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A jam submission

AnubisView project page

Character art challenge submission
Submitted by JC.JH — 1 hour, 15 minutes before the deadline
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Anubis's itch.io page

Results

CriteriaRankScore*Raw Score
Technical / Workflow#54.0004.000
Project Documentation#74.3334.333
Research + Development#94.0004.000
Creative Development#103.6673.667
Overall#113.9333.933
Final Presentation#133.6673.667

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.

  • Pros: + Very detailed concept development process with a very distinctive style, clearly set in pre production during the concepting phase. More research should have been done material-wise at this stage though, as it reflects the simplicity of materials in the final design. + Very good sculpt with clear knowledge of anatomical landmarks and exaggeration for the purpose of stylisation. The forms are very expressive and communicate the traits of your character very well. + Good retopology result. I would merge the gold ornaments with the ears and bake an ID map of it for texturing to further optimise the model. Also I would add a few extra loops at the elbows and knees to support the shape while deforming. + Bonus points for using ID maps for texturing. + Very descriptive documentation. Cons: - Topology can be further improved by carrying out the same number of loops from one mesh to the other. You would ideally want evenly spaced rows that flow from one piece of geometry to another for the best deformation results. For example, the neck and the golden neckpiece may be two different meshes but you want the same number of vertical rows to flow from one to another as if they were one mesh. Same with the ear ornaments. - Materials lack definition and more research should have been done on that during pre-production. This can be seen from the concept to the final result. For this, I recommend doing more research beforehand and gathering a set of references used mainly for texturing, this can include stylised materials made by other artists but also primary reference to know the realistic counterpart of the material you are trying to convey. (Although you did that for the gold and cloth to some extent, you also need style references/research for those materials) - The cloth is very simple and flat, some big and clear cut folds should have been added since you were going for a stylised look. - More complexity could have been added by having an openable mouth with teeth and tongue. -The final presentation in engine can be improved. The bloom from the gold reflection is too strong and the lights are generally too bright. More thought can be put into posing and taking the final shots to make the character stand out. Overall, you’ve got a distinctive style of work, especially when it comes to 2D and a strong set of concept art fundamentals. I think you will excel if you find ways to transfer that knowledge into 3D, like you’ve done with anatomy. Focusing more on detail, textures and how to present your final work will make your other skills stand out. As a side note, for importing posed and rigged characters into unreal this might help : https://www.youtube.com/watch?v=YEyo1WkgDgE&ab_channel=RoyalSkies Since you used Maya you can simply make a one frame animation with the pose keyed to that frame and import it and apply it to the rig, this way you can use multiple poses for the same character mesh. Feel free to reach me at: verisof08 on Discord or via LinkedIn at https://www.linkedin.com/in/mihaiandrusandu/

Challenge Tier

Rising Star

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