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A jam submission

Nature is healing - d3t rising star 2021View project page

CHARACTER ART GAME DEVELOPMENT PROJECT REPORT
Submitted by DarioSplendido — 10 days, 3 hours before the deadline
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Nature is healing - d3t rising star 2021's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#433.0003.000
Presentation#443.0003.000
Research + Development#503.0003.000
Overall#662.7002.700
Documentation#662.5002.500
Creative#712.0002.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Hi Dario, You have produced a very exciting golum like character, thank you for spending your time creating it. The original thumbnail art you created, and initial concept itself is quite spectacular. And you have a decent technique that simply needs more practise when modelling. I would suggest working from more low to high though. If struggling to get the initial form after zspheres, dyanmesh at a pretty low res and then zremesh, or if quite high geo, decimate then zremsh, given you a pretty low poly to work with it begin. Low to high will produce better results. I would suggest you retopo by hand for the low poly in future. You got lucky with this character that the shape allowed for zremeshing easy, but in the end it also allows you to have full control of the density and shapes. Alongside this I would also suggest looking at more pro uv layouts, to see how you can make it cleaner. Usually artists will pass of the models to other artists quite a few times on the piplines, and things often need to be tweaked, hence its better to have uniform clean uvs, but on the whole, you have used most of the space for the uvs for the main Gollum, but the baby thing could have done with more tweaking, and the staff is wasting a lot of uv space. There is no reason even to cut that uvs up on the staff so you can fill up the entire uv space, in 4 segements or so. The texturing is quite good, but relooking at the sculpt, its quite apparent the symmetry on the belly. It can work in the rock places since it appears like etching, but the muscley areas look odd being so symmetrical. It’s the same with male and female bellys really, when you get round to making human characters, always break that symtery when making those abs. Apart from that, a tip I like to use is to video myself in the pose im aiming for. So I can understand the weight and forms more. It might help for future work. Apart from that I also tend to pose my static models in zbrush, it is a handy way to produce poses without having to rig, a nice trick if you notice any smoothing errors (since zbrush doesn’t smooth polys on export correctly) is to transfer attributes of the normals in maya after posing from the t posed to the posed. It should work if the correct settings are applied. It’s a good one to play with anyway. Anyway im Adam Vickerstaff, find me on artstation if you want I have some resources you might find useful. Ive checked out your work on artstation, and would say, unless you want to be a character modeller, I would stick with concepting. You have great skills there it’s a shame to waste them, unless you want to do 3d art instead. Ideally you can use zbrush and maya anyway to blockout and help with perspective etc for those cool 2d concepts Thank you for submitting the work Adam
  • good presentation but you should have chosen or designed something better

Challenge Tier

d3t Rising Star

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Comments

Submitted(+1)

Saw this one on Twitter first and dammmmmn is this amazing! The final renders look so great! Such a cool concept and it was executed so well too! You should be so proud!! :) 

Developer(+1)

Thank you :) I really like your Woodland Elf. The colour palette you have chosen and the final pose are very elegant.

Submitted(+1)

You absolutely smashed the lighting with this. I love the golem-like design of the character and the extra assets help the scene so much too.

Developer(+1)

thank you Matt 🙂