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Topic: Competition - "Maya 5.0 Complete"
Hemerage
Posts: 10276
Location: Brisbane, Queensland
Control Freaks is giving you the chance to win Alias' "Maya 5.0 Complete" valued at over $4000 dollars.
We want you to design a 3D model for a "Need For Speed Underground" "Tuner Car"

All entries need to be in by 10th September.

The competition will be judged by tuner car guru, Craig Lieberman who was the official adviser for the Production Team on
Need for Speed: Underground and Technical Advisor on the film 2Fast 2Furious.
For more info, head on over to the website

Winner of the competition gets their car used in the up and coming title "Need For Speed: Underground."
The perfect way to your name out there, and your talent recognised!
system
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Pluck Me Dead
Posts: 862
Location: Brisbane, Queensland
I know someone who would be bewy bwey intewested at stabbing that. He's designs 3d cars for fun.
Cailean
Posts: 3237
Location: New South Wales
Exactly what kind of car do they want? "Tuner Car"?
The GuVna
Posts: 226
Location: Brisbane, Queensland
Tech word for "rice" i believe :)
trog
Posts: 12343
Location: Brisbane, Queensland
so... almost..promotable!@#
Blood Elf
Posts: 235
Location: Brisbane, Queensland
trog just doesnt like you Hemerage :P
FuKNuKle
Posts: 1155
Location: Brisbane, Queensland
too much quote :P
trog
Posts: 12344
Location: Brisbane, Queensland
too much quote, too many uses of the word 'I', too many questions
trog
Posts: 12345
Location: Brisbane, Queensland
stupid all-flash websites
Blood Elf
Posts: 239
Location: Brisbane, Queensland
heeeyy!! he got it!!
Gobo
Posts: 1352
Location: Sydney, New South Wales
That's an awesome comp idea. Way more clued in than you'd expect.
Hemerage
Posts: 10293
Location: Brisbane, Queensland
iateababy,

I think they did a wc3 mapping contest .. close enuf to starcraft (just better)

And theres a ut2k3 modding comp .. where u win phat lewt

Which you could prolly search for somewhere on the forums
Khel
Posts: 4927
Location: Brisbane, Queensland
A riced up piece of s***.
Cailean
Posts: 3242
Location: New South Wales
Like, so do we model a ficticious car or take an existing car and rice it up our own way?
dke
Posts: 1489
Location: Brisbane, Queensland
just add some stickers.
Skitza
Posts: 3272
Location: Brisbane, Queensland
yes, yes you are :P
Nidz
Posts: 164
Location:
Maya's a but advanced for your average Joe home graphics designer who makes NFS models isn't it? You need a productions studio of people to make it worth while.. They used this program down at Pixar to make Toy Story didn't they?
sphox
Posts: 232
Location: Gold Coast, Queensland
It definately is overkill for this ... but i wouldnt complain

If i enter ... its gonna be done in max, then imported into maya

Mayas for high end, nurbs, animation ...
Max, nice and good to poly-model in :)

My pref atleast

maya, pft!
pARODY
Posts: 60
Location: Brisbane, Queensland
Maya is making a name for itself with low-poly and sub-division surfaces, not just pure character animation as it was originally made for (ie power animator).

I know I am already looking at cars to model for this comp. :]

Good Luck to all who are entering the comp :D
comm.
Posts: 280
Location: Sunshine Coast, Queensland
1.) Yes it does :) .. imo, eheh

2.) Thers an edit button, learn it
comm.
Posts: 289
Location: Sunshine Coast, Queensland
Well they have now ... and if your brain can take it, theres also a delete button to learn :p
comm.
Posts: 292
Location: Sunshine Coast, Queensland
Jesus, im joking!
epi.
Posts: 2897
Location: Brisbane, Queensland
hmm this new NFS is looking good :D
Cailean
Posts: 3252
Location: New South Wales
MAYA PLE is available from several other sources I believe. GA have it if memory serves.
phatmike
Posts: 33
Location: Brisbane, Queensland
3DS Max 5.1 service pack..wtf

didn't v6 just come out last week..

keep up with it :P
shothole
Posts: 1
Location: Perth, Western Australia

so has anyone got anything to show yet ???

and are you guys using nurbs or polygons in maya ?????

Taz
Posts: 26
Location: Brisbane, Queensland
Heres what im doing. 350z w/ veilside kit1 Im using polygons. aiming around the 6k poly mark.

http://users.bigpond.net.au/taz/350z/wip01.jpg
http://users.bigpond.net.au/taz/350z/wip02.jpg
http://users.bigpond.net.au/taz/350z/wip03.jpg
http://users.bigpond.net.au/taz/350z/wip04.jpg
jmr
Posts: 1607
Location: Brisbane, Queensland
Thats fkn sick man :D
Spook
Posts: 4082
Location: Brisbane, Queensland
that looks sweet as Taz;
nice work;

i lub the 350z shape though, its sexay plain, but can also be sexay flashy!
Hemerage
Posts: 10728
Location: Brisbane, Queensland
Taz, was there anything about polycount?

Do they want a game model, or a 5000000000 poly mesh?

