowpolysevennd8.th.jpg (http://img162.imageshack.us/my.php?image=threequarterlowpolysevennd8.jpg)
d2king10
16-07-2006, 03:23 AM
Great start daphone and coda5351!
Here goes some more progress on the textures:
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/Thumbman04.PNG
Work in progress up to today midday to tonight night 2AM :D
960 polygons, going to use rest 40 polygons to boost up some locations with opacity maps. Ie the 'cut' that goes through the backpart of the bug will receive ****** mess looking like opacity mapped things and probably going to give it few 'hairy spots' or lines :)
Its called as 'Murder Bug', I'd say, its about twice the size of human being, residing in damp barren dungeons and graves. Lives in 'dens' of few tens of bugs and one bigger bug (queen murder bug?) however this one is just a normal murder bug
http://www.deto.cc/other/kuoriainen2a.jpg
http://www.deto.cc/other/kuoriainen2b.jpg
freesupra
16-07-2006, 04:27 AM
all the entries so far are great! hopefully ill have some time today to get something worked out
defaultalias
16-07-2006, 05:00 AM
coda5351 - you need to work on the shape alot. the arms look flat.
d2king10 - already on the texture! looks good. i'll catch up with you...
Deto - really nice
daphone - you really ahve a good shape going there. could we see a concept?
Dia86 - love both concepts. the little devil looks good, but it's hard to decide...
should begin texturing tonight if all goes well.
de4dy
16-07-2006, 05:09 AM
Hi all ok here's what i am making
the modeling is over :)
Now all i need to do is UV map and texture[truble]
can someone help me with UV maping [point out a tutorial pls] never did UV maping so when i look at my UV's on this model i get a heart atack:)
coda5351
16-07-2006, 05:30 AM
coda5351 - you need to work on the shape alot. the arms look flat.
one is supposed to be flat because its going to be like a blade or claw thing... i guess it will become easyer to see in a bit.
i'm doing some of the rigging work before i start to unwrap it. i do not like how it is deforming around the waist at all. does any one see where i can take away some tris so i can add more detail to where i'm having problems?
http://img133.imageshack.us/img133/2761/deformlowpolyseventn2.th.jpg (http://img133.imageshack.us/my.php?image=deformlowpolyseventn2.jpg)
de4dy http://www.poopinmymouth.com/tutorial/tutorial.htm i watched his tutorial videos and learned to uv map from them. very helpful!
de4dy
16-07-2006, 05:34 AM
thx coda5351
Is the final count 1000tris for the non smoth model or for any type?
d2king10
16-07-2006, 05:39 AM
More texturing done...
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/Thumbman05.PNG
TheWinterLord
16-07-2006, 05:56 AM
Haha thanx Deto congratz to you to, yeh we should do that :P
d2king10 thats some scary shi... imagine it in a game running fast at you with loads of health haha!
daphone nice design it looks like a lizard i think. cool! (great job with the design of the arms... same as my monster)
I made this in MAX but im thinking of making it again but in Maya because i need to learn that program. anyways here is what i did..
coda5351
16-07-2006, 05:59 AM
Poly limit:
1,000 Tris Total. You can do whatever you want with these, just don’t get carried away and don’t exceed the 1,000 Tri Limit.
d2king10 that is looking great! i hope i can catch up...
defaultalias
16-07-2006, 06:36 AM
modelings almost done.
coda - in the midel of your torso, there is a line very clode to the other line that diviedes the model down the center. if you get rid of that, you should be able o get a few polys out of that. detail that small you can put into a texture.
de4dy - what exactly with UV mapping are you having trouble with? in maya, under the modelling toolbar, you'll find the polygon UVs tab. it has all the commands for mapping. under the window tab, a ways down you'll find the UV texture editor right above the playblast option. thats where you arrange yor UVs. just use the controlls for the various mapping commands(mainly planar and automatic) and you'll get the UVs layed out in the texture editor. then bind/cut the up, arrange, and export a UV snapshot. when working with UVs, you have to select UVs, don't get confused with verticies. other than that, it's pretty straight forward, and the rest is practice and time. look up some stuff on LearningMaya.com (http://www.learning-maya.com/index.php?option=com_bookmarks&Itemid=36&mode=0&catid=14&navstart=0&search=*) if your still having trouble
tip: you can select just a few faces and planar map just that selection to get more advanced results.
good luck with it, and good luck with everyone else too. :smug:
coda5351
16-07-2006, 06:45 AM
defaultalias your right, i'm down to 966 right now. i also found some small tris in the back where the horns connect to the body.
de4dy i didn't even realise you are using maya, kinda thought everybody was using max :P sorry!
vegnadragon
16-07-2006, 07:11 AM
Cool, challanfe. I am going to join and hopefully at least finsih it :P.
Anyway here is my stuff:
my concept:
http://img153.imageshack.us/my.php?image=mondk7.jpg
my wip:
http://img96.imageshack.us/img96/6998/wipalz5.jpg
de4dy
16-07-2006, 08:04 AM
Thx to both off u.I think i got it now i hope will see.
defaultalias
16-07-2006, 08:39 AM
update
models done. 922 tris, so i might make a weapon later. i can even still optimize the shoulders, but i wont. i might add some to the elbows though to aid in joint deformation. but, i feel it's safe to start UV mapping.
Model:
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-3.jpg
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-4.jpg
d2king10
16-07-2006, 08:51 AM
Here goes the finished texture, though i will probly go back to it sooner or later haha...now its time to rig.
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/ThumbMan06.PNG
Thorgrim
16-07-2006, 09:04 AM
Wow, that was fast.
Great texture, he turned out pretty good :)
BiG ToE-3DT
16-07-2006, 09:34 AM
yeah, that was fast, alittle too fast.
coda5351
16-07-2006, 09:36 AM
Wow, that was fast.
Great texture, he turned out pretty good :)
that was incredably fast! hope i can even finish this project hehe. after i fix this slight OS problem... :grr:
BiG ToE-3DT
16-07-2006, 09:38 AM
don't forget you got 2 weeks, no need to rush.
d2king10
16-07-2006, 10:11 AM
Haha its not done yet guys! Though i am pretty close...i suppose i work fast, i always have. >.<
evil-98
16-07-2006, 10:34 AM
i have something to show but i want to get my rig down before mosting anyone
have a simple rigging tut for just posing? i wanted to try biped but i cant get the
geometry to change to my mesh.
Ghosty!
16-07-2006, 11:14 AM
Dia86: I love your style.
oh and Perversonality, Finish it! That is looking awesome, even without the textures.
