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BiG ToE-3DT
17-04-2008, 06:26 AM
Low Poly Mini Contest #21
Subject – Vehicle
ALL WIPS AND CONCEPTS ARE TO BE KEPT IN THIS THREAD.

http://i55.photobucket.com/albums/g129/DJBiGToE/DSCF0882.jpg

Guide Lines:

With the Dominance War over what better way to ease our selves back into low poly modeling than a super low poly model. And what better to model than a vehicle.

The type of vehicle you choose to model is completely up to you. This means it can be a train, plane, car, boat, submarine, spaceship, whatever, you want.


Have Fun!


Judging: 3 categories of judging will apply. 10 points possible for each:

Concept - How well your idea fits the topic
Model – How well the geometry is structured, how well it looks like the subject.
Texture – How well the texture space has been used, and how well the texture is painted/applied.

DUE DATE: May 4th: a Sunday, 3 weeks and a few days from today! 11:59 pm GMT - SUNDAY

Idea:

Your mission if you choose to accept it, will be to model a vehicle. You have 450 Tris, use them as you see fit.

Poly limit:

450 Tris Total. You can do whatever you want with these, just don’t get carried away and don’t exceed the 450 Tri Limit. Remember, the limit tells you where to stop, there is no minimum, so use as much of the limit as you see fit.

Textures:
(1) 512 x 512 texture. This means (1) 512 for color, No Bump Map, No Normal Map, (1) 512 opacity, (1) 512 spec. You can chop it up into whatever you want, but you still need to go all out in your texture.

Textures can be hand-painted or you can use photographic sources. Do what you do.

Prizes:

1st Place gets to choose one of the following options:
- A choice of any 6 Total Texture Collection DVD's
- A copy of all 4 Shorts Drawer DVD’s
- 12 month subscription to the 3DCreative magazine
- A first place award

2nd Place gets to choose one of the following options:
- A choice of any 4 Total Texture Collection DVD's
- Your choice of any 2 Shorts Drawer DVD’s
- 6 month subscription to the 3DCreative magazine
- A second place award

3rd Place:
- A choice of any 1 Short Drawer DVD
- A third place award

Final Pictures:

Required In The Final Post (1 post per entry):

- 1 x Winning shot. This image can only have "One" image of your vehicle. No multiple shots or different angles. Just one!

- 1 x Beauty shot of your vehicle. Feel free to put multiple angles of your vehicle or just one big version or your vehicle on this page. 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. It’s up to you.
- 1 x wire frame shot of your vehicle. Feel free to put multiple wire frame shots or just one big wire frame shot on this page. It is up to you. Must have polycount included.

- 1 x texture sheet that includes all your used sheets squeezed into "one" sheet.

- Concept Sheet (Only if you have a concept)

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.


A Final Entry Thread will be up and waiting around the end of the third week/beginning of fourth week. Don’t forget to submit your work by posting it in the final thread.

Good luck everyone!
BiG ToE.

Mr. Bluesummers-3DT
17-04-2008, 07:15 AM
Too drunk to start 2night.

Mr.T
17-04-2008, 07:47 AM
Sounds great :dance:

poopipe
17-04-2008, 08:20 AM
sweet - back to the old school :D

Saiya-jin
17-04-2008, 09:48 AM
haha, nice avatar poopipe

poopipe
17-04-2008, 12:23 PM
it's my peace avatar

Honki
17-04-2008, 12:24 PM
Saiya-Jin.
YOUR avatar is gay. Ford all the way.

Saiya-jin
17-04-2008, 01:01 PM
Well, THAT was uncalled for. I just like the lion.

Ojah
17-04-2008, 01:12 PM
can we use vertex colors to assist the textures?
btw isn't 512^2 for 450 tri's quite a lot?
I'm used to 128^2 100% self illu for ds models in the range of 200-400 tri's.

poopipe
17-04-2008, 01:27 PM
dont bring stuff like that up or he'll start making it difficult for us


Saiya-jin : are you in for this one ?

BenniKImmel
17-04-2008, 01:46 PM
Yay! The due date is my 18th birthday!

imez2miss
17-04-2008, 01:48 PM
I'm in. What's the part about sketches of a character redesign? I think I missed something somewhere other than the vehicle.

Robbiek1000
17-04-2008, 03:00 PM
I gotta agree with Ojah, 512 map is to big for something so low poly. 256 at the highest, but i would suggest 128....and no spec maps

DaddyDoom
17-04-2008, 03:09 PM
Yay! The due date is my 18th birthday!

Now you made me feel like the old fart I am...:ugh::ugh::ugh:

poopipe
17-04-2008, 03:38 PM
I'm in. What's the part about sketches of a character redesign? I think I missed something somewhere other than the vehicle.

That's just Big Toe being lazy with the copy&pasting

it's a vehicle comp

Lukavi
17-04-2008, 03:43 PM
Hmmm, 512 for a sub 500 poly model seems like a bit much, but the contest sounds interesting nonetheless.

poopipe
17-04-2008, 03:54 PM
quake 3 used pretty similar specs so it's not unprecendented

Mr. Bluesummers-3DT
17-04-2008, 04:01 PM
This'll gear you up for doing Crysis vehicles!

BiG ToE-3DT
17-04-2008, 04:03 PM
I went with 512, because I want you guys to be all that you can be. The limit on the texture is 512, but you can go smaller if you want.

and my copy paste skills suck to begin with, even if its 2 in the morning while doing it. But the redesign thing is fixed now.

defaultalias
17-04-2008, 04:08 PM
if I do something, it'll be a tank. don't no one else go stealing my idea now, I'm off to go draw stuff.

grindill
17-04-2008, 04:15 PM
I'm in on this one. I'll most likely be doing a pirate frigate. I'll have to look through my books once I get home from work tonight to see what tickles my fancy.

http://images.hobbytron.com/ZX-82056-lg.jpg


ARRGGGG!!!

L3XICON
17-04-2008, 05:35 PM
oh man grindill i was gonna do a frigate too! beat me to it

defaultalias
17-04-2008, 05:52 PM
I'm think of going with a USSR theme for this, lots of gaudy reds and yellows and flat grays and black. what do you guys think?

WIP
http://i70.photobucket.com/albums/i101/defaultalias/Stupik-Tank.gif

grindill
17-04-2008, 05:56 PM
L3XICON, build yours too and we'll fire virtual cannon balls at each other.

Robbiek1000
17-04-2008, 06:01 PM
Gotta hurry up on this one...I'm moving here in a couple days and wont have much time after that.

Decided to do something familiar since I'm deadly crunched from time....hopefully you guys will know where its from!

http://i88.photobucket.com/albums/k187/Robbiek800/Comp_21/Model_1.jpg

right now its sitting at a perfect 450 tris!!

omnicypher
17-04-2008, 06:07 PM
it kinda reminds me of final fantasy crystal cronicles,

i might make some kinda hover tank, or futuristic vehicle with guns on it built for 2, like the warthog, or a mech, or maybe an electric wheelchair with a mounted turret...

yesterday i started making a vehicle factory, but its way too high poly to use for this.

omnicypher
17-04-2008, 06:21 PM
if i make somthin open like a motorcycle or a wheelchair, it wouldnt look right without a driver, which would eat up tris i would think

does it have to be self propelled? or is a dumpster with castors on a hill count?

imez2miss
17-04-2008, 06:41 PM
So I am trying to go for something cool. I'm have 450 tri (exactly) Tronish/XGRA bike that I did this morning in the office. It's already UVed. Just need to work out a couple overlaps.

