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#1 |
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THE Mad Moderator
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Mini Challenge - Bust (sculpture)
1, Spend no longer than the allocated time then post a render of your model. No cheating, we are relying on your honesty here and the idea of speed modeling is to simulate a "real world" environment. If you are working on a project and asked to show a concept model you'll need to be able to get somewhere near the target in the allocated time. Your submission should be a model created especially for this challenge and not one you have stored on your hard drive.
How you interpret the brief is up to you as long as the final model conforms to what we have asked for. Any images of models that do not match the brief will be removed and the poster disqualified. 2, You may enter as many times as you like as long as each model is completely new and uses no components from other entries. Entries using models which are not original will be removed and the poster disqualified. 3, Your entry may contain as many views of your model as you like but it must include a clear and easy to see wire frame of the mesh before any smoothing/subdivision has been applied. Please use a screen grab. No other method is acceptable and any "wire renders" or wireframes we can't see properly will be removed and the poster disqualified. 4, You must include the following details with each submission: software used and time spent creating the model. Any further information is voluntary but posts not containing the required information will be removed and the poster disqualified. 5, Post only one image submission per entry which must be no larger than 800x600 pixels in either landscape or portrait format with a file size of no more than 100k. These images must be uploaded to our servers using the "browse" button on the forum reply page. Do not link to external images files. Larger than the maximum size or posts containing links to external images (other than for reference materials) will be removed and the poster disqualified. 6, The creation of displacement maps, normal maps and any splines drawn out in an external program other than your modeling software are to be included in your modeling time. 7, Time spent on rendering or texturing or building a scene in which to display your model is not included in the allocated period to allow those with slower machines to participate on an even playing field. What we are looking for is the quality of the models you can produce "under pressure". If your model is not complete, you can still post as long as it's recognizable. 8, Posting the same entry twice in a challenge will result in a disqualification. When asked to fix a previous post due to DQ or any other reason, you must fix the first post, or delete it altogether and create a new one. These rules apply to everybody taking part there will be NO exceptions Time limit - 90 minutes Deadline - 22.00 G.M.T. Wednesday 11th of July 2007 Subject - Bust (sculpture) Bust (sculpture): This is a mini-challenge as we are working to organize the return of the regular challenges. For this challenge there will be no prize, but the 3 winning entries will be used in upcoming challenges as downloadable props for use in future challenges. The idea here is to model out a bust mainly comprising of shoulders, neck, and a head. (Preferably all attached!) Bust (sculpture) As far as I know, the image attachment system is working again, so be sure to upload all entries. Have Fun and Good Luck! Last edited by Marty_McFly-3DT; 05-07-2007 at 12:02 AM.. |
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#2 |
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aka Nehumanuscrede
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Outstanding
Unlikely we'll see as many entries this week, but who knows ?
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The insane do not question their sanity . . . |
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#3 |
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Reliable Moderator
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Interesting mini challenge,
if I get chance i'll give it a go. Kind Regards Classic Gamer
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iMac|Lion OSX|Cinema 4D R12|Photoshop CS4| My New Portfolio My Blog (Now with Free Models) |
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#4 |
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Registered User
Join Date: Aug 2004
Location: Poland
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-------------- NOT ENTRY --------------
For a good start ![]() Software - ZBrush 3 Time - 80 minutes. Polygons - 1 671 168 ![]() This model is made entirely in ZBrush from one ZSphere. So the wireframe shot should look like this ![]() ![]() There is no object as You can imagine. Tho I can export obj file from ZB and thats the wireframe shot I have beneath. I don't know what You think bout this Marty but I had fun so... it doesn't matter ![]() Enjoy & good luck. -------------- NOT ENTRY -------------- Last edited by misiopuchatek; 12-07-2007 at 05:26 PM.. |
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#5 |
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THE Mad Moderator
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That's completely acceptable Misiopuchatek! As you noted, it can be exported in obj format... so all should be well. Now I don't have a lot of experience with ZBrush so I will ask... if you exported the .obj of the base mesh... would ZBrush export a normal map to go along with it so it would render correctly in other software packages?
Marty
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Born in hearts... and etched in cold... the swingsets pay... the playground's toll... If you can't read this... then my plan is working! Now stop reading this and go model something! Soon the world of 3D will belong to me! Follow me on Twitter @McFlyGold |
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#6 |
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Reliable Moderator
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God! I wish I had the money to buy ZBrush 3, it looks so incredible!1 that is so brilliant I really love that entry.