Fender117
16-07-2006, 11:36 AM
http://i3.photobucket.com/albums/y62/Fender117/DragonRender2.jpg
I had a lot of fun playing around with this guy (total of about 5-7 hours cant remember) and this is my first fully uv-mapped character but I started to doze off so I kind of didnt give my all on the texture. Its a little late so maybe I can fix it up tomorrow and make it look more scale-like otherwise I want to draw a new concept and make a different one if that is allowed?
defaultalias
16-07-2006, 11:56 AM
fender117 - might i also suggest making it brighter. it is very dark.
d2king10 - lol, love your character.
Fender117
16-07-2006, 12:55 PM
http://i3.photobucket.com/albums/y62/Fender117/DragonRender3.jpg
Hope that is a little better? Couldnt sleep too much soda at dinner! :xx:
Ghosty!
16-07-2006, 01:39 PM
I decided to go as bad as they come... I based my monster off of the widely known representation of Death. It isnt death, it is meant to be some sort of undead energy ... thing.
I am up to 424 tris, and want to add tentacles. White irridescent with bluish glow out of the sleeve (on the left) and out of the bottom where his legs will be. Lets hope I can fit a lot in in 600 tris.
Will have evil glowing eyes, and that is all you can see under his hood.
freesupra
16-07-2006, 01:57 PM
my progress so far. still very rough atm, trying to get the main look out and then go in and add more detail to areas
a question does the geometry have to be completely connected or can i have the claws like i do where they are attached to the character but not welded ... if that makes sense
http://img85.imageshack.us/img85/2064/lpmodelwipsb7.jpg
wow you work fast d2king10, looks awesome, love the idea tis quite funny :haha:
evil-98
16-07-2006, 02:13 PM
this is how it looks like currently 850+ tris
http://evil98.insanity-asylum.com/characters/fattie/fattieclay.jpg
Thorgrim
16-07-2006, 03:19 PM
Nice work.
btw, freesupra, I'm from Perth too... tis a small world :)
Un-wrapped mine and started roughing out the texture:
http://members.iinet.net.au/~dstent/TC7/demon2.jpg
BTW, It's now sitting on exactly 1000 polys :)
defaultalias
16-07-2006, 03:44 PM
evil-98 - another comical monster. i guess thats become the theme here.
Rhauk
16-07-2006, 05:32 PM
d2king10; I hate it :D
It's very nicely done, though~
I just can't stand the style, but that doesn't mean I don't think it's an awesome model.
It's just like in that show that was on nickelodeon, "AH! Real monsters" or something. *shrugs* I hated that.
Very nice work <3
Panic strikes!
Each bone takes 14 tris, at least so my max says. Do they count up too and how can I show all polycount without the bones if they don't count? :P
BiG ToE-3DT
16-07-2006, 07:21 PM
i have something to show but i want to get my rig down before mosting anyone
have a simple rigging tut for just posing? i wanted to try biped but i cant get the
geometry to change to my mesh.
well, first off. You dont need to be done or close to done to post. This is te work in progress thread, so post your progress.
Second, in biped, you need to scale to bone to fit. Use the scale tool, and get the scaling.
BiG ToE-3DT
16-07-2006, 07:23 PM
Panic strikes!
Each bone takes 14 tris, at least so my max says. Do they count up too and how can I show all polycount without the bones if they don't count? :P
relax, the bones don't count. Just select all the parts of your model, then take a look at the polycount. And make sure its on tris.
d2king10
16-07-2006, 07:33 PM
Fender117: Great work for your first Uv-unwrap. My first was horrible haha. I Think you should go in and shade the eye area to give it depth...otherwise goodjob =)
defaultalias: Thanks for the comment =)
Ghosty!: Looks great ghosty, cant wait to see it with the tenticles =) You should be able to push out a lot with 300 tris.
freesupra: Coming along nicely! I dont see why you couldnt stick the finger nails on the model without connecting...on my guy the tie, the knot, pocket, and pens arent connected, so it shouldnt make much of a big deal. And thanks for the comment =)
evil-98: Woah love it! Looks great man, cant wait to see it textured =)
Thorgrim: Great work, that turned out really nicely, good progress =)
Rhauk: Haha, thanks for the comment. I was just trying to think out of the box with this character. =)
Im going to rig it a bit later today =)
Phew, thanks BiGToE :)
Of I go to UVW mapping then! :)
Perversonality
16-07-2006, 08:11 PM
@Big Toe
Just to clarify on the "1 x 512x512 texture, no normals, bump allowed", presumably if I want to use bump, diffuse, alpha and specular maps then I would have to break this down into 4 x 256x256 textures rather than being allowed 1 x 512x512 for each? Not planning on using more than diffuse and alpha, but I need to know how I can break the texture sheets down first!
Ta!
d2king10
16-07-2006, 08:19 PM
Im pretty sure you can have them all at 512...im not sure why you wouldnt be able to.
Fender117
16-07-2006, 09:44 PM
http://i3.photobucket.com/albums/y62/Fender117/DragonRender4.jpg
I think I made it a little better but I am still having trouble getting the eye to really look 3D. Anyways Ill be gone for a few hours so Ill work on it when I get back.
Thorgrim
16-07-2006, 09:46 PM
Finished off my concept:
http://members.iinet.net.au/~dstent/TC7/demonConcept.jpg
Also tried to work out the colours, but they look pretty terrible :/
http://members.iinet.net.au/~dstent/TC7/demon3.jpg http://members.iinet.net.au/~dstent/TC7/demon3b.jpg
I'll keep tweaking and try find something that works.
BiG ToE-3DT
16-07-2006, 10:00 PM
Just to clarify on the "1 x 512x512 texture, no normals, bump allowed", presumably if I want to use bump, diffuse, alpha and specular maps then I would have to break this down into 4 x 256x256 textures rather than being allowed 1 x 512x512 for each?
Ta!
No, its 512 for each. 512 for bump, 512 for alphas, 512 for everything but normals.
BiG ToE-3DT
16-07-2006, 10:02 PM
Fender117: your renders keep coming out dark. Either add some lights, or just do a screen grab.
neosorcerer
16-07-2006, 11:04 PM
this is my first concept I may do another one:
http://img.photobucket.com/albums/v188/neosorcerer/2006_07_15_nb2_concept03.jpg
evil-98
16-07-2006, 11:09 PM
thanks for the comments,
BiG ToE: ive tryed scaling, and they dont change?
im using 3dsmax 8, any reason why? my view changes
to world everytime i try to modifiy the geometry too.
http://evil98.insanity-asylum.com/characters/fattie/fattieclay3.jpg
http://evil98.insanity-asylum.com/characters/fattie/fattiewires.jpg
d2king10
16-07-2006, 11:24 PM
Here goes some bump and spec maps...
http://garagecreativity.com/dkseries/My_Work/UGAC/Monster/ThumbMan07.PNG
BiG ToE-3DT
16-07-2006, 11:41 PM
evil-98: to be honest, I don't use biped, but if I'm not mistaken, there is a button you need to click while in biped mode so that you can change it up.
evil-98
17-07-2006, 12:11 AM
ok thanks anyways. does anyone have any tips on
uvwmapping? i know how to but im not very good
at setting maps that are easy to work with and look
great.
