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Juno, the librarian fencer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research + Development | #1 | 5.000 | 5.000 |
Project Documentation | #1 | 5.000 | 5.000 |
Creative Development | #3 | 4.500 | 4.500 |
Overall | #3 | 4.500 | 4.500 |
Technical / Workflow | #13 | 4.000 | 4.000 |
Final Presentation | #15 | 4.000 | 4.000 |
Ranked from 2 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.
- Very, very promising work. Your tutorials that you have used and your tutors are clearly very valuable to you, and I believe you can trust them to take you one step further. The scene you have made looks very 'filmic' and I believe you could go into cinematic character art if you wanted to as well! Of course there are small things to improve like topology and textures, but I believe that by repetition and asking for feedback that that will be something you will master by yourself.
- Documentation - An enormous amount of research has been provided in Pre Production, good job on using Miro to create a mind map. Too much research can actually distract you from ever completing your own design, as there is usually too much for you to decide on. However here everything is neatly laid out, and I can see exactly what your final outcome would be. Concept is a good example of what to look for in character art. Breaking every done shows a simpler and clearer way on how to build the assets in 3D. Final concept has very clean lines which makes easier to read. Only suggestion would be to push the silhouette more; have a stronger pose of Juno holding the sword and ensure all limbs are seen, an example ~ in the first concept https://www.artstation.com/artwork/YKOY5K Sculpting - A great start into character art. From now I would start looking into nailing the foundations of proportions and anatomy sculpting, look into sculpting pieces individually (head, torso, legs) and once these are strong enough, you can really get stuck into stylised art. A good resource for sculpting anatomy includes Lukas Kutschera https://www.youtube.com/watch?v=Wt9tlnoKihQ&list=PLZ_rNjaMm252knHErlfctIPWuJc78RPgX&ab_channel=LukasKutschera And Proko: https://www.youtube.com/watch?v=pDgyQjNFVQk&list=PLtG4P3lq8RHFBeVaruf2JjyQmZJH4__Zv&ab_channel=Proko Topology good, however I feel the model can be lower than 50k. When retopologising, always zoom out of the scene and look for areas where the topology does not affect the silhouette (on areas that do not require deformation on the limbs) and these loops can be taken out. Topology and density of the face as good, as the head will be used for animation you'd like to make it more dense. Loops overall can be more straighter, and the topology on the teeth are very high on areas that are hidden such as the roof and bottom of the mouth. Overall materials are well read, but I feel they mis-match between the styles. The texturing on the face and hair shows a more stylised approach, but the heavy detailing on the sword gives a split with realist look. I would like to have seen the style of texturing and sculpting of the head carried out through the whole model. The final rendering is strong, particularly the head shot with good focal distancing. Great job on this piece.
Challenge Tier
Rising Star
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Comments
Brilliant!