Ah well, i'm thinking about a few entries, mostly cartoon characters, without Zbrush or Mudbox to use it'll be fairly low poly creations. I hope more jump on board. If organic modelling isn't you're thing, try my SMC in the inorganic section lol ![]() Kind Regards Classic Gamer
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iMac|Lion OSX|Cinema 4D R12|Photoshop CS4| My New Portfolio My Blog (Now with Free Models) |
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#7 |
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aka Nehumanuscrede
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Z-Brush
Well
It really doesn't have a base mesh, per se. It will have started off as a Z-Sphere then become a very, very basic adaptive skin / mesh. Though the option is there to build your base mesh in your favorite package, and export that out to Z-Brush to begin your sculpt with. It's how I did the fox avatar I'm currently using. The only way to really show it would be to export or screenshot the wire frames at each level of subdivision to show how the model changes through the process. What you can do for rendering purposes is get a base level mesh you're happy with, store it as a morph target and export the base mesh as an .obj file. Make your modifications, create the displacement and / or normal maps then apply them to the basic mesh you exported initially. Your package will render the low poly object with all the detail of the high poly sculpt and all will be right in the world ![]() As far as a ' fun ' package to play with, Z-Brush is probably the most fun I have of all the software I use. I will likely be doing my bust in it as well. -Daye
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The insane do not question their sanity . . . Last edited by Daye; 30-06-2007 at 09:45 PM.. |
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#8 |
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Registered User
Join Date: Aug 2004
Location: Poland
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-------------- NOT ENTRY --------------
Nothing more to add Daye ![]() I'll have to play with my models and disp maps to see how it looks in LW. I know I have a big troubles with disp maps from ZB in LW because of the enormous number of polygons needed to properly render it. I don't know how it looks in VRay cause I didn't have an opportunity to try it ![]() But I've seen on the web that VRay disp is amazing. It can displace the smallest details on the single polygon. Marty so far I can see that there is no way to export normal map from ZB3. Anyway second entry. I wanted to make my favorite Carnage but... well it is far from the comic book ![]() I haven't time to make symbiotes 'bulbs' ![]() Software - ZBrush3 Time - 90min Polygons - 2 195 456 ![]() -------------- NOT ENTRY -------------- Last edited by misiopuchatek; 12-07-2007 at 05:26 PM.. |
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#9 |
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Registered User
Join Date: Aug 2004
Location: Poland
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-------------- NOT ENTRY --------------
Does dragons count? ![]() Software - ZBrush3 Time - 90min - last 15 minutes stabbing...cutting...bruising... I felt like a dragon slayer ![]() Polygons - 2 195 456 Enjoy ![]() -------------- NOT ENTRY -------------- Last edited by misiopuchatek; 12-07-2007 at 05:26 PM.. |
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#10 |
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Reliable Moderator
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misiopuchatek - Wow you're really good with ZBrush, i've seen a few tutorials and things about ZBrush and i've even played with a friend's full version of ZBrush 3 the other day. It's quite hard to figure out all the brushes and toolsets but you can create some amazing things even when you're just playing around with it, especially if you import a basic mesh from an application you know better, I imported a low resolution car into it and within 1 hour had managed to convincingly make it appear to be an old car from a rubbish tip, i'd managed to totally rip the car up and add rust and all sorts of things to it. I'd even exported the mesh to C4D, but hadn't realised the subdivisions, it was nearly a completly white mesh! I had to zoom in 4 or 5 times until I could see the poly's. I think I'd exported the Zbrush tool at a subdivision of 6, which is something like 4 Hypernurbs smoothing in C4D, I couldn't move it fast or render it so I had to bin it, unfortunately I didn't save the ZBrush as a tool object, and lost it. I now know that i'd i'd exported it at a subdivision of 1 it would have been ok lol. Ah well. All I know is it's an incredible application and had totally revolutionised the way we create digital objects.
On a different note, i'm currently rendering a little Bust entry. It's nothing special, but i've finally started playing around with Ambient Occlusion in C4D and i'm really really very pleased with my renders so far, and i'm not even using any lights. Hopefully I'll be able to submit an entry very soon. Until Then Kind Regards Classic Gamer
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#11 |
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Reliable Moderator
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Classic Gamer - Bust (Sculpture) Entry #01
OK, well this is my very simplistic entry then. I was goign for something on the lines of The Muppets Meets Prince Charles stone bust lol. Not sure if i've got it quite right, but i'm really really pleased with this Ambinet Occlusion, to think that all there is here is 2 HDRI's and AO, no lights what so ever. I'm just really impressed with that.
All relevant information is on the composite. Kind Regards Classic Gamer
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iMac|Lion OSX|Cinema 4D R12|Photoshop CS4| My New Portfolio My Blog (Now with Free Models) Last edited by ClassicGamer-3DT; 18-07-2007 at 10:24 AM.. |
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#12 |
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Registered User
Join Date: Oct 2006
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Hellboy bust
Here is my 1st entry. Probably only entry because of the holiday. I enjoyed this one. I have been busy doing other stuff, and this was a nice one to come back to. More mini challenges. Rendering took 3 minutes.
Last edited by ebubba; 02-07-2007 at 06:21 AM.. Reason: more info. |
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#13 | |
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binaryriot
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Quote:
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tokai/ binaryriot — Speed-Challenge Gallery: http://tokai.binaryriot.org/3dtotal/ |
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#14 |
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binaryriot
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Wasted a little time which i should have spend doing work to mess with a cube for fun. No idea, no concept, no plan... so it ended up as alien more or less surprisingly.
![]() regards, tokai (actually I had the light in mouth problem too, but i could fix it with photoshop )
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tokai/ binaryriot — Speed-Challenge Gallery: http://tokai.binaryriot.org/3dtotal/ |
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#15 |
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THE Mad Moderator
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Inner light
Try adding a shell modifier to remove the "inner light" that you're seeing in your render. Below is a quick example of the same exact sphere with the same exact render settings, only the bottom was rendered with a shell modifier. Edit: Ok... well seeing that you guys aren't using 3DS Max... I don't think you guys have a shell modifier... but if there's an option to thicken up your model... try it out and see if it helps.
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Born in hearts... and etched in cold... the swingsets pay... the playground's toll... If you can't read this... then my plan is working! Now stop reading this and go model something! Soon the world of 3D will belong to me! Follow me on Twitter @McFlyGold Last edited by Marty_McFly-3DT; 03-07-2007 at 01:49 AM.. |
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