It came to mind that it seems a lot of developers give themselves names which could pass as American Gladiators. Monolith, Valve, Bungie, Blizzard, Raven.
So we bring you the first sculpting challenge of 2010.
Create a gladiator/warrior character based on a literal interpretation of a game developer's name. You don't have to work for this company so feel free to choose whatever company you want to make a gladiator for.
The character would fight in duels to the death against similar characters, so make sure weapons and characteristics are unique and effective. Have fun and let your imagination go wild.
For example:
Monolith would be a gigantic juggernaut looking brute.
Raven would be a goth leather clad demon-fighter.
Blizzard would be an ice-powered mage of some kind.
Rules:
This is a challenge, not a contest. We want you to focus on melding your sculpting ability with your creative mind on this one. How can you take an industry studio and turn their name in to a Gladiator?
Final sculpt must consist of
Sculpted base/pedestal for character to stand/sit on
Sculpted character/creature model
Sculpted in the app of your choice.
Renders can be taken in max, maya, zbrush, mudbox.
Must show wips in your own wip thread. (Gladiator Challenge - Format Screen name)
Base meshes may be made in modeling package of your choice or you may use one that you already have. This includes the character base, weapon base if used, and base of the character.
No post work in photoshop of effects or detail. All must be done in the sculpting app.
Due Date is by end of day April 7th.
Please ask any questions you have here. Thank you and good luck.
Based on your challengeand delaying the release of the site for this I'm guessing the final entries will be used for something!
Anyway I don't have any sculpting skills or any understanding of anatomy so I won't be entering. Looking forward to seeing the progression of others entries though!
In regards to the 'sculpting' part of the challenge, i assume that means no tri limit; what about separate geometry, multiple separate elements detached form the main 'body'.... (EDIT - seems separate weapons are allowed..)
What about color? Zbrush and mdbx sculpting apps have native paint apps built in - do we submit the model 'un-textured' ?
Aaaaannnd...cause i'm not a encyclopedia of game studios - does someone have a list of potential studios to use? (EDIT - cheers vrav for the list)
(i'm so gonna do Starbreeze - a uber powered cyborg-unicorn with rainbow laser beams...pew pew)
Can we still use a company if its already been taken? Just want to know if we can take some time deciding without someone taking the name out from under us
In regards to the 'sculpting' part of the challenge, i assume that means no tri limit; what about separate geometry, multiple separate elements detached form the main 'body'....
Feel free to use as many parts to the mesh as possible.
Can we still use a company if its already been taken? Just want to know if we can take some time deciding without someone taking the name out from under us
Yes you can. Multiple people can do the same studio. No problem with that. Everyone will have a different view.
can we have frinds do a sketch?
i work at blizzard, and would love to ask my com-padres for a sketch(sons of the storm bitches)
get one from the mighty sammy perhaps.
allowed?
can we have frinds do a sketch?
i work at blizzard, and would love to ask my com-padres for a sketch(sons of the storm bitches)
get one from the mighty sammy perhaps.
allowed?
So we could go crazy with polycount right? Or did I read that wrong? I mean, the end product is the character in the sculpting program. Not the baked low res model?
This is awesome idea for the challenge.
How about Icarus Studios -I am not sure if this is by the rules - It is just a name of a guy from the Greek mythology so is it fine if I just do something in that style?
( a man with wings, who tried to fly and got burned by the sun)
Another question for the admin/adams/jesses and sculpters out there:
do you normally pose first and sculpt secondly -
I am aware zbrush has transpose or something for non degrading posing after sculpting - what about mdbx (apart from the re-import .obj base, which is still a bit buggy and degrades).
any suggests?
anyway thinkin of doing 'guild of blades' which evokes themes like 4 armed blade
assasin/monks kiitted out with blades and floating around him/her/it..meh
Another question for the admin/adams/jesses and sculpters out there:
do you normally pose first and sculpt secondly -
I am aware zbrush has transpose or something for non degrading posing after sculpting - what about mdbx (apart from the re-import .obj base, which is still a bit buggy and degrades).
any suggests?
anyway thinkin of doing 'guild of blades' which evokes themes like 4 armed blade
assasin/monks kiitted out with blades and floating around him/her/it..meh
I am wondering the same, do you guys first pose the basemesh in Max or whatever, and then sculpt, or do you sculpt the mesh in T-pose or something and then pose?