BiG ToE-3DT
17-07-2006, 01:46 AM
max 8 has pelt mapping, if you go to the AutoDesk website, they have a demo on how it works.
neosorcerer
17-07-2006, 03:08 AM
2nd concept:
http://img.photobucket.com/albums/v188/neosorcerer/2006_07_16_nb04_concept.jpg
coda5351
17-07-2006, 03:09 AM
evil-89 make sure you are in figure mode when trying to scale the biped. use max's help files and you will find it.
d2king10i hate you in the loving envy kind of way... good work.
evil-98
17-07-2006, 03:17 AM
hum figure mode, ill see if i can find that
for some reason my max help files to not
exist.
ive also heard of pelt mapping and that it
is very powerful i will look in that as well
thanks again guys
jec1183
17-07-2006, 04:14 AM
Well as I posted in your other thread that you created and pmed you about. Here is a screenshot showing you where figure mode is.
evil-98
17-07-2006, 04:42 AM
ya i tryed it out, now that i understand how the adjust the
geometry, anyone got tips on deforming what kind of loops
i need etc, on the mesh to help with the deforming, because
after setting up my biped i had trouble with the arms deforming
correctly so im redoing the biped. not as easy as it looks. :p
BiG ToE-3DT
17-07-2006, 05:06 AM
its basically loops. Starting off of the neck and looping its way down.
here, take a look at BoBo the Seals website. He has a few models to look at.
http://images.search.yahoo.com/search/images/view?back=http%3A%2F%2Fimages.search.yahoo.com%2Fs earch%2Fimages%3Fp%3Dbobo%2Bthe%2Bseal%26ei%3DUTF-8%26qp_p%3Dbobo%2Bseal%26imgsz%3Dall%26fr%3DFP-tab-web-t402%26b%3D41&w=780&h=998&imgurl=www.bobotheseal.com%2Fportfolio%2FContract% 2Fengineer_pariah.jpg&rurl=http%3A%2F%2Fwww.bobotheseal.com%2Fpublished_ art.htm&size=134.6kB&name=engineer_pariah.jpg&p=bobo+the+seal&type=jpeg&no=41&tt=170&ei=UTF-8
coda5351
17-07-2006, 06:28 AM
one last post of the mesh before i start to uv map it. i really wish i had a second monitor :roll:
right at 998 tri...
http://img55.imageshack.us/img55/8113/lowpolyscreencapwiphf2.th.jpg (http://img55.imageshack.us/my.php?image=lowpolyscreencapwiphf2.jpg)
augman
17-07-2006, 06:42 AM
one last post of the mesh before i start to uv map it. i really wish i had a second monitor :roll:
right at 998 tri...
http://img55.imageshack.us/img55/8113/lowpolyscreencapwiphf2.th.jpg (http://img55.imageshack.us/my.php?image=lowpolyscreencapwiphf2.jpg)
I'm not in this comp, but I'd like to give you a few comments and crits anyway :).
A lot of this model is very flat. It seems like you're wasting a lot of polies because the surface doesn't change very much. If you spent maybe an hour tweaking the vertices to make the mesh more appealing, it'd look better.
Also, his arms seem longer than they should be. Check the proportions.
coda5351
17-07-2006, 08:23 AM
Also, his arms seem longer than they should be.
that would be true... if he was human. :) but he is not so i can take a few liberties with his feture length. thanks for noticeing though. i acualy had to measure it to see that his right limb pushes the length out of wack.
after i "finish" doing the preliminary uv unwrap i will post up a pic hoping some one can help me out a little. uv mapping is still REALLY new to me... almost finished i think...
Ghosty!
17-07-2006, 08:47 AM
I work very slowly...
coda5351
17-07-2006, 09:06 AM
I work very slowly...
i would say your off to a good start. would you mind posting the wires?
it might be some of us have more time on our hands then others. i currently have a 4 day weekend every other week. too much time on my hands some times...
evil-98
17-07-2006, 09:29 AM
yes! pelt mapping is awesome, i really like it it is so
easy to work with. i finished mapping in a little less then
45 mins, its amazing. if anyone has any crits on the uvw
please do so :crazy:
evil-98: The UVW look good, try applying that as a texture and check if there's stretching. If not, its good :)
Another thing. You have alot of same looking clusters? Maybe you could overlap some, ie the foot bottoms. I doubt they need two seperate looking textures. The more you can 'mirror' overlap, the more you will have space to do bigger textures for other parts :)
defaultalias
17-07-2006, 11:00 AM
he's right. check out my UV map.
http://i70.photobucket.com/albums/i101/defaultalias/Kit/UV.jpg
i essentialy double my texture space by overlapping my UVs. i knew i wanted a symetrical texture, so i mirrored the UVs. this might not be a good idea if i wanted to use normal maps, but thats doesn't matter since i won't be using them. also, keep in mind texture seams, if it's anything other than a solid color, you'll experience problems. so try to hide them in places that aren't seen as often as opposed to wide, easily visable places. i had to scrap the first attempt at a UV map for this because i had such a problem with the seams.
coda5351
17-07-2006, 11:35 AM
heres a little update before i go to sleep.
http://img134.imageshack.us/img134/2307/uvmap1lowpolychallangedz0.th.jpg (http://img134.imageshack.us/my.php?image=uvmap1lowpolychallangedz0.jpg)
unfortunatly i forgot to grab a shot of the uv map its self. all the green lines are seams. any one want to Crit or Comment please do so. i'm NEW at this. i used a checkard pattern to check for streching.
nite!
evil-98
17-07-2006, 11:52 AM
ya i was thinking about that, ill give it a try.
i applyed the map on to the model and it looks
good to me but i do have a couple stretchs.
heres a render and a screen grab. i think ill need
to readjust the uvw but im pretty happy with it.
http://evil98.insanity-asylum.com/characters/fattie/fattieclay4b.jpg
http://evil98.insanity-asylum.com/characters/fattie/fattiewires1.jpg
Apart from that foot stretch it sure looks good :)
defaultalias
17-07-2006, 01:38 PM
i'm really unhappy with the texture right now, it's too dark in some places. but i'm still in the begining stages. those lines around the smile may become teeth or stiches, right now they're just place holders. anyway, tell me what you think.
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-5.jpg
ps: in photoshop, my image is always lighter than in maya, or the web. is there a way to turn this off?
