Welcome to the Bi-Monthly Character Art Challenge!
New concepts will be chosen at the start of August
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!
Mermay 2017 by David Ardinaryas Lojaya
Mermaid's Song by Manuel Barbez
Shark Dragons by IguanaMouth
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
right now trying to decide if I should make the hair a single mesh, or try using cards with alpha (never tried that before, but this might be a good opportunity to learn!)
Your ref sketches look great so far! Do you usually begin with making a front and side view ref sketch before tackling art like this? it's something I've been thinking about, because when the original concept art is at a weird angle or the perspective is confusing, sometimes it makes it incredibly difficult for me to get the proportions correctly when modeling, and maybe making a front and side reference sketch would help me with that.
@Nicodemaus and @DbDibs Nice starts!
With simple shapes I can make sure the silhouette looks good before detailing.
Next up is Modeling the Pearls, Shells and extra hair wisps.
Then onto either the Face to flesh that out or the tail as i never did anything fishy before.
@Lavitz I love your base shapes. I always wanted to try a sculpt by laying it all out like that.
@Raithel Some of the shapes of the character seem slightly off, the space from the Latissimus Dorsi muscles and the start of the mermaid tail seems longer in your sculpt then in the Concept art. would hate to see you sculpt all the detail out and then try to squish it to better fit the silhouette. I agree with the others in the idea that, as your first challenge try to replicate the concept as best as possible. I do like where your sculpt is going and cant wait to see where it ends up
@DbDibs Looks great, I really like how the face is shaping up, and your sculpt has a great mixture between sharp areas and rounded shapes. The gun belt Seems quite thick up near the shoulder.
Started blocking in all of the accessories to see how everything fits together. I usually model very basic, lowpoly characters, so I'm in unfamiliar territory a bit, but I'm learning A LOT (which is all I can ask for )! I'm terrible at sculpting hands, so that's why they're hidden right now, but trying to work through it - anyone have any good tips? Also, I'm going to save adding a lot of the littler texture details for substance painter (ridges, stitches, tiny holes, etc.) when I work on the low rez.
@Nicodemaus Thanks, yours is really coming along as well! The fins seem like a tricky area to tackle, but it seems like you've got it down - curious how you approach smooth, flowing bits like that. It might just be the perspective, but her elbows seem just a touch high up on her arms. It could be the angle she's rotated at in your shot though.
@DbDibs Nice work he's looking good.
I know her eyes are closed in the concept, but I want to get a good look with them open and maybe have open and closed shots in final.
I've made reasonable progress and am now onto re-topology. I also had a quick go at replicating the eye texture, (I know the colours are off) so I can get a feel for the styling, ready for the hand painting later.
Still so much to do.
I've had a few issues with the poly flow around the frondy bits and gills... I also feel like the nose may be too dense. Any feedback or advice would be much appreciated.
This is my first time participating! I only heard about it one week ago, so I start pretty late, but if I keep my schedule, I should be in time!
Everyone is doing such a good job! I am quite excited to see how everyone work will turn up!
I'm still modeling on zbrush right now and I'm planning on starting the retopology at the end of the week! but I still have a lot of work to do! details to do and general shape to change.
Good luck everyone!
@lerrine welcome aboard, looks like a great start. I really like the shape of the hair, however I think the deltoids look a little doughy.
Well this is my submission, as regular 3D work will be taking up most of the rest of this month.
There are a few things i still wanna do, and a few things I do plan on cleaning up in Photoshop. this was quite fun and I'm looking forward to doing another hopefully next month.
Thanks for your comments!
Definitely still working on the shape and details right now! i will be careful with the deltoids!
You did such an amazing work, I'm in love with your mermaid tail material! Really delicate!
Glad you think he's looking cute. There was definitely a distinct dopey looking stage during sculpting.
I'm hoping It turns out well and I can make the skin more interesting, whilst keeping the feel and style of the original.
I'm about half way through roughing out the spots and have done some texturing and a little line work on the head.
Still a long way to go.
Tempted to come back to this later and do some animating.
Not sure the lighting is quite as good as I'd like, but overall i'm pleased with the outcome.
Looking forward to the next challenge.
I've never really done character stuff before and now that I look at it again I've screwed the proportions up a bit compared to the concept. This is from a quick coloring in painter mostly to check how well it baked. might go back to a lower subdiv and fix some parts before taking it any further.
Just Zbrush so far, was being lazy so just built the base mesh using the Sculptris pro mode.
This is fun though will probably participate in more to build character skills!