Play asset pack
SFAS 2024 - NAGA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research + Development | #37 | 2.667 | 2.667 |
Technical / Workflow | #38 | 2.333 | 2.333 |
Project Documentation | #48 | 2.333 | 2.333 |
Final Presentation | #52 | 1.667 | 1.667 |
Overall | #53 | 2.200 | 2.200 |
Creative Development | #54 | 2.000 | 2.000 |
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.
- - You’ve got an interesting take on representing underrepresented types of characters. I recommend you keep that principle for your future designs as it can indeed make them stand out and be unique. - I would highly recommend to practise anatomy and drawing in 2D as having strong art fundamentals is essential for making 3D characters. These include but are not limited to: perspective, anatomy, cloth, colour theory, composition, design principles. For instance, your design is not that visually appealing since you incorporated the snake elements very harshly by just replacing the legs. To make a believable design you need to understand the structure of what you’re making and I can see you attempted to to this through your reference gathering, but this is where fundamentals come in. It may be hard to draw a human snake hybrid, but if you know the human part well half of the job is done already. - One book I highly recommend is Anatomy for Sculptors (https://anatomy4sculptors.com/understanding-the-human-figure/). Also, don’t forget to practise anatomy through drawing since a lot of the observations you make in 2D can easily be transferred to 3D. For this I highly recommend drawing quick poses (1-2 min) which force you to find the main lines of action and learn how dynamic the human body is. - To get an overview of the character creation for games i recommend watching the following free course: Character Production by Daniel Rodrigues - https://www.artstation.com/learning/courses/xvl/research-and-blockout/chapters/GMDe/introduction - The documentation should have been more in depth, where you write down your thoughts and the difficulties you encountered along each step of the pipeline. I recommend looking at the documentations from past years winners of SFAS and RS. - There wasn’t really a need to make an actual application to present your character, just having an engine scene with the character posed would have been enough. Also, that would have bypassed errors gotten from the antivirus and the need to install additional apps to run the game (the C++ package). Hope the feedback helps, best of luck! :) Feel free to reach me at: verisof08 on Discord or via LinkedIn at https://www.linkedin.com/in/mihaiandrusandu/
- Well done on completing your project! You gathered a nice range of references including mythical, anatomical, real photos, and 3d models which is great to see, and came up with a good concept for a unique character. Some feedback: ∘ It would be good to see more development of your concept before starting production, some exploration of colour and silhouettes for example ∘ try to make sure the UVs fill up the space of the whole tile to make the most out of the resolution you have ∘ research human retopology reference and try to replicate the same edge flows, like loops around the neck, arms etc. ∘ the rig is great to see! this goes above expectations so great job ∘ it would be great to see some more documentation of the texturing process and set up in ue5 to be able to provide more specific feedback on your process. Overall you showed some good technical skills and used suitable industry software for each stage to complete this character so well done! Feel free to reach out with any questions ~ Sasha Gallie, Character Artist at Double Eleven https://www.artstation.com/sashagallie
Challenge Tier
Search For A Star
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