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bmckain
6th June 2011, 08:05 PM
Entries



Starfury by Escelce Uploaded

http://www.foundation3d.com/uploads/contests/2011/06/2-06-412284_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/06/2-06-412284.jpg)
http://www.foundation3d.com/uploads/contests/2011/06/2-06-412310_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/06/2-06-412310.jpg)



XORR Class Vree Saucer by Starbase1 Uploaded

http://www.foundation3d.com/uploads/contests/2011/06/2-18-400071_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/06/2-18-400071.jpg)



Zagros VII by Starbase1 Uploaded

http://www.foundation3d.com/uploads/contests/2011/06/2-19-495672_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/06/2-19-495672.jpg)



WarlockDestroyer by scott2753 Uploaded

http://www.foundation3d.com/uploads/contests/2011/07/2-03-725440_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/07/2-03-725440.jpg)



Narn G'Quan by rustythe1 Uploaded

http://www.foundation3d.com/uploads/contests/2011/08/2-03-409845_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/08/2-03-409845.jpg)



Shadow Battle Crab Reboot by HawkHart Uploaded


http://www.foundation3d.com/uploads/contests/2011/08/2-06-6481592_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/08/2-06-6481592.jpg) http://www.foundation3d.com/uploads/contests/2011/08/2-06-6481591_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/08/2-06-6481591.jpg)



Whitestar Prototype Hybrid Fighter by Amras Uploaded

http://www.foundation3d.com/uploads/contests/2011/09/2-27-164032_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/09/2-27-164032.jpg)



Narn Frazi by Madkoifish Uploaded

http://www.foundation3d.com/uploads/contests/2011/09/2-30-429447_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/09/2-30-429447.jpg)



Badger Class by Crook Uploaded

http://www.foundation3d.com/uploads/contests/2011/09/2-30-429566_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/09/2-30-429566.jpg)
http://www.foundation3d.com/uploads/contests/2011/09/2-30-429797_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/09/2-30-429797.jpg)



Centauri Vorchan by Madkoifish Uploaded

http://www.foundation3d.com/uploads/contests/2011/09/2-30-436162_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/09/2-30-436162.jpg)



Centauri Sentri Medium Fighter by Madkoifish Uploaded

http://www.foundation3d.com/uploads/contests/2011/10/2-01-473898_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/10/2-01-473898.jpg)






Well, if you can believe this. We have three judges who have sent us their voting sheets and their comments. I want to say how much I appreciate these guys stepping up and being willing to help. Two of the judges have worked on B5 either in the beginning or in the more recent series. They are Jack Nichols aka JackN and Fabio Passaro aka Fabio. We had hoped to have three other judges who worked on the series submit their votes, however in the end work and time issues got in the way. So we looked to a stand-in, Rhys Salcombe aka Meurig. While swamped at work he graciously agreed to step in and be the third judge. While not involved with Babylon 5 his work on films such as Harry Potter and the recent Batman films provide plenty of professional background. The combined expertise between all three judges provide a balanced and objective view at each and every model. While all judges used the same criteria judges did not discuss their thoughts or votes with each other. In fact once posted this will be the first time they have seen the results from the other judges.

The criteria used for were as follows:

1. Originality 10%
2. Poly flow and distribution 40%
3. Texture and Surfacing 40%
4. general Look and Feel 10%

That gave each entry a max of 100. To arrive at the final rating the aggregate score was divided by three giving a final average score which was then compared to the other entries for placement. Placement being 1st, 2nd, 3rd and so on.

Comments are included for each entry if provided. Comments are those of the judges and do not necessarily reflect the views of Foundation 3D or it's staff. They are however provided in the hopes they will provide constructive feedback which the artists can befit from.

Putting your work out there for a panel of judges to rip apart is not for the feint of heart or the thin skinned. Everyone who has presented their work for review is to be commended. It's a brave, bold step you have taken and I believe it shows a level of confidence. Bravo!

And Finally, Congratulations to Amras and MKF! Amras took first place and MFK took second and third! As you will see from the stats it was a tough decision for the judges so congratulations to everyone!

Now to the voting:

Grand Winners

First - Whitestar Prototype Hybrid Fighter by Amras - 91
Second - Narn Frazi by Madkoifish - 90
Third - Centauri Vorchan by Madkoifish - 82

Field Placement

WarlockDestroyer by scott2753 - 80
Narn G'Quan by rustythe1 - 80
Zagros VII - 77
Centauri Sentri Medium Fighter by Madkoifish - 76
Badger Class by Crook - 71
Starfury by Escelce - 65
XORR Class Vree Saucer by Starbase1 - 59
Shadow Battle Crab Reboot by HawkHart - 52


Rankings by Judge

Jack Nichols

Tie -First - WarlockDestroyer by scott2753
Tie -First - Centauri Vorchan by Madkoifish
Third - Narn Frazi by Madkoifish


Fabio Passaro

First - Whitestar Prototype by Amras
Second - Narn Frazi by Madkoifish
Third - Narn G'Quan by rustythe1


Rhys Salcombe

First - Whitestar Prototype by Amras
Second - Centauri Vorchan by Madkoifish
Third - Narn Frazi by Madkoifish









Jack Nichols

Model/Author (O) (PF&D) (T&S) (L&F) Total (100)
__________________________________________________ _________________

Starfury 9 37 37 9 92
Escelce

Badger Class 9 37 37 8 91
Crook

XORR Class
Vree Saucer 9 38 33 8 88
Starbase1

Zagros VII 8 35 35 9 87
Starbase1

WarlockDestroyer 9 40 38 10 97
scott2753

Narn G'Quan 8 38 38 9 93
rustythe1

Shadow Battle 8 32 32 6 78
Crab Reboot
HawkHart

Whitestar Prototype 10 38 38 9 95
Hybrid Fighter
Amras

Narn Frazi 9 39 38 10 96
Madkoifish

Centauri Vorchan 9 40 39 9 97
Madkoifish

Centauri Sentri 9 39 38 9 95
Medium Fighter
Madkoifish




Fabio Passaro

Model/Author (O) (PF&D) (T&S) (L&F) Total (100)
__________________________________________________ _________________