Even though I don't really do any art these days, I really like this theme so I'll try to squeeze some time in-between coursework.
Jesse, or whoever, what are the rules with regards to hard surface stuff? My char would have a backpack powersource thing, which is pretty mechanical. It's not going to be extremely detailed or anything, but it will be much easier to create in Max than in zbrush.
third:) Do we have to sculpt all hard surface, like armor, or can we create them in another program and then sculpt the details into them (like scratches and ornamentation)?
third:) Do we have to sculpt all hard surface, like armor, or can we create them in another program and then sculpt the details into them (like scratches and ornamentation)?
Less thinking more building!
Just like your other base meshes you use, build some, maybe a bit more polys because its hardsurface and load it with the rest of the pieces
// you can subdivide in zbrush without smoothing, use that a few times to keep your hardsurface intact
(geometry > next to divide "smt")
Replies
studios that work with the theme of "big titties"? hmmmm
Cool challenge Jesse, it'll be a blast for the character guys I'm sure.
Anyway I don't have any sculpting skills or any understanding of anatomy so I won't be entering. Looking forward to seeing the progression of others entries though!
http://img87.imageshack.us/img87/6555/challengegladiatorscopy.png
Must participate in this challenge. DECISIONS.
Questions, questions:
In regards to the 'sculpting' part of the challenge, i assume that means no tri limit; what about separate geometry, multiple separate elements detached form the main 'body'....
(EDIT - seems separate weapons are allowed..)
What about color? Zbrush and mdbx sculpting apps have native paint apps built in - do we submit the model 'un-textured' ?
Aaaaannnd...cause i'm not a encyclopedia of game studios - does someone have a list of potential studios to use?
(EDIT - cheers vrav for the list)
(i'm so gonna do Starbreeze - a uber powered cyborg-unicorn with rainbow laser beams...pew pew)
Double Fine!
EDIT: Bah. Enodmi has already taken it.
What about Crystal Dynamics.
Theres no way in hell I have time to do this comp, but at least I can give other people some ideas.
Bullfrog
Grin
Parallax
Tiburon
Infinite Ammo
Pillowfort
2D Boy
Rockstar
Insomniac
...
Ubisoft
close enough.. lol here ya go Ariolasoft
damn my game compny is too small not even listed.. lol
I wonder who in the world thought of it...
Feel free to use as many parts to the mesh as possible.
No color please. Just default materials created in max, mudbox, zbrush, etc. No texturing or polypaint tools please.
Yes you can. Multiple people can do the same studio. No problem with that. Everyone will have a different view.
I don't know but the mans a genious!
i work at blizzard, and would love to ask my com-padres for a sketch(sons of the storm bitches)
get one from the mighty sammy perhaps.
allowed?
Sure why not.
Damn you beat me to it :poly122:
http://www.doublefine.com/
Sounds like time to lern2anatomy.
i did just now...and yes multiple pieces will not be an issue.
How about Icarus Studios -I am not sure if this is by the rules - It is just a name of a guy from the Greek mythology so is it fine if I just do something in that style?
( a man with wings, who tried to fly and got burned by the sun)
Anyway it sounds like a great idea, one question they must be themed off the name not what kinda of games the company does, right?
Right. Based off the companys name.
do you normally pose first and sculpt secondly -
I am aware zbrush has transpose or something for non degrading posing after sculpting - what about mdbx (apart from the re-import .obj base, which is still a bit buggy and degrades).
any suggests?
anyway thinkin of doing 'guild of blades' which evokes themes like 4 armed blade
assasin/monks kiitted out with blades and floating around him/her/it..meh
Great comp idea, looking forward to watching this one at least. Too busy to start something and finish in the time frame.
I am wondering the same, do you guys first pose the basemesh in Max or whatever, and then sculpt, or do you sculpt the mesh in T-pose or something and then pose?
Even though I don't really do any art these days, I really like this theme so I'll try to squeeze some time in-between coursework.
Silicon Knights? That's just asking for busty twins.
I'm working on a Black Isle but it's nothing special. Got a few others in mind.
[ame]http://www.youtube.com/watch?v=YTO_ctblKtw[/ame]
Less thinking more building!
Just like your other base meshes you use, build some, maybe a bit more polys because its hardsurface and load it with the rest of the pieces
// you can subdivide in zbrush without smoothing, use that a few times to keep your hardsurface intact
(geometry > next to divide "smt")