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A jam submission

Omni-ManView project page

Submitted by Charlie Shrehorn — 2 days, 5 hours before the deadline
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Omni-Man's itch.io page

Results

CriteriaRankScore*Raw Score
Final Presentation#24.6674.667
Project Documentation#44.5004.500
Technical / Workflow#54.0004.000
Overall#74.1004.100
Creative Development#143.5003.500
Research + Development#193.8333.833

Ranked from 6 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.

  • 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. Good knowledge of anatomy, strong sculpting skills. There are too many unnecessary polygons; the character's mesh could be optimized without sacrificing visual quality. I would like to see more work on textures, color variation, contrast, diversity in roughness, some points of interest. The textures currently appear somewhat flat, but it does not detract from the overall appearance of the character. Good work in general. 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 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 Aleksandr 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 https://store.3dtotal.com/products/sketching-from-the-imagination-characters Another book on lighting, but this time for portraits. https://www.ammonitepress.com/mastering-lighting-flash-photography/
  • Research / Dev - Well researched with a good combination of real world and artistic influrances. Range of sources, however perhaps taking it a step further and taking headshots of a real life model if you had access to photography equipment. Technical / Workflow - Very good process overall, from start to finish. Great attention to detail when it comes to the sculpt and texturemaps. Do keep in mind the stylistic elements to the hair and facial features. Perhaps referencing games such as dishonoured and real life figurative sculpting may be a good starting point Creative dev - ambitious take on recreating the character, loosely based of a existing character. Would have loved to see your take on an original character for 'Big Bad'. Final Presentation - clean and nicely presented. Lighting could be more brighter and alternate lighting scheme may help sell the character more - see cinematics for games. Project Documentation - Deep in depth documentation , clearly and methodically explained. Overall a great submission with a professional approach to character creation. Great work
  • Contestant: Charlie Shrehorn-Middleton / @Charlie Shrehorn Assessor: Tristan McGuire / @draconic_cowboy Tier: SFAS Congrats on completing your project! Things that went well: ✧ Nice facial sculpting ✧ UVs are decent. ✧ Great texturing process. ✧ Nice to see some Xgen skills. Things to consider next time: ✧ The overall flow of the quads in the topology is good, but the symbol on the chest shouldn’t have those long and thin rectangles. Geo like that doesn’t deform as well and causes quad overdraw. The best approach for an area like that is to create the topology as you would for a plain chest, then add cuts to the quad grid to allow for the curved shape of the logo. ✧ To improve the UVs even further, you can straighten the fingers to be parallell. You could also either stretch the head out to fill the square, or use a rectangular texture for the head. Avoid any wasted space. I hope this feedback proves useful and will help you with future projects and building your portfolio. You can find me on the social medias in the link below. Feel free to reach out in the future. All the best! https://draconic-cowboy.carrd.co/ - Tristan, Deputy Senior Character Artist at Airship Interactive.

Challenge Tier

Search For A Star

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Comments

Submitted

Fabulous, I am Impressed!

Submitted

Amazing work!