RobRussell
17-07-2006, 02:37 PM
Personally I love your style Default but as you say the texture does seem a bit dark, why not try mixing black with a red to give a funky circus toy look?
freesupra
17-07-2006, 03:12 PM
tis looking good defaultalias, i reckon turn the mouth lines into stitches.. but thats just my 2 cents and maybe some earthy tones
defaultalias: Reason why you get odd colors and brightness in elsewhere than photoshop is because you've set photoshop colorscale to some odd, or it is automatically set to. Start photoshop, go to EDIT on top bar and one of the last options is for 'color settings' or colorscale settings or similiar. Click it. On top is the dropdown list of possible base 'colorscale'. Select 'Web-graphic defaults' (or such) or 'No color control'.
Hope this fixes it!
jdgill
17-07-2006, 06:08 PM
Everybody is doing a great job on their model so far! :) I'm glad to see more people doing this now.
BiG ToE-3DT
17-07-2006, 07:44 PM
coda, will you be using any smoothing groups on your model. It will help with the boxyness. And it wont add to the poly count.
evil-98, on your uv layout, you want as few seems as possible. Try welding the one of the sides of the back to the front of the upper body, same for the lower body. And then hands and feet can be overlapped, unless you want something different for each.
defaultalias, you may have wasted your time overlaping your uv's. If you would have used a symmetry mod, or even a mirrior on the model, you would only have to model half and unwrap half. Then the mirrior/symmetry would take care of the rest.
Perversonality
17-07-2006, 07:48 PM
d2king10 - not sure about the design, but that looks very nicely done :)
coda5351
17-07-2006, 08:03 PM
coda, will you be using any smoothing groups on your model. It will help with the boxyness. And it wont add to the poly count.
most likely i will, i'm going to start work on him right now... right after i get some food!
Now that I've boned and UVWed all I have. How can I bind my 'core bones' together for the mirrored half of the bug? I mean I got one bone that is what controls the whole position of the bug, I need to have the other halfs corebone to connect to the original corebone, so that when I move one, both moves. How can I do that? :)
Andosier
17-07-2006, 08:24 PM
Great lot of entries so far, and very impressive in use of poly's & textures.
Hopefully I can make something of a comparable standard. This is the first time I've tried modelling this sort of creature, so keeping the poly's down may be hard. :wave:
coda5351
17-07-2006, 08:29 PM
Now that I've boned and UVWed all I have. How can I bind my 'core bones' together for the mirrored half of the bug? I mean I got one bone that is what controls the whole position of the bug, I need to have the other halfs corebone to connect to the original corebone, so that when I move one, both moves. How can I do that? :)
are you using maya or max? max ships with some very useful tutorial and help files. maya might too.
do a search on "rigging" in the max tutorials and it will show you what you are looking for.
Andosier
17-07-2006, 08:30 PM
Deto: Try using a 'dummie' object instead of a bone for the position of the whole model. The rigs for both halves can be attatched to it (normal parent-child, no IK or FK needed) and it will control the position of the whole model.
d2king10
17-07-2006, 08:34 PM
d2king10 - not sure about the design, but that looks very nicely done :)
I guess mine you either like or dislike since i have gotten people either say it looks great or they dont like it haha. Thanks for your comment.
Im having trouble rigging and such, so it will be awhile before i finish haha.
Thanks Coda and Andosier :)
How can I set dummyobject for follow target? Can I forexample set both halves of the body act as dummyobjects to eachother or the bones to pull them both around?
Kalango
17-07-2006, 10:18 PM
Fnaly i've started the modeling, i have no 2d concept but i have a solid idea :)
Here we go:
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip01.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip02.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip03.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip04.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip05.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip06.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip07.jpg
The modelation is complete, hope u like it :)
I will start the texturing soon, i hope i can finish this one, its my first comp here :D
defaultalias
17-07-2006, 10:49 PM
defaultalias, you may have wasted your time overlaping your uv's. If you would have used a symmetry mod, or even a mirrior on the model, you would only have to model half and unwrap half. Then the mirrior/symmetry would take care of the rest.
no, no wasted time. i used a negitave instance for half of my model, so i essentialy worked in mirror mode. maya dosn't have a mirror mode that i know of, or a symetry mod. but an instance works perfectly and also mirrors the UVs. don't think i have the time to manualy arrange the UVs myself.
Very base texture. I'll build 'soft skin' and other details over it :)
http://www.deto.cc/other/kuoriainen3.jpg
BiG ToE-3DT
17-07-2006, 11:17 PM
Deto, throw up a screen grab wit your bone setup so we know what your talking about.
defaultalias
17-07-2006, 11:31 PM
RobRussell - thanks, i think i will add some color
freesupra - i'm going with stiches
Top view. The corebone is selected :)
http://www.deto.cc/other/kuoriainen3b.jpg
CleT0
18-07-2006, 12:50 AM
Hello ppl!!
Im getting in this challenge too, here's my model. Later i'll post the concept.
Plz comments.
http://img233.imageshack.us/img233/7858/renderoz8.jpg
Model
http://img102.imageshack.us/img102/7019/wiremy6.jpg
Wires
http://img456.imageshack.us/img456/5122/polycountja8.th.jpg (http://img456.imageshack.us/my.php?image=polycountja8.jpg)
Polycount
.
d2king10
18-07-2006, 01:24 AM
Hey i have a question, on our final renders can we render him in an environment? or will that count towards the poly count? Thanks.
Kalango
18-07-2006, 01:29 AM
About the beauty render...can we use PS to do blood FX and such?
BiG ToE-3DT
18-07-2006, 01:49 AM
Deto: what you can do is take the main bone that moves all the others on the one side, link it to your core, then do the same to the main bone on the other side.
d2king10: yes you can do an environment, but before you do, take a look at the winners gallery, there are great examples of how you should do your final entry. No it wont count towards your final poly count.
Kalango: you can do whatever you want in photoshop for your final render. But keep in mind, you will be showing your final wires, and texture sheet, so everyone will know you didn't do it as a part of the model.
CleT0
18-07-2006, 02:23 AM
:*poly: Some progress..
http://img47.imageshack.us/img47/843/gray3jn6.jpg
coda5351
18-07-2006, 02:25 AM
quick update. nowhere near happy with it but it is a work in progress. me thinks i need LOTS of practice texturing. :)
http://img439.imageshack.us/img439/2545/fronttex1zk7.th.jpg (http://img439.imageshack.us/my.php?image=fronttex1zk7.jpg)
http://img231.imageshack.us/img231/1926/backtex1zm3.th.jpg (http://img231.imageshack.us/my.php?image=backtex1zm3.jpg)
http://img64.imageshack.us/img64/179/34tex1ul3.th.jpg (http://img64.imageshack.us/my.php?image=34tex1ul3.jpg)
C&C welcome.
evil-98
18-07-2006, 03:14 AM
so im trying to overlap some of the uvws
and seeing if i can optimize my spacing alitte
better, anyone got a good way of baking shadows?
and rendering them out?
great progress everyone
Klash120
18-07-2006, 03:42 AM
Hey 'defaultalias' May have an answer to your "Why does it appear
so dark in maya" question. First off, since it's in shaded mode & you have
hard 'angles' ((not to mention it's a low poly model)) it's gonna do that.
