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View Poll Results: The baddest new Mega Man Villain
Big Man - By: evil-98 6 8.45%
Wizzo Man - By: Dave UK 5 7.04%
Wild Man - By: Monte Cristo 3DT 7 9.86%
Texas Chain Saw Man - By: Nosaj462 48 67.61%
Meth Man -By: Cyrenn 3DT 5 7.04%
Voters: 71. You may not vote on this poll

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Old 02-11-2005, 06:48 AM   #1
Cyrenn
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Mega Man Contest Final Villains

Well here's some pic's of the final Villains that made it in time for the contest, We had a strong start: ) But I think as soon as we gave each individual contestent its own thread the contest died down: ( I'm thinking maybe in the future to keep each contest under the same thread this way we keep the thread active: )

First off wanted to thank everyone for jumping on this thread: ) It was great seeing everyones crazy concepts: ) For those who didn't finish, if you get the chance post your final render, Would be a shame not to see all those great Mega Man villains: )

I decided to post all the villains that were complete with a voting poll, feel free to vote for the Coolest Mega Man Villain: )
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Old 02-11-2005, 06:54 AM   #2
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Big Man

Big Man - BY: Evil-98
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Old 02-11-2005, 06:55 AM   #3
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Wizzo Man

Wizzo Man By: Dave UK
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Old 02-11-2005, 06:56 AM   #4
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Wild Man

Wild Man BY: Monte Cristo 3DT
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Old 02-11-2005, 06:57 AM   #5
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Texas Chain Saw Man

Texas Chain Saw Man By: Nosaj462
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Old 02-11-2005, 06:58 AM   #6
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Meth Man

Meth Man By: Cyrenn 3DT
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Old 02-11-2005, 07:15 AM   #7
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Nice! First vote!

It's a shame that so few of the entries were actually finished, at first I thought we were going to break into the double digits!

Anyways, the entries that were finished all turned out great. It was interesting to see how the concepts developed, and we got a sneak peek at the different ways in which people work.

My vote was a toss up between Nosaj and Montecristo, but I ended up voting for Chainsaw Man. They were both stellar entries, but Nosaj really clinched it with his textures. Good texturing is essential to a quality work, especially when working with lower polycounts. I liked Monte's mesh a lot, but the solid colors just didn't do it for me. The texture seemed to hide a lot of the mesh's details rather than highlighting them. That said, I loved the concept, and the edge flow was really good. Still, Nosaj's texture work put his entry over the top.

Honorable mentions go out to Dave and Cyrenn for finishing their characters, which is more than I can say of myself. Cool concepts and solid work, I can't wait to see what you do next time!

Evil and Athey, too bad you never got to slap some textures on those suckers. Nice meshes from both of you; the three of us will just have to buckle down and finish our next entries.

Thanks for the fun, everyone.

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Old 02-11-2005, 07:31 AM   #8
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Monte Cristo gets my vote, narrowly outdoing the rest for being innovative while falling beleivably within the Mega Man IP. Its all damn good work though. Kudos.
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Old 02-11-2005, 07:39 AM   #9
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for sure well have to finish our next entries
good job everyone, especially the ones that finished. im only learning while i go so i can really say much about anything.

Cyrenn: your texture needs to be improved, overall shades and shadows. maybe try baking on the texture.

Nosaj462: your texture is pretty good but can be improved, the edges seem too soft and round, if it were more sharp harder contrast and maybe darker shades it would bring out the hard and evil in him

Dave UK: your texture is also pretty nice but the shades and contracts can also be improved.

Monte Cristo 3DT
: your model is awesome.

personally i havent voted or decided on who to vote on yet
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Old 02-11-2005, 07:54 AM   #10
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Evil - I agree with you on the edges i wish like hell i could make them sharper...however its a 750 map and all those edges were rather small on my map... Almost all of them were painted with a 1 or 2 pixel brush and i had to soften them a little or else it was to sharp and pixelated. Anyone got a good work around this let me know. It was either sharp and pixel like or just a little soft. I chose to soften them because it looked better than seeing pixels. Of course if it was a larger map i could easily pulled it off. I disagree with the darker shade.. i wanted a light undercoat to reveal a dingy metal if it were dark it wouldnt look right.. originally the edges were darker and it just didnt pop right.

this was my first time workin with a map under 1024. Im usually workin on maps 2048.
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Old 02-11-2005, 07:59 AM   #11
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You could turn off texture filtering. Thats about the only way you're likely to get a sharper result than that, but I don't think theres any reason to. I can't see anywhere on the texture that comes off as being especially blurry... or blurry at all. You're all mad. Mad I tell you.
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Old 02-11-2005, 08:08 AM   #12
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Why did you paint on a 750 pixel map? Game artists tend to paint on maps that are in powers of two (256, 512, etc.) as the computer is able to display the color information slightly faster.

Just out of curiosity, would you lose a lot of detail by shrinking the map down to a 512?
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Old 02-11-2005, 08:11 AM   #13
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well i guess i was trying to get the maximium out of a 1024 map.. im bran new to lowpoly modeling so im learning as i go im used to hi poly. I could give a go at 512 and see what happens. Ill give it a go tomorrow.
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Old 02-11-2005, 08:14 AM   #14
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Hey just wondering?

I was curious since Im sorta new to the lowpoly game stuff, What if you make a 2048 map and when you were done shrink it down to 512, does that work or are you able to do stuff like that in the game industry?

By the way: ) I voted for Texas Chain saw man myself: ) So I'm surprised I even got a vote : ) WOot! Woot! Maybe Meth Man gave them a dose of his Meth and they weren't thinking straight when they finalized there vote: )
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Old 02-11-2005, 08:25 AM   #15
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Yeah, you could do that Cyrenn. I'm not sure why you'd want to do that, unless you wanted some higher res maps to swap in during in-game cinematics or something. Just remember that there's no such thing as sub-pixel information, and that you WILL lose data when you shrink your image down. Going from a 2048 texture to a 512 texture means that you lose 94% of the information that you painted in!

Hopefully I'm not wrong here, as I'm the biggest noob in this contest. I feel sorta silly explaining this to industry professionals who have websites and everything.

EDIT - It doesn't work like that, Nosaj. 750 squared plus 274 squared does NOT equal 1024 squared. You're only using around sixty percent of your allotted 1024 texture space.

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