I was originally trying to make a Halo 3 Mongoose but it was too many Tris. Four wheels eats tris. So I changed my mind. I may also do a sports car or some type of aircraft. I think I may shoot for 2 or 3 entries.

http://img385.imageshack.us/img385/2614/lowpolycountjl3.jpg (http://imageshack.us)

HOORAY FOR SMOOTHING GROUPS!!!
http://img515.imageshack.us/img515/9243/smoothinggroupstq5.jpg (http://imageshack.us)
http://img515.imageshack.us/img515/9243/smoothinggroupstq5.b7eb735c87.jpg (http://g.imageshack.us/g.php?h=515&i=smoothinggroupstq5.jpg)


Oh what I could do with a normal map on this. :(

1234robbie
17-04-2008, 06:48 PM
I am in this one to. I alredy have an idee =D
I always drawd a littel space scene in my school map =P
I think i am going to make that.

Mr. Bluesummers-3DT
17-04-2008, 07:10 PM
imez2miss
I would get rid of the cut along the interior of each tire. That should get you back at least a few dozen triangles that you can use for details! Very ambitious idea so far!

poopipe
17-04-2008, 07:37 PM
I'm makin me a kubelwagen

I'm also making a tasty stew so concepts will have to wait a bit

ryvick
17-04-2008, 08:20 PM
ack! everyone started already -_-'

Saiya-jin
17-04-2008, 09:38 PM
dont bring stuff like that up or he'll start making it difficult for us


Saiya-jin : are you in for this one ?

Poopy, I might give it a try. Like I've said, I love art, and I'm working on learning all the different tools, but I am not good. Since it's so low detail, that might work to my advantage, or not.

L3XICON
17-04-2008, 10:04 PM
defaultalias love your style :D really looking forward to seeing what you do with the textures

imez2miss looks good :)

well ok grindill, i decided I would go with a boat as well, but to mix things up I thought about what could beat ya frigate :p earlier today while flat out in bed with the flu I watched a program about the battle of Bismark and the 'Mighty' HMS Hood.. so being a sucker for punishment, I figured I would do the great battkeship hood. very detailed aim, very low poly model. go figure :P hoping my texturing skills will live up to it.

so at 446 poly at the moment, the large flat plane down the middle is for all the cables and what-not.

bb0x
17-04-2008, 10:18 PM
Default- Advanced Wars 3D! nice one.

Robbiek- I love that concept :|

Lexicon- Looks nice... Don't you need a rest or something? :P


I need to do some research.. no idea what to do yet


what about animals as vehicles... i dunno.. like a chocobo ish thing?

defaultalias
17-04-2008, 11:06 PM
thanks bb0x, but I'm not really going to texture it like advanced wars. more like metal slug. btw dude, you need to get in on this one and win something for once.

thanks lexicon, really digging the ship. looks like it would be really fun to texture in all those details.


http://i70.photobucket.com/albums/i101/defaultalias/Stupikwip.gif

imez2miss
17-04-2008, 11:31 PM
So I went back and fixed a few design ideas. I like it better this way and it has a little more detail now. I changed the rear tire to be more like a snow mobile. I even shaved off two tris (so much haha).

http://img74.imageshack.us/img74/5296/smoothinggroupsor3.jpg (http://imageshack.us)
http://img74.imageshack.us/img74/5567/lowpolycountsu4.jpg (http://imageshack.us)

poopipe
17-04-2008, 11:45 PM
yeah!

a kubelwagen

I need to shave off 100 triangles though. anyone have any ideas where I can get away with it?

I don't really want to lose the openable doors etc.. if I can avoid it

defaultalias
18-04-2008, 12:00 AM
the wheels and steering wheel maybe. the pinwheel triangulation you have going on right now is really poly heavy. i'd also lower the section of those cylinders to about 8 if you can. at least 10.

poopipe
18-04-2008, 12:12 AM
that might do the trick actually - my ropey maths says that'll cut about 80 triangles


I'd completely forgotten what 450 tris looked like - I had more than that in the hands of my dom war entry

orlan.novak
18-04-2008, 12:22 AM
Hell yeah, this sound like much fun.
I'm going for a zeppelin! :D

BiG ToE-3DT
18-04-2008, 12:33 AM
poopipe: use a two sided texture and toss the inside of the wheel aswell. Also, what do you have going on underneath.

Firehazurd
18-04-2008, 12:35 AM
My current idea is a bike... though I want to snaz it up some... not sure what I'll do quite yet. Might change my subject.

Firehazurd
18-04-2008, 12:38 AM
two sided textures are allowed?

Steamtrooper
18-04-2008, 01:35 AM
Lexicon - LMAO, cmon man take a break, I just dont know what to make of that, but love your style. Go sink you a Bismarck.

For me there is but one vehicle of choice. (cept maybe Hell Tanners wagon)
http://img159.imageshack.us/img159/4529/sethcn4.jpg (http://imageshack.us)
CREDO..................

Firehazurd
18-04-2008, 01:51 AM
begging texture work

omnicypher
18-04-2008, 02:27 AM
that bikes comming along nicely, the handle bars and wheels could use the leftover 40 tris, keep it up

imez2miss
18-04-2008, 02:28 AM
Starting to texture. I will scale the texture map down once I have it painted completely.

http://img246.imageshack.us/img246/9919/earlytexturesjm6.jpg (http://imageshack.us)

defaultalias
18-04-2008, 02:29 AM
Last update for the night:
http://i70.photobucket.com/albums/i101/defaultalias/Stupiktankwip.jpg

ryvick
18-04-2008, 02:46 AM
That tank and battle ship looks amazing.
Here is my go at CAT construction vehicle. I always wanted to make CAT vehicles into 3D, now i finally am.
http://i250.photobucket.com/albums/gg265/raheelz/CAT.jpg

imez2miss
18-04-2008, 03:10 AM
Ryvick, looks good but there is a 450 tri limit, not poly.

Default, it's so cute. hehe

Chung Wong
18-04-2008, 03:21 AM
Wow. I've not even begun yet and people are almost finishing. Sweet. Better pul my finger out.

ryvick
18-04-2008, 03:49 AM
yeah the selected objects count up to 376 tris only. i think your mistaken because i have the copy of the CAT there which adds up 376 tris more. the poly count is just there for me.

BiG ToE-3DT
18-04-2008, 03:53 AM
Yep, alphas and 2 side textures are fine.

BenniKImmel
18-04-2008, 04:17 AM
Im glad I actually have a decent concept this time, ill post it up asap.

Lukavi
18-04-2008, 04:25 AM
Some cool looking entrys so far, I decided to do a Biplane.

http://i249.photobucket.com/albums/gg228/trevhenny/Wire1.jpg

omnicypher
18-04-2008, 05:13 AM
started working on a dump truck:

nossi45
18-04-2008, 10:37 AM
@ Lukavi looks realy nice
i canīs decide what to build a plne ode u-boat or a car
i started to build an humvee but the tires need so much polys
today i try the plane and the u-boat

Noodles
18-04-2008, 10:41 AM
Hey guys, this is my first entry, EVER... :dance:

Mr.T
18-04-2008, 10:43 AM
Looking great Lukavi!

poopipe
18-04-2008, 11:30 AM
am I allowed 451 triangles?

Noodles
18-04-2008, 11:50 AM
Poopipe: Just cap off your cylinders(Wheels) with 1 face, you don't need those extra edges.

poopipe
18-04-2008, 12:07 PM
aha!

genius.

that means I might be able to get a machinegun in

et voila..

DaddyDoom
18-04-2008, 12:58 PM
you people look like anorexic models counting calories ahah!

ryvick
18-04-2008, 01:01 PM
noodles thats looking good.
Lukavi that biplane is looking cool. can you put a gun turret on it?
i was thinking of making the death star before i started mine but skipped it since its a very primitive shape.