Id completely forgotten about this...
Taz
Posts: 27
Location: Brisbane, Queensland

They never said anything about polycout. so im keeping it around 10k just 2 be safe.
Jman
Posts: 49
Location: Brisbane, Queensland
you need bigger fart cans on the back

finish it off with a bonet scoop and zerg the sides with decals if possible :D
shothole
Posts: 2
Location: Perth, Western Australia

looking good taz

here is what ive got so far "based" on a wrx trying to keep it clean loooking not to riced up

http://home.iprimus.com.au/colmdoyle/wrx_side.jpg

http://home.iprimus.com.au/colmdoyle/wrx_top.jpg

cheers
Deathwalker
Posts: 1368
Location: Brisbane, Queensland
not too bad, Hemerage when are we going to see your efforts?
Hemerage
Posts: 10892
Location: Brisbane, Queensland
When i start :)

I cant decide on any cars, since i know nothing about rice

Tell me a car and some s*** on bodykits and stuff, and ill model it :)
Eye
Posts: 374
Location: Adelaide, South Australia
Datsun 120Y :D
Go for it.. you know you wanna ;)
shothole
Posts: 3
Location: Perth, Western Australia

So any of you other guys got any models to post up ????
shothole
Posts: 4
Location: Perth, Western Australia
here is an update what do you guys think ??

http://home.iprimus.com.au/colmdoyle/wrx6.jpg

something has gone wrong with the texture on the rims ill fix that later

thanks
Hemerage
Posts: 10941
Location: Brisbane, Queensland
The whole reflective material sux .. ditch it and make a better one
(tricky, yes .. but you need to)

Youve still got a giant seam down the middle ... i assume your gonna weld all the middle points (i would have before doing a render to show ppl..)

The front wheel arch mesh looks messy .. or something, its shading weird

Model the door seperately .. looks crap as one piece

Top of the door .. shouldnt that smoothing carry on to the roof?

You can definately improve it .. just a few unpolished things

I wanna model now!
As soon as i go home im gonna :)

What prog u using?
shothole
Posts: 5
Location: Perth, Western Australia
cheers for the comments,
yah i still got a lot to do

just using maya modeling in nurbs because i want to learn how to use them (cant get them to merge atm) may convert to polys later

thanks
Hemerage
Posts: 10944
Location: Brisbane, Queensland
Ahh, NURBS, cant help ya .. never used them :)

Any chance of a flatshaded/wireframe pic? :p
shothole
Posts: 6
Location: Perth, Western Australia

hey hows everyone model coming along i seen the comp was extended till the 30th so ive not done much here is an small update and wireframe etc

http://home.iprimus.com.au/colmdoyle/wrx.jpg
http://home.iprimus.com.au/colmdoyle/wrx_2.jpg
http://home.iprimus.com.au/colmdoyle/wrx_cool.jpg
http://home.iprimus.com.au/colmdoyle/wrx_wire.jpg
http://home.iprimus.com.au/colmdoyle/wrx_wire2.jpg

thanks please comment still got alot to do but no time to do anything so dont know how much more i shall do.

plz if anyone else has anything to show plz upload it !!!!!!!!!!!! im very intrested

thanks alot
Colm
Shotty
Posts: 3107
Location: Brisbane, Queensland
Only Issues I can see is windscreen and above.

There is a line (where you used symmetry I suppose) connecting the two sides.

You can see it because of the refraction/reflection in the windscreen.

Might want to fix that up, and add some decals and stuff :D Textures!
linkin
Posts: 3464
Location: Brisbane, Queensland

that's some nice work there shothole
Hemerage
Posts: 11181
Location: Brisbane, Queensland
I started a car today actually ... extended to 30th, interesting :)
Might try finish it :P

Fix that seam though, as ive said

Connect ya windscreen nurbs up so it smooths lengthways
(or simlifying to just 4 lines, a box)
shothole
Posts: 7
Location: Perth, Western Australia
thanks heeps 4 the quick reply/ comments
yah i should really fix that seam down the middle will prob do that last and weld the to halfs together not sure if ill have time to texture ill give it a shot tho if i get time, never textured before

and do you think they will want the model in polys or (i hope) it wont matter ???

cheers
Hemerage
Posts: 11188
Location: Brisbane, Queensland
Who knows .. its silly

They should have a polylimit

Someone might read "model goes into the game" and think they need a 3-5k car .. or 10k

Others might do a fkn photoreal 1mil poly car...

Bleh

I dunno my target .. but im doing straight polys, no meshsmooth
GeNociDe
Posts: 1581
Location: Brisbane, Queensland
i'll do a box with wheels. as unfortunetely thats as far as my tafe education with maya goes ... no wait thats not true. i'm just lazy.
shothole
Posts: 8
Location: Perth, Western Australia
has anyone got anything to show \??????????????????????????????????????????


plz post up pics !

cheers
epi.
Posts: 3361
Location: Brisbane, Queensland
I want this game, looks soooo good.
Taz
Posts: 29
Location: Brisbane, Queensland

Hate 2 bring up an old thread, but the dead line is 2day, has anyone got theres finished?
shothole
Posts: 9
Location: Perth, Western Australia
yah sent what i had done in a few days ago, would have liked to done more but didnt have time

so here is what i sent

http://home.iprimus.com.au/colmdoyle/WRX1.jpg
http://home.iprimus.com.au/colmdoyle/WRX2.jpg
http://home.iprimus.com.au/colmdoyle/WRX3.jpg
system
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