Welcome to the Quarterly 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!
The Lamplighter by Max Filip Petersson
Candle by Elisavet Theodosiou
Candle Knight by Théo Guillot 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
Planning on 800 polys and I'm going to change at least one of the hands for bare wick so the change weapon anim is a 360 spin.
There's going to be a wick skeleton inside the model that will emerge during the death anims a la the new terminator in Terminator: Date Fate.
Day 1: Getting the scale right before I attempt to finish anything.
Hair needs more girth. Neck is a bit too long. Holder around the neck is super rough. Thighs need a bit more meat. Feet need to be a bit longer.
Ended up being 739 polys but 59 will be double sided via shader so 798 is the real count.
Textures are:
Base texture: probably 256
Animated Flame: 32x64 *4
Halo: 64x64
Haze: 32x64
Drip (three different drip types): 32x64
Day 3 was final tweaks after uving, temp rig and doing the three death anims. They came out half decent (for me).
Quake Live workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1982020572
Quake 3 pk3: https://onedrive.live.com/?id=CD3FE467557BA113!7750&cid=CD3FE467557BA113
Wireframe - Crappy Texture
The environment map on the Holder really pops when the texture is janky like that. *shrug*
Only used one texture for the flame in the end, clampmap and turbulence did the job.
Learnt what I wanted from the project. Texture is fairly off from the concept but that was expected.
I'm gonna set my deadline at 3 weeks with a target tri count between 15 and 50k. With the target engine being ue4.
Since the concept is pretty vague, I'm gonna take the liberty of filling in the blanks.
The concept has a rather religious feel to me so I'm picking a monk or priest of sort as the thematic base for him.
Its unclear to me where the chains originate and what purpose they serve. I'm thinking of connecting them to a pair of shackles, which I think fits well with the overall concept of a slave Or servant of the gods who willing dons the mask and shackles as a sign of obedience.
As soon as I get home from work I'm gonna start on him. My goal is finish this no matter how messy or ugly it turns out.
heres my blockout so far; was hoping to get more done on my day off but oh well.
im gonna play around with the silhouette a little bit more before i start polishing him. also i still need to figure out what to do with the chains.
You're still in the forming stage but before you add detail double check the head. The hair is too human and the face is too anime atm. The concept is bulbous and curvy, not angled.
I haven't really work on the head yet, but it's definitely some good points I will need to keep in mind!
I have been slowly working on this guy:
Few crits.
The torso is a bit too long between the arm holes and the belt.
The gloves and feet are too meaty.
You'll be working on the heavily worn nature of the concept later on but it's most evident on the skirt and the popped collar, both are sharp and straight atm (easier to start that way). The skirt has been chipped away and the collar appears to have a curve to it (the overhanging wax making it more pronounced).
thanks for all your support @Bort !
I am in the process of finishing my retopology! I will do my best to finish on time!