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View Full Version : SPEED MODELING CHALLENGE: Games of Chance - DEADLINE May 1, 2016



MonroePoteet
04-08-2016, 12:56 PM
Challenge: Games of Chance
DEADLINE: 8AM Colorado time, May 1st, 2016

This challenge is to model Games of Chance. Here's the Wikipedia article for some ideas:


https://en.wikipedia.org/wiki/Game_of_chance

So, dice, spinning tops, playing cards ( yawn :) ), roulette wheels, slot machines, pachinko, etc.. Any game where a large degree of chance is involved with the game.

Time Limit: 120 minutes, not including planning, sketching, prototypes, texturing or render setup.

PLANNING TIME is free! So you can strategize how to get what you want before you start the clock. Also, you don't have to work in one block, feel free to break your time up as needed, but do keep track.

RENDER and Post Work: There is no time limit on surfacing and rendering. However, more points are awarded if your final render displays the model in a scene rather than just a textured render of the model. Most of all, HAVE FUN!!!!

PARTICIPATION: Participation is COMPLETELY voluntary, so please let's not try to coerce others into expending their valuable time. I will judge as many (or few) entries submitted by the deadline, and don't plan to extend the deadline. If you want to participate, HAVE FUN and don't feel any pressure!

Rules:
1. Every challenge specifies a subject for you to model along with a time limit. You should spend no longer than the allocated time modeling. As in most challenges like this, your honesty on modeling times is essential. How you interpret the brief is up to you as long as the final model conforms to what is asked for.
2. Post a wireframe and final render of your model (min 800x600 pixels) in this thread. Note: Some challenges will include final render instructions and time limit restrictions as well. This is up to the judge creating the challenge.
3. Only LightWave is to be used for modeling. However, 3rd party Plugins are allowed.
4. You can enter as many times as you like, posting each in this thread. If you run over the time limit, we encourage you to submit the model, but it won't be subject to the judging.
5. Time spent on texturing (including UV Mapping), setting up a scene for a render and rendering is not included in the allocated period.
6. Although, not required, it is always nice if the artist provides information on how the model was created, what plugins were used and any special techniques used.
7. The following criteria is used to award points. Modeling is looking for good poly flow. The better it is, the more points awarded. Creativity is how you interpreted the specifications of the challenge and applied them in way not necessarily expected. Expression is how you used the model in the final render/scene that supports the creativity aspect of your submission. Render refers to how well the model, creativity and expression were conveyed.

Criteria Points
Modeling 0 to 5 (clean poly flow, good joints, minimum polys / edges for model)
Creativity 0 to 5 (model a boring real-life thing = 0, cool real-life thing = 3, bizarre and unique and individual item = 5)
Expression 0 to 5 (how you used the model in the final render/scene that supports the creativity aspect of your submission)
Render 0 to 5 (composition, texturing, content, framing, lighting, perspective of final render)

See unstable's excellent post on "Expression":


http://forums.newtek.com/showthread.php?p=1467504&viewfull=1#post1467504

PRIZE: Winner gets to set the terms of the NEXT Speed Modeling Challenge!

JUDGE: ME!

MonroePoteet
04-19-2016, 12:56 PM
My family always called this game "Skittles", but it turns out Skittles has variations all over the world, so this is called Topatel or American Skittles. We used to have tournaments at Christmas time when the family was all in town. What fun!

Right at 2:00 for the table / board, extra for the top, pins, string, texturing, etc.

mTp

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unstable
04-21-2016, 11:24 AM
Nicely done! Looks like fun. I have an entry that bombed at 1 hr. I'll either try to fix it or submit what i have to show what not to do. :D

MonroePoteet
04-21-2016, 06:06 PM
Thanks! Yes, it is fun. Amazing how much attention goes into precision winding of the top and accuracy of the pulling style! It does make a difference.

