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Old 11-01-2007, 06:49 AM   #1 (permalink)
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The Ultimate Street Prop - Results

Another competition has come to an end. With 26entries not a bad one at all. With a small delay we are happy to announce that LOOMis the winner of the Ultimate Street Prop Competition. Congratulations! The first runner up is Reko, folowed by X-Convict. congrats. Big thanks go to our judges, DennisPls and TKAzA, and everybody who participated. We will be back with a new competition.



Winning pieces:









Comments from our judges:

Quote:
Originally Posted by Dennispls

WesleyTack: Model looks good. so does the presentation. Uv's are ok. Texture does not look very convincing for a manhole cover or a cigarette. (though the end result looks better than you expected from the texture) Normalmap looks good. Specular could use some tweaking

seir: Model looks good. Uvs are not very efficient. Texture looks ok but could use some tweaking on the posters and smaller details.

Bloodrobot: Model looks fine apart from the high amounts of divisions on the cylinders. Normalmap does not add much to the model. Uvs look good. Texture looks ok but could use a less noisy metal texture. Specularmap could use more tweaking as well. more variation and contrast would help on the metal.)

Armanguy: Model looks good but could use some optimisation on the smaller parts of the model (they wont be very visible). Uvs look ok. Texture seems very simple and could use more detail and definition in materials. Specularmap could use more work as well in terms of contrast and edge detail. Normalmap works in some areas and some areas have errors or do not add much to the model.

fabodian Model looks fine. Uv space not very efficient. Normalmap could use some tweaking and manual errorfixing.(also too bad it doesnt show on the presentation image). Texture seems very bland and handpainted in areas. Texturesize for this prop is too big.

MrTwister:
Model looks good. uvs look fine. Texture seems fine (could use a little more variation on the metal if youre giving the sides unique uv space). Bump map was not really needed. Specularmap lacks definition (looks like a straight desaturation and done)


sgv3dmax
: Model looks good apart from the big garbagebag that looks way out of proportion in comparison to the model. uvs seem to be packed well (could benefit from some uv overlaps). Texture looks very simple and a bit rushed imho.
There are a lot of unique spaces on the uvmap but you dont seem to use them on the texture (see lots of copied areas) Normalmap looks good. Specularmap could use more variation on the metal and adjustments on the edges.


reverenddevil
: Model looks good. Uvs are nicely done. Normalmap would benefit from noise reduction though. the rest looks good. Specularmap could use some more work Texture itself looks okay but is a bit too worn imho.

Skuatmraa: Interesting choice. Model seems to be okay. The texture could use a lot of work (especially the blood which doesnt look very convincing.) Uv space seems to be taken up nicely (cant really say without a pic of it)

Reko:Model looks good but could use some optimisation on the cylinders. Texture looks nice and dirty but too noisy. The normalmap works out well. Specular could use more work. Presentation looks good as well.

Loom: Another unique prop. Great model. Texture, normalmap and specular map look good (spec could use some more tweaks on the metal though).

X-Convict: Model looks okay apart from the fact it could be optimised on the smaller details of the model. The texture looks simple but effective. Same goes for the normalmap. The specular map seems to be a bit too strong. Presentation of the model looks great.

Grzegorz_b: Nice model. texture looks fine but could use some tweaks here and there on the metal. Specular map looks ok but could use some constrast tweaking in areas. Normalmap looks very subtle and i would also lower the amount of noise in it.

Defeat: Nice model but the wood looks a tad too squary. UV use is not very efficient. Normalmap too noisy in areas. Specular could use some tweaking as well.

Daelon: Interesting prop. Amount of polygonson the tubes are too high. the rest looks good. The texture looks fine and so does the normalmap. Specular map could use more tweaking.


ZeroCool: Model looks good. Cant seem to find any textures in your post. Judging from the submission image the texture could use a lot of work. Right now it looks like a simple metal overlay on the whole pole and a lighter version with some dodges on the lightbulb.

Tores
: Model looks good. Presentation looks good as well. Texture looks fairly simple and a tad too blurry for my tastes. Normalmap needs some fixing up in areas (especially on the right side) Specular map could be a bit darker and contrasty.

Xephirus
: Original prop with a good looking model.(could use some optimisation on the signs) The uvs are very inefficient and could be less big in texturesize The texture itself looks handpainted and cloned in areas. The signs look horrible to be honest.
The normalmap looks too strong and very very noisy (a normalmap should almost never be noisy) Specular could use a lot of work. Again it seems like a desaturation and level or contrast adjustment.

