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 of the 3 concepts to work 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!
Stormcaller - Martin Kirby-Jackson
How concepts are chosen:
- Trying to keep it consistently one masculine character, one feminine 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, Pinterest as a source doesn't count. 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
First time trying something out like this. I´m gonna take on the faun/goat character. Started off with searching some reference and setting up a timeline. Here my PureRef draft.
Did I miss out on any major aspect (excluding the hammer part)?
Good luck and happy new year to everyone!
Are we joining the party?
Most of the body is done (head, hoofs and horns are still missing)
As this is my first character that I´ve ever modeled, I would like to get some feedback if possible. I know there are some issues with the model, but I hoped that the fur would cover it up at the end ( am I right with that estimate or not?)
Note: the lower part of the legs still need to be finished still, I planned on doing that when I´m done with the hoofs
Furthermore I would like to know if we are allowed do some changes to the concept art? I would love to give this guy a tail
EDIT: I`ve got one more question. I´m noticing performance issues with my current setup:
i5-9600k, 32GB CL16-3200 Trident Z, RTX 2080, evo 970 plus
Right now its getting really hard to combine all the parts together and I´ve gotta wait like 2-5 seconds with every new stroke. Is this just Blender? My CPU and/or GPU are rarely under full load. I Planned to get a 5950x to resolve this, but will this help at all?
For the reference board I usually try to find every detail and part of the piece so don't have to stop my work during the production phase just to look for extra references of a symbol, patterns etc.
Going to do the StormCaller
I am going to shoot for a stylized form with realistic materials
I aim for about 120,000 tris as a maximum limit
3 weeks is my estimation for modeling texture and rigging
No its not blender fault. Your approach is not apropriate. Blender and zbrush will act similarly bad when you rotate zoom or pan view high poly meshes. Difference is when you make brush strokes and sculpt. In zbrush, in most cases it does not matter how much poly you have. In blender the more polys, the lower performance. And you cant do much about it.
Your setup is more then enought. Keep your model in parts, fairly low poly. I guess less than 3mil for whole thing. I making characters on 3317u 4gb of ram and intel hd4000. And i consider this a usable bare minimum for blender sculpting.
@edit, small progress on my model
Does the detail come with the proper texturing then? I was aiming for AAA quality (eventhough I dont think that my skills will hold up to that).
How do you guys deal with the transitions between two parts? maybe its the lack of my skills, but i always feel like they wont match perfectly no matter how much I try. Plus I´ve also heard that working with multiple parts will end up giving you a bad topology overall. And since we will need to retopo the stuff anyway for rigging and animation, wouldnt it be better to have a super hires model so your lores model will look good when you shrinkwrap it?
Started pulling together refs and blocking out the other weekend and then did some work on the face today
- Low poly, angular, and blocky mesh
- Render in Toolbag 4 with AlmightyGirs cell shader
- Minimal materials with probably only an albedo map
- Complete a vertical slice of the model first before modeling all the clothing and gear
I also want to make some "improvements" on the original concept. Just my opinion of course, but I think the contrast between the materials isn't as interesting as it could be. I like the shapes but I will take a little liberty with the colors and values. We'll see if I do better or fuck it all up, but this isn't a job so I think it's a good time to push boundaries and have some fun.Body and Hair Pass at the moment. I want to give her a little more muscle definition and hope to get to her cloth pass tomorrow
Not much to say for now. This is my first time attempting one of these challenges and the first time attempting this style.
First block out almost done.
I plan to do an optimization pass before anymore detail work
I will probably redo the Fur around the neck and right shoulder. And redo the scale skirt mesh
I like the Roughness and metallic settings but I need to adjust the textures on the horn, I don't think it matches with the body yet
I am doing Faun character. C & C are welcome.
Yeah pretty soon! I've been rather distracted by stuff, I still need to find some concepts so if you have any theme ideas I'm all ears!
Maybe something with a modern or futuristic twist?