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3 Dimensional Chat / 3D Compo: Get me in the Game!

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David Gervais
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Posted: 1st Mar 2010 17:49 Edited at: 3rd Mar 2010 00:04


Get me in the Game!

This time around we're getting back to business. Low Poly models that are 'Game Ready'. They can be static models, or fully rigged.

There's a kicker to this compo, it will be followed next month with a "Programmer's Compo: Get me in the game" where the programmers are going to use models made in this compo to make their game entries. Neat eh?

Rules:

1) Low poly models only! Max poly count is 1000. (that's 500 quads)
2) Only game ready models will be considered for judging.
(meaning they need to be finished and textured)
3) Making a fully rigged model will get you brownie points.
4) Your final entry (model and texture) *must be attached to
your final entry post. [.zip or .rar should work]
5) Have fun!

6) Addendum: DirectX .x format for the model and the texture can be .jpg or .png. (I think the programmers can handle that) Normal maps, bump maps and any other maps or alpha blend is acceptable.

The Deadline is March 26th.

Cheers!

EDIT: The Max Poly count has been increased to 1000, (from 777)

Cyborg ART
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Posted: 1st Mar 2010 18:00
Would we be able to enter more than once? So that the programmers get more to work with

David Gervais
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Posted: 1st Mar 2010 18:04
Only one of your entries will qualify for judging. You'll have to decide which one.. However, if you build a scene with multiple models and they are presented as a 'package' (all of which will need to be finished and textured) then we would be hard pressed to disqualify it because you have more than one 'object/model' in the scene.

Cheers!

lazerus
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Posted: 1st Mar 2010 18:16
On your post above, for a scene will it all count towards a 777 polycount or would it be 777 for each model?

Im thinking 777 shared?

Im starting a base mesh now anyway.

Hassan
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Posted: 1st Mar 2010 19:33 Edited at: 1st Mar 2010 19:35
so i last entry should be an x file with textures only? no fpsc ready or such?
also, the model can be ANYTHING? ( like, a weapon? )

lazerus
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Posted: 1st Mar 2010 19:46
Ready to import should a better description.

Just have it under 777 polies with a texture in a readable format.

I think thats right, right?

David Gervais
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Posted: 1st Mar 2010 20:23 Edited at: 4th Mar 2010 11:50
Rules clarifications v1.0

1000 is the Maximum number of polys (aka triangles.) This is the maximum for a single model or whole scene. How many objects you make or how the poly count gets divided is all up to you. Is this clear?


'Game Ready' means no further 'modeling or texturing' is needed. For a static model (crate, tree, rock, fence whatever) that means a UV mapped model and texture. 'Rigging' a model to have animation/movement is not 'required' but will help 'impress' the judges.

I'll say that a .x model and .jpg texture will be more than acceptable.

The follow up programmers compo next month will be open to DB, DBP and DarkGDK. I'm not sure FPSCreator qualifies as a 'programming language' it's a FPS game maker with it's own lib of models and media.

If you have more questions feel free to ask.

Cheers!

Edit: If you look at the banner, and remember that Scrabble game board and letter pieces I made, all the components to that game only came up to 336 poly count. The house, barrel and crate less than 100 poly count. If you start thinking fully rigged humans, the poly count could skyrocket very fast and you'll be fighting to reduce the poly count. Keep it simple, but make it good. It's only rocket science if you make it rocket science.

zaphos
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Posted: 1st Mar 2010 21:02
Can we use a normal, bump map, alpha, ect.. or just one texture?

David Gervais
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Posted: 1st Mar 2010 22:11
I don't see why not, normal maps, bump maps, Alpha, the whole nine yards if you are able. Go for the gold!

Cheers!

lazerus
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Posted: 2nd Mar 2010 00:32
So its 777 Three sided polies aka triangles? not quads?

Awww S-.

Back to work again...

SJHooks
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Posted: 2nd Mar 2010 02:06
I want to join, but I'm having so much trouble thinking of something!

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David Gervais
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Posted: 2nd Mar 2010 02:30
let me talk to the other judges and see if we can boost the poly count to 1k if that will make everyone happy. and Quads get triangulated as far as I know, it's just easier for some people to think in quads. so a model with 500 quads = 1000 poly count.

it's a case of six of one and half a dozen of another. (But sir is that half of a baker's dozen?) you people kill me. you make issues of total non-issues.

how about 500 poly count +-499. effective acceptable poly count would then be 1 to 999. that should cover all of the 'low poly' range yes?

