Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Kaya the RebelView project page

Submitted by TheSheepOne — 3 hours, 38 minutes before the deadline
Add to collection

Play asset pack

Kaya the Rebel's itch.io page

Results

CriteriaRankScore*Raw Score
Creative#84.0004.000
Technical#133.8003.800
Documentation#153.8003.800
Presentation#173.6003.600
Overall#183.7203.720
Research + Development#263.4003.400

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 very nice clean looking character. I would be proud of this one. Admittedly you are not keen on the texturing but I think it works, especially around the feathers area. I myself wasn’t too happy with zremshing the character, it would have been better if you have more control over the process by retopo yourself. But in the end you came out with a good character that works and looks lovely. Keep it up!
  • Good research over all, showing the process of character art development. Some key feedback on the final asset: -over all clean model and textures so well done -Very nice color separation – perhaps more consideration for value separations and value gradients to crate‘baked in’ lighting feel like the low poly LoL characters. -Nice design overall and interesting choice of color separation. I like the charm and character this character has! -Model is very dense and could use with some optimization around the arms, legs waist, hair and face. Try aim next time for a maximum of 30k or 20k for more stylized work.
  • Hi Victoria, congratulations on finishing the character for SFAS. It's good to see you are aware of where you can improve, I have a few additional recommendations. Anatomy and Sculpting - Don't sculpt with RedWax in Zbrush, switch to a Basic Material, Matcap White, or something else that's more neutral. This will help improve your sculpting. - Split off all elements into their own separate meshes, even if you will bake them down to a single lowpoly later. This allows you to generate ID maps easily, and you'll get a crisper normal map where the elements separate from each other. - More time could have been spent on the face. Getting an appealing stylized character, especially one with such pushed proportions, is difficult. - The hands also could have used a bit more love, getting some bony landmarks in there. UVs - I recommend splitting off skin elements into their own texture maps - One for the head, one for the arms, and one for the legs. This allows you to customize the shader and get subsurface working for those elements. Texturing - Definitely research more on how to texture stylized characters. Valve released a document years ago showcasing how they texture their Dota 2 characters, I highly recommend seeking that out and building off of that. Final Presentation - It would have been nice to see the character in an environment, it helps sell the characters story.

Challenge Tier

Sumo Digital Rising Star

Leave a comment

Log in with itch.io to leave a comment.

Comments

No one has posted a comment yet