![Image: https://us.v-cdn.net/5021068/uploads/editor/z4/f7l8zvd5wclt.jpg](https://us.v-cdn.net/5021068/uploads/editor/z4/f7l8zvd5wclt.jpg)
Welcome to the Bi-Monthly Character Art Challenge!
Challenge will run until the end of July
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!
Post Apocalyptic Character designs by Calum Alexander Watt
Headhunter by Michael Angelo Dulay
BŁÄDZ by Gareth Davies![Image: https://us.v-cdn.net/5021068/uploads/editor/hm/lhvw40tw4li3.jpg](https://us.v-cdn.net/5021068/uploads/editor/hm/lhvw40tw4li3.jpg)
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
@Fortereal You post your updates in this thread and give/receive feedback from other people in this thread as well!
I planning to do the Head Hunter
Just Blocking in the shapes, Wondering how i wanna do the hair, translating that shape into 3D.
heres the start looks like this will be a fun one its been a while
have fun everyone
\
test it out try and wink but just crunching ur nose mouth might pull a little, the jaw kinda looks locked a little on the concept to get that wink look right
GREAT START!
todays work be4 for i go to work
hitting about 12000 tris
looks good, what are your plans for tackling the hair?
Worked on the Mask and Sweater, currently hate the hair, but really haven't put any time in it also
@Larry If you've never sculpted a black person before, I highly recommend gathering some real-life reference to base the face off of. The shapes can be slightly different and prove challenging if you've never done it before. Also keep in mind that in the concept the head is tilted up, which changes the shape of the jaw line. The face paint can also make it challenging. It seems like you are also jumping into higher sub-divisions too soon, I would go back to lower ones or use lower dynamesh settings.
Just a reminder to everyone this is not a race, we're all here to learn and take the 2 months to make the best model you possibly can
@alemja thanks for the draw over and sorry i guess i miss spoke my overall is 12000 but the character is only at about 4000 without cleaning
and i agree on making sure not too much on the polycount b4 details r done as u say "its not a race" :]
and yes im going oldschool i guess lol ill be uv mapping and doing hand painted txtures
the colors right now r just place holders 4 getting the shape right
and big believer in basics b4 detail
also trying to figure out how to do the netting on the skulls
- paint on skulls
- build them each
- or use a png file on a bag around the skull
let me know if anyone has a better way or thinks one of these is good
Initial rough blockout before I bump up the dynamesh resolution, adding/refining detlail and start splitting pieces.
1500 move replay linked below for the curios and bored.
pretty new here but hopefully I can offer a bit of support.
@Larry looks like you're getting a little ahead of yourself, I would recommend working on facial anatomy and proportions before working on the facial expression, save that for when you're posing
@Isunoj That's a really good start, right now the biggest issue I can see is that his legs are too short, a good rule of thumb is that that the proportion from your shoulder to hip should be the same as your hip to knee, and knee to bottom of the foot. Also I would suggest making him less bulky, while the concept shows some muscle tone he doesn't have a lot of mass on him.
@twoquiznos Best choice is probably to make the netting a bag with png texture and transparency, that'll give you enough control over detail and silhouette without making an overlay complicated mesh.
Hope this helps, I'll try and post some WIPs in the next day or two
Thanks you @Alemja for pointing out the pinched areas and larger shapes.
My next steps are bring more dimension to the side, then getting into a pose and re-topo. I am very rusty on texturing. i also keep putting off hair.
@Nicodemaus Nice stuff. My only criticism is that looking at the side view, it seems very thin.
so ended up making the hair just one piece
think im going to take a little break from making stuff and start cleaning up my uvs
@RogueLeader
thats what i was thinking in the end probably will be the quickest way too
i might start working on that here soon
Another update of my work
Update:
You're right. The bone hand is basically a sketch, it has a lot of work to do. I'll detail it further.
Thanks for the feedback.
I'm Joining in the challenge, going for the headhunter !
@Isunoj That really nice ! I think his hand may be slightly too big, they are as long as his head at the moment.
@SkJoke Pretty start! I think the girl from the concept is less wide though.
Edit : after looking again, I think her shoulders are a bit squarer in the concept, more distinct of the trapezoid.
Here's the base anatomy.
Strugling with the pants folds at the moment. @Isunoj if you have any advice how to tackle them it would be greatly appreciated.
First, I search for many good references. My approach basically use the standard brush, constantly adjusting the size of the brush in conjunction with the Smooth brush. Sometimes I use Claybuildup for areas that I need more strength.
Here a bit of the process in timelapse. I do not get to finish but I think you can get an idea.
https://youtu.be/WActOIMjv2M
That helps quite a lot! I'll make sure to follow that workflow and see how that goes!! Thank you for the video!
Any feedback appreciated! Thank you again @Isunoj for that video! It helped immensely!
sadly I broke my arm and hand. So i'm done till it heals up. Good luck everyone
Going to enter this one as I don't do too many colorful characters, like the look of the oni mask girl. Got a lot going on so I hope I can get her done. Great work from people so far can't wait to see more.
@Nicodemaus sad to hear I was excited to see it finished, please finish it when you get better. Get well soon man.
uvs mostly done for now
basic colors painted will start working on details
Model done, just over 5,000 triangles. Did some quick lighting to show off the forms I plan to make pop in the final presentation using color, value, and contrast.
looking good, the knee area stands out the most on something not seeming right but i look forward to the clean up ur doing
side note saw that ur doing details on the hand does this mean u plan to go no gloves with her?