To remedy this, I usually turn off "Use no lights" under "Lighting" in
the viewport, This basically makes a 100% Lighting sort of...
That, or make an Ambient light, and have "Ambient Shade" down to Zero.
((Make sure you're in Light mode "7"))
Hope this helps.
-Francisco
BiG ToE-3DT
18-07-2006, 03:56 AM
anyone got a good way of baking shadows?
and rendering them out?
great progress everyone
if you got max 7 or 8, there is a render to texture option under the render menu. You can select your model then tell it what kind of map you want it to render out. But before you do this you will need to set up some lights that give you what your looking for, or you can just just the normal light setup.
CleT0
18-07-2006, 04:19 AM
if you got max 7 or 8, there is a render to texture option under the render menu. You can select your model then tell it what kind of map you want it to render out. But before you do this you will need to set up some lights that give you what your looking for, or you can just just the normal light setup.
i never find this option! :wall:
BiG ToE-3DT
18-07-2006, 04:49 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/rendertotexture.jpg
CleT0
18-07-2006, 05:03 AM
Thx!
evil-98
18-07-2006, 05:16 AM
heres the update on the uvw looks much
better and maps well to still alittle stretching
on the feet but i think its acceptible. ive also
added to the mesh in hopes of aiding the deforming
of the arms.
edit1: oh and are 2 sided materials allowed?
edit2: also, ive tryed the render to texture but its not corresponding
to my lighting setup, anyone know why? i have a mrOmni and a skylight
final gathering on, raytraced shadows on the mrOmni
http://evil98.insanity-asylum.com/characters/fattie/fattieclay5b.jpg
neosorcerer
18-07-2006, 05:28 AM
model progress:
http://img.photobucket.com/albums/v188/neosorcerer/nb_model_01.jpg
BiG ToE-3DT
18-07-2006, 06:17 AM
evil-98, are you saving the image that shows up on the screen, or are you letting it save its self. You want to save it, don't let Max do it. It's 2 different images.
And, 2 side materials, are A ok.
evil-98
18-07-2006, 08:57 AM
when i bake the material it saves as an output, im not really
worrying about that too much, im going to try vertex coloring.
i dont know if this was wise or not but i redid my uvwmapp
to reduce the seams... and i ended up with this. not the
best usage of space but i want to know what your guys
opinion is on this.
Thorgrim
18-07-2006, 09:08 AM
And, 2 side materials, are A ok.
Oh? well in that case I have an extra 20 or so polys to spend :)
defaultalias
18-07-2006, 09:57 AM
evil 98 - good job, but the other one shouldn't bother you too much. it's better for texure usage.
Ghosty!
18-07-2006, 10:00 AM
http://www.croc-film.com/files/1024_768.jpg
Whoever asked for my wireframe, here it is...
I have 784 tris at the moment.
Don't double sided texture mean double polygon amount?
defaultalias
18-07-2006, 12:11 PM
Klash120 - i'm looking around, and it's definatly photoshop, not maya. even the images i upload here are darker. i think it's my gamma or brightness setings, but i cant find the setings in photoshop. oh well, no major problem.
evil-98
18-07-2006, 12:11 PM
heres my update for tonight
i started texturing it. :wall:
Klash120 - i'm looking around, and it's definatly photoshop, not maya. even the images i upload here are darker. i think it's my gamma or brightness setings, but i cant find the setings in photoshop. oh well, no major problem.
Tried my suggestion, defaultalias? ;)
boundoak
18-07-2006, 01:52 PM
But let's see how I do.
http://www.obbdc.com/images/ConceptLPM.gif
3Danny
18-07-2006, 02:38 PM
Pretty much at the limit. Just need to tweak out alot of things now and UVmap/texture.
http://images6.theimagehosting.com/progress2.jpg (http://www.theimagehosting.com)
death rules
18-07-2006, 04:22 PM
yeah this is my 3 hours work for the contest its a two headed turtle with legs of bull,kinda weird
daphone
18-07-2006, 07:10 PM
here is an update: rigged, skinned and started some texturing..
RobRussell
18-07-2006, 07:34 PM
:| Ok now that thing doesnt look very cuddly, nice happy smile though lol
BiG ToE-3DT
18-07-2006, 07:45 PM
evil-98: thats how your uv's are supposed to look, now you wont have that many seems, more like one seem. You might still have some streching in the shoulder, but you will be ok.
Deto: double sided textures is for when you remove a poly from somewhere and now you can see inside the mesh. Does not mean double the poly's .
freesupra
18-07-2006, 07:54 PM
just a little update before i head to bed.. hopefully i will get some texturing done tomorrow
http://img54.imageshack.us/img54/8846/lpcontestwip4fn7.jpg
Thorgrim: it is quite the small world indeed, but there arent many of us out here so its good to see another giving it a go :)
BiG ToE-3DT
18-07-2006, 07:56 PM
freesupra: what are you hiding, hehe you got 4444 tris somewhere. Did you rigg him already.
Zerath
18-07-2006, 10:02 PM
Whoa. This seems so exciting competition that I have to give a shot too. All you people have amazing work there.
I went for a little psychotic looking monster. I've no idea what this is, except that it will be jester-looking monster. Or as for clothes at least.
Here are some skecthes I dared to scan:
http://www.saunalahti.fi/~jsalonen/jussi/jester.jpg
And here is some progress:
http://www.saunalahti.fi/~jsalonen/jussi/jester2.jpg
That's about 270 triangles. More than 700 tris left for the body. Should be enough.
Kalango
19-07-2006, 01:04 AM
Here's the uvw and finished modeling work :drool:
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/wip08.jpg
http://i19.photobucket.com/albums/b185/Kalangossauro/3d%20total%201kmonster/uvw_work.jpg
jdgill
19-07-2006, 02:35 AM
Awesome updates from everybody :D
coda5351
19-07-2006, 03:48 AM
so many entries this time around... could be a close one. keep up the pressure guys, it feeds me :D
freesupra
19-07-2006, 04:27 AM
BiG ToE: hehe yeah i got a biped in there and a couple older copies of the model ... that i should get rid of, to think of it im gonna do that now
oh and i have an update on the uv map, second attempt at one ever
http://img86.imageshack.us/img86/4544/monsteruvs1gp1.jpg
vidar_nelson
19-07-2006, 04:49 AM
Here's my entry
http://www.swebucket.com/inside/pictures/41/1981344264a657660af20be26ecefb38.jpeg
concept
http://www.swebucket.com/inside/pictures/41/9e2c42f5f2d29e3e07a3be64fdc9ab62.jpeg
texture
http://www.swebucket.com/inside/pictures/41/0373520ed52b17367f7c0384267c8cec.jpeg
wire
http://www.swebucket.com/inside/pictures/41/a66534cd0f476a5434c654924f9f3ff0.jpeg
Beauty render
http://www.swebucket.com/inside/pictures/41/cbdccde609f926ceea3fcbe9a6b40c58.jpeg
Turntable
http://www.deviantart.com/view/36527256/
748 tris (including swords)
soft: blender & gimp
edit: fixed turntable link
BiG ToE-3DT
19-07-2006, 04:54 AM
Good job, vidar_nelson, but hold on to all of that for the final entry thread. If you dont post your final image in there, no one can vote for you.