Lukavi
18-04-2008, 02:35 PM
Thanks guys, great idea ryvick but Im not sure where I can get more polys from, although when I built this I wasnt aware we could use alpha maps. So maybe Ill replace a few things with cards to free up some polys.

Yedan
18-04-2008, 02:41 PM
hopefully i am gonna be able to get in on this one, prob entre with a space fighter as thats where i cut my teeth with some game mods :)

ClassicGamer-3DT
18-04-2008, 03:30 PM
fantastic entries by all :)

L3XICON - That frigate is so cool.

Kind Regards

CG

bb0x
18-04-2008, 03:40 PM
Here is a start for my concept.

ianchaos
18-04-2008, 05:31 PM
ah...a challenge I should be able to find time to finish :)

I'm going for a steampunk monowheel vehicle. All of the planes make it look a mess, but i've got the boiler, furnace, gears, and a few gauges stuck in there.

http://i125.photobucket.com/albums/p55/ianchaos/screenshot1.gif

MiyamotoMusachi
18-04-2008, 05:53 PM
i just baught lightwave 9.3 educational anyone know how to find poly counter in lightwave. here is my entry not done yet.
http://img.photobucket.com/albums/v445/mutombo9890/mazingerz.jpg

NeXt 0ne
18-04-2008, 06:05 PM
hi guys, i have a idea of what i would like to model. But it is not suposed for human to sit in there.Its remotely operated. is that ok ? thanks

Firehazurd
18-04-2008, 06:26 PM
moving slowly but surely on this texture.

1234robbie
18-04-2008, 06:49 PM
Hello thit isn't my entry i need to do some things about it but i fiste nead to learn how to do that xD
And i just wanted to let my progres sea

BiG ToE-3DT
18-04-2008, 07:23 PM
hi guys, i have a idea of what i would like to model. But it is not suposed for human to sit in there.Its remotely operated. is that ok ? thanks

as long as you vehicle can transport something, your fine.

omnicypher
18-04-2008, 08:25 PM
i spent hours last night unwrapping that stupid truck for the file to become corrupted over night! it keeps saying file open failed, im using 3ds max 9, anyone know of some way to bring these back from the dead, or did i just waste a day?

i wish it would have been corrupted before i wasted time unwrapping, it took less than an hour to model, but a few hours to unwrap.i even painted the begining of a texture, by the end of today i would have been done.

oh well, it didnt have any guns on it anyway, so back to the drawing board...

BiG ToE-3DT
18-04-2008, 08:53 PM
omnicypher: good news max user, try this, open a new file. Then merge the mesh from the corrupted file into the new one. If that doesn't work, then, you might just be screwed. That, or you can send it to another person and see if they can open it. I know I had a file that wouldn't open on one machine, but was fine on a second one.

omnicypher
18-04-2008, 08:57 PM
when i tried to merge it still says file open failed. im not sure how to send it to someone else, but i would be happy to if someone would like to try to open it

on the other hand, i might just take a few military vehicles and frankenstien them together. i liked my old model, but it was only 1 days worth of work, with not much gameplay value besides a mining game dynamic, i want a vehicle that enemies will fear, for the last few seconds of thier lives.

omnicypher
18-04-2008, 09:08 PM
Good source of reference:
http://www.the-blueprints.com/index.php?blueprints/

Warlock 279
18-04-2008, 09:18 PM
Miyamoto, the polycount for LightWave can be found by pressing "w" which opens the "statistics panel." It'll show your vertex count in vertex mode, and poly count in polygon mode.


Argh you guys are quick jumping on this stuff, you've gobbled up all the good ideas before I even read the brief, sheesh. Looking good tho.

Firehazurd
18-04-2008, 10:53 PM
modeled out gears and chain, then rendered it to a flat plane for awesomeness.

Noodles
18-04-2008, 11:34 PM
Heres what I have so far, think I should keep the flag?

Chung Wong
18-04-2008, 11:40 PM
Are ao maps allowed?

poopipe
19-04-2008, 12:05 AM
nope - but you can bake lighting into your diffuse map

Chung Wong
19-04-2008, 12:10 AM
Sweet. Guess the results will be more or less the same. Cheers. Time to get my head down and start this.

omnicypher
19-04-2008, 12:16 AM
well its not so bad starting over in this competition, we get 3 weeks to make somthing that could be done in 3 days if need be.

Chung Wong
19-04-2008, 12:19 AM
Yeah. I agree. Was hoping for a tighter deadline but it's cool. I think I might make a few and post the best one in the final post.

omnicypher
19-04-2008, 01:02 AM
messing with hover and skorpion concepts

Marty_McFly-3DT
19-04-2008, 01:03 AM
I don't ever do low poly work, so this was quite an experience. I was really close to the limit... ;) Here's my weak attempt at a vehicle.

Marty

Marty_McFly-3DT
19-04-2008, 01:03 AM
Here's the render...

omnicypher
19-04-2008, 01:09 AM
i like those proportions, it reminds me of a toy i had as a child.

bb0x
19-04-2008, 01:23 AM
update on the concept... ANY crit or comment is greatly appreciated :)

ALmanax
19-04-2008, 01:29 AM
I jump in.
Rideable frog

http://img527.imageshack.us/img527/7707/frogvr5.jpg

maybe i'll add some bags or smth like that

Marty_McFly-3DT
19-04-2008, 01:47 AM
update on the concept... ANY crit or comment is greatly appreciated :)

I don't know what it is... but it sure looks nifty. :) I wish I could draw... :hurt:

bb0x
19-04-2008, 01:52 AM
Its a top view of some kind of space-ship like vehicle :)

Bananaman
19-04-2008, 01:54 AM
@ ALmanax:
Wikipedia says:
Vehicles are non-living means of transport. They are most often man-made (e.g. bicycles, cars, motorcycles, trains, ships, boats, and aircraft), although some other means of transport which are not made by man can also be called vehicles; examples include icebergs and floating tree trunks.

So unless it's a mechanical frog I think that would be called a mount and not a vehicle.

The model looks good though :)

-----------------------------------
I'm new to this forum and this is my first contest i participate in. No need to be gentle. Tips, tricks and comments are welcome.

My first wip:
http://i194.photobucket.com/albums/z278/Meinte/ScreenHunter_432.jpg

(yes it is indeed kaneda's bike from akira)

Marty_McFly-3DT
19-04-2008, 01:55 AM
Its a top view of some kind of space-ship like vehicle :)

Cool... it makes a lot more sense to me now... ;)

Marty

Robbiek1000
19-04-2008, 05:11 AM
might have to use the plane trick for my wheels too!

MiyamotoMusachi
19-04-2008, 05:20 AM
thank you warlock i found it. I modeling airplane from mazinger z her what i have so far.
http://img.photobucket.com/albums/v445/mutombo9890/mazingerz-1.jpg

BiG ToE-3DT
19-04-2008, 05:44 AM
guess what cartoon this is from, still need to cut more tris out to get it to the 450 limit.
http://i55.photobucket.com/albums/g129/DJBiGToE/001-13.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/002-10.jpg

akimba
19-04-2008, 05:57 AM
That's the plane from Talespin, right?

Here's mine so far... I'm a bit below 450, so I'll probably add some more alpha planes for wires and such.

http://www.projectakimba.com/images/lowPoly/speeder1.jpg

imez2miss
19-04-2008, 06:44 AM
Bananaman, I thought about doing that too. I decided to make my own bike though. Looking nice.

Big Toe, Tail Spin FTW!