Starfury 5 7 20 3 35
Escelce

Badger Class 7 34 15 7 63
Crook

XORR Class
Vree Saucer 5 31 18 6 60
Starbase1

Zagros VII 8 29 28 8 73
Starbase1

WarlockDestroyer 6 35 22 8 71
scott2753

Narn G'Quan 8 47 27 10 92
rustythe1

Shadow Battle 6 27 10 5 48
Crab Reboot
HawkHart

Whitestar Prototype 10 48 28 9 95
Hybrid Fighter
Amras

Narn Frazi 10 47 28 9 94
Madkoifish

Centauri Vorchan 9 34 18 9 70
Madkoifish

Centauri Sentri 8 33 15 8 64
Medium Fighter
Madkoifish



Battlecrab& swarmer
Originality
Although departed from the original I feel that some of the organic nature has been lost as it is predominantly blocky in appearance with rounded edges rather than a more wholly organic feel with more rounded and chaotic cross sections. A lot could have been done with this but it feels like it’s development has been left wanting. I liked the addition of the eye like pieces on the top but again these could have been developed much more.
6/10
Polyflow
Poly flow is nice and tidy but definitely shows the box modelled genesis of the model as a whole. More could have been done to tweak the overall shaping rather than just extrude sections of the original base object in nurbs mode. One point I would make is that the object has been frozen. The crab is an organic object and probably able to manipulate it’s shape – it may have been a better idea to have left it as a nurbs object for this purpose.
12/20
Texturing
A standard LW vein procedural and some noise has been used – it’s been done well – but whole lot more could have been used here to make the surfaces pop. Like for instance a duplication of the same procedural but smaller underneath the larger veining .
15/30
Surfacing
Surfacing settings are pretty basic – no additional tweaks such as colour highlighting etc..
10/30
General Look and feel
Looks nice but for me not a true development and evolution of the original. The original was more organic and menacing for me and this version is more square and blocky with the addition of a few surface extrusions.
5/10
Total: 48/100



Warlock Destroyer
Originality
An obvious development of the original but with much more attention to detail and some development of original concepts.
6/10
Polyflow
Poly flow is nice and tidy and very efficient but with over 1.6 million polygonsthere has been perhaps too much attention to detail in small areas that will likely never be seen very close up and so some restraint could have been shown in those areas...I managed to shave off 150K polygons without affecting any detail anywhere. Care must be taken to ensure that polygons that are not necessary are culled- like extraneous divisions along straight pieces of pipework for example.
15/20
Texturing
Pretty good but the map used is not particularly to my liking – the panels look haphazard and like there has been many repairs done over a long time with the effect of panels on top of panels on top of panels - like patchwork repairs over a long term – I would rather have seen more time devoted to selecting a more suitable military style panel map. That said that’s the only real fault I can find; the map itself has been used well.
20/30
Surfacing
Attention to surface characteristics has been done here and the maps have been used well with good surface settings – I would have liked to have seen maybe some more in-depth detailed work done with spec and diff highlighting in specific areas.
22/30
General Look and feel
Anice take on the original with some additional well placed detailing. There was room though for more development of the concept.
8/10

Total:71/100


Badger Starfury
Originality
It’s original you can’t argue with that as it was aconcept from the original series. It’s been developed well and overall I think it works nicely..
7/10
Polyflow
Construction is nice and neat and tidy – however I would have liked to have seen more detail employed in the cockpit area as it is entirely feasible that the cockpit having been developed to the extent that it has; renderers would definitely employ an in-cockpit view at some point and the lack of detail and divisions here would certainly show. Overall the model could have benefited from much more detail – it’s a sort of digital economies of scale. Large ships need little polygonal detail in the smaller detailing as you never get that close however small fighters like this certainly benefit from the other extreme. I would have preferred to have seen more detailing employed in the polygons as opposed to the bump mapping in this instance. Also the lack of polygonal divisions shows up most when you get close and view the bump. Bump maps are handy but definitely show their weaknesses on small ships up close unless employed and prepared properly.
14/20
Texturing
Not a bad job . Work has obviously been put into developing the texturing and good use of UV’s has been employed and done well. However the maps are lacking in some areas – the bump for instance should strictly have been devoid of all surface weathering effects for example. Very nice but could have been better.
20/30
Surfacing
Surfacing has been applied well but things like diffuse maps were sadly lacking on many areas. Smaller ancillary object surfacing was pretty basic and no textures employed. More thought should have been put into advanced settings and proper synergy of diff spec and gloss settings. Surface smoothing was employed well. Oddly the cockpit glass was not showing as transparent & I could not see into the cockpit area – all settings seemed correct but replacement with a new glass surface sorted that out. Little things like the dirt weathering ( a surface dirt characteristic ) – was seen as a bump effect on the panelling – a no-no really..
15/30
General Look and feel
Very nice – I liked it – could definitely see it being employed in the B5 universe.
7/10
Total: 63/100


Centauri Sentri
Originality
I really liked this one. Lots of development of the original with new and unique twists and variations and well thought out design additions. Very nice for a fighter just the right blend of detail mixed with blank areas.
8/10
Polyflow
A very well built model. The only thing I can find fault with is that maybe some areas could have done with just a tad more detailing and chamfered edges..
18/20
Texturing
Sadly for me the texturing has been let down by a fairly blasé and bland panel map as a base – this model could have really shone and stood out with some custom mapping done for it and a bit more attention to detail.
15/30
Surfacing
Basic surface settings with some tweaking again leaves it look a tad bland. Some thought in this area would have really made the ship stand out and look great. It’s just too clean – every shiny “clean” modern military aircraft have subtle surface variations and these surfaces are suffering from the squeaky clean CGI look. Surface names and setup has been well thought out and applied.
15/30
General Look and feel
Overall I really liked the development of this fighter – it looks great – with a bit more attention to the mapping it would be a stunner.
8/10
Total: 64/100





Centauri Vorchan
Originality
I really liked this one. It’s obviously a Vorchan yet nothing like a Vorchan! Very nice work. This is the kind of design that gets me excited and would have incited a slight “wow” had I seen it in the show akin to the reaction I had when I first clapped eyes on the Whitestar for the first time. It does however need further development– the vertical wings for instance are much too bland at the moment being totally devoid of any detailing at all..
9/10
Polyflow
A very well built model. The only thing I can find fault with is that maybe some areas could have done with just a tad more detailing and chamfered edges.. There are areas that have an excellent amount of detailing and are slightly hidden away and yet others that are lacking any detail whatsoever and could have really done with it as they are out in the open – it feels slightly “unfinished”. The modelling itself however is almost exemplary – I would have no issues putting my name to this standard of work myself.
19/20
Texturing
Sadly for me the texturing has been let down by a fairly blasé and bland panel map as a base – this kind of panel map I’d only use for really large vessels as a subtle spec map to break up the surfaces of larger more dominant panel maps – it doesn’t really have a place on a smaller vessel like this. This model could have really shone and stood out with some custom mapping done for it and a bit more attention to detail. This model is crying out for some high quality custom maps and detailing work!
15/30
Surfacing
Basic surface settings with some tweaking again leaves it look a tad bland. Some thought in this area would have really made the ship stand out and look great. It’s just too clean – every shiny “clean” modern military aircraft have subtle surface variations and these surfaces are suffering from the squeaky clean CGI look. Surface names and setup has been well thought out and applied.
18/30
General Look and feel
I really like it – aside from the maps issue this is something that I really would want the author to develop further in the mapping area to make it shine!
9/10
Total: 70/100