Cheers!

Toasty Fresh
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Posted: 2nd Mar 2010 12:02 Edited at: 2nd Mar 2010 12:25
Hmm... I want to enter this, get me one of dem badges, but I really dunno what to model... I want to make a weapon but probably shouldn't because I feel I need to expand on what I model nowadays a bit.

EDIT: Actually, yes, I know what to do now. I'm gonna do a kind of childish robot type of character to be used as an enemy. This is actually gonna be something I've never tried doing before, all I've ever really done is guns Wish me luck!

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lazerus
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Posted: 2nd Mar 2010 14:38
Its a geek forum, were high maintinence

MSon
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Posted: 2nd Mar 2010 15:34
Would we be able to make the scene in DBPro, so i can use a shader? im asking as i only make architectural models, and a reflective marble floor in a nice room\lobby would be nice.

Everyone Be Cool, You, Be Cool.
David Gervais
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Posted: 2nd Mar 2010 16:56
MSon, as long as the models you make are .x format with texture you can build/render your sample in any render engine or DBPro. If you mean make the models in DBPro, then I'm not sure. if DBPro can save the texture and model for importing in other languages then I'd say yes.

I get the impression you meant to use a shader in DBPro to render the model, that's fine. just grab a screenshot for your entry sample. you'll still need to include the model and texture in your entry post.

Cheers!

heyufool1
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Posted: 2nd Mar 2010 22:29
Yay! A comp that I might actually participate in

"So hold your head up high and know, it's not the end of the road"
Up-coming Action-Adventure game!
mike5424
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Posted: 2nd Mar 2010 22:47
I'm gonna actually do something good for this one (I hope )

I'm thinking about... Hmmm.... Well, Probably a phone, Or some other electronic devise... But then again a gun would be cool... Maybe some kind of animal. I think the problem with this competition will be that no one knows what to make. There is no specific thing just a limit to the amount of polys.

---
lazerus
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Posted: 2nd Mar 2010 22:57
Thier is a theme, its what you'd expect to be in a game. Weather its a character, or something more generic like a house or tree, without ethier a game cant be finished. Thiers a huge diversity on what you can choose to build for.

I had my mindset on making a RTS fleet, which im still doing as a bonus for the programmers- dont nick it

In short think what you would see in a game you play. Think of general items that you see everywhere then look for the out of ordinary and unique aspects you see. Like ADAM in bioshock or demon gates in oblivion.

Thiers so much to choose from.

SJHooks
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Posted: 2nd Mar 2010 23:44
Heheh, do they have to be oringinal, or can they be a remake of something?

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David Gervais
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Posted: 2nd Mar 2010 23:57
people having trouble thinking of items that fit a game? Come on, think of any 2D game and make 3D versions of things,. Dice game items, card games, board games, puzzle games, make a car for a racing game, make a plane for a flight racing game, make a pod racer, make some fish for a fishing game, make segments for a maze game, make a ball for a ball game, pinball anyone? 3D bricks for a breakout game, gadgets and gizmo's for strange games, 3D gems for a gem drop game, a rubic's cube game. boxing gloves for a boxing game, boats for a boat racing game, units for a RTS, a 3D putter for a mini golf game, bowling anyone? foooseball anyone? an air hockey table and pieces? shuffleboard? dart board and darts? horse shoes? spear for a Javelin game? Bow and arrows for a target game? a gun and targets for a shooting arcade? Skeet shoot game pieces?

I didn't even take 2 min to run these ideas off. if you're stuck for ideas it's because you're thinking too BIG!

KEEP IT SIMPLE! MAKE IT GOOD!

now stop daydreaming and making this compo more complicated than it is!

Consider yourselves noob slapped for failing creativity 101. LoL

Cheers! (I hope this helps spark a few ideas for you)

SJHooks
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Posted: 3rd Mar 2010 00:03
Quote: "Consider yourselves noob slapped for failing creativity 101."


Typos, can't live with em, but somehow I do
Ortu
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Posted: 3rd Mar 2010 06:08
pfft I know exactly what I'm going to do, I'm excited. Just hope I don't hit any snags...

I'm glad we're back to a month timeline. With 2 months on the last one my natural inclination to procrastinate eventually led to loss of interest.


JLMoondog
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Posted: 3rd Mar 2010 13:27 Edited at: 3rd Mar 2010 13:28
I think I'll make 100, 10 poly models with one single texture. Or 10 100 poly objects...hmm, or 20 5 poly objects...or 5 20 poly objects...oH! how about 3 333.3333333 poly objects!?