Again, I'm a little embarrased at the time it took me to do a "fairly simple" object in subpatches. With subpatch modeling, I find I can make a simple mistake (in initial polyflow design or imprecise application of the tools) and not realize it until later when it seriously debilitates some extension / change I need to make. Then I get to try to fix it, redo it from scratch, or hope the undo buffer is deep enough! :)

mTp

bellmore
04-22-2016, 09:51 PM
How about a game of chicken? Would that be considered a game of chance?
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MonroePoteet
04-23-2016, 09:28 AM
I guess considering equipment failure or environmental influence (e.g. sun suddenly in one driver's eyes or something running onto the road), there's some element of chance, so OK. Mostly, the outcome is a direct result of the specific decisions of the (in my opinion, idiot) players. Definitely not my kind of game. It was interesting reading the Wikipedia article, so thanks for the submission.

Nice little vehicle. How long did the modeling take?

mTp

bellmore
04-23-2016, 10:05 AM
It didn't take long at all. Maybe 15 minutes to model the car and an wheels and mirror it over. I'm sure I'll get a better game of chance type submission before the challenge ends.

MonroePoteet
04-23-2016, 11:22 AM
OK, no pressure. There's some chance you'll win with the car! :) I still think you should've won the railway competition. Nice models there! Both the hand cart and crossing signal were very well done.

mTp

MonroePoteet
04-23-2016, 02:26 PM
6-sided die and dice cup. Blew the 2-hour limit by about 10 minutes trying to round the tip corners more.

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Yahtzee, anyone? So close, and yet so far...

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mTp

unstable
04-23-2016, 04:06 PM
Modeled the wheel in an hour. Then had to correct my mistakes, which took another hour. So what I show I modeled in 2 hours. Note, the wood surrounding the wheel where the ball would roll is missing and looked so empty without it is why I ended up doing the composition with Vegas. I guess it all worked out.

spherical
04-23-2016, 05:01 PM
How did you surface the cone between the center hub and pockets?

MonroePoteet
04-23-2016, 05:16 PM
Excellent! The surfacing is very realistic, the wires very clean. The composite with the Vegas photo works really well.

If you get a chance to post a rendering at the same image resolution as the wires, that'd be great. I always like to flip back and forth to watch particular spots and see how the rendering represents the wires (and vice versa), which is really easy if the "Next" and "First" buttons on the previewer appear in the same location. No big issue if you don't get a chance.

Very well done!

mTp

unstable
04-24-2016, 03:36 PM
spherical, the piece I believe you are talking about is the same material used on the center hub with a different alpha. Someone awhile back (I think it was XswampyX) shared a gold material node setup with scratches. That is what I used on the hub with very little change. I think I reduced the depth of the scratches is all. Then for the disc between the hub and pockets I found an image on the Internet of circular steel. I changed that to a gray scale and used it instead of the scratches alpha. I did some adjustments to center it and the amount so it had the circular grooves in the disc/cone. So I want offer a big Thank YOU to XswampyX for sharing that original gold material setup.

mTp, thanks for the kind words. I attached the original render. I don't know if that's what you were asking for or not. Take care.

MonroePoteet
04-24-2016, 04:03 PM
mTp, thanks for the kind words. I attached the original render. I don't know if that's what you were asking for or not. Take care.

Good enough. Thanks! Again, nice job!

mTp

spherical
04-24-2016, 05:38 PM
spherical, the piece I believe you are talking about is the same material used on the center hub with a different alpha. Someone awhile back (I think it was XswampyX) shared a gold material node setup with scratches. That is what I used on the hub with very little change. I think I reduced the depth of the scratches is all. Then for the disc between the hub and pockets I found an image on the Internet of circular steel. I changed that to a gray scale and used it instead of the scratches alpha. I did some adjustments to center it and the amount so it had the circular grooves in the disc/cone.

