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A jam submission

Ravathana Hawklight - The RogueView project page

Search For A Star 2020 - Project Submission
Submitted by NavBhogal — 5 hours, 24 minutes before the deadline
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Ravathana Hawklight - The Rogue's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#24.5004.500
Documentation#24.7504.750
Technical#64.0004.000
Overall#94.0504.050
Presentation#183.5003.500
Creative#233.5003.500

Ranked from 4 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 Nav, congratulations on finishing the character for SFAS. I have some general feedback about the character. Anatomy - It was nice to see the section of anatomy detailed in your document, however I feel you did not hit the base forms as well as you could have. More time creating a realistic body would have helped the character. The face also needs some work, the lips feel very thin and pursed, they don't roll over at the corners like lips naturally tend to do. The hand feels very soft, bones and tendons are the main underlying forms in the hand and wrist, so seeing those hard landmarks push under the skin helps to define the forms of the hand. Materials and Textures - More focus is needed on defining realistic textures on the body, clothing, and accessories. Really look at how light plays off the surface of objects, how broad or sharp the specular highlights are, how rough the material appears, what kind of surface relief does it have and how intense is that. I recommend modelling a prop you can find at home that has some wear and tear on it, then recreating the textures exactly as you see them in the real world. This is a good exercise to train your eye to see how things are built and rendered realistically. Surfacing - A lot of the noise you added to the clothing can and should be added in the texturing phase, as it's easier to adjust it via texture than via the sculpt. Rendering - I recommend downloading the Digital Human project on the Epic Store and look at how it was put together from a technical and artistic perspective, as it's an excellent showcase of how characters can be rendered in real time at a very high fidelity within a modern game engine.
  • extensive research + comprehensive documentation! it's great being able to see the thought into each step. I think you might have overscoped with the character a little, there are a lot of elements. Also the topology is a little disproportionate across the model. a lot of the model has pretty reasonable topo but there are some parts that are too low poly. Pretty nice asset overall! I think that it's let down by the grunge/dirt pass, specifically on the skin.
  • A lovely character design that shows you clearly know the process of character creation and a lot of technical details on character creation. Its impressive infact at your stage how much you know and are able to implement, but I feel you are falling down a little on the anatomical sculpting. Which simply could use a little practise to get those forms more accurate. Its ok lining up a ref to a model, and saying its accurate, but not if the curve and flow of the body doesn’t match. I would take a part of anatomy, a arm, leg, foot, torso, hand, and spend a day or two refining each in zbrush. I think that will help you greatly. And don’t be afraid to start from the skeleton and work outward, with muscle then skin, a very fun practise that gives you anatomy knowledge and helps shape your sculpting.

Challenge Tier

Search For A Star

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