Welcome to the Bi-Monthly Character Art Challenge!
Challenge will run until the end of September
Previous Challenge Thread How it works
- Every new challenge, 3 Character Concepts will be provided
- You're free to approach any of the concepts however you like, as long as you stay true to the essence of the original concept.
- You have until the end of the deadline to complete any of the given concepts.
Guidelines
- Leave
at least one critique per post. Being able to effectively receive, and
give constructive criticism is an invaluable skill as any type of
artist.
- There are no software restrictions; you're welcome to
use as little, or as many different software packages as you like.
However do try to make the final result game-ready
- Post your work in progress in the thread. You're welcome to cross post on different sites (Artstation, Facebook, etc.)
- Before
starting your character, break down the concept and plan your work
accordingly. Being able to effectively estimate how long it will take to
complete a project is an important skill, especially for freelance
artists.
- Your final presentation should be posed and rendered in any real time engine. (Marmoset, UE4, Cryengine, Unity, etc.)
- Don't
be afraid to ask questions, but don't hesitate to find the answer on
your own - chances are, the answer to your problem has already been
answered within these forums
- We're all here to grow as artists. Learn as much as you can, and share what you've learned.
- If you feel anything should be modified or added to these guidelines, please let me know!
Resources
Concepts
Please credit and link to the artists when posting on other sites!
How concepts are chosen- Trying to keep it consistently one male character, one female and one other non-human (robot, creature, humanoid, etc)
- Trying to keep the 3 concepts look like they are part of a theme or could fit in similar universe.
- Concepts
must be full body and clearly drawn. There shouldn't be a lot of
guesswork on what the details or proportions are. Turnarounds are a good
thing to have, but not required
- Concepts shouldn't be too
complex or too simple to allow people to get them done in the time-frame
while also finding something interesting and giving a challenge.
- Must
be able to link back to the original source artist to they can be
properly credited, places like Pinterest can lead to link rot and that's
not any good for the concept artist.
- If you have any suggestions of themes you would like to see in the future, send me a message!
Replies
@trezzinator, you should try your hand even if characters aren't your focus. You never know when something might come in handy!
I think this just might be a "waist sash", it's just a piece of cloth that has been wrapped around a couple times and the dagger is stuck in-between a couple of the wrapped layers.
I like the Anubis character and I want to join this challenge. Question is where should I post my wips ? in this thread ?
I figure I better start early as I'll have a steep learning process ahead of me. Like I said in an earlier post, I may have a familiarity with terms, but not so much in technical implementation. Also, I'm sure I'll have plenty of anatomical anomalies like too big eyes, rail thin arms,.......... neutered dog...
I may be joining the challenge^^
Here's an intial block out. I need to adjust some of the anatomy and proportions a bit more and than I'll start making her cloths.
That could work, yes. I thought there would be a way to make the A-pose version with the clothes but I see it would be really difficult. If I have some freetime I think I'll finally go for Zeal (although I have to say Anubis concept is pretty cool too)
@yav_yen Looking good but I would make the head bigger, right now it's kind of small
@yav_yen welcome to the challenge
I hope to rejoin this challenge come Saturday, but it looks to be an uphill battle for sure!
@alibaba17 You are fast! However I think you can push a bit more Anibis' proportions. Slightly longer bust and a bit bigger feet. Also I think you can work on a nive curve on the back (S shape)
@yav_yen Nice start. I would suggest you that even with a placeholder for the head make it to the right dimensions. It will help with proportions checking. I think also that your tibia is weirdly angled for a relaxed A-pose. I would rotate leg's bottom part so that feets will be closer
@Sense42 Thanks for the feedback! I fixed the proportions a little bit. I don't know what I was thinking when making the legs so far apart=) I tried to fix that, as well. I like your second base mesh a lot. Maybe rotate the hands a little bit forward along the Y axis. Also, I think the feet could be slightly bigger. Do you have any suggestions for the belt? It's giving me nightmares already
@alibaba17 I'm loving your interpretation of the concept, so far Maybe it's because of the orthographic view but the hands and the feet look bulkier in the concept. Maybe add some meat and anatomy details on the legs as well.
I found I have this "bad habit" to not dare to push the shape, there aren't any "S" or "C" curve in my work. So I tried to adapt this now into my work.
make a gift to show the different
@adrxzero @jewski-botthank you very much!
@Sense42 ya, I made the hand and feet bigger. i just found out recently using sphere and build the muscle form and dynamesh from there save you alot of time from sculpting the muscle like what you did in your piece. Might try that for my anubis when i have time.
@yav_yen thanks for the feedback, the fingers in your piece are too thin and the neck I thick is quite long. I'm not sure, maybe after you add in the cloth will fix it?
Here's current state of my Zeal. I started to dress her by now I think she has proportions off. I'l try to adjust the with transpose master, if that doesn't work I'll restart from the base mesh I guess.