Ok, thanks. Guess I'll go the alpha image route, as the procedurals I've worked on only go so far. I'll search for XswampyX's set up, as I was going to ask about the hub, too.This looks to be it:
http://forums.newtek.com/showthread.php?142670-Anybody-want-to-share-a-good-shiny-gold-surface&p=1391640&viewfull=1#post1391640
Thanks for the pointer.

unstable
04-24-2016, 08:17 PM
Ok, thanks. Guess I'll go the alpha image route, as the procedurals I've worked on only go so far. I'll search for XswampyX's set up, as I was going to ask about the hub, too.This looks to be it:
http://forums.newtek.com/showthread.php?142670-Anybody-want-to-share-a-good-shiny-gold-surface&p=1391640&viewfull=1#post1391640
Thanks for the pointer.

Yep that's it! I did a bunch of searches but couldn't find it. Glad you were able to

bellmore
04-26-2016, 07:30 PM
I thought that monopoly was a game of chance since dice rolls were involved. I went overtime by about 10 minutes. So not really an entry.
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MonroePoteet
04-27-2016, 08:16 AM
Looks good! Yes, there's a lot of chance involved with Monopoly, not just the dice but the shuffled Community Chest and Chance cards as well. I've played games where NOTHING went my way!

Since I did a pair of dice myself, I know the issues involved there, so I'm impressed you did the tophat and iron as well in the 2+ hours. Nice job!

I don't think I'll disqualify a 10-minute over-run, so I'll go ahead and judge it if you're willing. The render is excellent. Did you do the texture for the board?

Thanks,
mTp

bellmore
04-27-2016, 10:16 AM
mTp, please don't consider my entry for judgement, since I did go over the allotted time. I did not do the texture for the board. I got the texture from the Internet by doing a search for Monopoly game textures. I did the same with the go to jail chance card. Question: If I start modeling Monopoly again from scratch, and get it done within the time limit, will that be considered for judgement or would I just be adding more time to what I have already completed?

MonroePoteet
04-27-2016, 11:06 AM
Hi bellmore, OK it won't be considered. If you start from scratch, it'll be considered since your prior work would then be "planning" and "prototyping". I'd never submit anything which was within the 2-hour limit if I counted all my aborted "first" attempts! If you learned enough from your first attempts to do the job in 2 hours, it'll count.

mTp

MonroePoteet
04-28-2016, 02:33 PM
I've run into a scheduling conflict for Sunday, May 1st, so I won't be judging entries until Monday morning, May 2nd. So, if anyone wants to participate, the deadline is now 9:00am Colorado time on Monday, May 2nd.

mTp

bellmore
04-29-2016, 03:21 PM
Here is my final modeling and rendering of Monopoly.
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MonroePoteet
04-29-2016, 05:02 PM
Great! Thanks! Looks very good, and you even got another couple of playing pieces done (house and hotel).

mTp

Farhad_azer
05-01-2016, 04:05 AM
Hi Everybody, I just finished my modeling in 69 mins and 10 seconds,

Before posting my result i wanted to drink coffe and work on rendering,

Right now at Baku it is 14:04 May 1st and i am qualified i believe,

I'll post in less than hour so dont stop the contest please,

Thank you,

Farhad_azer
05-01-2016, 05:24 AM
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Backgammon game, i have played 2 or 3 times in my life and it was years ago so i dont remember the number of vertebrate (is is the correct expression for those cylinder shaped things?) and how they were supposed to be located.

I also spent about half an hour on rendering,

Yours,

MonroePoteet
05-01-2016, 08:15 AM
Hi Farhad,

Well done on the backgammon board! I played hundreds (if not thousands) of games with my roommates when I was at university. I'm not sure what the official name of the playing pieces are, although the Wikipedia says:


"Backgammon playing pieces are known variously as checkers, draughts, stones, men, counters, pawns, discs, pips, chips, or nips."


https://en.wikipedia.org/wiki/Backgammon


As I posted previously, I won't be able to judge until tomorrow morning, May 2nd here in Colorado due to a scheduling conflict.

mTp

bellmore
05-01-2016, 09:00 PM
One more quick entry. I'm not happy with the outcome(wires and render), but since I took the time to create it I thought I would post it.
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MonroePoteet
05-02-2016, 09:46 AM
OK, here's the judging for the "Games of Chance" modeling challenge. Well done everyone! Thanks for the great entries!

