Welcome to the Quarterly Character Art Challenge!
New concepts will be chosen at the start of October
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!
Plague doctor by Bozhko Dimitrov
Plague doctor by Boris Rogozin
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
Hey thanks for the feedback! I generally try to stick to a particular theme (sometimes it's more loose than others) to make it interesting for me and so I can to find more unique concepts. Otherwise it would be just what I think is "cool" and I worry that it could be repetitive. It also leads me to finding some hidden gems at times! There could be a lot of reasons why people don't participate and I don't take it personally. Hopefully there will be better luck next time. If you have any theme ideas on what you would like to see, I would love to hear them!
That looks sweet !! How did you made it?
Often times I'd start this challenge without posting (because I don't want to "commit", idk?!) and then loose focus and abort mission. Maybe this happens with other people too?
Another thing I experienced with this challenges, is the urge start an AAA asset each time and quiting before starting but I think I am now healed from this
Even if I don't have time to participate, I like to check out the challenges and think about the concepts, so thank you for doing this! Looking forward to the next one
@d_argolo3d
Using Blender and Photoshop, this was the rough workflow:
Find proportions, observe concept, get everything in
Create topology that's ok for deformation and easy to uv, used modifiers (e.g. array, deform, solidify).
Started a texture atlas at the same time (different cloth strips, metal strips, belts and straps strips), mapped geometry to it
Add unique parts to texture atlas where needed
Used Rigify-Addon to create skeleton and generate rig, Skinned using automated weights, parented other props to armatures, for hanging things used mesh deform modifier to deform with skinned mesh.
Hey! Yeah October has been quite busy for me and my focus needed to be elsewhere. I am going to do something for November-December and hopefully it should be put together by the weekend. I will be taking into account the lost month and looking do to something a little different this time around. So sit tight!