STARFURY
Originality
Taking the original design concept and modernising it a bit makes it look a little more up to date and I like what the author has done here. Although little to no time has been spent on the cockpit interior which is a shame.
5/10
Polyflow
Oh dear – apologies in advance to the author but you’re going to get a bit of a lecture here so brace yourself.
The basic modelling techniques and polygon flow are quite good – as is a good understanding ofnurbs and how to use and manipulate them – sadly however there some things about nurbs that the author obviously knows VERY LITTLE about or simply has chosen to ignore.
When I first loaded this object it brought my computer to its knees – I could literally hear it screaming out “no more” – I have a quad core Athlon with 4 gb of ram running 64 bit OS and LW1064 bit – it required 1.8 gb – 2.8 Gb of memory and the screen blanked out with the GRFX card screaming for mercy also a Radeon 5400HD with 1gb on board ram.
How on earth was a Starfurydoing this? I wondered – But being experienced I sort of guessed why – after rebooting the computer –required cos my OS froze – I set the sub div levels in both catmull and normal to just 1 and loaded up again and there was my answer: 720,626 polygons set as NURBS!
Now the average level for nurbs in modeller to workwith effectively is about 4 and the vast majority work with a minimum of 6 (myself included) and some scenes 8, but let me break it down to you like this:
At the varying levels of sub d divisions you will end up with the following polygon counts when frozen ( and they get frozen whenever they are rendered and worse yet they even all get tripled if you know ANYTHING about nurbs in LW you know this to be true) Crucially however the grafx card will try and display the figure when frozen before tripling – anyway this is how it breaks down.
• Sub d level 2 - resultant polygon count = 2,882,504 and when tripled: 5,765,008
• Sub d level 3 - resultant polygon count = 6,485,634 and when tripled: 12,971,268
• Sub d level 4 - resultant polygon count = 11,530,016 and when tripled: 23,060,032
• Sub d level 5 - resultant polygon count = 18,015,650 and when tripled: 36,031,300
• Sub d level 6 - resultant polygon count = 25,942,536 and when tripled: 51,885,072
I’m sure you can work out for yourself what the figures are at levels of 7 and 8 which themselves are quite normal for modeller to be set to for most modellers. So as you can see my modeller apps was trying to display a model comprising of more than 26 million polygons! Frankly for a small fighter this is bloody ludicrous.
What annoyed me even more was that some pieces that were set as nurbs had themselves looked like they had already been frozen from a nurbs object and then set to nurbs yet again – which quite frankly is bloody lunacy!!
I can only ascertain the cause of this to be a few things:
• The author has a personal computer that is capable of running a Starfleet vessel and has no consideration for how the rest of the world may be able to use the mesh.
• The author has done this on purpose toshowoff the power of his equipment with no consideration for others – a sort of ‘look at what my pc can handle’ move.
• The author has no real understanding of the implications of using nurbs for hard bodied objects without the resultant freezing and optimising that should follow afterwards –
NOW – I can understand that the author may have wanted to use nurbs in order to prepare scenes that offered the model in various levels of detail for various camera shots – but realistically this is not the way to do it. Personally I would have asked for separate meshes for this use. The asset would have had to be planned wisely so that the original nurbs objects could then be frozen out at various sub d levels – optimised and provided for final use as a variety of different LOD objects – this would have been far more economical useof resources and time than to have an object that would vary from 6 to 25 million polygons when loaded.
But you know you can and could have used nurbs exclusively for this ship but it would have required much more wise use of them to keep the resultant resources required to use the mesh to a minimum – to cite examples - there are many fine car meshes out there that authors have left as nurbs and their resultant polygon resources are quite acceptable because they have been designed and planned well – this sadly has not.
Imagine for 1 second that I am a TD wanting to put 10 of these space fighters into a shot? Go on imagine what I would be shouting in that studio then……
7/20
Texturing
Very little in the way of texture maps have actually been employed with just a custom colour map for the top wing decal and this craft requires some dedicated custom maps to make it ultimately shine. Settings are mainly basic and procedural in nature.
10/30
Surfacing
Surface settings – a bit more work is needed to layout the correct surfacing of the mesh for final mapping.
10/30
General Look and feel
This could have been so good with more attention to the points already mentioned - sadly though even though this version hasmore detailing added which in itself looks good – the original version from over 20 years ago – looks better.
3/10
Total: 35/100


NarnFrazi
Originality
This is a classic case of a little goes a long way. There’s not much you can do to expand on the little frog – or is there? Subtle additions and design changes with completely new things added here and there have certainly made major inroads to update this classic little ship’s design. This actually ticked all the boxes for me, I could actually envisage this as a real world design.
10/10
Polyflow
As seems to be the trend with this particular author – good modelling ethics and well thought out and planned modelling strategies have been employed.
19/20
Texturing
Aah texturing that actually does the mesh justice – there are lots of little things in these maps that go along way to make the model believable, I would have liked to have seen a little bit more to actually sell the mesh totally – think modern day fighter jets and all the little markings here and there that we don’t ‘see’ but in actuality we do that sells the thing as a whole.
28/30
Surfacing
I really liked the way that a lot of thought has gone into the surfacing attributes of this mesh it really does look like a painted little fighter with a few battle scars and weathering here and there – a well-used and faded gloss paint cover. More work I felt was necessary on the small ancillary details of the metal work but overall excellent effort!
28/30
General Look and feel
I really liked this one an excellent version of the little frog fighter – with a little bit more fine detail work on the maps as mentioned this would be top notch!
9/10
Total: 94/100




Vree Saucer
Originality
A valiant attempt to enhance the classic Vree design has been made here but for me it felt like the development had been cut short and an opportunity to really modernise this puppy was missed.
There’s a lot more that could have been done with the lower and bottom hub sections and the guns felt just too “1950’s” and overly simplistic for my liking.
5/10
Polyflow
Good clean polygon work and good use of divisions levels for the nature of the object. Some areas needed more tweaking and development
16/20
Texturing
A lot more could have been done with this texturing. The ship was just way too clean – even if the vree were into polishing their ships every sunny Sunday there would be indications of wear and tear here and there – surface scratches and heat crazing for example – it wouldhave sold the ship a heck of a lot more..
15/30
Surfacing
Some parts come across as far too glossy and showroom shiny but this could have been down to a 3rd party plugin being required that was missing this end – which is why I prefer things like gloss to be handled with textures most of the time especially if the mesh is to become cross platform in nature.
18/30
General Look and feel
I’ve always been a fan of the Vree saucers and I feel that this could have been enhanced a lot further and it would have really looked spot on then.
6/10
Total: 60/100





Zagros
Originality
It’s very difficult to evaluate a planet fairly I feel when compared to things like spacecraft which really are a world apart – scuse the pun – and keep the scoring criteria fair. However in the old days the planet maps were nothing special and didn’t really come across that great even on screen. The author has done a great job to bring the planet more upto date with some additions and a more accurate scientifically based approach to its construction.
8/10
Polyflow
It’s a planet – you can’t really go wrong with making them! It’s an excellent job of modelling one but the score given reflects the relative ease of required skill to make the objects required when compared to the amount of work required for the other meshes submitted.
5/20
Texturing
Textures make and break planets and these have been thought out selected , created & modified and applied well – I’ve got to give some high marks here even though the maps are not as hard to place on a planet as opposed to spacecraft.
24/30
Surfacing
Give no thought to proper surfacing and a planet looks like a marble – the surfacing has been well thought out and applied very nicely – especially on the rings – high marks here!
28/30
General Look and feel
Well it’s a planet – it looks good – but then in the last 15 years the planets coming out in the 3d scene have all come of age – so it comes down to the maps at the end of the day , the rings work very well and the map –which I can tell is a custom one and made well – could have been a bit better truth be told.
8/10
Total: 73/100




