• Welcome to Freedom Reborn Archive.
 

DOMINANCE WAR 3!!! - Meshing contest - Val's WIP's

Started by Valandar, January 07, 2008, 11:39:25 PM

Previous topic - Next topic

Valandar

LOOK AT DA LINKY:  http://www.gameartisans.org/dominancewar/en/index.htm

For the third year, we find the largest game art challenge on the web fast approaching. For those unfamiliar with the idea of "Dominance War", the idea is various game art forums compete to create the ultimate game art figure. Now, this contest is aimed at the current level of tech, which means that it has a much higher polycount limit and texture size limit than any version of FF. Also, Normal Mapping abounds.

To see the winners of Dominance War II, go here (some entries not safe for work):
http://www.gameartisans.org/dominancewar/en/index.htm#domwar2

Dom War II requirements:
6000 triangles (3000 quads), with a separate 1000 triangles (500 quads) for any weapons or pets.
Texture sheets were maximum 2048x2048, but may be broken up (for example, 1 2048x1024 and two 1024x1024, or 4 1024x1024, etc)
Map types included Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and Glossiness map.


To see the winners of Dominance War I, go here (some entries not safe for work):
http://www.gameartisans.org/dominancewar/en/index.htm#domwar1

Dom War I requirements:
5000 triangles (2500 quads) for the full figure and any or all accessories
Texture sheets were maximum 1024x1024, but may be broken up (for example, 1 1024x512 and two 512x512, or 4 512x512, etc)
Map types included Color, Reflection map, specular, specular color map, normal map, bump map, Opacity(transparency) map, Glow map, and Glossiness map.

The theme of Dominance War I was "Generals". The theme of Dominance War II was "Shadows" (aka assassins), though it was not adhered to well. The theme of Dom War III has not yet been announced, but should be announced at the beginning of February.


As FR is not necessarily a game art forum, but rather focuses on game art for a specific game, it would be best to sign up on one of the competing forums, and enter as one of them (if you decide to enter). Each forum might have its own sub-theme (for example, in Dom War II CGChat had 'cyborgs', and CGTalk had 'ancients'), so you might want to wait until the themes are announced before 'swearing your allegience to one of these). The competing forums are:

3D Total:  http://www.3dtotal.com/
Polycount: http://www.polycount.com/
CGtalk: http://www.cgtalk.com/
Game Artisans: http://www.gameartisans.org/
CGLand: http://www.cgland.com/
HXSD: http://bbs.hxsd.com.cn/
CGTalk.RU : http://www.cgtalk.ru/
3DVF: http://www.3dvf.com/forum/

AAAAAAND, stand by! Not only is there a contest for actually making, rigging, and skinning the mesh, there's also a separate CONCEPT ART contest! The same rules apply except, as it's concept art, you just need to draw or paint your concept, no worries about polycounts or texture sheets!

The forums competing in the concept art side are:

CGtalk: http://www.cgtalk.com/
Eatpoo.com: http://www.eatpoo.com/
Game Artisans: http://www.gameartisans.org/
CGLand: http://www.cgland.com/
HXSD: http://bbs.hxsd.com.cn/
CGTalk.RU : http://www.cgtalk.ru/
3DVF: http://www.3dvf.com/forum/

Now, we get to the money shot. PRIZES.

Well, the exact prizes haven't been announced, yet. BUT, the following is a tantalizing look:

QuoteWhat's coming:
- New separate Concept Art category!
- New time period and new topic!
- New intense judging system!
- Multiple languages!
- Even More prizes than Dominance War II!!
- World Wide Employment opportunities for new aspiring artists!
- And a whole lot more!!!

Next large update... Mid January
Update includes:
- The Prize list for top 50 3D Finalists and top 50 Concept Art Finalists!

That's right - the top FIFTY entries!

So if you're a mesher, push yourself beyond any limits you thought you had. If you're a 2D artist, get your pens, brushes, and pencils limbered up, this will be one HECKUVA ride!

UnfluffyBunny

wont be entering, but i'll definately be keeping up with the entrants like I did last year, it's awesome to see everything come together across the 4 forums

Valandar

EIGHT forums this year, UFB.   :D

stumpy

I must say, that is the largest collection of cyborgs with weapons for hands standing on top of piles of skulls I have ever seen.  :blink:

There is some really cool stuff there. And some of the little touches were nice. I think one character had a bloody hand print on her torso from where an enemy had clutched at her as he went down.

