Play asset pack
The Sea Beast's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research & Development | #1 | 4.667 | 4.667 |
Creative | #4 | 4.333 | 4.333 |
Presentation | #6 | 4.333 | 4.333 |
Overall | #7 | 4.133 | 4.133 |
Documentation | #8 | 4.000 | 4.000 |
Technical | #11 | 3.333 | 3.333 |
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 and shown in a random order.
Really nice work. Technically very sound, and well executed. I think maybe posing part can be improved. some shots, he looks like he needs a walking stick as opposed to being very strong! Good bit of sculpting and zbrush work, keep an eye out for muscle insertion points - specifically here with the pectoralis! Excellent work though!
Submission Title: Sea Beast
Submission Tier: Sumo Digital Rising Star
Assessor: Anthony O’Donnell Lead Artist Firesprite
Concept design & Development:
The artist tackled a difficult character and did a decent job of developing it. A variety of reference was gathered which informed the final design. The artist made some good decisions regarding how to blend the various animal / human / reptilian elements.
Technical Art:
Channel packed textures were not used meaning the drawcall count and memory footprint for this character would be high.
The anchor textures contained a blank alpha channel which doubles the texture memory footprint.
Also the unwrap for this asset has a lot of unused UV space resulting in wasted texture memory.
There are noticeably seams along the top of the tail.
There was no Gloss/ Roughness map for the character just the anchor resulting in flat values in UE4 and little surface variation. This is a missed opportunity on a character with such interesting natural variety across the various surfaces.
The use of mirror mapping on the model to get the most from the textures is good.
Creative Art:
This is a tough character to produce as there are many design elements to balance. The artist managed to do a good job. The main thing that I noticed was the head is too large for the body. Larger, stronger and more powerful characters tend to have a smaller head and eyes to sell their size and scale. The anchor sculpt looks good albeit a bit noisy with fine surface detail.
In general the intensity of the detailing done via alpha maps was too strong. Some restraint and variation in suitable areas would help with the clarity of the model.
The choice of an anchor as a weapon is good. I was less sold on the rope wrapped around the arm as it seems restrictive for the character and not of much use.
Anatomy of the creature is good and blended well for the various elements. The artist put considered effort into researching and executing this area of the model.
Written Documentation:
The production diary is presented well and goes into some depth regarding the production process.
Final Presentation:
The final images look good. The chosen camera angles especially the upshot due to the chosen angle convey the power and strength of the character. I prefer the lighting in the darker image.
Brilliant, toplogy is well done, could be denser but still well thought out. nice high polys. Texturing is great, espcially using ps. I would recommened for future some more prcatise on human anatomy and form. It came out wonderful
Challenge Tier
Leave a comment
Log in with itch.io to leave a comment.
Comments
No one has posted a comment yet