Bellmore, car

Modeling: 2
Creativity: 3
Expression: 2
Render: 3
TOTAL: 10

Unstable, roulette wheel

Modeling: 4
Creativity: 3
Expression: 3
Render: 4
TOTAL: 14

Bellmore, Monopoly pieces

Modeling: 4
Creativity: 3
Expression: 4
Render: 4
TOTAL: 15

Farhad, Backgammon board and pieces

Modeling: 3
Creativity: 4
Expression: 3
Render: 3
TOTAL: 14

Bellmore, iPhone slot machine

Modeling: 5
Creativity: 4
Expression: 3
Render: 3
TOTAL: 15


So, it's a tie between Bellmore and Bellmore, so to flip a coin, I'll pick Bellmore as the winner. Congratulations!

Looking forward to the next challenge.

mTp

bellmore
05-02-2016, 11:37 AM
Thank you, mTp. I am not at home now. So I will post the new challenge when I get home or in the morning tomorrow.

unstable
05-02-2016, 01:20 PM
Hey, nice job bellmore!! Congrats!!

MonroePoteet
05-02-2016, 04:09 PM
Hey unstable, I wanted to compliment you on your roulette wheel again: some really nice geometry in the ball slots, and the texturing was beautiful. I couldn't quite see whether they were a separate geometry with a seam at the edge of the conical center, or if you somehow managed to get the much-more complex geometry of the ball slots connected to that conical center.

mTp

bellmore
05-02-2016, 09:11 PM
Thank you for the kind words, unstable. Everyone did a great job. I also liked the idea of the judge participating. The next challenge is posted.

Farhad_azer
05-03-2016, 05:32 AM
Thanks mTp for ur help and congrats bellmore, i think this is your first victory.

I dont care that i did not win bec seeing unstable not winning makes me happy (just kidding).

I thought you are not going to participate for about four years. I thought u r making millions and have forgotten us.

unstable
05-03-2016, 07:56 AM
Hey unstable, I wanted to compliment you on your roulette wheel again: some really nice geometry in the ball slots, and the texturing was beautiful. I couldn't quite see whether they were a separate geometry with a seam at the edge of the conical center, or if you somehow managed to get the much-more complex geometry of the ball slots connected to that conical center.

mTp

Thanks mTp. The wheel is two separate parts. All the gold is one piece and the ball slots outward is the second piece. For anyone interested this is how I did the ball slots.

To do the ball slots I counted the slots of a wheel and found there were 38. So I created a disc with 38 sections. I then created a couple of other discs to drill/stencil where the separate sections would be. Then I deleted all but one section and did the necessary cuts basically making the outline of the slot. I selected all the polys except those that would be the bottom of the slot and extruded upward a couple of times to make the walls. Of course the outward rings came up too, but everything was still flat, so I then began raising everything beyond the slots to get the angle. Once I was happy, I used the radial array set to 38 which recreated the wheel. Where I messed up, was that all my cuts to the slots to make them appear rigid and sharp ran all the way out to the edge of the wheel making the wheel's edge have 38 flat sections. Not a very round wheel. To fix this, I had to go back to my one slice and figure out where to merge the splines so they didn't pinch and would allow my wheel to be perfectly round once again.

unstable
05-03-2016, 08:01 AM
Thanks mTp for ur help and congrats bellmore, i think this is your first victory.

I dont care that i did not win bec seeing unstable not winning makes me happy (just kidding).

I thought you are not going to participate for about four years. I thought u r making millions and have forgotten us.

