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A jam submission

Hildegard, The huntressView project page

She's a money driven bounty hunter in the 1800s, specialising in pest removal
Submitted by TadasSadauskas — 6 hours, 42 minutes before the deadline
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Hildegard, The huntress's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#44.4004.400
Technical#64.0004.000
Overall#103.9603.960
Research + Development#114.0004.000
Creative#163.8003.800
Documentation#193.6003.600

Ranked from 5 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.

  • A nice work in progress, I hope you get to finish it. Unfortunately there's not a ton of documentation here so I can't comment on things like your retop or UV mapping. I'm also not sure what your basemesh looked like as there is no sculpt of it. It's also unclear whether you were trying to exactly follow the concept or just taking inspiration from it. The sculpting of the face is nice, there is a good sense of anatomy. It does lack a likeness to the concept however. The jaw needed to be a bit fuller and have less of an underbite. I think some of the pores seem a bit strong, such as on the chin and above the eyebrow. However the texture work was very nice here. Really nice to see consideration taken to the different colours of the face and a lot of variation in the skin to help it look realistic. I think you could have pushed the texturing around the eyes a bit more to help it match the concept. Maybe try using Zbrush's Polypaint to get a base down early on, and bake the vertex colours into an ID map to bring into Substance Painter? I do like that you've produced an SSS map as well. Good to see use of Marvelous Designer here. It definitely created some nice folds in the clothing. I'd like to see the Marvelous clothes be used as a base and resculpted in ZBrush, as it leaves some artefacts which aren't the nicest (see the folds around the arms). You've identified that the hair does need work. You needed to include some more fly-away hairs as well as an increased texture size so you could get more definition in each strand. It's a shame to see this unfinished! I look forward to seeing what you create next year in the SFAS category. I'm not sure how you did the hands, as you seem to have modelled them already holding the axe - which of course is not good practise for a game-ready model. While this is the character challenge, the environment you've created is also really nice and of excellent quality.
  • A very well done piece, it’s a shame you didn’t finish it, but once finished I’m sure it will be a element of your portfolio that helps you get the job you need. Lovely sculpting style, and I adore the character head. Very well done!
  • You have a good base to work off of, if you can improve the points you called out in your documentation you'll have a good piece of work in your portfolio. In addition to that, here are some suggestions to improve it further. - Clothing - You have a good base from Marvelous, now it's a matter of going in and sculpting the remainder of the cloth. The stacking on the sleeves needs work, there are many broken polygons. The vest is too thin, it should have a believable thickness to it. Memory folds, stitches, and smaller wrinkles need to be added to the sculpt as well, since Marvelous does not get you that level of detail. - Hair - I recommend looking up tutorials by Adam Skutt (paid, but worth it) and Emmanuel Lecouturier for a good starting point for hair. - Anatomy - Sculpt heads with the mouth closed. By sculpting it with the mouth open, the anatomy breaks. Use masking and polygroups to easily hide the upper/lower face when working on the other half. The head also could use some improvements to the anatomy, the ears need more definition, and a lot of subtle forms on the face are missing. I recommend grabbing the book Anatomy for Sculptors for some great reference. - Presentation - I really recommend trying to match the concept art as close as possible. Since you are working off of the concept, your final piece will be compared to it, and if you are changing the direction, people will notice. The lighting in the concept is really nice and soft, like a classical painting. Also match the hair color as well. Best of luck finishing off the character, you have a strong base so far!

Challenge Tier

Sumo Digital Rising Star

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