Akimba, YAY SPEEDER BIKE/SWOOP BIKE!!

defaultalias
19-04-2008, 07:47 AM
just a little something to know about that plane trick guys is that it's hard to get it to look good, and in the real world it's actually more inefficient than the extra polys you'd spend filling it in. a 10 sided polygon can be caped(both ends combined) with 16 triangles. if you have to shave that few off the wheel, you need to reconsider what you're making and how you're making it.

GARBO X
19-04-2008, 09:01 AM
I am in. Here it is the slug carrier.
http://i270.photobucket.com/albums/jj86/GoDiOuS/SlugCarrier.png
Comments are wellcome.

GARBO X
19-04-2008, 09:37 AM
Done with modeling now I am going to make the textures.
http://i270.photobucket.com/albums/jj86/GoDiOuS/SlugCarrier02.png

omnicypher
19-04-2008, 10:39 AM
a bit o color:

Kageko
19-04-2008, 12:47 PM
hey guys, im new to the forums so tell me if im doing something wrong

onto the model, hoverbike, been waiting to use an old conceptdrawing of a hoverbike i had, now that ive gotten the basic layout down, i figured id post my progress

Ojah
19-04-2008, 01:12 PM
This should be fun, lots of promising entries so far.
Heres my model. A bit under 450 tri's, unoptimized, but loads of detail to go.

L3XICON
19-04-2008, 01:53 PM
really awesome work guys, love the slug carrier :D and awesome plane Big Toe! hell all entries so far are great. none i don't like.

As for my battleship, I have discarded for now, really wasnt getting what I wanted out of the textures without using photo ref's which I wanted to avoid. may pick it up again after flu has passed and can work it better :P

Until then I have started working on a W40K tank... 450 tri's bang on, and started some texturing, here's what I got so far. and ref images at the bottom :D

GARBO X
19-04-2008, 02:52 PM
Wow you textures are amazing.

Noodles
19-04-2008, 03:27 PM
Primitive flying saucer:drool:, need to get the lighting up to par :hurt:

Robbiek1000
19-04-2008, 04:29 PM
I'm Bring the HEAT!!

IN THE FORM OF A WAGON!!!!!!

http://i88.photobucket.com/albums/k187/Robbiek800/Comp_21/Texture_1.jpg

NeXt 0ne
19-04-2008, 04:35 PM
Im in, this is my atempt soo far .. wish you all luck !

Lukavi
19-04-2008, 05:09 PM
Great looking start Lex, also I really like that... um... whatever it is, Robbiek1000!

L3XICON
19-04-2008, 06:10 PM
looking good Robbiek1000 :) not sure what it is, but looks great hehe.

Lukavi, GARBO X thanks :D

quick update on textures.

GARBO X
19-04-2008, 06:40 PM
Wow, you are making it better and better.

bb0x
19-04-2008, 06:46 PM
Dammit Lex... I give up XD

Haha nice model and textures man keep it up

Robbiek1000
19-04-2008, 07:10 PM
ZOMG I'm very disappointed with everyone!! It's the Crystal Caravan from Final Fantasy: Crystal Chronicles!!!

Shame, Shame to all of you....

http://i88.photobucket.com/albums/k187/Robbiek800/Comp_21/02.jpg
http://i88.photobucket.com/albums/k187/Robbiek800/Comp_21/chronicles_screen005.jpg

Mr. Bluesummers-3DT
19-04-2008, 07:20 PM
Robbiek1000
What's Final Fantasy? :haha:

Robbiek1000
19-04-2008, 07:20 PM
Rofl........

It's this somewhat well known little RPG franchise that was made by an obscure Japanese company called Squaresoft....now known as SquareEnix, but don't feel bad if you don't know much about the company or the games...only the cool and elite are hip to these games....lol

Honki
19-04-2008, 07:22 PM
Here's my effort so far....
DAMN 450 tris is **** all!

I'm at 443... And I can't figure out how to save any more.
I'll need at least 40 do do anything significant, so I'll probably just leave it as is.

Now, on to textures.

akimba
19-04-2008, 07:36 PM
Haha, wondered why I didn't recognize that wagon...It's the one FF I actually haven't played....

Either way, It's lookin nice man.. Same to you Lexicon, love the Empire tank. That's a predator, right?

BBox your concept looks cool man.. Looks like a nice mix between fantasy and sci-fi. Nice detail in the etching too.. Is that top gold part the cockpit?

Mr. Bluesummers-3DT
19-04-2008, 07:42 PM
Guess that makes me out of the loop. :P

BTW: I'm in Pittsburgh too- at Carnegie Mellon. You near by?

Honki
BTW: I've looked at some old Unreal2 models and it looks like they saved polygons by removing any explicit tessellation not absolutely necessary. This would include things like the sides of the back tail fin and the sides of the cylinders on the middle bottom and back bottom. Just remove the edges and let the implicit tessellation take over- sometimes it turns out to reduce the triangle count. Just a thought. ;)

Glottis
19-04-2008, 07:57 PM
Damn Lexicon, thatīs a nice Rhino!

Hereīs my entry.. Just some race car.

Stands now at exactly 450 tris :D

Steamtrooper
19-04-2008, 08:01 PM
Dang not had any computer time till in 15 mins time, sort of off putting to see everything looking so darned good already. But hey ho! its the taking part that counts so after the kettles boiled im gonna make a start.

Id forgotten what the outside world looked like after DWIII, but now Im reaquainted its back to Virtual space for me.

Robbiek1000
19-04-2008, 08:24 PM
Well I guess i better change where I'm located soon...I was in Pittsburgh, but I just graduated and I'm moving to Iowa City in a few days. I got a job at Budcat Creations! Before that I was in Florida for a little bit.

akimba
19-04-2008, 08:37 PM
I'm pretty much down the street from ya Guy Bluesummers. Congrats Robbiek1000! Good luck out there.

Nice copter Honki. The only think I could think of was using another alpha plane in the back for the back propeller.

omnicypher
19-04-2008, 08:40 PM
robbiek: 6 mins after you posted it i mentioned crystal chronicals

lexicon: great model, textures, and reference! kinda reminds me of an N64 game i used to play. i cant wait to see it complete.

Glottis
19-04-2008, 08:41 PM
Update:

EDIT- btw.. I know we´ve had this discussion before.. but, 512 map is IMO too big for a model this low polied..

so, I´m gonna work on a 256 one..

and btw, wouldn´t be cool if we´d submit our entries in DS/PSP graphics style? e.g. no mental ray Vray and stuff, turn off filter maps and antialising, 100% self illumination, and perhaps use a plane for a shadow instead of using raytraced shadows?

Environment should then be in same style.

Robbiek1000
19-04-2008, 08:52 PM
Honki - I have a suggestion for you regarding your tri count crunch. try deleting some polys that people may never see. I know its a flying vehicle, but maybe if that helicopter was actually in a game we may never see the bottom of it so you wouldn't need those polys under there, and it saves texture space too. That's what i did a lot with my entry, bottoms of things that couldn't possibly ever be seen can be deleted. Hope that helps some. Also I think you could get away with making those wheels just single planes instead of cylinders. Remember these specs are more for something you might see on the DS so screen size and resolution should be taken into acount.

akimba Thanks, yeah I'm pretty nervous, but I'm looking forward to finally being in the industry.

OK omnicypher is the only person I'm not upset with.....he did know where that damn wagon came from.....at least I'm not alone.

L3XICON
20-04-2008, 12:09 AM
hey congrat on the job Robbiek!

last update for me before I head to bed:

omnicypher
20-04-2008, 12:17 AM
that tanks comming out really cool, but with all the color, its hard to determine wich team hes on

GARBO X
20-04-2008, 05:53 AM
Wow this tank is amazing with the textures. How you are making them?