You're funny Farhad. :D I got a chuckle from your comments. I was heavy in creating and justifying a four year project plan which was taking all my time. I've gotten the approval through the first two layers and have two more to go, but the plan itself is done. This means I have a little more time now. As for your comment about happy to see me lose, that's a good compliment. It must mean my skills are improving, but I have such a long, long way to go to come close to those on this forum that aren't participating in these challenges. I'd like to see some of them enter on occasion because its amazing to see what real artists can do in 120 minutes. It's inspiring!

MonroePoteet
05-03-2016, 09:42 AM
Thanks mTp for ur help and congrats bellmore, i think this is your first victory.

I dont care that i did not win bec seeing unstable not winning makes me happy (just kidding).


Hi Farhad, again, good job on the backgammon table. If you're interested in more feedback, here's some details on my decisions as judge.

I gave Bellmore higher modeling points because of the complexity of his models and the elegance of his shape transitions. Especially the iron in the Monopoly pieces and the iPhone slotmachine both had a variety of shapes (squares, rounds, tubes, etc.) that transitioned smoothly into each other with the wires demonstrating the modeling and sharp edges created by edge geometry rather than separate pieces. Your backgammon board was quite good, but the only even slightly complex shape was the raised border on the edges of the points, which was not integrated with the sides of the board and was still a fairly simple shape. As far as I could tell from the wires, the frame itself was polygonal rather than subpatches.

Using separate pieces to compile a complete object is perfectly fine, as in unstable's joint between the inner conical disc and the ball slots on the roulette table, but since this is a Modeling Competition, I was looking for more than just simple boxes, discs, etc. Unstable got higher modeling points primarily for the ball slots and the transition into the outer rim section. Again, a complex transition between different shapes / geometries.

RE: expression & rendering, I'd recommend setting up a 3-point lighting system and turn off either Radiosity or Dome / nGon Lights that produce the "fuzzy" rendering. 3-point lighting systems are used in lots of production studios and movie sets, which consist of a "Key" light, which the the primary lighting, a "Fill" light which fills in the dark spots missed by the Key, and a "Rim" light which highlights the back rims which are missed by both the Key and Fill. I've attached a basic 3-point setup, and I think you'll find any model you put at the 0,0,0 point will look pretty good. Of course, playing with the color of the lights, intensities, backdrop, etc. will fine-tune it to your needs.

RE: the wires, it'd help me (personally) judge to have a wires render without the texturing. As I've mentioned before, I use the Polygon Coloring plug-in to create the *separate* Wireframe objects and do a separate rendering with a 50/50 luminosity / diffuse white:

https://www.lightwave3d.com/assets/plugins/entry/polygon-coloring/

This plug-in is not required in LW2015, apparently. The basic steps I use are:

1) Save out the final rendering scene as a separate _Wires scene (I just append _Wires to the scene name)
2) In Modeler, save out each object as a separate _Wires object (I just append the _Wires suffix to each object name)
3) Run the Polygon Coloring plug-in on each object, which creates Surface_n, where n is some count
4) Using F5 Surface Editor, select all Surface_n surfaces, change the color to White and the Lum/Diff to 50%/50%
5) Save out all _Wires objects, which are then synchronized with Layout
6) In Layout, for each object enable Surface Edges in the Object Properties=>Edges tab. I tend to use the default 1 pixel edge width
7) Save out the _Wires Scene and all object, do the Wires render

For me, this technique is nice because it produces a Wires render from the same perspective and the same image aspect ratio as the final render, so I can bounce back and forth between them.

Anyway, sorry for the long-winded feedback! Keep up the good work, and looking forward to your submission on bellmore's Bridges challenge!

mTp

MonroePoteet
05-03-2016, 09:43 AM
Thanks mTp. The wheel is two separate parts. All the gold is one piece and the ball slots outward is the second piece. For anyone interested this is how I did the ball slots.

