Welcome to theMonthly Character Art Challenge - April 2016 If you think that anything should be changed, tell me.
This time you'll have two months to complete this challenge
How it works
You're free to approach any of the concepts however you like, as long as you stay true to the essence of the original theme.
You have until the end of May 2016 to complete The challenge.
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.
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!
Turned out Great Renato, You gave me a really nice example to follow. I think you could perfect your model just a little more if you decide to go back and look at some of the textures again.
There are just 2 things standing out to me, the pants and the jacket. For the pants you went with a green camo but the concept looks like an orange/brownish overall. I assume the concept artists specificly chose to go with green/sandy for the jacket and orangy for the pants. Its very readable like that. And i think it would help your model stand out like that aswell. The texture of the hood/jacket in the close up shots could be closer to the concept aswell, maybe you could look at ways to make it crisper/photo realistic. As an example Ddo has some amazing fabric materials that are really quick to apply and the software is cheap. Hope that helps.
@renato.medeiros Well done! Looks great. The specular looks a little tight on the face and the material thickness for the garments seems to be missing, but the char still looks super. @DanaosC Nice job. Great work on the textures. I got stuck on a weapon for my character. Trying out a new hipoly method and happy with it so far. Back to finish off the figure.
Replies
Good job mate! I think the likeness is great
There are just 2 things standing out to me, the pants and the jacket. For the pants you went with a green camo but the concept looks like an orange/brownish overall. I assume the concept artists specificly chose to go with green/sandy for the jacket and orangy for the pants. Its very readable like that. And i think it would help your model stand out like that aswell. The texture of the hood/jacket in the close up shots could be closer to the concept aswell, maybe you could look at ways to make it crisper/photo realistic. As an example Ddo has some amazing fabric materials that are really quick to apply and the software is cheap. Hope that helps.
MAJOM, Thank you so much. I will change soon.
@DanaosC Nice job. Great work on the textures.
I got stuck on a weapon for my character. Trying out a new hipoly method and happy with it so far. Back to finish off the figure.
Cheerio