1. Try to leave at least one critique per post. It makes you a better artist if you have the ability to give constructive critiques. Just because you're working on a different concept piece, doesn't mean you can't give feedback to others.
2. Challenge yourself.
3. Your final presentation should be posed and rendered in real-time. (Marmoset, or game-engine like UE4 or Unity)
4. Try your best to finish on time.
5. Post your work-in-progress in this thread.
6. Specify your own triangle count and texture size. Be reasonable and stick to your budget. Some suggestions are as follows:
Mobile: 2k Triangles, 512 Maps
Mid Res: 16k Triangles, 1024 Maps
High Res: 32k Triangles, 2048 Maps
7. Similar to
#6, you may pick an art-style yourself. You are, after all, an artist too. (Realistic, Stylized, Cartoony, etc)
8. Learn as much as you can. Share what you've learned.
Replies
I am going to work on League of Legends Zilean at mid res.
Will, fingers crossed, complete and render inside UE4.
I had a feeling Zilean was going to be one of the choices, from the voting thread, so I started working tonight.
Here is where I am so far.
Still a ton left to do of course, but I'm trying to push myself, and even at this early stage, I'd love some criticism to get me moving in the right direction.
Before I start i want to do a overpaint of the concept to clarify that materials will be used.
here is my analyse what material I guess it I see.
You could use blender 3D, which is what I did for my project.
Both Maya and 3ds max have features that make real time rendering easy too.
I think submitting a Sketchfab or something might be acceptable too, which also has screen capping features.
Sounds hard at first but it's kinda easy when you see the options.
I think i want to do another low poly but not as low poly as before, and i want to use a zbrush pipeline this time.
So i think i'll do mid-poly but lower.
Mid-poly below 10k tris, preferably 8k. And 2048 maps.
Still doing hand painted textures.
UDK is free, so is unity. UE4 is just 20$ as well.
Do Activeshade or Mental Ray renderings count as real-time? How you people can tell what was rendered in real-time? Blender and Maya have different renderers but neither of them specifies that they are real-time (which they are not).
Here is a quick blockout before I begin sculpting:
P.S: Having a basis in game engine knowledge is essential for any 3D artist working in games. If you don't know, for example, the format requirements and technical limitations of a the engine your game is running on, then you won't be able to create something that looks good and performs well on it.
My lesson learned last time, alpha channels and textures seams are a B****.
I've made a very rough reference from the concept art.
I'll use this to initially block out the form.
You guys are free to use it but please keep in mind there may be flaws so be sure to use your own interpretation. The original is still my main source.
This just helps me model a bit faster.
Just blocking out the form right now. Also Zilean here.
You need to consider that when making the form, zillian is either very buff, or the outfit is very large.
Well, most anyway. Some I think kind of disappear midway through. And some take longer to finish them after... I think twice so far I gave up midway in as well <_<"
Well, its only day 2 and I already went back to the drawing board :P
I decided to go ahead and block out the whole body before I start making a detailed head, don't know what I was thinking (still in bust mode I guess).
here is my progress from tonight:
From here (tomorrow hopefullly) I would like to get in and tighten everything up and begine working on the face of the character.
I plan to make him in his underwear. Games like LoL and DOTA rely on user generated clothing and accessories, so this character has to be able to be mixed and matched with other items.
Then I will do the clothing and accessories per the concept. I would still like to shoot for medium res, and perhaps a more handpainted style for the textures that would fit in with LoL or Dota.
That said any glaring mistakes that I should fix now? I am a total noob guys. I have never done a character from start to finish. I haven't ever unwrapped a character or anything :poly118: this will definitely be a learning experience. All tips welcome.
thanks for looking
I was able to last month
A decent number of others did too.
On the matter of modeling i started in maya but I'm not used to it enough yet, i might model this time in blender then bring it back into maya for the rest...
-choose simpler characters(possible stylized?)
-maybe just do busts but with more detail
-extend it to 2 months
Again, I don't want to ruin the mojo you guys have going and if you're doing this just as practice and not for folio pieces, then keep doing what you're doing!
I've never considered this for portfolio work, mainly just practice and getting the workflow down. I'm currently learning a lot of new software and processes like with Maya LT
I'd spend WAY more time on a portfolio piece. But for now I realize i have a lot to learn. Which is why I'm taking a break from the other project i posted in favor of doing a few of these.
