Welcome to the Bi-Monthly Character Art Challenge!
New concepts will be chosen at the start of April
Previous Challenge Thread How it works
- Every new challenge, 3 Character Concepts will be provided
- Pick one concept to work on for the duration of the challenge and post your progress here!
- Complete a 3D game res model of your chosen concept
Guidelines
- Help other artists grow! When you post an update, also leave a critique for someone else. Share knowledge you have learned
- There are no software restrictions; you're welcome to
use as little, or as many different software packages as you like.
- There
are no polygon or texture restrictions, it can be a 3,000 triangle hand
painted model or a 100,000 triangle current gen model. Just make sure
the final result is a game model, not a sculpt!
- You are welcome to cross post on different sites (Artstation, Facebook, Discord etc.) for additional feedback
- 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, 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
- 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!
Lady Moth by Marine Coiffard
Moon Moth Warrior by B. Mezzanotte - Lorkhan 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. If I
cannot find the source or original artist, the art will not be used
- If
you are a concept artist and want your concept removed or want to
create a concept for a future challenge please feel free to contact me.
- If you have any suggestions of themes you would like to see in the future, send me a message!
Replies
I'll choose the first character: https://us.v-cdn.net/5021068/uploads/editor/zb/7lbowt24h4gk.jpg
i chose the moth lady concept, and have a rough block out for all of the major shapes. I feel like I still need to make her wings larger, and im having some difficulty getting the waist right. ive yet to block out the antennae and secondary wings on her hips. any critique is greatly appreciated!
its a good block in for the base, tho!
quick update on the lady moth model. currently thinking about how im gonna tackle detailing all of her hair
critique appreciated!
Hey @KBear , looks good so far! Here are some points, I think you could improve on:
Edit:
Started to translate the insect warrior concept a few weeks back and hope to finish it soon.
Looks like it's not possible to embed sketchfab viewer but here is a link: https://skfb.ly/6HWvz
And screenshots:
Latest step was baking /testing some normal maps from highpoly/bevel shader.
I will need to fix some things, if I want to achieve better normal maps.
Then I will start texturing.
i think her face is currently kind of 'lost' in her hair, so i think i need to tone down the detail in said hair.
I'm currently texturing the model. Here is a screenshot of the WIP on sketchfab.
Right now my approach is to create the albedo map first and then pull/modify/paint roughness map and specular level from that.
Then I am also adding a metalness map, SSS/Translucency mask, emmissive map and transparency mask.
Oh, I also baked some normals from my highpoly meshes.
Edit: I would appreciate some direction. I have trouble to make the materials look good with different lighting conditions. I have Toolbag scene set up to quickly preview the model with different hdris. Will look at some stylized models/texures on sketchfab to gain some knowledge.
Latest iteration sketchfab:
Edit: Fixed some textures
I think you can improve the posture of your blockout. Try to assume where is the body weight is put and balance the posture from there (maybe think of it like modeling an actual clay figure - it shouldn't fall over!). I think it's vital to get this step right, bc it's visible at a glance. Consulting anatomy/posture references during this stage will help you too.
I think it's beneficial to break such a character into subtasks so you don't lose your way. A first task could be body blockout & posture for example. Then you could break the character up into its relevant parts and work on those from blockout to finished sculpt.
Keep it up