Welcome to the Bi-Monthly Character Art Challenge!
New concepts will be chosen at the start of December
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!
Dru. by Ilya Bodaykin
Forest Sorceress by Lunabelle Night
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
I am also going to set the polycount to below 10k for everything except the hair, and maybe 5k for hair..
Also going to try hand painting some and see if I can combine that with normal maps.
Going to start collecting reference.
apollo580... I think you meant the first one
These are some of my references.
My Planning:
I will be trying to model some of the accessories as much as I can by hand, instead of doing them in zbrush because later I can use what I already modeled for the topo.
The hair will be a pain... I am thinking of using Xgen to generate the hair card texture and using Blender to create and placing the poly hair.
The pants maybe I will try Marvelous designer, haven't have much experience with this software so just experimenting.
The two piece of cloth hanging in front will sculpt it out.
The weird thing on his right arm.. not sure what that is, I like it to be something growing out of his hand, will see how it goes..
Feel free to critics, I know something doesn't look right.. please point it out for me if you notice anything, thanks!
Btw.. for hair, I learn from slipgatecentral's video Draenei bust time lapse, and the hair brush I got it from Funky Bunnies.
Hmm... I see everybody else also seems to a bit lag in update too, keep pushing guys!
@Zeozen o.. yea, I think characters usually will looks much better with hair. But I try to create a nice shape underneath all those hairs because I think a good base can help me judge better (kinda similar concept to having a skeleton underneath the skins), I realized this when I look back at my old work, back in 2015 when I first participate in Monthly Character Art Challenge, I think it looks ok back then...
but when I unhide the hairs.. the structure of the head is not good (omg~ I can't bear to see this >.< )
As for giving critiques, I will try.. even if it's a bit too late now...
@Zeozen, I think the proportion looks close to the concept, the thing I would do is refine the polygons to add more details. For me, I would rather work on the polygons than paint my way out with the textures (because I really sucks at texturing compared to modeling)..
I think there are quite a few leaves (especially on the shoulder) that you can duplicates to add to the complexity, model one and duplicate them around to save some works, just an idea..
@amandell, the sculpt looks quite good. My first impression is a bit shocked, when I saw her face, it's a bit scary.. maybe because of her teeths, her upper teeths is ok i guess but there's some sharp teeths at the bottom (caused by overlapping cheek flesh I guess). I think she will looks better if you close her mouth though.. The head and body looks good, the only thing I think to add is the curves/shape, check out the lines are draw below.. look forward to see you adding more details!
@Djyver, I agree with zeozen on the hips.. the arms also a bit "muscular" for me, I would smooth out those muscles to make it more feminine (kinda too muscular on the side view). The angle and position of antler on the head can also tweak a bit, and the shape is a bit straight now, you can try play a bit more with the curves (google some images of deer antlers to refer to the shape). The face is a bit too far in front. The shoulder maybe can narrow a bit.
@Gohaeva, looks good, the things I would adjust more is the legs and face. The leg I would try make it more slender (a bit thinner and longer). For the face I would just try my best to match up the concept more...
@apollo580, the face is a bit too far to the front I think. The lips also seems to pinch too much, it looks tightened and not relaxed.. body's anatomy looks good too btw, just need to adjust more on the shape/silhoutte I guess
So guys, those are a bit of feedbacks from me.. please don't take it too seriously, just some ideas
I will pause a bit on this and go work on my geisha for the artstation challenge. I think Dru's body still need 2 or 3 times of refinement before I proceed to model/sculpt the cloth and the rest.
Djyver - Looking good so far, but I think she needs to be a bit more slender, in the concept she looks very thing and a bit taller. At the moment she looks a bit wider then what the concept shows.
Also here is my update! Working on all the little details around the body now.
Oh well, healthful competition, right?
Here is my progress, some way to go to fit the forest sorceress concept.
P3d link to Challenge Progress
After adding the anatomy to the base and then place holders for the costume he had way too much volume. Here is a view of the blank. Havent done the hands or feet yet.
The work here is cracking as usual. I'll try catch up.
Cheerio
Lots to do!
Cheers
A Little more progress with the costume.
@Djyver The elbow on the posed arm looks like you could move the polys so that the elbow bone is more evident. In the pose she is now she looks to be falling back a bit. If you draw a center line through the figure its easier to see where she might be unbalanced. Great work.
Cheers
@amandell Great job on the staff and hair.
Some more progress. More detail, and decided to do the hair, beard and dress with planes. Also the skirt seems ripped and frayed instead of the holes I put in earlier. The aim is to rig and get it moving and into unreal.
Cheerio