NarnG’Quan
Originality
How do you develop such an Iconic ship – the only areas that you can really approach is the detailing – there is scope for Imperialising this ship. Where the original used texture maps for a majority of the details this author has relished the opportunity to add the further detailing as modelled areas and it pays off well – the addition of the turret and countermeasure systems was very pleasing to see as an evolution of the design.
8/10
Polyflow
On first load the first thing I notice is the polygon count of nearly 1.8 million polygons – so the first thing I set about doing is to see if this figure is justified. I was happy to see that yes it was entirely justified – polygons where they would not be necessary have been culled and they have been used very wisely indeed in the areas where they would be needed and not overly so. I’m happy to report that for me the polygon flow and modelling ethics in this model are top notch – an excellent job by the author in this regard. Dare I say it?? Top Marks!
20/20
Texturing
The author has taken the time to craft some really nice custom maps for this ship and the effort has paid off. My only point of contention is that I do not have a preference for the panelling map or the style the author employed as I would have preferred to have seen a much better effort made here – that said though the effect does still work well. Again High marks here!
27/30
Surfacing
The surfacing has been applied very nicely – the mesh has been broken up into a nice system of surfaces and the maps have been applied with care and attention. On the whole not enough attention has been paid to the spec and gloss channels. With slight tweaking this ship would really blossom as right now it has the ‘too much gloss’ look and feel to it as opposed to the militaristic feel and more “matt” effect in general which IMHO would suit it much more.
27/30
General Look and feel
An absolutely excellent effort here with only minor issues of contention. The addition of a nicely crafted scene file for end users is a bonus that will be much appreciated.
10/10
Total: 92/100


Whitestar Fighter
Originality
I can’t give this anything other than top marks for originality. It’s like nothing ever seen before in the B5 universe and yet the author has done well to make various design methods apparent as precursors for the Whitestar that was to come. The only other fan made mesh that I considered as original as this for a Min-Vorlon design was N.Goksu’s advanced Whitestar from a few years back. Well done!!
10/10
Polyflow
A very well designed and constructed mesh with just enough detail to pull off the excellent textures that are employed.
20/20
Texturing
Excellent use of UV maps in the nurbs stage has led to a beautiful job on the texturing. I’ve had a crack at this Minbari stuff myself in the past and it’s not easy – I really like how this author approached the textures for this type of hull – Nice work! Top marks nearly came here but I felt that the bump mapping could have done with a touch more work to get the organic grown effect to be more vein like in cross section rather than rising to a flat plateau if you get my drift – it’s a bit more like an organic bevelled edge rather than an organic fleshy veiny feel.
28/30
Surfacing
Bump mapping – specular and diff has all been employed very well indeed – along with some nice transparency effects and other effects that really just mesh together synergistically to sell the ship as a whole.
28/30
General Look and feel
Looks great – you’re only not getting top marks because you didn’t finish off that cockpit interior! ;)
9/10
Total: 95/100




Rhys Salcombe

Model/Author (O) (PF&D) (T&S) (L&F) Total (100)
__________________________________________________ _________________

Starfury 5 20 35 8 68
Escelce

Badger Class 6 20 25 7 58
Crook

XORR Class
Vree Saucer 3 15 15 5 30
Starbase1

Zagros VII 3 25 35 8 71
Starbase1

WarlockDestroyer 4 30 30 9 73
scott2753

Narn G'Quan 4 15 30 7 56
rustythe1

Shadow Battle 2 15 10 4 31
Crab Reboot
HawkHart

Whitestar Prototype 8 30 35 9 82
Hybrid Fighter
Amras

Narn Frazi 6 30 35 8 79
Madkoifish

Centauri Vorchan 10 30 30 10 80
Madkoifish

Centauri Sentri 7 25 30 8 70
Medium Fighter
Madkoifish




1) Amras - Whitestar prototype

A) 8/10.
B) 30/40.
C) 35/40.
D) 9/10.

Total) 82/100

Comments: Sturdy original design. Fits well within the universe. Could believably be canonical. Very high poly for what it is but otherwise good.



2) rustythe1 - G'Quan

A) 4/10
B) 15/40
c) 30/40
D) 7/10

Total) 56/100

Comments: Good rebuild of an existing design. Not updated much from the original and texture work is a little rough, good detail level, though very unnecessarily high poly at 1.6 million. Renders well out of the bag. Lost a lot of points for messy poly flow, could do with a lot of cleanup.

3) Starbase1 - Zagros VII

A) 3/10
B) 25/40
c) 35/40
D) 8/10

Total) 71/100

Comments: Easy to use, well presented, true to the original while updating it fittingly.


4) Starbase1 - Vree Xorr

A) 3/10.
B) 15/40.
c) 15/40.
D) 5/10.

Total) 38/100

Comments: Not a design that easily lends itself to being updated, but the detail is too simple and sparse and the textures too understated to really stand out. Good recreation of the original, but could have done with a lot more updating.


5) HawkHart - Battlecrab

A) 2/10.
B) 15/40.
c) 10/40.
D) 4/10.

Total) 31/100

Comments: Needed a lot more updating for me. Not a bad recreation of the original but a lot more could be done with the design. Lots of weird triangulation in the model, looks like every non-planar was tripled which is unnecessary and means the model could never be subdivided. Texture looks more noisy than skin-ish.


6) scott2753 - Warlock

A) 4/10
B) 30/40
c) 30/40
D) 9/10

Total) 73

Comments: Very high poly for what it is - though some of the weird triangulation could be the result of inter-app conversion. Very detailed in some areas, not quite detailed enough in others. The mis-match is a little odd. Otherwise looks great, nice recreation of the original with extra detail, could've been updated further but is probably the best Warlock mesh I've seen online so far.


7) Escelse - Starfury

A) 5/10.
B) 20/40.
c) 35/40.
D) 8/10.

Total) 68/100

Comments: Very nicely presented, but far far too high poly. A lot of reduction could be done with no visible quality difference, and having 750,000 subpatched polys is completely unnecessary. Updating of the design is fairly subtle, but believably done. Top wingart is great, would've been nice to see the rest of the ship given the same level of texture work. Lost a lot of points for modelling inefficiency.


8) MKF - Frazi

A) 6/10
B) 30/40
c) 35/40
D) 8/10

Total) 79

Comments: Efficiently modelled, nicely textured, some stylish updating of the design in areas. Could be a little more radical with the design maybe, but the original design is fairly low-key anyway.


9) MKF - Vorchan

A) 10/10
B) 30/40
c) 30/40
D) 10/10

Total) 80/100

Comments: Fantastic stylish redesign, taking a lot of liberty with the original design but all for the better. Loses some points for being unfinished, both in terms of modelling and texturing.


