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A jam submission

Jedi WitcherView project page

Combination of my 2 favourite fantasy universes, star wars and the witcher
Submitted by Petar Cakic — 28 minutes, 59 seconds before the deadline

Play asset pack

Jedi Witcher's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#213.5003.500
Creative#263.2503.250
Presentation#292.7502.750
Overall#312.9502.950
Documentation#313.0003.000
Technical#382.2502.250

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.

  • A very creative piece of work. Creating in effect 2 characters. Well done. The sculpts are quite well done, however are lacking in the development of the cloth. Just something to pay attention to in the next few sculpts you do. I’m sure there are youtube tutorials on cloth out there somewhere. But the face is quite lovely, and you have a decent sense of anatomy so far. This is brough along to the texturing that is quite good, like the head, but could use more in other areas. Its about practise, youre good and can produce whole characters which is great, but need that extra little practise on your craft. Pay also attention to the retopo that seemed a little too low poly. It works, and I don’t know the specification or ideal engine you were thinking of, but for the purpose of this brief you could have gone higher and kept more organic smoothness to the model. You produced some very nice clean uvs there! In all, lovely piece of work, nice style, and 2 characters! Well done.
  • I think that the jedi and witcher combo is a cool idea but has been difficult to execute due to their similarities. The normal maps look a little odd, I'm not sure that exploding the mesh was necessary as substance painter/designer auto-generates cages. UVs are great but could've used more than one texture and much more geometry, this character uses less than you can use on mobile/vr nowadays
  • Hi Petar, nice job finishing with the short amount of time for the challenge. I have some general feedback for you, hopefully you can take these notes and improve on your next piece. Your block out process was well done, but the final execution needed more work. - Focus more on material work, the materials in your renders are approximations of what the real world materials are, but they are not quite there. Make sure to grab a bunch of reference of what the material should be, before texturing anything. Observe how the light plays off of the surface. - Spend more time learning how cloth works, everything in your character feels very soft and doesn't hit the mark for believable clothing. Clothing stretches, compresses, folds in on itself, twists, stacks, and has a bunch of other forms. - Spend more time learning anatomy. The face in particular could use more study. I recommend grabbing Anatomy For Sculptors and studying that book. There are also many free resources online to learn anatomy. - Current gen characters range in the realm of 50-100k triangles. Lowpoly isn't really a focus anymore unless if targeting mobile platforms, and even that is getting more intense. - Textures - Heads or skin areas such as bare arms or legs, as well as eyeballs, are split into their own individual texture sheets, that way you can assign subsurface materials easily on the parts that need it. There is no need to be packing your character into such a small texture sheet as well, modern games use multiple 4k textures, with tiling surface details, to get the most out of the character.

Challenge Tier

Sumo Digital Rising Star

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