TheWinterLord
19-07-2006, 04:55 AM
vidar_nelson that looks pretty sweet but im sure there will be a submission thread later where you have to post it.
(big toe is before me saying this i felt it during writing this post...)
Im out of this comp... but while trying i learned how to model in Maya :P (i just cant get texturing to work and then after that i need to learn how to rig there so i calculated i wont have time)
good luck everyone, there are many cool monsters in here!
vidar_nelson
19-07-2006, 05:10 AM
Good job, vidar_nelson, but hold on to all of that for the final entry thread. If you dont post your final image in there, no one can vote for you.
Oh, didn't know that. Thing is, I'm going out of town tomorrow, and I probably won't be back until long after the deadline (otherwise I wouldn't have rushed it lik I did now - started it yesterday). I'll try to find some internet café or something tough. :)
However, I wasn't planning to win, so it doesn't realy matter. The most important thig is to get some practice, and maby some comments. Votes isn't that important to me.
neosorcerer
19-07-2006, 08:01 AM
http://img.photobucket.com/albums/v188/neosorcerer/nb05.jpg
defaultalias
19-07-2006, 08:27 AM
vidar_nelson - Great job, and with freeware! your a credit to the GNU comunity.
Deto - i over looked your post, and that was the problem, thanks.
RobRussell - i added red, and it really made an improvement. i'll post the texture when i'm almost done.
Daphone - i'm kinda glad i didn't go with my first concept, because that looks exactly like it. anyways, good model, better than i could have done
nyphe
19-07-2006, 08:34 AM
So, this is my first try at the low poly thing...
I've been watching the past ones, and I've been interested. Here is the begining of my "monster". I've already spent most all of my tri's, but I think I can tweak some stuff to get some more detail. I'd appreciate any comments...
http://i84.photobucket.com/albums/k23/bigkgo/show.jpg
http://i84.photobucket.com/albums/k23/bigkgo/shot1.jpg
http://i84.photobucket.com/albums/k23/bigkgo/shot2.jpg
http://i84.photobucket.com/albums/k23/bigkgo/shot3.jpg
Dia86
19-07-2006, 09:41 AM
Wow there are a lot of really great lowpoly models here.
Here is my finished model. Still have some polys left to mess around with, but if I need them for some extra detail when i add the ink n' paint shader and final texture I will use them.
http://i77.photobucket.com/albums/j58/diastudios/AnimatShow.jpg
uv's
http://i77.photobucket.com/albums/j58/diastudios/Animat_UVS.jpg
CleT0
19-07-2006, 10:41 AM
Wow! Nice updates ppl!! :dance:
And rly cool new models!!
Here's the lil guy textured!
http://img127.imageshack.us/img127/9245/purplecx1.jpg
The texture, not totally finished:
http://img58.imageshack.us/img58/8317/texturert7.th.jpg (http://img58.imageshack.us/my.php?image=texturert7.jpg)
He's already all rigged, so i started to play with morph.
http://img84.imageshack.us/img84/350/expressogw0.jpg
Any critcs ?? Im blind here ppl! :crazy: lol
.
Deto - i over looked your post, and that was the problem, thanks.
Glad it works fine now :)
neosorcerer
19-07-2006, 01:10 PM
I started texturing what do you think:
http://img.photobucket.com/albums/v188/neosorcerer/nb06.jpg
neosorcerer
It's beautiful!! Looks like Final Fantasy monster.
PS. I shall receve my computer from repair today. Deadline is soon, but i'll try to make same simple creature.
ALmanax
19-07-2006, 02:27 PM
Hi all, i'll take part in this comp, well have no skecht. But here's what i made by now:
http://img147.imageshack.us/img147/1417/test1nw6.jpg
Hope i'll texture it soon.
boundoak
19-07-2006, 04:37 PM
I'll probably fiddle with the geometry a bit more before UV mapping
http://www.obbdc.com/images/Progress.jpg
See my sketch to know what it is...
TheWinterLord
19-07-2006, 06:31 PM
Big-Toe why dont we have a submission thread already i mean it cant hurt those already finished.. like vidar_nelsons situation. just make it clear that it should be a only submissions thread.
BiG ToE-3DT
19-07-2006, 07:20 PM
TheWinterLord: true it can't hurt to have a final's thread up. Never had anyone done this early before.
Dia: you might want to add a few more loops in the upper leg, so when you pose him for the final entry his legs bend better.
Grashupfa
19-07-2006, 07:27 PM
Nice entries ...
i know its quite late to start ... but i havent seen this earlier, hope i can finish in time
Grashupfa
19-07-2006, 09:28 PM
There we go ... now i have to enhance the shape and the edges ...
http://img53.imageshack.us/img53/8047/secondyr6.th.jpg (http://img53.imageshack.us/my.php?image=secondyr6.jpg)
Kalango
20-07-2006, 12:49 AM
Why just 1 week? i thought it was two weeks of contest....why does it ends in this saturday????It suposed to end next saturday... ¬¬
BiG ToE-3DT
20-07-2006, 01:02 AM
the due date/deadline has and always will be the 28th.
Nothing has changed.
Turoid
20-07-2006, 02:14 AM
I started modelling on mine, this is what i currently have:
I call it 'blood worm'. It's a very fat worm with 2 legs which he uses to walk towards his prey and crushes it to the ground. enjoy... :P
BiG ToE-3DT
20-07-2006, 02:55 AM
Turoid: the creature looks nice, but I think if its a fat worm, the belly of the beast should be dragging on the ground. Not just the back half, but the portion that is between the legs.
OROCHI
20-07-2006, 04:51 AM
Here's my monster.
Concept - Provided by GEK
http://img129.imageshack.us/img129/2857/mostroconcept01ef2.jpg (http://imageshack.us)
Model (WIP)
http://img90.imageshack.us/img90/2336/mostro01el1.jpg (http://imageshack.us)
I was thinking about a very disgusting kind of monster, like you never want to touch it, or something like that :lame:
Kalango
20-07-2006, 05:42 AM
HUm...sorry i miss undestood the date :) hehe...
Good job everyone, good pogress and keep on moving!