10) MKF - Sentri

A) 7/10
B) 25/40
c) 30/40
D) 8/10

Total) 70/100

Comments: Another sturdy redesign. Efficiently built with nice surfacing. Could stand to be more detailed in places. Not too fond of the snub-nose design, but other added elements work very well.


11) Crook - Badger

A) 6/10
B) 20/40
c) 25/40
D) 7/10

Total) 58/100

Comments: Unnecessarily high poly again, and some messiness/weird tripling. Texturing is a bit simple, but plenty of variants and nice/funny details in the textures make up for it. It's nice to finally see someone tackle the Badger.

Treybor
2nd October 2011, 03:23 PM
These are all freakin awesome.

Oldcode
2nd October 2011, 04:56 PM
Absolutely incredible! All of you guys are truly inspirational!

DELTA
2nd October 2011, 10:18 PM
These are all freakin awesome.

Absolutely incredible! All of you guys are truly inspirational!


What they said!!!:jawdrop:

Amras
4th October 2011, 03:37 AM
Very nice models!

Just out of interest. Can someone get more than one place?

bmckain
4th October 2011, 07:06 AM
Very nice models!

Just out of interest. Can someone get more than one place?

That will be entirely up to the judges since this won't be a poll vote. At least one of the judges have submitted the criteria they are using and some of it will be subjective.

Rigel
4th October 2011, 09:43 AM
I don't envy the judges their job. Those are all very beautiful models!

Crook
4th October 2011, 01:15 PM
Are the judges planning on any kind of feedback to the entrants, or simply a 'You're first!' thing?

Starbase1
4th October 2011, 03:22 PM
Are the judges planning on any kind of feedback to the entrants, or simply a 'You're first!' thing?

As I remarked earlier in trhe thread, personally I'd view feedback from the judges who were involved in the original show as the best prize possible!

bmckain
4th October 2011, 05:18 PM
Are the judges planning on any kind of feedback to the entrants, or simply a 'You're first!' thing?

As I remarked earlier in trhe thread, personally I'd view feedback from the judges who were involved in the original show as the best prize possible!

I'm going to leave that up to them. It depends on just how gun shy they are. ;)

Amras
5th October 2011, 07:51 AM
If Ron Thornton himself can comment on our B5/X3mod models with :
"There are some SERIOUSLY nice designs here guys... They fit totally into B5 space.. Great Job!"
,the judges should be able to say a few things about this B5-challenge models. ;)

[And yes I am very proud of that comment. :D ]

Starbase1
5th October 2011, 08:11 AM
If Ron Thornton himself can comment on our B5/X3mod models with :

,the judges should be able to say a few things about this B5-challenge models. ;)

[And yes I am very proud of that comment. :D ]

Me too!

bmckain
6th October 2011, 07:23 AM
I have the tallies from one judge already, now I just have to press the others for theirs.

bmckain
12th October 2011, 07:12 AM
One judge has his note to me and one is on progress. Waiting on the other two to get theirs going. We're moving at a slower pace but moving. ;)

JackN
12th October 2011, 08:44 AM
I'm not going to say anything until the judging is done and posted. I will say however that it was extremely difficult for me to point out any one mesh that stood out from another.

The work you guys have done is extremely good.

I will post something about my thoughts on each mesh when the judging is done. :)

bmckain
12th October 2011, 07:36 PM
One of the other two judges is working on his so we're making serious progress now. :D

Crook
13th October 2011, 08:26 AM
I'm actually glad I got to enter my model now, this is mildly exciting!

Can I suggest something if the judges are going to deliberate for up to a week more? Why not have a community poll as well - nothing official for any prizes or anything, just to see who would vote for what given the choice?

Starbase1
13th October 2011, 09:02 AM
I'm actually glad I got to enter my model now, this is mildly exciting!

Can I suggest something if the judges are going to deliberate for up to a week more? Why not have a community poll as well - nothing official for any prizes or anything, just to see who would vote for what given the choice?

I think the acid test for what people think will come when they are all released, and you see which ones people use to make images!

Crook
13th October 2011, 02:55 PM
I'm not so sure of that you know - there are some great models in the resource section that don't often (or ever) see the light of day in renders.

bmckain
13th October 2011, 05:42 PM
I'm actually glad I got to enter my model now, this is mildly exciting!

Can I suggest something if the judges are going to deliberate for up to a week more? Why not have a community poll as well - nothing official for any prizes or anything, just to see who would vote for what given the choice?

Oh! Are you twisting my arm? Ouch, I think you're twisting my arm. ;)

DELTA
13th October 2011, 06:29 PM
Great entries from everyone...


I just wish I could have had time to work on something...

DigitalOrigami
13th October 2011, 07:05 PM
I can't get over how amazing each one is, and I'm floored by the short amount of time you all managed to accomplish these gems. My hat's off to each and every one.

bmckain
13th October 2011, 08:03 PM
Ok, unitl the judges are ready, have fun:

http://www.foundation3d.com/forums/showthread.php?t=12257

bmckain
19th October 2011, 07:49 PM
I have the results from two of the judges, one more to go. I honestly don't know how it's going to play out yet.

bmckain
5th November 2011, 08:21 AM
Hi All,

I apologize, we're still waiting on one judge and we really need his input. All I can say is life happens.

rustythe1
5th November 2011, 03:21 PM
thanks, thought they might be having a tough time looking at the public poll!
and yes, life has a funny habbit of the unpradictable, in fact its so unpradictable it should be pradictable!? if you dont or cant think it will happen, it probably will!

Amras
14th November 2011, 11:59 AM
"I can only wait so long."
"I thought your patience was infinite."
"Since space and time are curved, the infinite sooner or later bends back upon itself and ends up where it begun. And so have I."

-- G'Kar and Ivanova in Babylon 5:"Ship of Tears"

Sorry, I thought of this and had to post it. :D

rustythe1
14th November 2011, 01:33 PM
i thought they may have strayed off the beacon a bit lol

Amras
14th November 2011, 04:01 PM
http://www.foundation3d.com/uploads/general/2011/11/1668-14-311607.jpg
Found one for them, maybe it will help. :D
(HS-Beacon by Savotw)

bmckain
15th November 2011, 07:12 AM
I feel like I am beating my head against a wall sometimes. I will admit some frustration when I work my arse off to make something happen and then others I place trust in don't come through. It's happened time and time again. However, I will be patient a bit longer in hopes we can get the final votes. If not I will do my best to salvage this and either way I will have to give a lot of consideration as to whether I ever try to do another contest. Yes, I am frustrated, it's not my rep rep that gets tarnished everytime, it's the sites. Anyway, doing the level best I can.

Starbase1
15th November 2011, 07:28 AM
Bob, I think we are all still good humoured about it!

And look on the bright side - this might just give Tony time to finish his EA ship!
:devil::devil::devil:

Nick

Tony Gardner
15th November 2011, 08:35 AM
Bob, I think we are all still good humoured about it!