@Sense42 Your current mesh looks nice but honestly I liked your previous blockout better The lower part of the arms seem to be bent too much. The head looks great from the front view but when I checked it out from the side view, I realized it should be placed a little bit forward. Other than that, everything looks great!
@alibaba17 Wow! Adding those curves really made a difference. I specifically love how you positioned those fingers. Looking forward to see how this will progress. I tried to add some volume to the fingers. I might shape the hands a little bit further as I go but I don't want her to have giant hands I guess I will have to constantly play with the scale. I also fixed the length issue with the neck. Thanks for bringing this to my attention
when the exact start date of that challenge
Apologies for that but
i am new in polycount .
Thanks
I am a bit late
but i will try to post anyone of these character in few days.
I guess I'll be blocking the clothes over the model these days to fix some proportions.
Still need to work on the hands and feet!
my progress so far , would love to hear some C&C
have fun !
@JoseGR Welcome to the challenge! You're off to a good start. I think arms should be a little longer. You model looks pretty skinny right now. If I were you, I wouldn't go into extracting the clothes until I'm satisfied with the body shape. Just keep on working and sharing:)
@Babuira Nice start! I've found the East character somewhat intimidating to work on, with all the accessories and tiny details:( Good luck with all of that and don't forget to share your progress.
@stavsd so far so good! I guess the buttocks area could be bigger. Also the legs seem to be skinny. You may want to add some neck muscles to match the concept art, as well.
here the debut for the body:
I did have some spare time and decide to give few tips to random participant maybe help them improve
"Cryhouse" just happen to be the lucky one this time
I know is still rough sculpt so I will point just a few things mainly proportional :
-If we to use reference image as a measuring stick , your head is too long and shoulder to lower placed
-also bottom of her genitalia and buttock(buttock is lower then genitalia at least for woman) have to go dawn if we are to suppose that middle of the character is where greater trochanter and pubic bone are
-one more thing you can use joints to change direction which will give you nice flow and strong silhouette
-ok last if this is to be realistic character widest point on the shoulder should be wider then widest point on the hip(only exception I have seen so far of this fact is wide hip female with tendency to collect fat on her outer thigh)
Keep doing what you doing final result will be amazing
- clavicular part of pectoralis major currently doesn't exist
- missing waist line
- neck need some more love , normally is 1/3 or 1/2 of head height
-she will need a lot more forehead even more then what I gave her
Have fun
@Babuira I guess you're going for East, difficult character You should take a look to the proportions, right now his legs are too long.
@yav_yen I'm pretty sure that the hair is gonna be difficult... Still trying to figure out how to make it. Don't know if it's already too late but I would slightly reduce the length of the legs. Right now your model is about eight heads. I would also try to achieve a more african look.
Hope it helped!
@JoseGR
Nice start. I think you could benefit from using a lower resolution to work on the big forms.
Protip on using low resolution with smoothing: Lower the smooth z intensity on the smooth brush. The lower the resolution, the lower you have to go on smooth Z intensity in order to retain the forms you sculpt in. This will let you focus on the shape alot more. This method works extremely well with dynamesh. Dont pay attention to the polygons. If you sculpt zoomed in, you will want to up the resolution to see the shape better, but what works best is if you sculpt from a distance, generally viewing no less than 1/3 of the entire model. Also, remember to use the move brush alot. Cheers!
- the neck : there are few images included that will help you that issue
-buttocks : Its look to long to me
- face : you should give her fuller jaw(masseter) and cheeks + overall more baby fat , she is still young
Keep pushing
I have only 2 things as suggestions :
- leg/torso relationship : MP(middle point) YMP(your middle point) you can try reducing distance between this 2 points
- over all gesture : your model right now is in a medical condition called kyphosis (I know in the reference he is leaning back and turning his shoulder slightly but that's just to give him some pose and character , just pointing this out you can always use it as a character trait)
Best
Few suggestion on my side :
- shoulder waist lower hip relation : you should establish this relation first -> shoulder > lower hip > waist ,its up to you to define exact measurements but as he is god you can use something like golden ratio
-neck : he have massive neck so give him one please
- pectoralis major : your pecs are too long
I have a question, what do you mean with the line in the green circle?? You mean that the above area should be more rounded because of the gluteus?
Thanks!
Line is just a comparison between concept thigh thickness and yours , its nothing to be concern , your model is slimmer and younger version so its look perfectly fine to me
Just a few notes for you to consider :
- leg gesture : you have nice curve in her torso but it stops below her pelvis
- cloth on her rib cage : that piece should inherit shapes of underling anatomy , its like a balloon right now
- arm connection : check attached image , you can clearly see that distance from behind is shorter and front and back connection point are almost on the same lever slightly favoring front
Best
He looks more slimly muscled in the concept, but I pushed the muscles a bit for the sake of practice (still rather new at sculpting, so feedback more than welcome)
Probably going to poke at anatomy a bit more, then start blocking in clothes