Laughing bun: Model Looks fine at first sight ut those tiny holes should not have been modelled. The cuts you have in the planks seem to have a very minor alteration to it. It would not hurt to exagerate that kind of detail. The uv's look good and packed but for a prop this size a 512x512 max should be sufficient. The normalmap looks fine apart from the planks on the left. That normalmap detail should be less pixely and more subtle. The specular map looks fine unfortunately not visible in your submission image. Texture looks good but could use some final touches here and there in terms of rust and wear.

Blackblade: Model could use some optimisation on the cloth and the fruit. the rest looks fine. The uv's could have been used more efficiently. Texture needs a lot of work... the wood does not look very convincing and you seem to have some issues determining what part of the uvs need texturespace priority. Specular map could use some work (right now it looks like some slight alterations in levels and contrast (after doing a desaturation on it) The normalmap is a straight normalmapfilter from nvidia on its texture and does not add anything to this model.

Blunkka: Model looks good. uv's look good. Normalmap could have been discarded (does not add much) Specular map could use some work (right now it looks like some slight alterations in levels and contrast (after doing a desaturation on it)
Texture looks decent but a bit too noisy for my tastes.

Zombibubonik: Interesting choice of prop and the model looks good.
The uvs are very inefficient. The texture is handpainted and looks better on the model than on the sheet itself. The normalmap here does not help at all.. The details are way too subtle.

David Lindh: Model looks good. texture could use some work since it is fairly cloudy and boring in places. The uv's look okay but a 512x512 should have been sufficient for this prop. The normalmap looks fine but a little bit too subtlein certain areas. The specularmap barely adds anything with the way it looks right now. The specularmap should be more contrasty between dark and bright. Also on this entry the normalmap and specular map do not really show on the presentationimage.


Vivek3d: The model looks good. The uv space could've been better used (since the whole model is rusty you would get away with overlapping uv's) The normalmap seems to have a lot of errors and the bumpyness on it does not help the model at all.
The normalmap also does not show on your presentationimage.


Wessx: Model looks okay but its a shame it dioesnt have any bevels around certain edges to make it look more high poly. The texture looks very bland and the amount of detail that could be put on a 1024x1024 map should be significantly higher than is visible on this entry right now. The normalmap does not even show which doesnt improve the model. Same goes for the specular. (it seems like neither of these maps are present). Also note that im judging purely on the wire and the presentation of the model since the textures are not existing.)


Maddash:
This entry looks very unfinished...The uv's of this model are not very efficient.
Quote:
Originally Posted by TKAzA

WesleyTack: Great model, fantastic texture and presentation, the ciggy butts finished the model off.

seir: I love the presentation of the faded back ground, the skin is realistic with out being too photo realistic.

Bloodrobot: Good model the shoes where a touch that made it feel fun for me.
just need to focus on making the textures less rough feeling.

Armanguy: Interesting design and good model i think some more detail in the skin wouldn't have gone a miss as something feels missing in the model.

fabodian
Good model and skin perhapses better use of the uv space and detailing wouldn't go astray

MrTwister:
Good submission, the pole stands out as does the detail you put into the base skin, some better optimization of the stop signs mesh is possible but not a major thing.

sgv3dmax
: Model, skin and killer normals aswell as a see through rubbish bag, very little i can fault on this i would try some less rust however.

reverenddevil: Good model and normal map, to much rust for my likening however you did make it look very real

Skuatmraa: My first though was what the hell, and its just perfect for this model nice and original for this competition
don't forget to use normals to help bring the most out of your skin

Reko: Good model and skin as per my other comments a bit to noisy but the glass is awsome good work

Loom: Another great entry very little to comment on very strong normal and diffuse again bring the model into its own.
could possibly optimize some parts of the model buts thats all.

X-Convict:Amazing final render and normal improved only buy a detailed skin great work.

Grzegorz_b: Fun final render, skin and uv set, i feel some of the models edge loops could be removed with little effect to the final render

Defeat: Nice original piece from you again with another realistic skin, i only feel the leaves let the model down as they don't looks as real as the rest of the model.