And look on the bright side - this might just give Tony time to finish his EA ship!
:devil::devil::devil:

Nick

Lol, I'm hanging on for LW11 now to take advantage of the instancing capabilities. But since I'm unemployed again buying it will take a little while.

As for the comp, don't get downhearted Bob, we can hang on a while longer for the results.

SAVOTW
15th November 2011, 09:12 AM
It was a great competition idea and I've been enthusiastically watching it from the sidelines since Amras showed it to me. I recently joined so that I could take part in the members vote :). Had I had the time (and the balls) I might even have entered and got hammered by some of those fantastic entries^^. I can safely say that neither your rep (bmckain) nor the sites is diminished for setting it up. Not sure why it's taken so long for the judges, 10-30min a night looking at one set of pics and the mesh for one entry would have seen them done in less than 2 weeks. Imagine having 100's of entries!
Regardless, I'm still keen to see the results when they arrive :)

rustythe1
15th November 2011, 10:13 AM
you cant tarnish F3D, i dont think any other forum i have been on is as friendly or as fun and helpful as this place, and i have plenty of time to wait, due to having a full time job, a nice freelance job and the new LW11 to mess around with the weeks are just flying bye! need to get a toilet next to my desk to save time!
oh, and there is the baby on the way in between all that

rustythe1
15th November 2011, 10:20 AM
tony, you could start off by using DP instance, the set up is just about the same and the results are almost the same, then you can just probably just copy the settings accross when you get 11, which i would definatly do, i think there is also a lot under the hood that you cant see thats improved, i noticed on a few scenes the adaptive samplings seems to work differently (it seems to follow a differnt pattern so must be tied to the new pixel thingy that has replaced aa), and faster, open gl is faster and a lot more responsive,hmmmm i might try to blow up my narn ship next!

Amras
15th November 2011, 10:30 AM
It isn't your fault Bob!
And like rustythe1 said, this is one of the best forums. :)

"It can wait. There's always time"
-- Sinclair in Babylon 5:"Soul Hunter"

;)

rustythe1
15th November 2011, 10:41 AM
ok, second part to the contest, as many relevent B5 quotes as possible lol.

Starbase1
15th November 2011, 10:47 AM
as many relevent B5 quotes as possible.

What do you want?

Venom
15th November 2011, 11:09 AM
...Truth is a three edged sword...

rustythe1
15th November 2011, 11:18 AM
and so it begins.....

Tenement 01
15th November 2011, 12:03 PM
Jump!

DigitalOrigami
15th November 2011, 12:58 PM
No one listens to Zathrus.

Starbase1
15th November 2011, 01:10 PM
No one listens to Zathrus.

Correction, No one listens to Bob!

Tony Gardner
15th November 2011, 01:16 PM
Who do you serve?

JackN
15th November 2011, 01:37 PM
Who are you?

Amras
15th November 2011, 01:51 PM
We are one!

Crook
15th November 2011, 03:55 PM
I'm not.

*monty python combo breaker*

Don't worry about it Bob, no one will feel it reflects badly on you or F3D.

shaggy
16th November 2011, 04:25 AM
Only one human captain has ever survived battle with a Minbari Fleet. He is behind me. You are in front of me. If you value your lives, be somewhere else!:cool:

shaggy
16th November 2011, 04:28 AM
And of course...

Who am I? I am Susan Ivanova. Commander. Daughter of Andrei and Sophie Ivanov. I am the right hand of vengeance, and the boot that is going to kick your sorry ass all the way back to Earth, sweetheart! I am Death Incarnate, and the last living thing that you are ever going to see. God sent me.

Tony Gardner
16th November 2011, 05:09 AM
And of course...

Who am I? I am Susan Ivanova. Commander. Daughter of Andrei and Sophie Ivanov. I am the right hand of vengeance, and the boot that is going to kick your sorry ass all the way back to Earth, sweetheart! I am Death Incarnate, and the last living thing that you are ever going to see. God sent me.

Oh yeah, that was one of my favourites

Crook
16th November 2011, 06:04 AM
Get the hell out of our Galaxy!

Oldcode
16th November 2011, 07:48 AM
"There is a storm coming, and black and terrible storm..."

rustythe1
16th November 2011, 11:01 AM
beep beep?

Tony Gardner
16th November 2011, 11:06 AM
beep beep?

I'm guessing that one had to be Garibaldi

Rigel
16th November 2011, 01:02 PM
"It's good to have friends, even if only for a little while."

"Has anyone seen a large, multi-legged creature? I need to kill it before it develops language skills."

JackN
16th November 2011, 01:17 PM
I'm guessing that one had to be Garibaldi

I think that was Londo's response when Sinclair told G'Kar about a hidden device, and Garibaldi said Beep Beep in passing in the Hall. :p

rustythe1
16th November 2011, 04:49 PM
indeed it was

Matt
17th November 2011, 04:15 AM
...Truth is a three edged sword...

Actually, that's "Understanding" ;)

"Understanding is a three-edged sword, your side, their side, and the truth..."

Matt
17th November 2011, 04:19 AM
And then there's:

"Patience is also a weapon, when used properly."

shaggy
17th November 2011, 04:53 AM
Two of my personal favs....

"I'd like to live just long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I want to look up into your lifeless eyes and wave like this. [waves]"

and...

"We've lived too long, seen too much. To live on, as we have, is to leave behind joy, love, and companionship because we know it to be transitory; of the moment. We know it will turn to ash. Only those whose lives are brief can believe that love, is eternal.

[pause]

You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

Vir and Lorien respectively

:)

Oldcode
17th November 2011, 07:12 AM
J'Kar "The humans have a saying...Keep your friends close, and your enemies closer."

Sinclair "Stay close to the Vorlon, and watch out for Shadows, they move when you're not looking at them."

Crook
22nd November 2011, 08:30 AM
I have a suggestion that may make things easier and move forward. If one of the judges is unable to complete due to other commitments, he should be replaced by Bob. His site, after all, and his judging goes into the melting pot. It allows the competition to be brought to a close without pushing people to produce (which always ends up negative) but will end this with a positive.

I don't think any of us mind particularly much, but it's been a while now and should be brought to some conclusion so that the assets can be used by the general F3D userbase.

Whatcha think?

Tony Gardner
22nd November 2011, 08:44 AM
Was there not also a (for fun) public vote, maybe we could use the results of that in place of the final judge.

Starbase1
22nd November 2011, 09:46 AM
Was there not also a (for fun) public vote, maybe we could use the results of that in place of the final judge.

NO!!!!!!

For me, the biggest appeal was to have my entries examined by the guys who worked on the real thing!

JackN
22nd November 2011, 10:04 AM
Well...

To be accurate, We had asked Ron Thornton, and Jeff Scheetz to be judges, but they were booked already.

Fabio is technically the only one who has actually worked on Babylon 5 in one fashion or another.

I came aboard Foundation some time after the B5 show and was dropped from the B5:Itf game dev at Sierra and became busy with Roughneck's:SST.

Joe and I met during that time.