...



Hi unstable, thanks for the detailed modeling process! I know you're busy, but if you get a chance to do a real close-up of the wires between the ball slots and the outer rim part, that'd be helpful. I'm always struggling with how to increase or reduce geometrical complexity / density without extending the additional extra wires required throughout the entire object. No problem if you don't get a chance.

Thanks,
mTp

spherical
05-03-2016, 12:14 PM
As far as I could tell from the wires, the frame itself was polygonal rather than subpatches.

I didn't see that subpatch modeling was a requirement, although polyflow is mentioned, so I guess it was? I've never tried one of these challenges, as I'm not exactly grokking the benefit of speed modeling for speed's sake. Not dissing the competitions, mind you, just not getting it I guess. :) I do learn from the postmortems and that helps my work, so it's all good.

MonroePoteet
05-03-2016, 03:09 PM
I didn't see that subpatch modeling was a requirement, although polyflow is mentioned, so I guess it was? I've never tried one of these challenges, as I'm not exactly grokking the benefit of speed modeling for speed's sake. Not dissing the competitions, mind you, just not getting it I guess. :) I do learn from the postmortems and that helps my work, so it's all good.

I don't there's any sort of subpatch requirement, although even for mechanical "cut" objects, I prefer at least a slightly rounded edge, whether it's with Rounder, Bevel, etc. With my presets in Bandsaw Pro (wish I could NAME them!), I can square off subpatched geometries quickly and easily, so even for something with square edges, I'll do that. I guess from my point of view, learning how to do effective subpatch modeling has been substantially more difficult for me than polygonal modeling, and I'm consistently more pleased with the subpatched results. For my part, other than specific bits that aren't a major part of the model, I'll still be trying to improve my subpatch modeling abilities with the contests. Even with those, I'll probably try subp modeling to improve my skills.

I think the point of the "Speed Contest" is to set a time investment limit, and explore one's capabilities within that time limit. A number of times, I've guestimated I can complete a given model within the time limit, only to find it takes longer, sometimes MUCH longer. I'm getting much better at estimating what I can accomplish in the 2-hour time frame, but it's still interesting to set the timer and see how far I *actually* get. When I'm just goofing around, it's really easy to spend a lot of time tuning and tweaking and polishing until all hours of the evening, while the contest time limit forces me to "Ship It Already" and make some good decisions about priorities.

Hope you decide to participate at some point!

mTp

unstable
05-04-2016, 06:46 AM
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Here you go mTp. Hope this helps. I have something to say about why I do the challenges too, but have to run for now.

MonroePoteet
05-04-2016, 09:49 AM
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Here you go mTp. Hope this helps. I have something to say about why I do the challenges too, but have to run for now.

Yes, perfect. Really nice transition. Those tris don't pull the subpatches badly, and even when they do, it fits into the desired result, almost better than quads at that juncture IMO. THANKS!

mTp

unstable
05-04-2016, 02:22 PM
Why participate in the speed modeling challenge? What’s the point of taking 120 minutes to model something when you don’t need to?

These challenges improve my planning and LW tool familiarity. I think about what steps need to be completed first, what tools I’ll use on what parts before I ever start and it has helped me overall. Take a look at the old archived speed challenges in the sticky. Most the time they were doing those models in 60 – 90 minutes and most those models would blow mine away. I’m still trying to work my way up to that level of modeling, but have a long way to go. So, I use these challenges to push myself and learn from the other artists participating. Each challenge provides me with something new and I think that even those that view it without participating gain from having it continue. I’d sorely like to see more participants give it go though. And what was that saying? “Time is money” :D So if you’re making a living at modeling, it makes sense to be able to do it fast but maintain the proper quality. But me, I do it for fun and self-improvement.