Daelon: I was confused at first by the model but impressed with your texture sheets, would go well in any space scene

ZeroCool: Good submission, interesting fun design just missing some texture sheets

Tores: Loving the presentation and skin, a close up to show the detail would have been great but over all nice work

Xephirus: Fun entry you have here the spider web is nicely done, however not really my style and the render was super confusing

Laughing bun: Wow, amazing skin super photo realistic aswell as detailed model "borat voice" very niiice

Blackblade: Good interesting model, the hemp cloth looks great however the wood seems very stringy try using liquify to make some knots in the wood.

Blunkka: Sexy phone box, very detailed skin and well optimised model

Zombibubonik: The hand drawn scene made me feel where this model belonged so your skins fit in perfect.

David Lindh: Good model and presentation, some more detail in the skin would make it stand out but your final render seems make the skin work well

Vivek3d: Good eye for detail and use of alpha maps, just very confused with the model and the design


Wessx: Good model and design, try to take some time to detail the large areas of your skin then work on the smaller ones.


Maddash:
The fish are a nice touch as is the detail in the fountain, some more practice in photo sourcing and using burn and doge tools on your skins and you are off to a good start.

Quote:
Originally Posted by doylle
WesleyTack: A nice piece all together. I'dd expect a much lower polycount for a prop like this, but the texture realy makes up for it…

seir: I like the concept of your entry, and it was modeled pretty well. Although with only half the ammount of tris used, i would have given the windows some geometry to. The texture itself looks pretty cool, but i'm missing specular map here. The uv map has alot of wasted space to. Fix those two issues, and your prop would definitly go to the next level.

Bloodrobot: A nice concept to start with, but the final piece is lacking real quality imo. Most of the cilinders (if not all) have way to much sides. Triangles you could've used for other stuff, like sun caps on the lights, wiring, etc.The texture looks a bit to chaotic imo, i'm missing a style here. A suggestion for future projects would be to spend your triangles whise, so that you can make your props more detailed with a "low" tricount.

Armanguy: The cupper texture is looking alright, but it's looking the same all around. So some variations could make it so much more interesting to look at. Same thing going on with the support block. It basicly needs more small details like scratches, erosion,etc especially if it's an outdoor piece...

fabodian The max allowed texutre size was 1024 * 512, so please live up to the given specs if you want to compeat for the prizes. The model looks fine imo, although some parts maybe could've been done with less tris. The texture however is a different story. It's a way of texturing i recognise from when i started. Basicly it is a mix of all kinds of stuff, some parts even only a color, and in the end there is no consistent style, which usually gives the model the look you want to achieve...

MrTwister:
The texture is a bit blury, maybe a "smart sharpen" pass would do good. But why did you model the wholes in the stop sign, if you already used an alphe map for the pole? They look realy expensive, and on top the whole's are almost invisible on the render

sgv3dmax
: Solid modeling, no crits there. The texture would realy benefit from an AO map, and more dirt on the green, even a noise pass would change the look of the texture.

reverenddevil: Modeling looks good, although you used alot of polies for two edgeloops that go from the front to the back of the model. The model could use some more geometry near the shutter. The texture is a bit to chaotic for my taste. I do like the way you made your rust, looks realistic.

Skuatmraa: I realy need to get out more, cause i've never seen one of those in my street . It's not realy something we were looking for. A face is a very hard thing to texture, There's alot of red, which is supposed to be blood, and some pruple for his black eye, but real blood/black eye doesn't realy look like that. especially with a face you have to get good reference before you start, if you want it to work...

Reko: This is one of my favourite pieces. No crits on the modeling, and the texture looks ace. If i go into nitpicking-mode, i could tell you that you could give the entire metal body the same color on the spec map, but it love the piece, nj.

Loom: Lovely! As ussual, "out of the box" thinking for the concept, which is always good if one has the skills to do it right. And you clearly did. You texture looks amazing, sweet!

X-Convict: The final render looks very nice. The normal map works realy well. The only thing i'm missing here is a second type of material on your model. Although it's all very detailed in your texture sheets, it looks a bit generic in your render. Also, i'dd make the clock face brighter, and the pointers darker. It looks a bit to alike imo. But a nice piece overall

Grzegorz_b: Very nice entry. Be carefull that you don't add to much noise to your metal texture, it's almost looking like concrete there. Maybe you could also make the normal map a bit stronger, looks realy soft. But other than those two things i have no crits. NJ!

