Welcome to the Bi-Monthly 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 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!
Fantasy pirates 2 by Bozhko Dimitrov
Black Widow by Olga Starodubtseva
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
https://www.youtube.com/watch?v=7NkPfwTHi3w
I look forward to seeing what you all do for this challenge, good luck!
Just blocking out the shapes right now but it's coming along. Any feedback is welcome.
Here is my start on the Raleigh character:
I’m struggling a bit with the eyes, trying to go for big bulging eyes, but it doesn’t look right to me yet.
@Djyver I would suggest you take it a bit slower, try to refine the shapes and proportions because they look off to me, before you start with detailing. Also take a good look at some anatomy reference, for the back and upper arms especially.
Everything seems to be coming along ok! I have adjusted the proportions to be more accurate to the concept and beginning to detail some areas. Any feedback is very welcome.
I like it so far, just work a little bit on the face to achive more likeness.
Here is my pirate number 1
Just worked on proportions and sculpted the torso
nothing special here.
some things I think would improve the model:
- breasts a bit higher
- silhouette a bit more exaggerated/varied (in sync with character-personalty )
- proportions of the internal shapes and layering match concept more
placing the render next to the concept and additional reference and over-paint/move might help to spot things that differ from the concept. Rough attempt to illustrate my suggestions:
At this point, I think most of the character is blocked out. Next I would have to apply modifiers and start detailing the individual parts.
I want to try using a Multiresolution-Modifier for the high poly and bake the from highest Subdiv to Level 1.
Please let me know if you have any suggestions about proportions etc.
This is a progress shot when modeling the body. I work with box modeling technique with Subdiv-Modifier on top.
Before going into blender, I extracted the proportions from the Concept and used this as overlay in the front and side view.
Anatomy clean up/ progress
@Fabi_G
You might want to consider raising the waist slightly his legs are looking a little stumpy which is causing his silhouette to look like a fawn.
@Fabi_G the proportions seem a head too short in the box modeling image but he seems taller with clothes on. Is there camera distortion or perhaps the headband makes his head look smaller?
I've made a start on Raleigh's propotions. Tom Rhodes had a good concept process video on his page which I've used for extra reference.
It's entirely possible that he's wearing boots sleeves.over his shoes. And that metal bits hold the sleeves to the shoes.
I made some progress on Raleigh's clothing. It's my first time making clothes so I'm just figuring out the workflow between Maya and zbrush. I'll probably need to retopo meshes a second time to follow new folds and whatnot. Still have the smaller details to start on like hair, armour stitches and nails.
progress
#fkthisshlt
@MrKamikaze Your anatomy is looking very solid. I'd say you've made him more buff than the concept if that's what you're going for? His face looks more square jawed with smaller lips and less pronounced cheek bones in your version too. It will probably still turn out awesome, just more tank-like than roguish to me:)
I made some progress retopologising the head and testing some normal baking. Crits welcome for anything. The lower poly version was a bit too angular for my liking. Silly question, but should I be able to get a smoother look with better placed topology and normal maps rather than just smoothing in Maya?
Got a bit busy, but I think I manage to improve his face sculpt by a small amount. Trying to add more masculine features without it turning into blob of balloon fat, lol.
The face progression went from left to right.
https://i.imgur.com/OU5Eeny.jpg
Here is an animated gif version:
Things to watch out for:
- His face is really thin, be sure to capture his cheekbones and jaw correctly
- the lips are much rounder and full than what you have
- The tip of his nose is rather large and bulbous, it points down a bit
- he has a defined cheekbone outline and has some dimples that are obvious in certain lights
- his chin is less square and more pointed, very apparent from a side view
- His eyes have less of a curve on the bottom than on the top, the bottom is almost more flat
I hope this all helps!Other small progress. Gonna get rid of some of the wrinkles there. Butt flap might or might not stay.
"More Brink, less One Piece" - lol yes
I've made more progress with sculpting, normals and UVs. Tested out making his tattered clothes edges with alpha masking in substance painter too. I've laid out his UVs so that his clothes have a 4K resolution and his face and arms have 2K but is that bad to mismatch? I figured it would be okay seeing as his skin doesn't take up as much screen space as his clothes and I didn't want to cram it all into one space. The tatters in particular work better with 4K. I still haven't touched some assets like his staff and necklace. Hair too! Need to fix his head hanging-cloth thing.