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#12 (permalink) |
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Artist
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down and dirty
I wanted to try this out and allowed myself 1/2 hour and 500 tris. This is my first try. I wanted something simple with interesting lines. I dont think screens will be flat in the future nor will people use a keyboard. This might even be holographic.
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http://www.CodemanStudios.com |
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#13 (permalink) |
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Senior Artist
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Well, sadly I didn't get to finish everything, but I got enough done. Sometimes I think that I am one of the only person here who cares about smoothing groups and chamfering out edges (and optimizing, at least a little). Doing that takes a considerable amount of time. Ah well. Here's my entry:
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![]() 3D artist at http://www.thinkplaystudios.com/ My Portfolio: http://www.francoisstelluti.com |
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#16 (permalink) |
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Freelancer
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Hey Swag,
I think for my purposes, and I can only speak for myself, the use of a speed modeling session is to get beyond the technical day to day modeling chores and try to come up with what amounts to a "3D Sketch". It seems to me the use of a time limit forces us to get the shape out, get out of the fiddly business of modeling ( chamfering, optimizing, etc.) and just focus on raw form and rough out a unique, fun design. Leave the fiddly concerns for when you have more time and energy. For my own ends, the piece I finished here I managed to take into a higher resolution, optimized piece for high resolution rendering and such. I probably would not have got as far as I have if I hadn't taken that first 90 minute exercise to let my mind wander and just "sketch loose". That is the value of this contest to me. To suggest that most other folks in this thread do not care about the refinements necessary to make a model complete seems unfair to me. I don't perceive the models being submitted for the speed comp as the individuals "best efforts", only what they could get done and looking good in the time allotted...I don't think their results would be nearly as interesting if they got locked into the minutia of optimization and microbeveling too early. Bust out the raw form first and make it jazzy. Everything after that is just technical biz. |
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#18 (permalink) |
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Artist
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Swag - I have to agree with mchuge. Not sure why you felt the need to make such comments.
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http://www.CodemanStudios.com Last edited by Codeman; 12-07-2008 at 11:15 AM. |
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#19 (permalink) | |
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Senior Artist
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Quote:
My interpretation of this contest is that one should complete a model to the best of their ability and in the best condition (including cleaning it up). While this isn't a real competition (you are just practicing for yourself), I feel that incorporating optimization and cleaning routines to a model within the time limit will help you when you do your own models. This can help you to quickly know how to clean one up, or at least to know what to do. This also helps my time management skills, as I have to set aside some time for it. But it's really up to the individual how you use these contests, I was just commenting that I seemed to be the only one that was doing it (which is fine). That being said, maybe next time I won't worry about smoothing groups, chamfering, etc. :P
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![]() 3D artist at http://www.thinkplaystudios.com/ My Portfolio: http://www.francoisstelluti.com |
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#20 (permalink) |
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Artist
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Swag - I dont think you were harsh just maybe a bit of out of touch. I doubt seriously you are the only one trying to make a good model. Personally I saw it as a way to make a low poly game object that could be used, not a hi res one that is not game ready. I guess it is all about what each person wants to do and having fun doing it.
There are some great entries here. I think I will put some textures on mine to bring it alive. I can totally see a tech standing at this portable terminal in some underground ruins. Best to you all!
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http://www.CodemanStudios.com Last edited by Codeman; 12-07-2008 at 02:51 PM. Reason: splellingg |
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