If you guys are stuck, then do a google image search for 'game objects' or 'game models'.


HowDo
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Posted: 3rd Mar 2010 14:09 Edited at: 3rd Mar 2010 14:10
ok ,anyone know of a good 3ds to x convert, that free and does the job, as AC3d X exporter does not do the job right, great as 3ds but not as X.

Dark Physics makes any hot drink go cold.
zeroSlave
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Posted: 3rd Mar 2010 18:07 Edited at: 4th Mar 2010 22:23
@HowDo conv3ds command line converter from http://www.hangsim.com/vs/download.php

There is also a windows GUI that will work with conv3ds as well from http://www.mvps.org/vbdx/downloads/index.html

Also, I think I may enter this compo!
Quote: "I had my mindset on making a RTS fleet, which im still doing as a bonus for the programmers- dont nick it"

Grrrrrr This is what I had started yesterday morning! Still needs textures and the spider tank needs guns, but I am going to try to do a few other vehicles as well. The rocket launcher is 770 polys. Once I read that the poly count went up, i started the spider tank which is at 916. Should have plenty of polys for a couple guns... or maybe just one big one...



There's something in this room that makes you can't speak well.

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lazerus
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Posted: 3rd Mar 2010 18:24 Edited at: 3rd Mar 2010 18:25
youv misread that too, its 1000 tri's total, not per model

which is 500 polies - QUADS - = 2 tris.

An lol, ill stave off making anything till the comps over.

zeroSlave
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Posted: 3rd Mar 2010 18:45 Edited at: 3rd Mar 2010 18:47
They will be separate-I just put them together to save image space. I plan on making a few more as well.

I'm not entering them together or anything. I'll just pick the model that I like the best to enter into the compo, but I still wanted to make multiple models for the programmer's competition (first I have heard of it. I may enter it as well if I have the time.) Plus, I have planned on making an RTS for a long time but could never convince myself to take the time to model the countless units needed. This compo gives me a reason to make some low poly RTS ready models (for me and the community) and practice my low poly modeling as well as giving me a chance at getting a tasty, shiny badge!

EDIT: Oh yeah. They are tris. I just always call them polys.

There's something in this room that makes you can't speak well.
HowDo
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Posted: 4th Mar 2010 15:16
could someone post a 3ds model of a sphere with the limit of 500 quads = 1000 poly count.
it just so that I can see how AC3D counts them, 3ds as its one on the imports that AC3D can do.
cheers.

Dark Physics makes any hot drink go cold.
Quik
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Posted: 4th Mar 2010 15:24
if a sphere has 500quads, i can almost quanrantee u that it will be 1000 tris


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HowDo
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Posted: 4th Mar 2010 16:32
ok, now AC3D tells me I have x surfaces and x vertices.

so taking the above what would that be.

Also would a cube be 6 polys and 12 tris as I get this surfaces: 12 vertices: 8, this is why I would like sphere with correct number of polys to see how many vertices that might be.

Dark Physics makes any hot drink go cold.
zeroSlave
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Posted: 4th Mar 2010 18:10
A cube would be 12 polys with 8 vertices (each side is made up of 2 tris(so 6 sides * 2 polys=12 triangular polygons) plus 8 vertices(1 for each corner of the cube))

Unfortunately, I can not make an exact 1000 tri sphere. The closest I could get was 990 or 1088 tris. 497 and 546 vertices, respectfully.

There's something in this room that makes you can't speak well.
mike5424
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Posted: 4th Mar 2010 19:57
Got an idea on the way home from school. Mostly done, Need to fix the crates and some other bits but still



---
zeroSlave
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Posted: 4th Mar 2010 23:44 Edited at: 4th Mar 2010 23:45
An update on the spider tank. I still have a lot of texture work to do and a few places that I'm thinking about changing, but here is the progress so far:


Came out to 996 triangles(including ground plane.)

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zaphos
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Posted: 5th Mar 2010 01:57 Edited at: 5th Mar 2010 10:31
Here is my model so far. The mesh is finished. The next job is todo the high poly details in ZBrush and then normal map, and texture. Polys are 986, It has taken 4 hours to cut it down from the design I made originally, as it had about 1000 quads =). I have really struggled to get the poly count down.

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lazerus
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Posted: 5th Mar 2010 02:20
YUS! another character entry to compete with ^_______^

Zaphos has the upper hand with zbrush knowledge so he can pound in the detail with normal maps.
This should be reallly fun.