You should jump in spherical, the water is fine! But then again, I might not like having you as a judge. ;)

MonroePoteet
05-04-2016, 02:50 PM
Another thing that I do with the contests but don't do normally (but SHOULD) is do pencil drawings of what I plan to make, identify pieces, counts of arrays, problem spots, etc. before I ever grab the keyboard and mouse. I know professional animators are usually working from production drawings (or are regularly), and my own drawings really help me constrain the goal, get my mind in gear for all the pieces/parts needed, etc.

I also get a lot of information and entertainment of researching prototype models for each contest. I'll probably try another bridge for the new contest, and will spend some happy time looking at photos and videos of bridges to find a candidate.

mTp

unstable
05-04-2016, 05:13 PM
Good point mTp. One thing I forgot to mention is that I only do a model once for the challenges. If my plan goes ary and I can't complete it within time limits or at all, oh well. I do occasionally see if a concept or tool works like think it will before I start, but I don't redo something from scratch to do it faster. That's just me, I don't care what other competitors do. I'm participating for me. Now I gotta figure out what bridge to do. :D

spherical
05-04-2016, 06:03 PM
I don't there's any sort of subpatch requirement,

OK. The reason I asked was that it seemed a person's model was docked points because it was polygonal and not subpatched.


I think the point of the "Speed Contest" is to set a time investment limit,

Yes. I get that it is an attempt at leveling the playing field some. Otherwise someone would spend 10x+ as much time on a model and most always win. When I first saw these threads, I dismissed them as "What's the point in that? I don't necessarily give much of a crap about how fast I can model something." IOW, the impression is that the faster you are, the better the score and that this is the primary focus. After visiting a couple and seeing what is being done, I learn that it is first and foremost actually a "Modeling Challenge" that happens to have a time limit rule among all of the other rules. As such, it isn't intuitively named so that folks "get it" right off.

MonroePoteet
05-05-2016, 01:35 AM
OK. The reason I asked was that it seemed a person's model was docked points because it was polygonal and not subpatched.


I intended it more as feedback on the simplicity of the modeling than whether it was subpatched or not, although in the end I suppose it does imply my perspective that being subpatched would be "better". For example, in order to model the case polygonally, it took me right about 40 seconds (box to size, select top poly, e to duplicate, h to resize down, e to duplicate, t to translate, drag to bottom, rename two surfaces (wood and bottom), v to mirror). And I ended up with an OK case for the board, but the edges would be sharp, I wouldn't be able to assign different wood patterns to the horizontal and vertical pieces of the case (as in how a real wooden case would be made). It took me about 90 seconds to "subpatch" it with knife by cutting across each edge's inside and outside and merging points within a few mm of each other, and another 60 to select and rename the horizontal and vertical portions of the wood.

If I judge in the future, I'll try to keep an open mind about polygonal modeling! :)




Yes. I get that it is an attempt at leveling the playing field some. Otherwise someone would spend 10x+ as much time on a model and most always win. When I first saw these threads, I dismissed them as "What's the point in that? I don't necessarily give much of a crap about how fast I can model something." IOW, the impression is that the faster you are, the better the score and that this is the primary focus. After visiting a couple and seeing what is being done, I learn that it is first and foremost actually a "Modeling Challenge" that happens to have a time limit rule among all of the other rules. As such, it isn't intuitively named so that folks "get it" right off.

Yes, probably a better descriptive title would be "Time-limited Modeling Challenge".

mTp

Farhad_azer
05-05-2016, 12:14 PM
I agree mTp and i think you are doing good job by breaking things to smaller pieces and judging the details. these are what we need in order to sharpen our skills and improve our results so that we can approach our goal which is beating unstable faster and easier (lol, sorry unstable, again just kidding).

It is a long time i dont use 3 light system and tbh i never liked it but i think i will give it a try and post my results. i never spend time on preparing light and good render setup and it is a mistake.

Please feel free to criticize more and give detailed opinion from different viewpoints dear mTp (and other judges).

Thank you and see you on the next challenge.