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A jam submission

Neo - Character BustView project page

Submitted by bethhamilton — 2 days, 10 hours before the deadline
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Neo - Character Bust's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#333.0003.000
Project Documentation#482.3332.333
Technical / Workflow#521.6671.667
Creative Development#542.0002.000
Overall#552.0672.067
Final Presentation#561.3331.333

Ranked from 3 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.

  • There is some really strong research and development and you have developed a great piece of concept art to work from. Some feedback: ∘ a bit more exploration with colour and final composition ideas would be good ∘ it may be worth downloading a skull and placing this under the face as a reference in zbrush. you can use the transparency feature to see it through your mesh. This is the one i use which is £2.50 on Artstation market place, but I'm sure you can find one for free! https://www.artstation.com/marketplace/p/Bn3oM/render-scene-free-skull-model ∘ you will want to retopologise the character, i only have experience retopologising in maya but here is a tutorial I found for Blender. keep things simple and low poly whilst you get the edge loops in https://www.youtube.com/watch?app=desktop&v=X2GNyEUvpD4 ∘ You will then want to texture in substance painter as this is an industry standard PBR workflow. don't worry that you ran out of time, you made some good progress and should keep on going! Feel free to reach out with any questions ~ Sasha Gallie, Character Artist at Double Eleven https://www.artstation.com/sashagallie
  • I understand this is an unfinished project so I will focus on giving feedback on what you’ve got so far. - You started out with an interesting concept but as you mentioned yourself, more time and thought needed to be put into it. As your concept isn’t finished, all I can say is to give it another chance and revise it, also don’t try to put too many things into one project. If this was your first character project and you wanted to learn hard surface as well, that can be very hard to handle. Instead, make smaller projects, with each focusing on a different aspect of the pipeline. - You need to work on your technical fundamentals (sculpting, UVs, topology, texturing). To get an overview of the character creation for games i recommend watching the following free course: Character Production by Daniel Rodrigues - https://www.artstation.com/learning/courses/xvl/research-and-blockout/chapters/GMDe/introduction - One book I highly recommend is Anatomy for Sculptors (https://anatomy4sculptors.com/understanding-the-human-figure/). Also, don’t forget to practise anatomy through drawing since a lot of the observations you make in 2D can easily be transferred to 3D. For this I highly recommend drawing quick poses (1-2 min) which force you to find the main lines of action and learn how dynamic the human body is. Lastly, don’t forget something very important, your 3D art is only as good as your fundamentals. These include 2D drawing, anatomy, color theory, perspective and even knowledge about photography and how to capture a subject. Try to improve on these outside of 3D as trying to learn them on the go, while tackling technical issues or learning the software can be a very daunting task and it doesn’t have to be. Hope this helps! ;) Feel free to reach me at: verisof08 on Discord or via LinkedIn at https://www.linkedin.com/in/mihaiandrusandu/

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