-Con

Ortu
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Posted: 7th Mar 2010 12:31
Alright so I've done up my entry, rigged and animated it, then loaded it into DBP to test it all out and 1 keyframe is acting oddly. Frame 35 specifically flattens the entire model down almost to a plane in width, so I'm going to try to work that out before posting the entry. I think it has something to do with rotating it past 360 degrees in blender. I'll need to do some testing. Also I'm only hitting about 400 tris so I think i may up the detail a bit on the base model for smoother bone deformation.

I'm on the laptop right now, so i'll post some screenies from the desktop in the morning. may get some wife agro if i get up and try to fire up the whole system right now.


Mic 11 12
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Posted: 7th Mar 2010 22:14
Just 2 Questions about the textures.

1. Can we have more than one file.
2. Is there a size limit for them.
David Gervais
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Posted: 7th Mar 2010 23:00
The only limits are on the model/mesh itself (1k Tri's), you can have multiple textures if you want, diffuse, normal, bump etc.

Cheers!

MSon
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Posted: 7th Mar 2010 23:27
Can we have more than 1 entry, or a collection of models as a set, (Total less than 500 quads)?

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Azunaki
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Posted: 8th Mar 2010 07:58
that was answered already only one model can be entered for judging but you can submit as many as you want.(the limit is per separate model)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
zaphos
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Posted: 9th Mar 2010 01:20
Here is how far I have got with the detailing in zbrush.

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zaphos
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Posted: 9th Mar 2010 01:21
Here is how she looks in real time render in truespace7 with normal map and diffuse.

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zaphos
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Posted: 10th Mar 2010 00:00
I have finished rigging next to animate, not sure how its going to turn out =). Here is a pic of some of the modeling development.

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Ortu
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Posted: 10th Mar 2010 03:06 Edited at: 10th Mar 2010 03:06
Ok guys, here's a quick WIP video of what I'm working on:

http://www.youtube.com/watch?v=xMc2rBPBuZc

model has a loopable slither animation, two idle loops which can combine for variation, a strike, and an eat and swallow. He clocks in at 537 tris.

I kind of see this guy as a character in a game where you slither around catching and eating things while avoiding predators.

He loads into DBP, textures and animates, I've somewhat fixed the issue of the model folding up flat as far as reducing the scaling issues to just some shrinking of the head at certain frames. It animates fine internally so still working on it. Has anyone else run into this kind of thing with blender animation exports?


Visigoth
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Posted: 14th Mar 2010 03:29 Edited at: 14th Mar 2010 03:31
I think I am going to enter this. I had a model started from a while back I never finished, and thought it might be perfect for this. It is an FW190 WW2 German airplane, from the tutorial in Animation Master. I took a few liberties with it. Its at 744 triangle right now, in Ultimate Unwrap, so, I'll probably put a little more detail in the canopy and wingtips and add some guns.
Here is screenshot in UU.

edit:
incase this sounded like I'm modding a model, that is not the case. The tutorial just shows you how to rotoscope from an image.

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Hassan
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Posted: 21st Mar 2010 16:37
tga textures are acceptable? ( the only alpha-channeled format i know =p )

( png is alpha chanelled? does it's alpha channels work the same way as tga? )

Hassan
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Posted: 21st Mar 2010 19:47
tho here's what i have till now


i hope i can finish the uv tomorrow or after it, i'll possibly add some glow

zaphos
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Posted: 22nd Mar 2010 02:27 Edited at: 22nd Mar 2010 02:28
Here is my final entry. I've tested it in DBPro and it works ok . You can also view it with the DX viewer. I haven't been able to get the normal mapping to work in DBpro and don't have time at the moment to work it out.

I've included a txt file with a list of animations in case someone wants to use it. The animations are not that good as it is the first model I've spent any time animating apart from the running animation for the Rancor, so I will not take offence if anyone uses the model and does their own animations for it.

I really don't have much time at the moment as I'm under a lot of college work so I'm entering it as it is now.

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bergice
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Posted: 22nd Mar 2010 03:12 Edited at: 22nd Mar 2010 03:18
Thought i should contribute yet this is something i made really quickly and its total crap

Around 200 polys or something idk :/
Comes with 1 texture and 1 bumpmap (768x512p)
Comes with 1 3ds and 1 dbo (sorry couldnt convert to x)
Total Compressed filesize - 355 kb



Dont mess with me, i have cookies!

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