Robbiek1000
20-04-2008, 06:54 AM
THANKS L3XICON I'm a little drunk typing this......i was out celebrating with my friends, but thank you!!

Nippur
20-04-2008, 09:12 AM
L3XICON: The textures are amazing...makes me want to try something too :)

omnicypher
20-04-2008, 09:28 AM
about 80% complete, comments and crits are greatly appreciated

bunglo
20-04-2008, 09:57 AM
I figured it was time to finally participate in a threedy competition! Here's what I've come up with. It's basically a truck that shoots a bunch of missiles and has a missile hauler attached to the back. The model is finished at exactly 450 tris. and the hauler is covered with a canvas that will be textured in camouflage, not sure what kind yet though.

http://i119.photobucket.com/albums/o157/bunglo/screen1.jpg

http://i119.photobucket.com/albums/o157/bunglo/screen2.jpg

al3x
20-04-2008, 11:10 AM
heres my entry ..
i made it like 800 tris at first and then had to cut off allot of details :) :eek:
but im preety happy with it ..for all ya red alert fans :
"kirov reporting"

NeXt 0ne
20-04-2008, 11:19 AM
hi guys, i am a little woried i fu**ed polycount or something, cose it lookst to me that i have to much poligons compared to others. Policount is right tho, i have 450 triangles but still i have feling that something is wrong.

al3x
20-04-2008, 11:33 AM
ofcourse someting is wrong ^^ u gota have 450 triangles not poligons :)) thats like half of what u have there

NeXt 0ne
20-04-2008, 12:08 PM
But these are triangles on the picture. if i have only 4 sided polys i got 225 poligons. see.

Honki
20-04-2008, 01:08 PM
Quick Question:

Are multiple elements of your unwrapped mesh allowed to share the same space on the mapping sheet?

NeXt 0ne
20-04-2008, 01:09 PM
I'd say yes, but not sure.

Honki
20-04-2008, 01:10 PM
Quickest. Reply. Ever.

GARBO X
20-04-2008, 02:12 PM
Here is a quick render. No specular map yet.
http://i270.photobucket.com/albums/jj86/GoDiOuS/SlugCarrier03.png
comments are welcome.

BiG ToE-3DT
20-04-2008, 02:35 PM
omnicypher: the first thinbg that comes to mind is the lighting, the way it is now, on my screen, its way too bright, which is hiding most of your detail. Second, I know your not done, but I think you could use more detail, maybe even darkken it up more. Not sure if the design is all you or not, but the overall look is kinda boring. I would play around with the shape some to give it more personality.

NeXt 0ne: go into your settings, either your main settings or your viewport settings and try to find an option for counting tris. Then it won't matter what your mesh looks like, we will know its counting right.

Honki: yes.

Noodles
20-04-2008, 04:00 PM
Almost done.

al3x
20-04-2008, 04:12 PM
http://img74.imageshack.us/img74/4139/negruwm2.jpg (http://imageshack.us)
http://img360.imageshack.us/img360/7785/winingshotpt5.jpg (http://imageshack.us)
textures update ..
btw what size the final pictures should be?

bb0x
20-04-2008, 04:24 PM
NeXt 0ne it looks like your using c4d

Go to your objects tab and select every object you use, Right mouse click> make editable.
Then againin the objects manager having selected everything you want, Right mouse> Connect.

Go to your viewport, select the polygon tool, select anything and press ctrl+a, now right mouse button>triangulate. Again right mouse button> optimize, and just press ok.

That should do the trick..

Mr. Bluesummers-3DT
20-04-2008, 04:58 PM
Look! It's that guy who never finishes anything!
Indeed. But at least I got a nice start going. =D

Hey Toe; can we have multiple UVW unwrappings for different maps (i.e. diffuse = channel 1, opacity = channel 2, etc)?

ALmanax
20-04-2008, 05:10 PM
The first time i haven't thought about the definition of vehicle but this time it's correct - zeppelin

http://img178.imageshack.us/img178/3815/zeppelinmm7.jpg


al3x: as i see I'm doing the same thing overall but a bit different

GARBO X
20-04-2008, 05:29 PM
Almost there. Carriage made with leafs. I deceded not to put a specular map because I have some problems with it.
http://i270.photobucket.com/albums/jj86/GoDiOuS/SlugCarrier04.png

dopefish
20-04-2008, 05:31 PM
i am making a fiat 500 :D. did the modelling part

NeXt 0ne
20-04-2008, 05:37 PM
hey, bb0x. i already did that before, the objects are conected. And, i am not that nooby as you may think :roll: joke . i am pretty sure now that my policout is correct. Anyway thanks for help.

dopefish : that fiat looks realy nice, im interested in how will it look textured.
BiG ToE-3DT: Thanks for help also.

I have a question , how many model can you make for the commpetiton.

:dance: Wish ya al the best.

NeXt 0ne
20-04-2008, 05:43 PM
Oh and my update on texturing.

Mr. Bluesummers-3DT
20-04-2008, 05:56 PM
NextOne
Looking good! Are you thinking of giving that board more texture space and some circuitry?

NeXt 0ne
20-04-2008, 06:31 PM
Yes i do ! that crosed planes will be a LED diode, and ill make some wires and stuff, oh and that thing (untextured ) is suposed to be an oldschol transistor.

grindill
20-04-2008, 07:10 PM
I give you the beginnings of the USS Constitution, circa 1812. I'm at 310 Polys but I still have to add in a plane to draw in all the lines running amidships. And I've just got to add in a few flags and pennants.

Glottis
20-04-2008, 07:36 PM
Update:

Decided to go for Nintendo DS look (and hence using only 256x256 map and 100% self illumination)

If thatīs against the rules.. well.. bugger

BiG ToE-3DT
20-04-2008, 07:41 PM
NeXt 0ne: you can make as many models as you want, but you can only submit one.

Guy BlueSummers: yeah, you cand o that, if you want to.

al3x
20-04-2008, 08:20 PM
"Your mission if you choose to accept it, will be to model a vehicle. You have 450 Tris, use them as you see fit. "
thats for some guys that might overlooked and made their limit 450 poly ..thats like 2times+ more details

and 1 question : what size pictures do we have to post for ..beauty shot,winner

NeXt 0ne
20-04-2008, 08:38 PM
Can i send my model to someone just to verifiy that i do in fact have 450 trises?

Mr.T
20-04-2008, 09:09 PM
Here is my progress on my mobile mech :smug:
http://www.mrt-prodz.com/mrt/tmp/wip-01.jpg
I was thinking about something cartoonish :P

Mr. Bluesummers-3DT
20-04-2008, 09:44 PM
Progress
Under neutral lighting... I plan to remove the blue windows and replace with some faux reflections.
I should be doing HW right now. :xx:

BiG ToE-3DT
20-04-2008, 10:19 PM
al3x: there are no restrictions to your final renders, but I think for the next comp, there will be.

NeXt 0ne: you can send it to me, if you want.

kaizokuace
20-04-2008, 10:32 PM
howdy guys, I decided to join in on this one since I likes cars and they are fun to model. Here is an S13 Silvia, its at 444 tris so far. The flow doesn't look right to me but I've been at it for only an hour or so. Any tips on how to use the remaining tris? I saw earlier that one of the guys used square planes to cap some wheels so I did that which dropped polys well. How do you accurately texture that plane?

poopipe
20-04-2008, 10:35 PM
I'm still going - slowly.