Defeat: Model looks clean. No real crits there. You could've added leaves that have 12 tris (3 quads), and then bend them to have a more natural look. It will also give more volume to the crown. The texture, hmm, that's a hard one.cause in the render it looks pretty much alright, but the sheets look a bit simple imo. It's nothing more than a collection of foto's, so i think that you could've done more with this...

Daelon: The max allowed texutre size was 1024 * 512, so please live up to the given specs if you want to compeat for the prizes. The texture looks alright, maybe a bit blury, but nothing to bad. The only thing I would try to improve is the how and the what. What does it do, and how does it work? I once made a pickup for a simular contest, and i don't think anybody knew how to use it. (while to me it seemed very obvious). So, it learned me that cliche's work, and that it is a good idea to give people more or less what they expect. I think you have the same thing going on.

ZeroCool: I'm missing a texture sheet there . You've spend alot of tris on small details, while your texture looks very basic. So i think you could've added more details in the texture…

Tores: The render looks great. Wireframe looks alright, although maybe the electric is a bit to much, since it'll probably never be modeled like that to the pole itself. But that's just nitpicking. The texture sheet looks abit blury, so a sharpen pass would do great here... overal a nice piece imo

Xephirus: The model looks pretty ok to me, but the texture is a disaster. It is a collection of photo's, and with stuff terribly out of scale (like the huge texture size for the logo, while it is hardly visible on the model. I realy suggest you work on your texture skills, it will definitly result in better overal pieces...

Laughing bun: I like the model, and the concept was well executed. But there is one thing. The little holes in the model are probably overkill. I doubt that you'll ever see those ingame, so maybe you could've done those on the texture. The texture are all photo's to i think, but they works ok in your piece...

Blackblade: I like your idea, but your modeling needs a boost. Try to step away from the basic shapes. There are alot of cubes and cilinders in your model, while organic modeling usualy works alot better, even for mechanical modeling. You could for example bend some of those planks. The texture is a mess tbh. i'm seeing the same PS over and over again unfortunatly. For stuff like this i usually start from a photo, and Irework that photo untill it fits my needs. This would mean that you could realy give the wood that old and used look, which i'm kind of missing now...

Blunkka: Nice! Model looks alright, and the texture looks consistent. Maybe you could've given the roof some more detail, but other than that I have no crits…

Zombibubonik: I think you could've done more with this theme. You spend alot of tris on the cage clearly, but the chain is just a plane. If you walk around it it'll look strange. The texture has more or less a consisten style, but you wasted quite some texturespace imo. When i'm done puzzling, and all the clusters are in place, i usualy scale separate clusters up untill they fill the entire square. This way you have the least chance on wasted uv space...

David Lindh: There was no wireframe, and for some reason only half your model was on the final render (cause the normal map shows a lamp i think). From what I can see, I think the model looks alright. The texture is a bit plain, you got the same metal texture all over the model, with very little variation. You could for example add stickers and dirt on the two n-shaped bars, just a thought...

Vivek3d: The idea was more or less alright, but the execution failed. The texture is a photocollection, which you copied over the your canvas. If you decide to give a part of you model a piece on the uv sheet, then you realy should try to give it a unique look. About the model. Try to step away from the basic shapes. The gastank has a very organic shape, i'm realy missing stuff like that in your model...

Wessx: The max allowed texutre size was 1024 * 512, so please live up to the given specs if you want to compeat for the prizes. The model looks alright, in spite of the odd design, but the texture needs a boost. Simular to many entries, it's nothing more than a collection of photo's and colored areas. Try to make the metal look like metal, glass like glass, etc. It'll bring the model much more to life.

Maddash:
This will sound harch, but i'm having a hard time finding something positive about your submission, so i'll leave it with that. Some pointers for future projects: make sure each part of the model gets a more or les proportional piece on the uv sheet. The floor for exaple is only half as big on the uv sheet, while in fact it should probably be twice as big. Also try to stay away from water. It is probably one of the hardest things to create in 3d...

I hope that the long list of comments helps you understand that we do a big efford for these kind of comps, and that it is not always easy to get the results as fast as we would like. I wouldn't be honest if i said that we aren't aware of this issue, and we are looking into it, hoping to find a way to speed up the proces.

