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3 Dimensional Chat / RPG Monster contest, WIP thread

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Seppuku Arts
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Posted: 31st Mar 2006 17:54 Edited at: 3rd Apr 2006 00:13
Usual rules apply, most of it is common sense. Except the entries must have been made specifically for the contest (So I can't enter my Yojimbo)

The idea is to make a 3D model of a RPG monster, something similar to Final Fantasy. The usual day days now has begun.

And congradulations to Joe Cooning for winning the last contest

ENTRY THREAD LINK;
http://forum.thegamecreators.com/?m=forum_view&t=75558&b=3

Contest Ends the 9th April
Voting ends 14th April

Tinkergirl
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Posted: 31st Mar 2006 18:25
@Joe: Is there a poly limit?
Heckno
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Posted: 31st Mar 2006 18:54
also, is this something that should be fashioned to work with DB/DBP

*personally I think all the compo on this board should be done in respect to DB/DBP abilities*
dark coder
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Posted: 31st Mar 2006 19:03
well you technically could code a raytracer in dbp that supports lots of material types and millions of polys.

Halowed are the ori.
Seppuku Arts
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Posted: 31st Mar 2006 19:27
There shouldn't be a poly limit unless Joe Says otherwise.

@Heckno, Joe just gave a theme, so that would mean it could be anything as long as it is 3D and is based around the theme, so I doubt DBP export, as for compos being dbp orientated, it may seem necessary, however, I allow for high poly models is for the reason that it allows more space for improvement on 3D modelling skills, by keeping it open ended, people will find themselves able to access all round skills in 3D modelling, and leave what each contest to be orientated to with the choice of the winner

Heckno
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Posted: 31st Mar 2006 23:20 Edited at: 2nd Apr 2006 23:46
@Sepp : good deal, whatever the winner sets then thats fair enough.

Maybe for now on, there should be a standard format to assigning compos like -> poly limit ( could be none), judge for model and/or render, screen shots from DB/DBP, ect... This way we know going in what to focus on and how to build the scene... At least something more formal to help eliminate all the uncertainties like now...

"something you would see in a RPG", that tells me it needs to be low poly (ish) unless it is something you might see in a cut scene or trailer to a game.. "FF" - I know very little about FF nor have I ever played a FF game...

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Seppuku Arts
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Posted: 1st Apr 2006 00:11
Yeah sure Heckno, from after this contest I'll add a standard format giving more specific guidelines, thanks.

Quote: ""something you would see in a RPG", that tells me it needs to be low poly (ish) unless it is something you might see in a cut scene or trailer to a game.. "FF" - I know very little about FF nor have I ever played a FF game..."


In that case pick a differant RPG, I have just been playing, Zelda minish cap, that has some nice monsters, like those big blob thingys

Joe Cooning
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Posted: 1st Apr 2006 01:24
I don't care how many polygons. It would be cool to see a good looking monster done in low polygons (like the big boys' at FF do) but if you want to make a cool high polygon, go for it. Just make a monster.

Xenocythe
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Posted: 1st Apr 2006 01:33
Subitted my entry

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Dark Serpent
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Posted: 1st Apr 2006 01:34
THIS is gonna be fun.

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zircher
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Posted: 1st Apr 2006 03:08
For those needing inspiration, here's a beastiary of sorts for FF.
http://www.ffcompendium.com/h/monster.shtml
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Heckno
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Posted: 1st Apr 2006 04:45 Edited at: 1st Apr 2006 09:02


zircher
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Posted: 1st Apr 2006 06:20
This is what I cranked out with DoGA CGA. I'll work on converting it to a game mesh and retexture the beastie.
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TAZ



"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Supremacy
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Posted: 1st Apr 2006 11:25
hmm, i dont have much time....im working on my pong game (really...i am..lol)


ill see if i can come up with some simple monster

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Seppuku Arts
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Posted: 1st Apr 2006 11:42 Edited at: 1st Apr 2006 11:42
Nice stuff coming along there

[edit]
Typo

Bizar Guy
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Posted: 1st Apr 2006 18:16
I'll make some sort of monster later....
But for now,


April Fools?

uhhhhhhhhhhhhh................
http://forum.thegamecreators.com/?m=forum_view&t=73086&b=8&p=1?

Shouldn't the tgc post the newsletter today?