Turoid
20-07-2006, 12:17 PM
big toe: Thanks. The front part of him is a kind a head which is big, he can only lift his head, the rest of the body is hanging on the ground. Its half a worm half a uuuh... big headed beast :P ?
here another wip, I also started some uvs and texture. But Im going to redo them because I mapped him symmatricaly and that makes the seams really visible, more than i expected. I think I keep the texture style, maybe a little bit more shiny and wet, instead of hard rough skin.
defaultalias
20-07-2006, 12:24 PM
progress:
not much... i did remake my concept. it's painted in ink, and i think it came out pretty nice. i'm moving away from the dark, cruel look of the other pic, and am aiming for a more playful mischievous look. this is my final color scheme, any sugestions are apreciated, though.
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-Ink_painting.jpg
sorry for the crappy scan. :smug:
neosorcerer
20-07-2006, 12:30 PM
Hello, some more progress on the texture:
http://img.photobucket.com/albums/v188/neosorcerer/nb07.jpg
Inpw, thank you, I tried to make something original and I was not sure if anyone would enjoy it but I am glad you like it.
ALmanax
20-07-2006, 01:14 PM
started to texture him, at this moment only diffuse:
http://img156.imageshack.us/img156/9360/tex1tn9.jpg
freesupra
20-07-2006, 01:25 PM
defaultalias: new design is lookin good has that cartoony/creepy circus conductor look bout it
neosorcerer: simply stunning work there, love the colour scheme and such a novel idea
RobRussell
20-07-2006, 03:41 PM
Neosorcerer - That looks beautiful.
As for my model I dont think it'll get done lol, damn work taking up my time. Might take a week off depending on what the next challenge is so it can get my full attention. :p
augman
20-07-2006, 06:11 PM
Everything looks really great guys. I think we'll get a lot of final entries. Hopefully more than 5. :)
defaultalias
20-07-2006, 06:14 PM
Texture Update:
i'm done with the body texture, although i might make some last minute changes later. now all i have left is the weapon and rigging.
Texture:
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-7.jpg
http://i70.photobucket.com/albums/i101/defaultalias/Kit/Kit-8.jpg
neosorcerer
20-07-2006, 07:08 PM
Thanks everyone!
I looked at my textures and realized it was not going in the direction I wanted so I went and repainted them. I hope it looks a little more realistic now. I'm still playing with the colours.
big update:
http://img.photobucket.com/albums/v188/neosorcerer/nb08.jpg
RobRussell
20-07-2006, 07:34 PM
I really like the new colours neosorcerer but to be honest i prefered the old colour scheme but anyways its still an amazingly well conceived creature. makes me think of some kinda water spirit for some reason
d2king10
20-07-2006, 11:13 PM
Yeah i have to agree, the old style seemed to pop and fit better...however both are nice.
madmenno
20-07-2006, 11:31 PM
hi!
great looking monsters you guys designed/made!
This is my very first competition i enter so bare with me.
Remember the flying skull from doom? It inspired me so i made a non humanoid skull. It turned out a bit defferent then i wanted. For example i wanted to give him long sharp teeth that would close of the mouth but i'm realy bad at texturing. Maybe i give it another try but then i have to get rid of one spine segment becaus of the polycount.
The texture is giving me a hard time but i have a start. Heres my skull
Turoid
20-07-2006, 11:36 PM
Hi menno, looks pretty good. Yeah i remember that flying skull :P oh man that thing gave me the creeps when i first saw it haha.
madmenno
20-07-2006, 11:45 PM
Thnx turoid!
Btw welcome to the forum! Always love it when fellow country man joins! BTW, your worm looks pretty fat to me! Big toe should observe realistic worms for a while :D J/K!
BiG ToE-3DT
21-07-2006, 01:32 AM
hahaha
OROCHI
21-07-2006, 01:33 AM
Thanks everyone!
I looked at my textures and realized it was not going in the direction I wanted so I went and repainted them. I hope it looks a little more realistic now. I'm still playing with the colours.
big update:
http://img.photobucket.com/albums/v188/neosorcerer/nb08.jpg
I really like your monster. It reminds me a flying creature I saw in a Panzer Dragoon game.
ALmanax
21-07-2006, 01:39 AM
completed the texturing part:
http://img70.imageshack.us/img70/4500/shad1bc5.jpg
added some polys - 996 together. But i found out/mentioned one big problem - my monster is very human like, I did forget this rule and made the work :wall:
neosorcerer: like the old texture style a lot more then the new one! Anyways, great texturing!!!
BiG ToE-3DT
21-07-2006, 01:41 AM
ALmanax: as long as you know your model looks a lot like a huminoid. There is still plenty of time to make another model.
I'll be starting mine soon.
Well, may be I'm not too late. This is my monster. There are 992 tris. I'm begin texturing it.
I call it "crawling bride". It looks like dummy with rusty joints. And there are rusty pins in her eyes and in her back. Strange things from her hips are.... strange things looking like pipes :) Organic pipes. It crawls and attacks main hero with its hand joints
Concept will be later.
neosorcerer
21-07-2006, 03:40 AM
What does everyone like about the old one? I guess I just don't like the cartoony style.
I changed the colour a bit, here they are for comparison:
http://img.photobucket.com/albums/v188/neosorcerer/comp01.jpg
Thank you for the comments.
OROCHI
21-07-2006, 03:45 AM
Model done.
Stay into the polygon limit was very hard to me...I made lot of optimization.
http://img109.imageshack.us/img109/4968/monster02hu4.jpg (http://imageshack.us)
995 tris total ^_^
Now it's time for texturing...
BiG ToE-3DT
21-07-2006, 03:45 AM
I hope this monster isn't supposed to be scarey, cause right now, it looks like a leaf falling. Unless he has paper thin wings to give paper cuts, there isn't much to be scared of.
But, the one on the left juststands out more.
augman
21-07-2006, 04:15 AM
What does everyone like about the old one? I guess I just don't like the cartoony style.
I changed the colour a bit, here they are for comparison:
http://img.photobucket.com/albums/v188/neosorcerer/comp01.jpg
Thank you for the comments.
I prefer the new one, the one on the right. I don't know why, but I just like it better. But they both work well.
d2king10
21-07-2006, 04:29 AM
Ive got to stick with the one on the left...but then again i prefer a cartoony style over anything.
evil-98
21-07-2006, 05:36 AM
I hope this monster isn't supposed to be scarey, cause right now, it looks like a leaf falling. Unless he has paper thin wings to give paper cuts, there isn't much to be scared of.
But, the one on the left juststands out more.
looks like hes making fur with opacity maps. is that legal?
OROCHI
21-07-2006, 05:59 AM
I think so...
My monster it's full of fur. The only way i can do it, it's by opacity maps (texture+alpha). :dunno:
BiG ToE-3DT
21-07-2006, 06:41 AM
yep, thats the main reason why I'll be using the alpha channel.
