Welcome to the Bi-Monthly Character Art Challenge!
Due to the mid June start the challenge will run until the end of August
Previous Challenge Thread How it works
- Each month, 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 month 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.
- 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!
Costume Design by Anastasia BulgakovaCharacter by Michael LimCyborg Demon by Aleksandr Nikonov
Replies
1 -> She is wearing latex suit with sleeveless jacket or coat, which their zip line that is running of one of the cross path of the front x shape in the dress to take it off..
2 -> Otherwise the costume design is that it's a combination of a jacket with gold hanging accessories and latex legs with a gold plate heels..
So feedback on the costume design for the female and thoughts on how you think it would fitted on her would be greatly appreciated. Because I haven't full made a decision on the character I would like to do for this challenge. But currently strongly leaning towards the female character.
On a related note, how should i sculpt him if I want to have his hands in the pockets?! I am racking my brain here, is it even doable?
If I do the high poly while in a-pose then there will be no folks/wrinkles at the pocket area.
I mean it could look decent but in no way as realistic as it could be. I want to aim for something photorealistic in both textures and shapes. The hem of the jacket isn't just pulled up, it's folded. Plus the pocket takes the shape of the hand. This piece by Jamie-lee Lloyd came to mind. See how the pocket has the shape of the hand.
For the best looking results, we should make the pants and jacket in MD, then change the pose of the character body to the hands-in-pockets pose so then cloth will be on point.
The bad thing with this is that the clothes will always be shaped like the hand is in the pocket.
I guess we can't have it both ways.
Its gonna be cool : Cyborg Demon ( this is just a rough sketch to test out concepting in Zbrush )
Not sure I wanna make the character... Maybe just his costume. We will see. Now I'm going to retop this so I can sculpt it better.
I think that your body proportions are incorrect atm. Overall he seems a bit too narrow, doens't really resemble grown male.
:pleased: btw does any know how he looks from the back or do i have to '' improvise ''
Especially with the two first concepts.
My Reference looks kind of messy. I'm going to make a new head, used this one to measure, deleted the feet though, need to study them a bit more!
any updates @Hakon_Schug ? i'd like to see your zspheres converted :pleased:
i think ripcage is a little bit wide, try to make it slimmer like in your reference
Yeah i converted my Ztool and added the anatomical proportion o the upper body in low res . but damn ...Hard surface anatomy is difficult , i need to learn a lot about hard surface sculpting, i hope i do so in this Challenge :chuffed: love to hear your feedback
So I thought I would do the female character for this month challenge and learn to push myself to get a complete character within a deadline. If need be I will continue to work on it after the challenge. But I would like to see where I get up to within this challenge. So I can see where I need to still work on improve for doing a complete , because I'm still not experience in this area. Which I still have a lot to learn for myself.
So currently I haven't check the proportions of the base mesh with the concept art or just the overall proportions in general. But any feedback or advice on furthering and issue you see so far is greatly welcomed. Best of luck everyone doing the challenge. ^_^
@A1mb0t
Her torso is a bit short, also the pelvis area needs somea ttention anatomically-wise. trianglesqrt did a nice sketch some posts above which will help you with the body shape.
So here's my start. Super rough draft as of now, Will play with the shapes and overall shapes more after I block everything in.
I made him a tad bulkier as when I retopologize my models always look skinnier.
In the end I'll go with a different pose. While hands in pocket would look cool it's too much of a hassle right now. Hair will be a challenge but I am gonna try out Ornatrix for this one.
join to the challenge
GL HF
I'd say check the proportions of the demon before moving on, the torso needs to be a tad longer and the legs even more.
I was slacking off a few days haha
but now i finished my Rough sketch and now i have to set higher resolution and clean up the sketch.
What method is better for Hard surace sculpt ? Topology brush or Z-sphere topology ?!
I'll suggest again that panel loops would be great for this guy as you can make the crevices and "plates" of armor very easily.
But if you want to go the handsculpt way, to avoid it from getting muddy and have it clean and pretty I'd go for retopologizing the rough sketch and then crease and divide alongside with polish and TrimDynamic brush.
The male one though has both organic and hardsurface parts, his jacket is quite complex with the way it's folding and the paterns in the textures are challenging.
I do respect your opinion though and I understand where you're coming from Each to his own~
Cheers!