Seppuku Arts
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Posted: 1st Apr 2006 18:20 Edited at: 1st Apr 2006 18:22
I was hoping someone would try a better april fools joke on me today, but no luck

[edit] But I will just 'humour' your april fools joke until someone notices

Bizar Guy
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Posted: 1st Apr 2006 18:44
Sorry for not being aany better, I only realized it was April 1st a little while ago. If I'd planned it out, I would have been able to do a much better one.

But I really will be makeing a monster for this.

dark coder
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Posted: 1st Apr 2006 19:33
im going to challenge myself for once and make a dragon

Halowed are the ori.
Seppuku Arts
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Posted: 1st Apr 2006 20:43
Quote: " im going to challenge myself for once and make a dragon "

I tried that once, its kinda hard, mine sucked, hence I never showcase it

Mucky Muck Ninja
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Posted: 1st Apr 2006 21:00
Yup dragons are very hard. The one i made sucked too :p

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dark coder
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Posted: 1st Apr 2006 21:04
thanks for the support , so if mine by chance doesnt suck that means im cool?

Halowed are the ori.
Seppuku Arts
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Posted: 1st Apr 2006 23:15
Quote: "so if mine by chance doesnt suck that means im cool?"

It would make your dragon cool, as for you, well, to be honest we aren't allowed to tell you.

Heckno
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Posted: 2nd Apr 2006 04:09


low poly, great for DBP games...
Seppuku Arts
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Posted: 2nd Apr 2006 13:27
sssawwweet Nice model, too bad I'm scared of spiders

Tinkergirl
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Posted: 2nd Apr 2006 18:06
Drider!!! *runs away screaming*
Heckno
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Posted: 2nd Apr 2006 19:37 Edited at: 2nd Apr 2006 19:38
here's another wip for this weekend...



edit: low poly great for DB/DBP....
Seppuku Arts
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Posted: 2nd Apr 2006 19:50
So, which one are you entering dude? They all look nice, now I would pick one and texture it

BenDstraw
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Posted: 2nd Apr 2006 21:19 Edited at: 2nd Apr 2006 21:19
pretty nice models. i have a good idea for this one!! i cant wait.

[EDIT] btw sepp whats the offcial end date.

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Xenocythe
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Posted: 2nd Apr 2006 21:26
Spider is waaaayy more wicked!

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Heckno
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Posted: 2nd Apr 2006 23:51
Quote: "They all look nice, now I would pick one and texture it"


Sep: guess spiderman... as for texturing i hate to say it but im gonna let you all down... I should probably work on the character animations as well...

good luck all...
Seppuku Arts
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Posted: 3rd Apr 2006 00:13
Quote: "btw sepp whats the offcial end date."

lol thats the 2nd or 3rd time I've done that, sorry dude lol,

Contest Ends the 9th April
Voting ends 14th April

zircher
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Posted: 3rd Apr 2006 00:13
Converted the bug warrior DoGA model into a mesh suitable for animation. Since I could not take advantage of DoGA's renderer, I retextured it and this is what it would look like in Metasequoia or DBP without any special tweaking (DirectX preview). Next step is goof around with it in DBP and see if we can get it back up to speed.
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TAZ



"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Seppuku Arts
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Posted: 3rd Apr 2006 00:17
Nice work Zircher

Quote: "Sep: guess spiderman... as for texturing i hate to say it but im gonna let you all down... I should probably work on the character animations as well..."

Nice, I guess you like playing with my phobias Well too bad there will be no texture, at least give him a colour Animations would be cool, I've never had an animation submitted before, and probaly would increase your chances of winning as long as they work.


Quote: "i have a good idea for this one!! i cant wait."


Nice, would love to see a wip, ah man my hand is twitching a wee bit lol, stupid bowling...

Joe Cooning
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Posted: 3rd Apr 2006 01:18
Nice bug thing zircher.

I'd go with the spider-dude heckno, be sure to add a nice texture. When it comes to RPG's, the textures are often the best part of the models.

Seppuku Arts
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Posted: 3rd Apr 2006 01:36
Quote: "When it comes to RPG's, the textures are often the best part of the models.
"

Except for runescape haha! Not funny

Don't ask, I just have to put my friends duck in my sig
zircher
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Posted: 3rd Apr 2006 02:05 Edited at: 3rd Apr 2006 03:01
Yeah, I lost some of the texture abilities like bump mapping when I left DoGA. Here's how version 1.0 looks in DBP with the lighting/specularity tweaked:



It's a little more scary now. It's not a boss monster though. I can see these guys running in a pack in earthen tunnels or hanging from trees and cavern roofs to drop on the party.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
The crazy
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Posted: 3rd Apr 2006 03:22 Edited at: 3rd Apr 2006 03:24
I love it where there's no poly limit. This is a kick-a$$ choice whoever chose this. Kudos.