3Danny
21-07-2006, 07:21 AM
Here is an update on the texture so far, it's still really rough. Hope you guys like it.
defaultalias: I like your design, but one of the things I don't like is the pink dots on his cheeks lol. The whole design reminds me something I would see in a Tim Burton movie, looks awesome keep it up.
neosorcerer: I like the one on the right aswell. For some reason I don't like how bright the left one is, kinda hurts my eyes.
http://images6.theimagehosting.com/progress7.jpg (http://www.theimagehosting.com)
freesupra
21-07-2006, 08:40 AM
Neosorcerer: the original one looks the best, but they are both really great
i got the texturing done... but i dont like it
http://img141.imageshack.us/img141/2977/lpcontestwip9id5.jpg
coda5351
21-07-2006, 08:55 AM
got the rig built. probably overly done but its good practice for me. i made this one on my own with only a little help from the help collection from max. i must say its decent for the first non-tutorial rig i've done.
every one is doing great here. keep it up!
defaultalias
21-07-2006, 08:57 AM
the teeth look great, the fur needs work though.
BiG ToE-3DT
21-07-2006, 09:45 AM
Neosorcerer:
i got the texturing done... but i dont like it
then I guess, your texture isn't done. :ugh:
neosorcerer Can you show your monster from others points of view? It is quite interesting how it looks half face.
neosorcerer
21-07-2006, 08:50 PM
It is more of a magic based creature.
front (http://img.photobucket.com/albums/v188/neosorcerer/front12.jpg)
side (http://img.photobucket.com/albums/v188/neosorcerer/side12.jpg)
top (http://img.photobucket.com/albums/v188/neosorcerer/top12.jpg)
back (http://img.photobucket.com/albums/v188/neosorcerer/back12.jpg)
wire (http://img.photobucket.com/albums/v188/neosorcerer/wire12.jpg)
Being nice, I'll censor myself, so that the forum auto-censor don't need to kick in and cry in fear :D
"#€£]≈"%"&"&)=$!"#)4!"#(©@£€"#€%@£$§∞$@© computer broke down ©$@∞§$]©@/(&"%&/£$∞§]/(&#
Which is... computer broke down, wont even boot. Which means, unless I magically fix it next wednesday when I get back from summer cottage... I'm out of competition :P
TheWinterLord
22-07-2006, 12:57 AM
oh s*** Deto thats not nice. hope u get it working again man!
Hellhammer
22-07-2006, 01:52 AM
At work and bored without much to do i decided to do something for this (^.^)v. I made a quick ugly sketch and im pretty much done modeling. Maybe ill ad some few things since i havent reached my 1000 tris, but this is pretty much the guy. Once i get home ill start with the uv layout and texturing process. Hopefully ill have this done by wednesday :P.
CleT0
22-07-2006, 03:51 AM
A Beauty Shot!
http://img154.imageshack.us/img154/4555/08if0.jpg
*
Dia86
22-07-2006, 08:12 AM
Well finished modeling and texturing, added some more edge loops as BigToe suggested.
http://i77.photobucket.com/albums/j58/diastudios/animat_Comp.jpg
Wires (http://i77.photobucket.com/albums/j58/diastudios/animat_ScreenGrab.gif)
Tpage (http://i77.photobucket.com/albums/j58/diastudios/Animat_texUvs.jpg)
Cleto: That looks amazing!. Backround really matches the style of your monster. Good job.
defaultalias
22-07-2006, 08:13 AM
CleT0 - looks like a pixar short. very nice man
madmenno
22-07-2006, 02:49 PM
OROCHI why did you make a sepparate plane for each teeth? Or if not separate why did you make those indentions? can't you make 4 flat planes and alpha map those teeth on?
And i didn't read that your monster needs to be scary... well yeah normaly monsters are scare. But there are plenty of game where the monsters aint so scary. Or monsters Inc. for another example.
good luck all!
OROCHI
22-07-2006, 07:13 PM
Started with textures...
http://img111.imageshack.us/img111/6860/monster02yg7.jpg (http://imageshack.us)
Some nasty intestine reflection maps inside his stomach :dunno:
http://img153.imageshack.us/img153/6131/monster03na8.jpg (http://imageshack.us)
arneoog
22-07-2006, 08:04 PM
This sounds so cool that I just have to try! :D
Still 6 days left, right?
I did this scketch, and i'll start modelling very soon :haha:
Corrupt Mind
22-07-2006, 08:29 PM
This sounds so cool that I just have to try! :D
Still 6 days left, right?
I did this scketch, and i'll start modelling very soon :haha:
kinda reminds me of Pumpkin Head
arneoog
22-07-2006, 08:38 PM
who?
arneoog
22-07-2006, 09:36 PM
Here's my monster so far :D
[886 tris]
Corrupt Mind
22-07-2006, 09:38 PM
movie from back in 89, guys son gets killed and he basicly calls forth this monster to get revenge...
http://www.monstersinmotion.com/catalog/images/contemp/pumpkinhead01.jpg
http://www.xofacto.com/justin20/geo-pumpkinhead.jpg
arneoog
22-07-2006, 09:42 PM
Wow! Cool! :eek:
I have to see that movie :p
OROCHI
22-07-2006, 10:48 PM
Done with texturing (I cut out 5 polygons too :lame: ):
http://img487.imageshack.us/img487/2628/monster6mx1.jpg (http://imageshack.us)
Side wiew:
http://img101.imageshack.us/img101/7438/monster5rp9.jpg (http://imageshack.us)
Actually, my texture space is bigger than 512x512, but the final one will be ok (still some optimization to do ^_^ ).
BiG ToE-3DT
23-07-2006, 01:41 AM
Just started my model today.
When the head is done, I'll post up a picture.
BiG ToE-3DT
23-07-2006, 07:17 AM
Head and upper body.
Still needs legs, feet, ears, hair.
Might need a bit of loving to get it under the limit.
BiG ToE-3DT
23-07-2006, 10:20 AM
had to remove the feet to come in under the limit, but I'm ok with that.
http://i55.photobucket.com/albums/g129/DJBiGToE/wip002.jpg
defaultalias
23-07-2006, 02:49 PM
funny. love the face. but where are all your tris going? probaly the hair.
BiG ToE-3DT
23-07-2006, 06:31 PM
the model was at 802 before I gave the thing legs, or hair, so I think my problem is in the face and hands.
defaultalias
23-07-2006, 07:23 PM
i think the hands are fine, but your right about the face
Ilkejav mk5
23-07-2006, 09:18 PM
on my side i've been working hard: here's my monster, a deep sea giant killer fish.
I'm done with modeling, around 980 tris, the fish is rigged, and i'm already far into texturing... i'll post an update once I'm done, adn then i'll make a cool scene to put it in.
BiG ToE-3DT
24-07-2006, 03:52 AM
it's the last strech of this comp, I hope everyone is getting their final images, poses, wires, textures ready.
The Final image thread is already up and waiting.
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