If Dave Adams was still around (besides in spirit) he would have loved to get in on this. :)

So, take from that what you will... ;)

For me, the biggest appeal was to have my entries examined by the guys who worked on the real thing!

Crook
22nd November 2011, 10:17 AM
NO!!!!!!

For me, the biggest appeal was to have my entries examined by the guys who worked on the real thing!


This, This and Thrice This!!!


Although, re-reading it - you weren't suggesting to replace the pro judges, just take the poll as a single judge to add to the mix. I'd be ok with that I guess, or just go with the judges as it stands at the moment.

Starbase1
22nd November 2011, 10:29 AM
Even taking Jack's remarks into account, we have public voted stuff every month. This is different, I hope - even if the connection with the source may be a bit indirect!

Those who prefer a public vote can look at the results of the public vote, I reckon!

Tony Gardner
22nd November 2011, 10:31 AM
This, This and Thrice This!!!


Although, re-reading it - you weren't suggesting to replace the pro judges, just take the poll as a single judge to add to the mix. I'd be ok with that I guess, or just go with the judges as it stands at the moment.

Sorry, yeah I could have been clearer. I was indeed just thinking replace the missing judge with the public poll, keeping the other judges results too. But if that's not popular then I guess just going with the judges we have will be the best course of action.

bmckain
22nd November 2011, 11:05 AM
I have some free time starting this weekend so I'll decide how to sort it out and get this off the plate. Thanks everyone for your support, it's huge.

Amras
22nd November 2011, 01:35 PM
I am with Starbase1.
I don't want the public vote to be a part of the judgement. The public is too easily affected by shiny things. :D

shaggy
23rd November 2011, 01:07 AM
Mmm... Shiny!!!:crazy:

bmckain
27th November 2011, 02:35 PM
Ok, so everyone knows, I've identified a third judge who should be getting started soon. And; I don't want to get anyone's hopes up but we have been contacted late by a possible fourth judge that I am sure everyone would enjoy having look over their work. Keep your fingers crossed. It hopefully won't be long now.

Matt
27th November 2011, 08:37 PM
On the edge of my seat ;)

HawkHart
28th November 2011, 01:52 PM
Nice one Bob, we all appreciate the works that goes into sorting these things out :)

bmckain
30th November 2011, 08:35 PM
The judges have placed their voted and supplied their comments. Check the first thread for the results! Congratulations go to Amras and MKF! Great job everyone!

bmckain
30th November 2011, 08:51 PM
And, as per the agreement, the models have been released since the voting is done.

Mikala
30th November 2011, 11:17 PM
Congrats all of you.
Just took a peek at some of the meshes now and I'm glad I was not put to the task of judging. Those people had their work cut out for them.

Crook
1st December 2011, 01:19 AM
Congrats to the winners, which lets face it is all of the entrants :D

Esp thanks to the judges for their time and feedback, it is much appreciated. I've been out of the field for so long it was nice to take this model to (some sort of) completion, and I suspect this is going to give me a boost to fire up modeler once more since the new pc is arriving soon!

Some great entries that I'd love to see used now. For myself I'd like to see that warlock slowly gliding by camera somehow :) Maybe I can render out a pass or two.

Amras
1st December 2011, 01:41 AM
Congrats to the others!

It is the first time that I got a first place in such a contest. o0
It means a lot to me especially because it is Babylon 5!

That was a great contest with lots of cool entries. I have to make a picture with the sentri and the frazi now. :D

@Meurig:
I know that the polycount is very high. But I wasn't sure if others would have problems with the subdivision of the mesh if they are not using C4D. I will add a version with less polys later. :)

@Fabio:
You are right about the bump. I saw that too when I made the picture "Sector 14". I will try to update that later. :)

Thanks to the judges for their time!
And thanks to Bob for running this contest! (and this forum!)

Starbase1
1st December 2011, 01:41 AM
Am I being dumb? Where's the thread with the results?

Amras
1st December 2011, 01:46 AM
Am I being dumb? Where's the thread with the results?

Just look at the first post. :)

Freak
1st December 2011, 02:09 AM
Congrates to everyone!

Starbase1
1st December 2011, 03:24 AM
Many, many thanks to all judges for taking the time for the detailed feedback.

I was really pleased to see such detailed and helpful observations, and more than a bit surprised my entries were so positively received - I really wanted to take part, but in the light of the superb other entries, I was not expecting much!

I'm very proud to have been part of this.

Nick

Madkoifish
1st December 2011, 03:51 AM
Second, or is that THIRD on the feedback! It really helps me to know where I need some work.

I do plan to finish up these models or move to v2s of them so these comments will be put to good use! I will update the modes as I get to each of them!

Meurig
1st December 2011, 04:09 AM
Some really great entries here folks, well done to all involved :)

Starbase1
1st December 2011, 04:09 AM
You know it occurs to me...

It's the first of the month, there are all these shiny new B5 resources to download...

Seems to me it's the perfect time to start a special 2 month resource appreciation for B5 stuff! Particularly with many of us getting some time away from the day job at the end of December / start of January...

Nick

Starbase1
1st December 2011, 05:42 AM
Also, if anyone can translate the format of my entries, (or needs any help from me to do so), please feel free to let rip, so that as many as possible can use them.

(And I hope that others can convert their entries into LW readable objects for me too!)

Nick

HawkHart
1st December 2011, 06:18 AM
Well done to the winners, excellent work indeed. Some cracking (and not unexpected, for me at least ;) ) feedback as well. Cheers for that guys :)

bmckain
1st December 2011, 06:42 AM
I will post this here but with the permission of the Mesh Owners I would be happy to upload some of the conversions we had to do so the judges could do their jobs.

Amras
1st December 2011, 06:59 AM
I will post this here but with the permission of the Mesh Owners I would be happy to upload some of the conversions we had to do so the judges could do their jobs.

Yes sure, that would be cool. :)

bmckain
1st December 2011, 07:10 AM
Yes sure, that would be cool. :)

Thanks, it's been released.

Madkoifish
1st December 2011, 07:11 AM
Got my permission! Id love to see a reverse flow to max or other apps too! :D

DigitalOrigami
1st December 2011, 07:55 AM
Got my permission! Id love to see a reverse flow to max or other apps too! :D

*cough* modo *cough* :D

bmckain
1st December 2011, 08:15 AM
Got my permission! Id love to see a reverse flow to max or other apps too! :D

Ok, got it uploaded. There's one thing I am not quite sure about and that is the use of the new hull image. You have a "pop" version so I hope I got that right. But it turned out pretty darn close I think.


http://www.foundation3d.com/uploads/contests/2011/12/2-01-752508_tn.jpg (http://www.foundation3d.com/uploads/contests/2011/12/2-01-752508.jpg)

Madkoifish
1st December 2011, 08:47 AM
The pop is for reflected colour I think. What appears off though is the mask map for the paint chips appears to be set to diffuse. See the attached images. Though with the lack of AA I cannot tell if that is a viewport image or simple render so some of the surfacing might not translate. Only other thing is everything is transposed, IE backwards. Oh also just noticed an alpha texture is appearing as a blob on the cockpit, maybe greeking?