Here's some pics from my WIP




Oh, and, dont ask about the last one...

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Wiggett
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Posted: 3rd Apr 2006 05:13 Edited at: 3rd Apr 2006 05:13
lol. I really like the dark elf spider. makes me wanna do the hero quest game again.

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dark coder
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Posted: 3rd Apr 2006 10:35
you know what, your both right dragons are very hard, maybe if i get sufficient ref pics ill do a follow up attempt , ill just stick with easier challenges for now :/.

Halowed are the ori.
Seppuku Arts
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Posted: 3rd Apr 2006 11:52
lol @ Dark Coder, well good referance images will help, but I've never found any good ones

Interesting stuff The Crazy, and Zircher looks nice in DBP, if you got the normal map shader and convert your bump map to a normal map using MikeS normal map generator, you can get the same effect

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Dark Serpent
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Posted: 3rd Apr 2006 23:24 Edited at: 3rd Apr 2006 23:26
Dragons arent that hard really if u break them down. I made a nasic one waaaaay back when. i give a wireframe to show the basic shapes. Now if u want it seemless ull have to start picking the primitives apart and welding verticies so u dont see where different parts start and end. That shows extra effort to have the body in just one seemless mesh. (though not always neccesary) Heres mine.

http://forum.thegamecreators.com/?m=forum_view&t=54910&b=3

Join my team, make games for the masses! Go Team Bolt Rocket!!! http://www.freewebs.com/teamboltrocket/
Seppuku Arts
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Posted: 4th Apr 2006 00:01
Oh yes i remember this, it was a good dragon, I guess we could follow the same method, join them together and add extra detail, and if I ever get Zbrush, touch up detail that way

Don't ask, I just have to put my friends duck in my sig
Dark Serpent
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Posted: 4th Apr 2006 00:26
zbrush should never be a substiture for basic modeling. You can do muscles and things in a moddeling program. Its basicly a shortcut dont think that detail is impossible without it.

Join my team, make games for the masses! Go Team Bolt Rocket!!! http://www.freewebs.com/teamboltrocket/
Dark Serpent
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Posted: 4th Apr 2006 00:36 Edited at: 4th Apr 2006 00:40
Heres my first wip. It is based off ifrit from final fantasy (the older one not the one that looks like a dog) He s missing tteeth and fur becuase im going to alpha map. THis is basicly the almost finished solid geomitry.






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Seppuku Arts
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Posted: 4th Apr 2006 00:42
Quote: "zbrush should never be a substiture for basic modeling. You can do muscles and things in a moddeling program. Its basicly a shortcut dont think that detail is impossible without it."

I don't think using Zbrush as a replacement works as well, I think the best thing is to model it, then use Zbrush to add the details that you are restricted to with other apps (and the polygon counts a normal renderer can handle) and also normal mapping.

As for the ifrit like dude, its a good start, there are places I would improve like the muscle structures, google image human anatomy, you can find some good muscle references, however its good model

Don't ask, I just have to put my friends duck in my sig
Dark Serpent
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Posted: 4th Apr 2006 02:09
If u think the anatomy is not hman like its becuase its not supposed to be. the reference i used shiows very ecxadurated anatomy. its what makes him a monster. i plan to fill in the strugture when i make the texture.

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Cian Rice
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Posted: 4th Apr 2006 03:11
Still that is not good anatomy even for Ifrit. You can apply the virtuvian man to non human creatures just the proportions will change a little from my experiance. And what the hell is with those abs? Not to mention that even though it's meant to be in a simple pose the model looks way to tense.

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Dark Serpent
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Posted: 4th Apr 2006 05:17 Edited at: 4th Apr 2006 07:17
r u pushing me hard on on purpose. if u re then thanks. Becuase ive impressed u with much less when we were working on rush. Maybe im just frustrated becuase i worked so hard on it and it doesnt come out right. well i guess thats where practice comes in.

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Dark Serpent
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Posted: 4th Apr 2006 07:19 Edited at: 4th Apr 2006 07:20
Coming along...making a blue fire theme. I fixed up the geomitry and made some teeth and flamy fur stuff.. Im gonna touch up the texture (i.e. make the nails brown ect.)



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