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A jam submission

The Ancient TravellerView project page

Submitted by TheodorObreja — 23 hours, 33 minutes before the deadline
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The Ancient Traveller's itch.io page

Results

CriteriaRankScore*Raw Score
Project Documentation#44.5004.500
Creative Development#93.7503.750
Overall#143.7003.700
Final Presentation#183.5003.500
Research + Development#213.7503.750
Technical / Workflow#253.0003.000

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.

  • Hi Theodor, A very beautiful character. Witcher esq, I can see it as a bad guy in the game itself. The construction of the wooden backpack is beautiful with the detailing. As with all the character, the detail is superb. I wouldn’t mind you checking out more anatomy ref when working. Consider building a écorché, or monster in that form so you can use it for portfolio would boost the knowledge there. The texturing is superb, but i feel you need to push the textures to make certain items pop. It blends a little too much to be a swamp creature without definition in the texture colouration. it just needs a look at point with brighter coloration at where you want the eye drawn. This is balanced when the lamp is held in hand. the final criticism is the weight. The large box seems balanced on his back, without the creature feeling the weight. If the box was angled slightly over the hump it may give more appearance of heaviness to the box. Just a thought. Watch clean topology and NOTE how many UV maps should be used for a NPC in unreal. But altogether a superb piece. Expertly crafted. You are an artist with a vast amount of potential, so pls only take the crit as a “here will improve your pieces” and good luck for the future. Adam
  • First of all, I want to thank you for the work you've done; you've done well with the task. I found it very interesting to evaluate your character. Thank you for your effort and diligence. I want to wish you good luck in the challenge and creative success! Denis Beletskii. 3D Concept Character Artist. Wargaming. Also, I would like to add some useful materials on working with characters and more. I hope they will be helpful to you when working on new excellent characters. Good breakdowns in my opinion: • Sin Nombre—Valerious by Kristina Perinska https://www.artstation.com/artwork/YBQrOX • Frostpunk Explorer: Character Design for Cinematics by Claudiu Tanasie https://80.lv/articles/001agt-frostpunk-explorer-character-design-for-cinematics/ • Game Res character by William Paré-Jobin https://www.artstation.com/artwork/oAonE4 • Yokai Breakdown by Anastasia Fomina https://www.artstation.com/artwork/OGOn06 • Creating a Strong Male Character by Annina Weber https://80.lv/articles/creating-a-strong-male-character-in-maya-zbrush-substance/ • Marilyn Monroe by Alexander Lyan https://gamesartist.co.uk/marilyn-monroe/ Useful literature: • Excellent anatomy books for sculptors. https://anatomy4sculptors.com/ • A book explaining the use of lighting for artists. https://www.laurenceking.com/products/light-for-visual-artists-second-edition • Anatomy for 3D artists. https://www.brownsbfs.co.uk/Product/Legaspi-Chris/Anatomy-for-3D-artists---the-essential-guide-for-CG-professionals/9781909414242 • Character design. https://store.3dtotal.com/products/fundamentals-of-character-design • Another book on lighting, but this time for portraits. https://www.ammonitepress.com/mastering-lighting-flash-photography/
  • This is such a fun and creative character you've come up with! there's a strong development of the character's backstory, whilst showing elements of narrative through the design. Some feedback: ∘ It would be great to show a more developed piece of concept art in the pre-production phase, along with composition ideas for the final renders. but you have done a great job referencing your design inspiration throughout. ∘ it's clear you've referenced anatomy when sculpting the body, which is great. I saw this artstation post recently which shows an interesting technique that could be used to form the muscles in the arms or legs, resulting in a much more natural feel https://www.artstation.com/artwork/xDR5zr ∘ it's great to see you've used Marvelous Designer in your workflow! ∘ For retopology, start with loops around the arms, legs, neck etc, with an even number of polys, say 8 or 16, and complete those parts before joining them all up with the torso. work as low as possible, then add edge loops at the end when things are successfully connected. You may want to research edge loop reduction flows for when you come to tricky bits like the fingers. this part definitely takes a lot of patience. reference human body topology flows and copy them. Generally, only use the first UV tile (U1V1) to lay out UVs. ∘ good attention to detail when texturing, and the opacity map is a lovely touch. it brings more personality to the character and makes it feel grounded. ∘ the meta humans demo scene on the unreal marketplace (free) has some beautiful lighting and some atmospheric effects, which is great for importing your character into and getting a lovely render with minimal effort. Your final renders are of good quality, but the character could do with at least one posed, portrait render to show off the details. The horizontal framing loses a lot of details. the result is impressive and you should be proud of what you've been able to achieve! I hope this feedback can be of use to your future projects and best of luck! Feel free to reach out with any questions ~ Sasha Gallie, Character Artist at Double Eleven https://www.artstation.com/sashagallie

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