The image of just the cockpit shows how that POP map works on the hull. Adds a slight tint of colour when reflected light hits it. But generally does not affect the overall greenness of it all.

Yeah, hull pop is part of a mix map in the reflection colour slot in max. The mix map is set to 50% with the gloss maps for each part of the ship. Say "frazi-top-gloss" Looking at the file even though I sourced images from the root stupid max keep refing to old files with the same names (yes, I use a generic set of maps for things at times) even though I select the ones in the root folder. SO, that means others using the files need to choose the root dir the max file is located. This has been a real issue since I moved to max 2010. Prior I could avoid this annoyance.

Anyhow all of these projects are using Mental Ray so it has a much deeper set of tools for materials than max standard materials. Well deeper in my opinion. And of course none of it really translates between anything else. >_<

Rigel
1st December 2011, 10:38 AM
Congratulations to the winners and all of the entrants. As Bob said, I think it's wonderful that you had the courage to submit to professional scrutiny of your models.

Once I get home from Germany I will definitely be playing with some of these.

JackN
1st December 2011, 11:14 AM
Wonderful outcome for the contest!

:)

I could post a long note concerning my observations for each model but I would only be echoing what Fabio and Meurig have already said. As you can see from my tallies I was a bit more liberal with my points, and this is likely due to my trouble of judging all these wonderful entries... :p

As I had stated earlier on:

I will say however that it was extremely difficult for me to point out any one mesh that stood out from another.

The work you guys have done is extremely good.

So congratulations all! ...and I look forward to seeing this stuff in some renders! ;)

Oldcode
1st December 2011, 11:26 AM
Awesome!!!! I didn't even have to ask! :D

bmckain
1st December 2011, 11:28 AM
The pop is for reflected colour I think. What appears off though is the mask map for the paint chips appears to be set to diffuse. See the attached images. Though with the lack of AA I cannot tell if that is a viewport image or simple render so some of the surfacing might not translate. Only other thing is everything is transposed, IE backwards. Oh also just noticed an alpha texture is appearing as a blob on the cockpit, maybe greeking?

The image of just the cockpit shows how that POP map works on the hull. Adds a slight tint of colour when reflected light hits it. But generally does not affect the overall greenness of it all.

Yeah, hull pop is part of a mix map in the reflection colour slot in max. The mix map is set to 50% with the gloss maps for each part of the ship. Say "frazi-top-gloss" Looking at the file even though I sourced images from the root stupid max keep refing to old files with the same names (yes, I use a generic set of maps for things at times) even though I select the ones in the root folder. SO, that means others using the files need to choose the root dir the max file is located. This has been a real issue since I moved to max 2010. Prior I could avoid this annoyance.

Anyhow all of these projects are using Mental Ray so it has a much deeper set of tools for materials than max standard materials. Well deeper in my opinion. And of course none of it really translates between anything else. >_<



Thanks, I'll work on it tomorrow. I am at work now and will have a late day.

Amras
1st December 2011, 11:37 AM
The pop is for reflected colour I think. What appears off though is the mask map for the paint chips appears to be set to diffuse. See the attached images. Though with the lack of AA I cannot tell if that is a viewport image or simple render so some of the surfacing might not translate. Only other thing is everything is transposed, IE backwards. Oh also just noticed an alpha texture is appearing as a blob on the cockpit, maybe greeking?

The image of just the cockpit shows how that POP map works on the hull. Adds a slight tint of colour when reflected light hits it. But generally does not affect the overall greenness of it all.

Yeah, hull pop is part of a mix map in the reflection colour slot in max. The mix map is set to 50% with the gloss maps for each part of the ship. Say "frazi-top-gloss" Looking at the file even though I sourced images from the root stupid max keep refing to old files with the same names (yes, I use a generic set of maps for things at times) even though I select the ones in the root folder. SO, that means others using the files need to choose the root dir the max file is located. This has been a real issue since I moved to max 2010. Prior I could avoid this annoyance.

Anyhow all of these projects are using Mental Ray so it has a much deeper set of tools for materials than max standard materials. Well deeper in my opinion. And of course none of it really translates between anything else. >_<



I try to get this into cinema4d at the moment. I think that will take a while. :D

rustythe1
1st December 2011, 11:50 AM
congratulations everybody, and thanks to fabio for the long paragraphs he wrote for everyone!
and you have my permision bob, the more people that can ra the stuff the better!

Treybor
1st December 2011, 02:07 PM
Awesome work everyone. It wa sgreat to be able to read the judges comments.

Starbase1
1st December 2011, 02:31 PM
Awesome work everyone. It wa sgreat to be able to read the judges comments.

Absolutely right, I certainly view it as a 'prize', despite not actually winning!

Andrew March
1st December 2011, 04:05 PM
Sorry to say the Starfury by Escelce is completely unusable, just completely crashes my system and it ain't no slouch.

Any chance that someone could rearrange the sub patching to be more user friendly, I understand it has to do with the modeller using CC at quite a high level.

Mikala
1st December 2011, 05:30 PM
I loaded it on my laptop but it says there are 13 million polys?

Lemon Wolf
1st December 2011, 06:41 PM
Congratulations to everyone :)
Such great work! The delays made it very exciting to follow this thread.
I am sure there will be some nice upcoming RA images :)

Btw Escelce's Starfury loaded just fine but it does require about 6,5 GB ram which is really alot.

Andrew March
2nd December 2011, 12:44 AM
I have 24gb!

Starbase1
2nd December 2011, 12:48 AM
I have 24gb!

No willy waving please!

Mikala
2nd December 2011, 12:53 AM
Are you running LW11 Andrew? If so I could up a resaved scene file with the mesh sub levels turned down.

Andrew March
2nd December 2011, 02:27 AM
No mate, 9.6 but you can save a legacy scene in 11 for older versions of LW.

starship
2nd December 2011, 07:31 AM
I take off my hat for you all. Was a pleasure to watch the development of this contest.

Congrats for you all, EXCELLENT entries! Special thanks for you Bob, cause the hard work in bring this to life. ;)

Mikala
2nd December 2011, 10:09 AM
Try this....

Mikala
2nd December 2011, 09:47 PM
Did it help at all?

Andrew March
3rd December 2011, 12:11 AM
I will let you know in a bit mate, cheers :)

Mikala
3rd December 2011, 12:12 AM
Fingers crossed.

Escelce
10th December 2011, 09:44 AM
Well done to all of the entries and especially the winners. Thanks for the modelling "lecture" too. I'm the first to admit im no modeller and not likely to ever take it up as a career. I just build what i need for the scene im working on. I leave the pro stuff to the...erm...pro's:-)

Andrew March: The zip file should have had 3 versions of the Starfury in. One high res for stills, the medium one for animation and the very low res version to work with. The high res was used in the B5 animation video I did a while ago so by no means should it crash your computer. Sorry if it caused any issues. Also sorry there wasnt a cockpit built for it. The fan movie it was made for were still designing that so i made the windows solid.