I'll be adding a machinegun and I'm tempted to add a couple of very low poly nazis for the beauty shot

kaizokuace: That looks really good, I think it needs numberplates and an exhaust pipe if there isn't one already.

in terms of accurately texturing the plane at the end of the wheels - I was wondering the same thing, I think you just have to do it by eye. As you can see, mine require some tweaks

kaizokuace
20-04-2008, 11:04 PM
poopipe: the best way i can think of is getting a screencap of the side view wire frame of the wheel and side plane. As long as you have the ratio of the size of the plane to the wheel it will work no matter what.

grindill
21-04-2008, 01:44 AM
Finished modeling at 450 tris exactly. Now it's on to texturing.

kaizokuace
21-04-2008, 03:25 AM
Well i got to 450 tris.
You know, it's always like "man I wanna put like just a few more polys here but I dont wanna take away the characteristic details needed over there, blarg!"
Does anyone know how to project like, a color map or normalish map from a high poly to a low poly within 3dsmax? I am used to using mudbox for that sort of thing. Oh, also are all poly's required to be like part of the same object? or can it be technically separate objects? or hmm, then how do I share one texture map to multiple objects... I think max 2008 (what I am using) can do that sort of thing but I am not sure how, I never tried it before.

oh also Grindill, your ship looks cool. The mesh flow on the hull is nice.

NeXt 0ne
21-04-2008, 04:46 AM
howdy guys, I decided to join in on this one since I likes cars and they are fun to model. Here is an S13 Silvia, its at 444 tris so far. The flow doesn't look right to me but I've been at it for only an hour or so. Any tips on how to use the remaining tris? I saw earlier that one of the guys used square planes to cap some wheels so I did that which dropped polys well. How do you accurately texture that plane?

Firstly I placed the cap planes soo, that they intersect the whells, then i baked the ambient occulison map. From that i got rough placemeack.nts of the whell. Hope that helps. i like your model the flow looks ok to me. You could soften up a bit on the back.

akimba
21-04-2008, 05:49 AM
Texture is in the works... I'm still workin on the overall style, but I'm thinking it's gonna be a racing speeder. The Wipeout series is one of my all time favs and I'm playin Pulse, so some of that style is bleeding into this little guy..

http://i295.photobucket.com/albums/mm122/akimbab/update2.jpg

Bmm0220
21-04-2008, 07:28 AM
Well here is my king tiger, I have started the textures but they are at home so i will post an update later.

KenniFox
21-04-2008, 07:49 AM
Thought I'd try one of these for a change and since everyone is doing a tank why not follow the crowd for at least one entry ;). Just a quick shot, I'll start texturing it tomorrow most likely.

Yedan
21-04-2008, 07:57 AM
ok here's what i have so far, hover around the 430 tri, still tweaking the shape a little tho., need to start texturing soon i guess, heheh, nice looking models on here so far, i especially like the pirate ship :) looks good.

bunglo
21-04-2008, 09:23 AM
I started texturing my model but after seeing all of the other models, I'm pretty sure I'm going to come up with something a little more interesting. My just looks like a block toy or something lol.

Yedan
21-04-2008, 09:50 AM
think thid will prob be my final tweak before texturing,.

poopipe
21-04-2008, 10:00 AM
Does anyone know how to project like, a color map or normalish map from a high poly to a low poly within 3dsmax?


yes.

rough instructions:
-put the two objects in the same place
-select the low poly
-go render > render to texture
-in the render to texture dialog there's a projection setting - turn it on and select the high poly
-make sure it's set to use the correct UV channel
-set up the maps you want to render in the render to texture dialog (it's fairly self explanatory)
-select the low poly, go to the modifier panel and you'll see a projection modifier - that has a projection cage thing that you can mess with (poopinmymouth.com has a nice tutorial somewhere on how to do this)
-render from the render to texture dialog.


how do I share one texture map to multiple objects...


simply assign the same material to all of them. For the unwrap just attach all the objects together, organise your UVs and detach them afterwards if you need to - the UVs will be preserved

newhere
21-04-2008, 10:27 AM
WOW 450 tris poly limit..........this will be a good challenge.

keenox
21-04-2008, 10:53 AM
i have one question... how do you align the cap (plane) to match the cylinder? i mean both the plane itself and the texture

le: i managed to align the plane by using snap points, but i'm still open to other methods

kaizokuace
21-04-2008, 12:00 PM
poopipe: thanx for the info. Though by the time I read your post I was already texturing it the hard way! But it is much appreciated for when I actually do need that function. Also I found out that in max 2008 for multiple objects with one texture you can just select all the objects and hit up the unwrap uvw modifier and it will just throw them all on the same UV coord space.

Here is my update: Started rough texturing. Thinking about where to put stickers and stuff too. The last pic was for funsies of course :crazy:

poopipe
21-04-2008, 01:24 PM
you can still give it a pass using render to texture for simulating AO/shadows etc and then slap it all together in photoshop - it's a nice quick way to lay out the base tones

BiG ToE-3DT
21-04-2008, 02:04 PM
kaizokuace: your going to want to toss on a smoothing group or 2, or 3, to help smooth and define different areas of the model.

Lukavi
21-04-2008, 02:38 PM
kaizokuace I think it would help your texturing a bit if you increased the texture tiling on the carbon fiber hood. Its kind of big right now so it looks a little distracting.

Firehazurd
21-04-2008, 03:05 PM
How would using a bitmap for reflections factor into texture size? Are we even allowed to use reflect maps?

grindill
21-04-2008, 03:48 PM
Thanks for the comments on the ship.

kaizokuace: Thanks, I worked pretty hard on that. Boat building was one of my pastimes when I was in college. IRL I've built a few small boats and studied many. I'm lucky enough to have many books with loft plans.

Tonight is texturing.

keenox
21-04-2008, 04:28 PM
i have one question... how do you align the cap (plane) to match the cylinder? i mean both the plane itself and the texture

le: i managed to align the plane by using snap points, but i'm still open to other methods


kaizokuace can you please explain me how you made those tires? i'm especially interested in the planes that you used with transparency(alpha mapping). how did you align them and match the texture position?

NeXt 0ne
21-04-2008, 04:48 PM
I am almost finished.

Mr. Bluesummers-3DT
21-04-2008, 04:52 PM
kaizokuace can you please explain me how you made those tires? i'm especially interested in the planes that you used with transparency(alpha mapping). how did you align them and match the texture position?

I'd suggest doing the following:

1. Take the cylinder that has the capped material, make a copy, and render it by itself from an orthogonal perspective (top, for instance).

2. Save the resulting alpha map and bring it into photoshop.

3. Set the alpha in the position where the wheel-cap material is located such that an object being mapped with that material will be round (to the degree that the wheel cap was round).

4. Create a planar object and give it the wheel-cap material and alpha mapping. This might be kind of tricky because you have to position it's UVW coordinates in a confined location on your material layout. :xx: Note that because the alpha is based on the wheel cap render, the alpha mapped plane will have the same number of sides as the wheel.

5. [In Max, dunno about other packages] Use align-normal to align the plane with the existing wheel cap. Align-normal will have flipped the normals of the plane, so flip them back with a normal modifier.

6. Rotate the plane [local coordinates] until it lines up with the original wheel cap. Size it until it looks right, and delete the original wheel cap.

