Play asset pack
Hunter the Catboy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Final Presentation | #24 | 3.000 | 3.000 |
Technical / Workflow | #25 | 3.000 | 3.000 |
Project Documentation | #40 | 2.667 | 2.667 |
Overall | #42 | 2.667 | 2.667 |
Research + Development | #48 | 2.333 | 2.333 |
Creative Development | #50 | 2.333 | 2.333 |
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.
- Pros: + Bonus technical points for manually rigging a non-humanoid character. I’d recommend adding at least an extra bone in the spine chain as it’s quite limited at the moment. + Bonus technical points for making a tileable material in Substance Designer. + The fire VFX is a really nice addition and adds some flavour to the scene. + Even though the final model is quite simple, your presentation and scene setup really makes him stand out. Cons: - Your low poly has a lot of baking errors, make sure you soften all edges of the low poly before baking. - Documentation is quite brief, although you do cover the main aspects of the pipeline. It would have been nice to see more process screenshots and some references to the tutorials/guides you used. - I mention anatomy to everyone as it is very important. For the use case of this project I’d say you did ok but knowing human anatomy is essential even when making non-human characters as the anatomy of most mammals is similar to that of humans. 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. - I understand the “toy” look you went for but that’s not an excuse for not putting more time into the textures of your character. The plastic look with even roughness and little to no colour variation doesn’t add anything interesting to the character. I understand this may have been due to time constraints, but I feel a lot more visual flair could have been added if you would have done more research on texture styles or shaders to achieve certain effects. Overall, you’ve managed to fulfil the brief and come up with a visually pleasing and technically impressive result in some aspects. I’m looking forward to see what you make next, best of luck! Feel free to reach me at: verisof08 on Discord or via LinkedIn at https://www.linkedin.com/in/mihaiandrusandu/
- This is a really fun project and your character has lots of personality, it was fun to look through! Some feedback: ∘ it would be good to see some more development of the character before starting the production stage, colour schemes, silhouettes of body proportions, etc ∘ the retopology is very neat so well done on that! ∘ great to see a rig for this character, it goes above expectations 🙂 ∘ make sure to smooth the low poly mesh normals before baking. in Maya select the mesh > mesh display > soften edge ∘ the emissive stripes in the textures is a nice touch. use more generators in substance painter like AO and curve to create more depth in the base colour I really like the tiles you made for the environment, great job incorporating substance designer in your workflow! the same goes for the additional VFX. You have a lovely overall colour scheme in the final renders which shows off the character well. Great job completing this project, feel free to reach out with any questions ~ Sasha Gallie, Character Artist at Double Eleven https://www.artstation.com/sashagallie
Challenge Tier
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