Welcome to the Bi-Monthly Character Art Challenge!
Challenge will run until the end of March
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!
The Countess by Tatiana Trubnikova
Steampunk assassin by Marya Yartseva
Steam Robot regular version by Yu Cheng Hong
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
However, it looks like you accidentally degraded the image quite a bit before embedding it here. If you compare the original with your embedded version, there's quite a bit of blockiness going in the one shown here.
However, it looks like you accidentally degraded the image quite a bit before embedding it here. If you compare the original with your embedded version, there's quite a bit of blockiness going in the one shown here.
mahi6038 Hi! Nice start up. The way I would go about doing the mask is blocking it out with simple shapes to get the form right. Then use maybe 3ds max or Maya to get those hard surface details and bring it back into Zbrush to fine tune it. The head also does seem a little off, as if the back part of it curves down too soon. Other than that it's a nice start and I look forward to seeing more of your updates.
Just started to get something together in Marvelous it still needs a lot of work.
@mahi6038 Hey your mask isn't functional yet it will fall of his face. Also it's way to thin if you take a better look at the concept you will see that it's a lot of thicker. Also the holes should be holes not sculpted circles. Since it's a gas mask It's made of multiple layers. To filter out any toxic stuff.
@JasmineH looking good don't forget that boobs have a different shape when there is clothing against it if you're going to use marvelous, you should keep that in mind.
I decided to make the base for the boots in Marvelous because it has some pretty big folds. And the boots are supposed to have an influence on the pants. I'm not happy yet about the folds I'm getting on the front of the boots and on the crotch area of the pants. Once I'm done with those I'll be moving on to the gloves. And maybe add some more fabric to the coat under the arms. And changing the fabric so it falls down a bit more so I have room for the white shirt.
We have very different approaches and it's refreshing to see. I should be posting my progress in the next week or so depending on how it goes.
All the respect to you man sculpting clothes from scratch is very time consuming and hard haha. I'm still busy getting the hang of marvelous it's a pain in the ass getting things right sometimes. But I feel like you can get some very nice results if you're going to go for a realistic style. But ofc there will be a lot of fixing in zbrush once I get out of marvelous. Are you also going for the assassin?
Yea but it's all about working smart not hard, I feel you are working smart
Yes I am doing the assassin.
Remember to ALWAYS have reference and constantly compare your work to it
@klown Hey your body looks just a bit unproportionate yet. Like the arms are too long, chest goes down to far,The head still feels a bit off. But what I would do is think about your body a bit more. He looks like a buff strong dude this would go fine with a warrior but, If you're working on an assassin I think it's better to go for a slim cut body. Make sure he looks like he could move fast and silent and is aggile. Your body looks like better avoid him he could break me in two. And the coat is going to look really awkward with the size of those traps.
Looking good I must learn marvelous!
Thanks guys.
I needed a break on the clothes so I started with the head I'm pretty much ignoring the mouth and chin since it's going to be covered up.It still needs a lot of work tho.
mahi6038
I'd make front part symmetrical, centered and less triangle-shaped and eye-lens a little bit bigger perhaps.
Great start so far, my biggest concern is that chest/pectoral muscles feel a bit too low. Typically they end closer to the area that the shoulder and bicep connect, no more than half way down the bicep, whereas yours look almost in-line with elbows.
It may just be the angle and the t-pose creating an odd illusion but maybe try lifting them a bit.
I look forward to seeing how he turns out
I agree with @Piemaster your chest is down way to much also your traps have a weird shape to them and the arms could have some more volume. I tried to do a quick fix in ps with my amazing liquify skills haha. Make sure to try to get the origin and insertion of the muscles right.
got some time on this weekend, Progress so far
Out of marvelous. now will again focus on head.
@Spoody
i think you need to use your model from bottom up view and top view it will help you fix most of the parts. Lips are also towards inner side, when they are moved outward it will define the character's face. rest keep up the good work
Piemaster That's right! Thanks man. I think i fixed it. But I'll continue working on his body. Here's progress so far. I also lifted up pelvis area and made legs longer.
Sunray Yes, thank you! I guess I did bodybuilder type traps. I'm trying to achieve look of ripped like Bruce Lee body type low % of body fat and muscular enough. Will work on muscle definition and insertion.
Your clothes are really cool. Could you hint at how to achieve folds like:
?
Is it garment size, inner folds, fabric settings or phisical parameters or something else? Here's my pants.
I wouldn't waste time on the lips since it's going to be covered and no one will ever see it except for you.
For the neck I would bring your lowest sdiv In maya or max or whatever you use and change the topology to this. And project your sdivs back what your sculpting on now only works against you.
Update on my head:
Feel free to point out things that don't feel right I'm not happy yet about the nose and the ears. And the mouth but that's going to be covered so idc about that.
I tried improving the look of the wrinkles (and this time I used some ref material). I also started refining his head.
Sorry I have taken so long to post, was meant to show this to you guys the sculpt by the end of last week. So as you can tell, I'm approaching this a bit differently by going for a slightly more stylised approach. I'm thinking something along the lines of Dishonoured, though that may change later on depending on how it goes
I've retopologised him and baked the sculpted details too, according to Maya, he is at 6363 faces / 12133 tris.
Please let me know what you think and I hope you like it!
Also what are you going to do with the textures I think you should try to make them like they did with overwatch that probably will look pretty cool.
For the tubes on the mask, I have added the detail in the texture itself. And yes, the pin should be aligned to strap, I forgot to fix it the last time I was working on it, thanks. I will post the material process either tomorrow or next week sometime if I remember to XD
I love the style of Overwatch, but I'm thinking something a little more realistic that that, not by much though. Still in the process of figuring that out
Thanks again!
Let me know what you think
Hey @CLo I think the legs are too short and also too far apart. The thigh gap is rather large. I think the torso looks good for the most part. Keep it up
Been working on the face a bit, feel it's definitely one of my better face sculpts and I'm still repositioning and adjusting proportions.
Gloves are looking really good but I think the inside of the coat(The red) Is a bit to saturated.
@Sunray That is some seriously good clothing there mate, nice one
Starting on this thingy now, hoping to get her done in time! Might need to age the face more, and will be working on the clothes soon.
- She is very gaunt, try adding some volume back into her cheeks. Even people with strong cheekbones have a little bit of fat there.
- You're missing some vital fat around her mouth, this is giving her the "pursed lip" look
Check out this character from Dishonored, I think it has the kind of look you are going for: https://www.artstation.com/artwork/0nPbVAn image describing the lip anatomy:
Keep up the good work everyone!