:dance:

GARBO X
21-04-2008, 05:27 PM
Next One Great textures

Chung Wong
21-04-2008, 05:32 PM
I've not had much time to spend on this at the moment. Hoping to get at least two of three done. Anyways. For the first one, I'm making this. A Renault 5 turbo.
http://i253.photobucket.com/albums/hh61/oivanwong/0308_05z1986_renault_r5_turbo2front.jpg

Chung Wong
21-04-2008, 05:34 PM
Decided to go for the cute approach. A bit like the old playstation game Penny Racers. Not sure if anyone has heard of it as it wasn't very good. But at least the cars looked alright. After a couple of later hours. This is what I have come up with
http://i253.photobucket.com/albums/hh61/oivanwong/R5polycount.jpg

Chung Wong
21-04-2008, 05:40 PM
I've started to put details in. I did this by taking poopipes advice. This is just a test as I don't know what sort of results to expect. Using a 1024map just for this test. (I couldn't be arsed to unwrap it properly) I think the results look quite good considering that this is just a difuse map. No other maps ie spec etc. Should finish it tomorrow. Have quite a busy week, which is pants considering that I only hold a part time job.
http://i253.photobucket.com/albums/hh61/oivanwong/R5.jpg

keenox
21-04-2008, 05:48 PM
Guy BlueSummers-3DT thanks. i thought someone knows a more precise method. finally, i developed my own method. i'll describe it shortly, in case someone is interested.
1. i aligned the plane to one base of the cylinder
2. i created a direct light with the radius larger than the plane and aligned it so it will project the shadow of the cylinder orthogonally to the plane. then i activated the shadows for it.
3. i rendered the plane's shadow map
4. i used the shadowmap as opacity map and guidance map for the diffuse map
5. i deleted the bases of the cylinder
6. that's all... and you don't need to bother aligning the textures...

patr1ot
21-04-2008, 06:00 PM
sorry if any1 has asked this question already but can i make a robot?

GARBO X
21-04-2008, 06:46 PM
No one have already ask this question, but I think you can do that. What you have into your mind a transformer?

patr1ot
21-04-2008, 06:53 PM
well i think its gonna be a bit too difficult to make a transforemer that functuanlly transforms within this polygon limit so i think ill go more for the gundam look or warhammer .... ill draw up a few concepts... just need to take out my dusty tablet

btw =) these are my firsts posts on the forums but im quite experienced at modelling texturing and other shiz =) hoping for a good stay on these forums

(sorry for my english im russian)

Robbiek1000
21-04-2008, 07:28 PM
a lot of tanks and tanks like things are being made....I'm honestly surprised no one has thought of doing the Land Master from StarFox yet.

Archeris
21-04-2008, 08:26 PM
Here is my entree for this low poly challenge.

http://img507.imageshack.us/img507/1323/screenhunter03apr212224en8.jpg

http://img507.imageshack.us/img507/4099/screenhunter04apr212228rx8.jpg

And yes. Its the Titan from Tiberium Sun

Bananaman
21-04-2008, 08:35 PM
Looking good everybody, it's fun to see all of those models getting better and better. :)

Here is an update of my model.
I did some tweaking on the wheels, i removed an edge ring on both tires and used the triangles to replace the side planes. (<They would probably be a royal pain in the behind during the texturing stage.)
Anyway, here it is:
http://i194.photobucket.com/albums/z278/Meinte/ScreenHunter_434.jpg

BegzyPrivlaka
21-04-2008, 08:42 PM
this is my first challenge, i hope you all like my vehicle, some sort of rocket. please comment to make it bettere
.

omnicypher
21-04-2008, 09:57 PM
using only 12 triangles for the vehicle will hopefully give me enough room for a homless man and a garbage bag full of cans.

BiG ToE-3DT
21-04-2008, 10:08 PM
tri counts for the vehicles, not the drives and their stuff.

omnicypher
21-04-2008, 10:23 PM
thats cool, then i could use a separate texture sheet for the bum, but i will still try to keep him super low poly to fit in with the rest. i have an image in my head of a happy bearded bum riding a shopping cart down a san fransisco hill. it makes me smile when i think about it. i might make a whole super low poly scene of it. might even make a small game where 2 bums race down a street throwing cans at each other to get to a half eaten sandwich at the bottom

Yedan
21-04-2008, 10:44 PM
just a little update on my star fighter :) some nice models here guys :) its a long time since i played with the low poly modelling arena :) its good to be doing it again. anyway the modlling is just about tweaked as far as i can do it i guess so i started the skinning :)

kaizokuace
21-04-2008, 11:09 PM
BiG ToE-3DT: Yea, I was gonna do that later, when I became awake again.It was late and I wanted to throw up an update before knocking out. Also I hate looking at smoothed low poly models ehehe.

Lukavi: Yea I was thinking the same, it looks pretty bad that large.

keenox: Basically I used the ghetto technique to do it, but the advantage is that it was fast. Basically i layed out the cylinder and plane cap and then went into the left ortho view took a screenshot of the wireframe, pasted that into photoshop, cut out the portion of the image which had just the square and cylinder and then threw that on top of my texture template and fit the square exactly (as exactly as i could) over the area where I mapped out the plane square. Then used that to make a selection between the cylinder outline and the inside of the square and adjusted to make sure it was a clean selection and set that as alpha. Also I played with putting the texture of the wheel shaped as a circle instead of the shape of the cylinder and it looks good from like straight on but at some low angles it looks bad cuz you can see it hanging over the edges of the cylinder but you get cirlce looking wheels that way. Its a trade off I guess. Hmm, I am putting a pic to describe it.

NeXt 0ne: Your circuit board tank is awesome... and cute too.

omnicypher
21-04-2008, 11:30 PM
now im at 20 triangles with more work on the diffuse, the bevel option on the photoshop layer styles makes things easy and look more realistic

Chung Wong
22-04-2008, 12:04 AM
Wow... That looks really good. For added effect, I'd like to see the bum sitting in it. That would make me laugh:)

Warlock 279
22-04-2008, 12:46 AM
Omni, for 20 tris, that's looking pretty killer.
Bananaman, that bike is shaping up nicely.

kaizokuace
22-04-2008, 01:50 AM
omni, That cart is awesome, I wanna surf it.

Mr. Bluesummers-3DT
22-04-2008, 02:47 AM
Quick
Not an official entry. This is as far as I'm taking this one.
Rendered as it would be seen on a DS screen.

ryvick
22-04-2008, 03:03 AM
BegzyPrivlaka :: what kind of rocket is it?
Omni :: your cart is looking crazy good.
Bananaman :: is that the akira bike?
GuyBlueSummers :: that looks like a steampunk fortress.
looking good everyone, ill try to post mine as soon as i get time to do more updates.

Lukavi
22-04-2008, 03:21 AM
lol omni thats a sweet looking cart.

grindill
22-04-2008, 04:20 AM
Well, at least I got it unwrapped tonight.

Everyones stuff is looking really good. Keep up the great work. This is a lot of fun after such a big job for the Dominance War.

BenniKImmel
22-04-2008, 04:57 AM
Hey guys, been a busy week getting hit by go karts and the like, got my concept below. Enjoy!

Bit of description: This is a personal fighter where the pilot stands up at an angle, its a specialty craft designed to drop a special bio weapon I came up with, very nasty, lets just say it uses your own body against you. Enjoy!

http://img516.imageshack.us/img516/5659/egv2py4.jpg

mies
22-04-2008, 07:39 AM
nice work guys

BegzyPrivlaka
22-04-2008, 08:33 AM
well, if it have to have a purpuse, it is a Sounding rocket (research rocket). it flyes from 1000-1500 km above the surface of the Earth. I have problem making texture for it. this is just a picture what it looks like when flying

dopefish
22-04-2008, 10:58 AM
more progress. i am going for a cartoon look.

Mr.T
22-04-2008, 12:03 PM
Chung Wong it looks amazing :dance: it reminds me Toriyama's car drawing,
I wanted to change my concept for something like that :haha:

Nice work :P

Bmm0220
22-04-2008, 12:22 PM
So here is my texture as it stands. Its just a grab from the viewport right now, i will have to get a render out later.

I decided for a winter camo style thing.