Of course, one look at the tech specs for the entrants and my graphics card screamed in horror, then tried unplug itself and leap to a horrible death among the dust bunnies and old cat toys behind my PC.

So, are there any Valandar entries on the site?  :unsure:

Valandar


stumpy

Oooh. Very cool.  :cool:

BTW, I like the greener-hued version in the concept sketch, too.

And, is that some sort of smiley flag hanging behind him?  :lol:

Valandar

Sort of - the "fanged smiley" is the symbol for Polycount in the Dominance War. :D

As an example, this is my avatar on Polycount:


Valandar

So nobody's interested in entering except me?

Volsung

That's understandable, Freedom Reborn don't shelter a bunch of next-gen meshers. :D

Valandar

*sigh*

Maybe not, but lots of the things one can learn just trying to enter, and the constructive criticism one will get, can be "reverse applied" to making FF meshes.

Volsung

But understand that can be demoralizing, terrific or even unexciting.
From a low-def male_basic in warm cartonnish spandex to a high def overealistic bloody and cold cyborg there's a world.
Next-gen methods, constraints are the exact opposite of freedom force ones.
Work length is way longer too.
And above all, in this contest the professionnal elite confronts.
I would not dare venture in a fire and brimstone cosmic conflict with a slingshot.
Even if I don't negate the learning opportunity.

However FF application appears less manifest to me.
In my opinion practicing pure texturing-skinning is more effective/quick/suitable than using high poly normal maped models to generate a skin for Freedom force.
But, that knowledge is inevitable for modern games modding.

My first reason is that I got difficulties to achieve long-drawn-out task and especially if there's no gaming finality other than a picture.
Working on a incoming promising kick-@ss mod with great partners is more motivating in my opinion
  :thumbup:


Valandar

Actually, I'm referring to the actual modelling crits - where to put edge loops, for example. Or how to construct a knee or elbow that doesn't collapse.

And hires to low res can be used not just for Normal Maps, but also for general textures. That's how I did the face on my Yoda mesh, as an example:


Volsung

Quotewhere to put edge loops, for example. Or how to construct a knee or elbow that doesn't collapse.
Sure, but it's not necessary to enter such an extreme contest to get knowledge or hints applicable on Freedom force.

QuoteAnd hires to low res can be used not just for Normal Maps, but also for general textures. That's how I did the face on my Yoda mesh, as an example:
That's exactly what I meant.
"In my opinion practicing pure texturing-skinning is more effective/quick/suitable than using high poly normal maped models to generate a skin for Freedom force."
The render is too cold, like stone. No offense, but  I think it wastes too much time to make high-res assets just for a texture. Spending some time on photoshop is more relevant. I prefer to see a skin as a painting instead of a render.

In sum, FF modding can't be the main motivation to enter such a contest. That's rather an opportunity to learn next gen character creation. (Something that I flee for now^^ Did I mentionned the jubilation to make models based on Casanova's design ? Yeah I know Mr X I'm talking too much! )

style

Quote from: Valandar on January 15, 2008, 12:53:24 PM
Actually, I'm referring to the actual modelling crits - where to put edge loops, for example. Or how to construct a knee or elbow that doesn't collapse.

And hires to low res can be used not just for Normal Maps, but also for general textures. That's how I did the face on my Yoda mesh, as an example:



If only Val you would make more tight Star Wars meshes!  :wub:

Volsung

It began.
I've got some colleagues that started the war. Even one of my roommate jumped in the arena.

Valandar

Ayup. And I've begun working, meself. I might start posting my WIP's in here just to show off and try to get some of you involved, at least trying to get y'all involved in Dominance War IV next year. :D

Valandar

Okay, some WIP's:

The concept I settled on for this year's war:



Its current state:



Without its weapon it's 5564 triangles. With (not shown), it's 6376. So I still have about 2624 triangles to add more detail to that sucker, such as transmapped planes to "paint" as a lightning aura around the weapon, spiked bands and bits, cut in more polys in places to smooth the silhouette, and the like. Once that's done, time to map, then on to the high polygon version to 'bake' the Normal Map from.


Oh, his name is Thwomper Boomfoot. Don't make him mad, that weight on the chain is 1000 tons. :D

Lunarman


Valandar

Slight update:



Details added, and you can't tell there because of the "floor", but the chain on his weapon is twice as long as he is tall. :D

Kaede

what 3d program are you using dude... those things look awesome...

Valandar

Same thing as most every mesher on these forums - 3DS Max. :D

UnfluffyBunny

you sure do love your lizards in armour dontcha :P