The Bi-Monthly CHARACTER ART Challenge | December - January

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Alemja interpolator

Welcome to the Bi-Monthly Character Art Challenge!

Challenge will run until the end of January
Previous Challenge Thread

How it works
  • Every new challenge, 3 Character Concepts will be provided
  • Pick one concept to work on for the duration of the challenge and post your progress here!
  • Complete a 3D game res model of your chosen concept
  • Help other artists grow! When you post an update, also leave a critique for someone else. Share knowledge you have learned
  • There are no software restrictions; you're welcome to use as little, or as many different software packages as you like.
  • There are no polygon or texture restrictions, it can be a 3,000 triangle hand painted model or a 100,000 triangle current gen model. Just make sure the final result is a game model, not a sculpt!
  • You are welcome to cross post on different sites (Artstation, Facebook, etc.) for additional feedback
  • 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, 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
  • If you feel anything should be modified or added to these guidelines, please let me know!


Please credit and link to the artists when posting on other sites!

A chinese assassin by Yuankai Li

Samurai by ㅇㅇ Joo

Baby Snatcher by Beth Hobbs

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. If I cannot find the source or original artist, the art will not be used
  • If you are a concept artist and want your concept removed or want to create a concept for a future challenge please feel free to contact me.
  • If you have any suggestions of themes you would like to see in the future, send me a message!


  • Justo
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    Justo polycounter lvl 3
  • Quick Brick
    I'm liking the second concept, so I'm giving that one a shot. I started by laying down some shapes in ZBrush, then I did a quick sketch-over to see how the clothing would fit.

    And here's my progress so far:

    I'm pretty happy with the legs and torso for now, but there's still a lot of work to be done on the hands and face. And it's a shame that this thread's so quiet, I think these concepts are really cool. So if you guys are just lurking, please let me know what you think  :)
  • Drocho
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    Drocho vertex
    Making a good start! Sketching over the clothes, now that's what I should've done. ;)

    I'd say it looks a little like either the shoulders there are a tad too wide, or the hips too thin. Looks a little masculine to me, but perhaps that's the idea. Feet also look too small, but it's a good base to build upon.

    Me, I've been building up geometry from the bottom, from the same concept:

  • E4sY
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    E4sY polycounter lvl 9
    I'm going with the second concept. Here is the start for the body.

    It's kind of early for me to critique, but for Drocho would say working on the characters body proportions would give a more true to concept silhouette. 

  • Quick Brick

    Here's where I'm up to with the head.

    @Drocho How did you go about making her cape, and those knots? I'm not 100% sure how I should do them, and I'd like to see your process
  • carvuliero
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    carvuliero polycounter lvl 3
    Quick brick she look nice . I have added few thing for you to consider :
    - lateral corner of the eyes looks a bit flat 
    - she need cheek bones 

  • Quick Brick
    I worked on it a little more, and I think it's a lot stronger now. Thanks for the advice, @carvuliero, it was really helpful:

    @E4sY That's a decent start, but your model is looking a little bit lumpy right now. If the regular smooth brush is being a bit slow, you could try using 'Smooth Stronger', which works 10x faster. To get it, open the brush menu with B and click on Load Brush in the bottom left corner. Then browse to ZBrush4R8/ZBrushes/Smooth then click on Smooth Stronger (If you want it to load every time you start, copy it into the ZStartup folder). There's loads of cool hidden brushes, so maybe have a look around.

    One more thing, remember to turn the ZIntensity of your brushes way down for more control. By default, most of the brushes are WAY too strong (especially dam standard. If you turn it down, it becomes much better at making subtle cuts and plane changes) so give that shot.

    Keep it up!
  • carvuliero
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    carvuliero polycounter lvl 3
    Looks to me that your nose tip and wings are proportionally smaller then the rest of face features :
    Height - most people conform to 1/3 for a wing height of nose length 
    Depth - it relation 2:1 or 1:1 for part of the nose that stick out the face and part that in on the face 

  • ruebenDodds
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    ruebenDodds polycounter lvl 5
    Great concepts!! I love everyone development so far with their characters. @carvuliero you give great feedback. Wish I could join but trying to finish off other projects that I have completed in awhile.
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