Robbiek1000
22-04-2008, 01:43 PM
Heres a little texture update before I break down my computer and pack it up for my move cross country.

http://i88.photobucket.com/albums/k187/Robbiek800/Comp_21/Texture_3.jpg


DS screen size version
http://i88.photobucket.com/albums/k187/Robbiek800/Comp_21/Texture_2.jpg

ianchaos
22-04-2008, 03:14 PM
slight redesign...got rid of one of the smoke stacks and a few other little things and added in a overhead luggage rack instead. :)


here's a screen shot for the tris count and my work in progress on the textures. Everything that's gold colored hasn't been touched yet...

http://i125.photobucket.com/albums/p55/ianchaos/render4.png

http://i125.photobucket.com/albums/p55/ianchaos/CRender3.png

for anyone who hasn't seen a monowheel here are a couple picts. One internal and one external mount example.
http://i125.photobucket.com/albums/p55/ianchaos/images452351_monowheel.jpghttp://i125.photobucket.com/albums/p55/ianchaos/Agustamonowheel.jpg

funkdelic
22-04-2008, 03:56 PM
A-wing from Star Wars series
http://i26.photobucket.com/albums/c149/raffael1231/a-wing3dt.gif

patr1ot
22-04-2008, 06:54 PM
my robot makes me lol havent made any low poly for ages

yoyomon
22-04-2008, 06:55 PM
Seeing some great stuff.

Lexicon: Your Pred looks sweet but why did you change the lascannons to plasma?

Mr.T
22-04-2008, 06:57 PM
Ianchaos: It looks fantastic!! :dance:



I think I'm ready for texturing :dance: (trying to find a way to optimize it a
little more to add a smoke cardboard on the exhaust.. but it's hard lol)

http://www.mrt-prodz.com/mrt/tmp/wip-02.jpg

grindill
22-04-2008, 07:13 PM
Two quick questions since this is my first lowpoly contest here.

1) for the specular map, is that specular color or amount?

2) I'm using 3dsMAX, is it OK to use different material slots for different objects on your model as long as they all use the same textures? The reason I ask is because it would be nice to be able to adjust the glossiness off for the transparent pieces but up a bit for the other pieces.

Thanks.

Oh, and here's the textures so far with diffuse and opacity. The rigging is just the poly lines, not the actual rigging lines.

BiG ToE-3DT
22-04-2008, 07:19 PM
patr1ot: it's going to be tough cutting pollies to get the robot down to the right tri count. But I'm sure you can do it.

grindill: 1) its specular color, 2) thats fine, you can do that.

Mr.T: you have two tris in each feet that can go, if you wanted to. That would give you enough to make two alpha planed smoke effects.

patr1ot
22-04-2008, 07:30 PM
BiG ToE-3DT ekhem isnt the poly limit 450?

BiG ToE-3DT
22-04-2008, 07:55 PM
yes the tri limit is 450. If your mesh is in editable mesh mode, your fine, if not, you might want to turn on the tri counter.

patr1ot
22-04-2008, 08:14 PM
BiG ToE-3DT
oh noeees
i give up (well not rly) just gonna model something else =)
thx for helping out a noob =)

Elf
22-04-2008, 08:37 PM
I like the topic! busy at work but im gona try and submit a concept and model for this one, some awesome work coming out. As per norm!! :shout:

Chung Wong
22-04-2008, 08:53 PM
Cheers Mr T. Like your entry. Hey, we have enough time to make two or three models. Maybe you 'll have enough time to make another one and enter the best one in the final. I'm liking Grindill's entry alot too. Should have mine finished tonight. Will post soon.

BiG ToE-3DT
22-04-2008, 08:54 PM
patr1ot: right click on the name of the viewport you have the statistics showing in, go to configure, then go to statistics. Now click on triangle. Then hit ok. Now, after seeing how many tris you got, look at your model and think to yourself, what do I need, and what can go. Example, do the feet need two edge loops, if you cut out one loop in both feet, you get back 16 tris, are the shoulder pad thingys caped underneath, no one will see them, so they can go too, thats 8 more right there, and if you haven't already, the area of the shoulder pad things that intersect with the main body mesh can go too, 8 more gone. Keep doing that till you reach the limit.

patr1ot
22-04-2008, 09:03 PM
BiG ToE-3DT hey =) im not a complete newbie =) but thx for the tips on the poly counter
i got rid of all the polys which i thought were useless when i took the last measurement =) and as u can see still had 724 tris so i think its easier for me to start from scratch then to try and dispose of half of the model =) without damaging the looks

Steamtrooper
22-04-2008, 11:05 PM
Well made some time to get old Seth started. 250 tris so far for basic layout, now to chamfer and detail, cripes...

http://img72.imageshack.us/img72/7371/seth01ex9.jpg (http://imageshack.us)

grindill
22-04-2008, 11:29 PM
Still chugging along. Lots to paint still.

Everyones stuff is looking really sweet. Who knew you could do so much with so little.

Boycn
22-04-2008, 11:51 PM
haha, nice avatar poopipe

Are you chinese?

kaizokuace
23-04-2008, 12:40 AM
Yo all, I got the next update. Man I suck at texturing, you guys are doing so well with only 512x512! Anyway here is a couple new shots. I should have thought more about modeling it to make it easy to texture...:lame:

ALmanax
23-04-2008, 12:57 AM
how to get opacity map work in viewport?

the_bromox
23-04-2008, 01:04 AM
hey everyone I'm gonna do good ol' serenity. I still have about 30 tris left and I know of alot of wasted tris so there will be another model update soon. For now I am off to drink :) cheers

kaizokuace
23-04-2008, 01:11 AM
ALmanax: if you are using 3dsmax, u have to instance your color map that has the alpha data into the opacity map slot on your material. and make sure its checked, also make sure you set your material as visible in viewport with that checkered box button.

Boycn
23-04-2008, 02:56 AM
Oh!
It's very good!!

BiG ToE-3DT
23-04-2008, 03:34 AM
started on the texture:
http://i55.photobucket.com/albums/g129/DJBiGToE/006-7.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/005-6.jpg

NeXt 0ne
23-04-2008, 07:01 AM
looks nice Big toe. Since multiple parts of model can share the same space, i quess i ll start the unwraping proces all over again, and hopefuly make some better textures.

kaizokuace
23-04-2008, 07:16 AM
yo big toe, the plane looks cool, but where is Baloo?

Mr.T
23-04-2008, 07:51 AM
BiG ToE-3DT: Thanks! :wave: I'll try to squeeze it a little bit more :haha:
Nice update!! I liked the cartoon ^^

Robbiek1000: I love the little fellah!! :haha:

Kaizokuace: I just saw your uv sheet, you could unwrap only the half
and overlap both sides at the same place, you win a lot of place like that and
can texture more details, if you want something different on a side you just
take out the tri where the detail would change and place it elsewhere on your
texture sheet :) The lights could have shared the same texture too :wave:
It looks nice but I'm sure you can turn it into something great ;)

ALmanax
23-04-2008, 09:16 AM
kaizokuace: yes i'm using 3ds max, i have separate maps - one for color other for opacity, when opacity map is checked as visible in viewport it doesn't work either. Does it depend somehow on hardware render type - directx or opengl?

dopefish
23-04-2008, 02:59 PM
i have a question:
if, let's say i make a 3d backround, does that count as poly/tri count?

BiG ToE-3DT
23-04-2008, 04:11 PM
NeXt 0ne: yes, thats fine.

ALmanax: can you posta screengrab of your material editor and all the slots being used for your texture, also try to show your model in the same image.

dopefish: backgrounds, stands and the like do not count toward the tri count.