Last edited by doylle; 11-01-2007 at 06:53 AM.
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Old 11-01-2007, 06:51 AM   #2 (permalink)
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Congrats, guys

Lots of solid entries this time, look forward to seeing the next ones

And an extra big thanks to the judges for commenting on all the entries, great stuff.
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Old 11-01-2007, 07:57 AM   #3 (permalink)
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Congratulations to the winners and all who entered because that in itself is an accomplishment.

"Very inspirational" is what pops in my head when I see these results threads. Makes me want to 3d something in a real bad way! I'm really looking forward to the next comp.
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Old 11-01-2007, 09:12 AM   #4 (permalink)
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congratulations all the winners, and thanks for the comments

specting for the next comp! arf!
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Old 11-01-2007, 09:14 AM   #5 (permalink)
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I'm not sure if you're goinng to understand me, but I need to try to give my sincere opinion about the results of this competition.

Well, in general lines, I think that 2nd and 3rd models are much better than firts one. I don't want to offend you, LOOM, because I'm sure that 3/4 parts of this forum, including me, would like to model and texture like you. I'm a fan of your artwork and I really like your portfolio but, in mi opinion, these other models are better.

As I said, I'm not here to broke the armony of this forum. I really like it and I enjoy see the models of everybody all the days. But when I saw this topic I felt that I must say what I think.

For last one, when a competition for newies? Same people wins always the comps! .

Cheers.

PD: Opppps, I forget it: Congrats to the winners!
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Old 11-01-2007, 09:16 AM   #6 (permalink)
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Glicerart would you like to explain why?
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Old 11-01-2007, 09:26 AM   #7 (permalink)
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congratulations to everyone who entered. This certainly was an interesting competition because the subject was so open.
Too bad not everybody could finish their work, there were some really promising ones amongst them. But of course the finished works are also great

Good job winners! you deserved it.
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Old 11-01-2007, 09:44 AM   #8 (permalink)
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Quote:
Originally Posted by Dennispls View Post
Glicerart would you like to explain why?
I can try :

First, because I think that is easier find an oil dispenser or a clock in a city than a bunker. The tematic of this competition was to make a Street prop, and, at the moment, I have never seen a bunker in a Street, at least in Madrid, Paris, London and other European capitals. Maybe there are common in USA, I don't know...

My others arguments are that textures and speculars of both model (When I say both models I'm thinkink in 2nd and 3rd) are perfect. Yes, Loom's one is pretty nice too, but I think they look better in the scene.

I would like to put other things (well, I can put them in Spanish, but I'm sure that it will be difficult for most of you), but I don't have enought English skills for it. I must say sorry for this. Maybe I shouldn't critic anything that I can't explain in gods conditions, but I loved all the models of this comp.

I'm Bittering the party of the winners, sorry, now I sut up .
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Old 11-01-2007, 10:12 AM   #9 (permalink)
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Quote:
Originally Posted by Glicerart View Post
I can try :

First, because I think that is easier find an oil dispenser or a clock in a city than a bunker. The tematic of this competition was to make a Street prop, and, at the moment, I have never seen a bunker in a Street, at least in Madrid, Paris, London and other European capitals. Maybe there are common in USA, I don't know...

My others arguments are that textures and speculars of both model (When I say both models I'm thinkink in 2nd and 3rd) are perfect. Yes, Loom's one is pretty nice too, but I think they look better in the scene.

I would like to put other things (well, I can put them in Spanish, but I'm sure that it will be difficult for most of you), but I don't have enought English skills for it. I must say sorry for this. Maybe I shouldn't critic anything that I can't explain in gods conditions, but I loved all the models of this comp.

I'm Bittering the party of the winners, sorry, now I sut up .

first of all the "bunker" is an IED

a bunch of rocks covering up 2 mines stacked on top of eachother.

Second you say the models for the other entries are "perfect" Which isn't exactly true.
The models could be optimised a bit without losing detail.
Thats why i liked looms model more than the other two.
Texturewise i dont think anything is "perfect"

Last edited by Dennispls; 11-01-2007 at 10:14 AM.
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Old 11-01-2007, 11:20 AM   #10 (permalink)
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Quote:
Originally Posted by Glicerart View Post
Well, in general lines, I think that 2nd and 3rd models are much better than firts one.
I think there are two reasons why something like this can happen. One of course is that you aren't one of the judges, and that the judges think that LOOM's submission is better. However, in this case it's simply due to the fact that there are three judges, and the person with the best average score wins. LOOM's submission was within the given specs, so he desirves the first prize the full 100%.
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