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Modeling Competiton #7 POLL

Who's ingeniousness has produced the best Siege Weapon?


  • Total voters
    61
  • Poll closed .
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Feb 22, 2006
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*bump*
modelingcompetition.gif

The results are in!

I was pleased with the results of this contest.. and without further ado, the winner is....
[rainbow]Kofi_Banan, with his Peon Pong Tank![/rainbow]

Here are the scores:
1st Place - Kofi_Banan (35 + 28/60*50 = 58.33)
2nd Place - Werewulf (42 + 19/60*50 = 57.83)
3rd Place - Mechanical Man (41 + 3/60*50 = 43.50)
4th Place - PyramidHe@d (40 + 4/52*50 = 43.33)
5th Place - Lord_T (36 + 3/60*50 = 38.50)
6th Place - Skrab (28 + 3/60*50 = 30.50)

The individual judgings:

Mesh: (11/15)
Very nice mesh, basic but did the job. I liked the paddle. The ball was a little uneven though, which seemed odd to me. Also the odd edges on it caused strange lighting in the game.

Animations: (3/10)
Probably the worst part about this model.
Too many static animations, the death animation was completely unanimated, and the peon had too little motion in general.
One final bug: The ping pong ball ingame did some crazy things while visible between attacks. It's hard to explain, I'd check it out for myself if I were you.

Textures: (6/10)
I don't like plain color textures, but the fact its a ping pong ball saved you.
Also the creative use for the control panel. That made me up the score on this.

Mechanics: (5/5)
Worked perfectly ingame, nice portrait, and used minimal reference points.

Effects: (5/5)
The death was nice, and the extra missile was nice as well.

Creativity: (5/5)
Coolest idea in this competition. Enough said.

Total: (35/50)


Mesh: (13/15)
Very good overall, but too flat and broad in some parts. The skull from the top or front view looked oddly shaped, but has a sick design otherwise.

Animations: (10/10)
All the animations were natural looking, no static animations, very, very well done overall.

Textures: (8/10)
Very creative use of the ingame textures, although some were a bit stretched, and use two sided materials!

Mechanics: (4/5)
Worked perfectly ingame, I have no complaints but one. The portrait camera was slightly off, and it chopped off the head a little.

Effects: (2/5)
I really wish you could have gotten some particles to work, because this model really could have used them at some place or another.

Creativity: (5/5)
Very cool idea, execution of mesh, animation, use of textures, and ideas were all superb.

Total: (42/50)

Mesh: (14/15)
A very well constructed mesh, I think it went perfectly the way you wanted it to.
It didn't really give me the idea of "flame" or "fire" (the wood would easily combust! :p).
However, it is low poly and a great mesh overall.

Animations: (9/10)
My favorite set of animations out of the group. These were done wonderfully, and acted very naturally (to the Warcraft 3 nature that is)
The one thing that always drives me crazy: A perfectly still animation (your stand animation)

Textures: (7/10)
The textures were chosen nicely and used well, but that huge texture change on the barrel makes me cringe every time I see it.

Mechanics: (3/5)
Worked perfectly ingame, however I marked everyone down one point for not having attachment points. Also, the camera was still off, even though you fixed it. I would have zoomed it out more, or at least shown the barrel.

Effects: (4/5)
The death was very nice, however like the mesh, the attack particles could have been improved to give a more "firey" feel to it.

Creativity: (4/5)
Looked a lot like a normal cannon, but the new twist of adding fire to it aided it a lot.

Total: (41/50)


Mesh: (13/15)
This mesh was really cool, and I found absolutely no problems with it. Its good to see you're getting the hang of low poly!
However, merge geosets using the same material together into one, this will decrease filesize as well as increase efficiency. (Although I'm not sure if it has any ingame effect)
The teeth also floated a little on the upper jaw, nothing big though.

Animations: (6/10)
The static stand 1 and the unnatural stand 2 degraded this model, as well as some (like spell and spell slam) that aren't looping don't go to completion to a default position, causing odd jumps ingame.
Also "Attack" should be non-looping.
The animations in general were very cool though.

Textures: (8/10)
Very good use of ingame textures, quite creative too. The cannon texture got a little repetitive however.

Mechanics: (3/5)
Works perfectly ingame, but like all the others, I took off a point for no attachment points. Also, the portrait camera was not perfectly focused on it ingame.

Effects: (5/5)
I probably would have given this over a 5/5 if that was legal, the effects on this were definitely superb.

Creativity: (5/5)
A creative and very well made model.

Total: (40/50)


Mesh: (10/15)
The mesh overall looked nice, it definitely captured what you wanted to do.
However, there were some imperfections that bothered me, such as:
During all the animations, his shoulders get messed up. Also, areas around the knees are messy.

Animations: (7/10)
The animations were quite nice, I actually loved them.
The walk was a bit jerky at the end of the loop.
The death animation shows no real use of realistic physics, such as bouncing or breaking. (Adding these slight bits of reality improves the animation a lot!)

Textures: (7/10)
I have no complaints here, nothing really excited me about the textures, although they did what they were supposed to.

Mechanics: (4/5)
The attachment points were nice, however for reasons unknown, the portrait would spontaneously play the attack animation.

Effects: (3/5)
The use of particles was used as needed, however you really should have put a geoset demolisher missile in it for all times besides when it fires.

Creativity: (5/5)
This model was an awesome idea, very original, and followed the theme wonderfully!

Total: (36/50)


Mesh: (6/15)
The mesh was poorly done in my opinion. Things like balls and spheres (on the joints) should be billboarded planes with a transparent sphere texture.
The proportions of the feet to the head make it look like it would fall off ballance at every moment.
It was well constructed in areas, such as the bow and forearms and lower legs.

Animations: (3/10)
A lot of the animations had too many static parts, such as the human should have moved much more, and in the one animation he does move, the robot does little moving.
They were unrealistic, even for warcraft 3, and just lakced a lot in my opinion. The flags moving in stand and walk were very nice, but I think they should move in all of them.

Textures: (6/10)
The use of the villager and demolisher was nice, although I hated the plain white/gray unshaded textures.

Mechanics: (4/5)
Worked perfectly ingame, but I marked everyone down one point for not having attachment points.

Effects: (3/5)
Not a lot were needed, but you should have added some at death.

Creativity: (4/5)
The concept of a robot isn't entirely new, but the way you made it is quite different than anything I've ever seen before.

Total: (28/50)

Thanks to all who participated, and look for a new competition soon!
--donut3.5--
 
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