I really want my other project to succeed but I can't do that going in blind like I did (and also really oblivious to proportion issues).
Once I feel comfortable that I know what I'm doing I'll go back to portfolio work.
EDIT: I do agree busts would be a really good idea, maybe if one concept was a bust and the other a full body character for more experienced people.
And for me, at the moment I don't feel like I could greatly improve a piece even with extra time. So, my goal right now is to keep outdoing myself for every new piece. Also trying new techniques and optimizing my workflow.
I would love more people so we can have more options though. That way we can have concept for busts as well, instead of just turning a full char concept into a bust, and what not.
Hmmmm, how do we get like a semi-official unofficial judges for these pieces ? Would love there to be some feedback when the piece is done from more-veteran non-participants.
Since I started doing these challenges, I've been trying my best to get things as right as I can from the get go, and not to waste too much time trying to achieve perfection. I push things as far as I think I can take them, then I move on to the next stage with lessons learned for the next character I make.
Simply put, I'm not at a position skill-wise at this point in time to truly take advantage of an open-ended time frame. I personally find the relatively short time-frame to be much more productive to my improvement (at least, at this point of my "career").
On a side note, the idea of having some Pros unofficially judging this would be amazing! Personally, I'm finding that the hardest challenge I've had to face since I joined Polycount is getting some good constructive feedback on my project. I feel there is this Bermuda Triangle between beginner and profession skill levels where people just don't want to comment on "mediocre" works. Beginners get a lot of feedback on how to improve. Pros get a lot of feedback from their peers as well. Middle-of-the-line threads face a deafening silence.
Anyway, just my two cents. Sorry for the wall of text.
This dude has CRAZY layers of clothing !!
I will post my progress tonight.
I already spent 3 hours on this, will be posting images when this thing starts to resemble something (only completed part of it).
@Orange Nice base!
@iadagraca Nice sketch!
@PyrZern The hands look to small
@slosh I was able to finish as well granted it still needs some polish but it's mostly done. I think this is great it forces you to work smarter/ faster. I know it's harder on the ones with jobs to put in the time to do some thing like this. At the same time if this is your passion you have to put in the time to get better.
I'm going to try and make Zilian as well. I start school this Thursday so well see how that goes.
Here's my progress thus far. His pants are pretty dang hard to make.
I decided to go with the Chakram Assassin because it seemed a bit more simple than the crazy Zilean one!
This is a few hours work, I've worked on the torso so far the rest is just blocked out using a body image for reference. I did this using zspheres and then the move tool. Is that the best way to get your blocks sorted? I'm following a tutorial on digital tutors, it's really helpful!
@Orange No clue, man. I just keep layering the dude up. I try to keep him somewhat slim looking, though.
I just made his Hakama pants, so now I'm starting on his face #_#
well, some do. i think they are way to hard. should be a lot easier. much more basic imo. one must walk before he can run.
are you currently doing personal work? love your work. also featured you on my tumblr once. http://kay-vonlanthen.tumblr.com/post/78197823343/name-satoshi-arakawa-country-united-states-san
For September, we can have 2 concepts again, but one is a full blown character, while another is a bust ?
I don't know about extending time, man. True, anyone working on multiple proj or full-time will surely have trouble allocating time into this. And I don't know how many ppl are spending 5+ hrs on this daily like me <_<" The one month length is more soft-cap than deadline, though. If you're busy, take 2 or 3 months.
Man... I really sound like a jerk now, don't I ? lawl >_>"
My character will be the Zilean (just loved the concept), I started this afternoon and my plan is to be economic the best I can (to be a 16k or 18k model, 180 cm height for scale) and make good details in face, clothes and a beautiful hair. I think my problems will show when I start the textures...
I'm not modeling all the legs, because the concept just show the feet and a lot of fabric, but I don't know if it is really all right do that, I tested a character made in this way before and it worked fine, what did you think about?
My progress till now
@PyrZern Nice ref for the cloth I might have to steal that!
I'll be working on the female character, as I am shaky scared of the complexity of the other one
So here is my way of starting, I drew some reference for the body to use as reference planes in Zbrush.
I'm happy with this shape (sticking to the concept, thought I would have loved to do a much hotter heroine so I'll move into modelling now!
Cheers!