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Jupiter the Interstellar Backpacker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Research + Development | #23 | 3.333 | 3.333 |
Technical / Workflow | #25 | 3.000 | 3.000 |
Project Documentation | #25 | 3.667 | 3.667 |
Creative Development | #30 | 3.000 | 3.000 |
Overall | #30 | 3.067 | 3.067 |
Final Presentation | #41 | 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.
- I understand this is an unfinished project so I will focus on giving feedback on what you’ve got so far. - Excellent documentation of the development process, including the mistakes and notes to self for revising the project. Despite not being finished, you have a strong foundation to build on when you decide to continue the project. - You’ve got a good idea development process but your final concept wasn’t too clear. You mentioned not wanting to get bogged down into procrastination over the perfect concept, however not having a clear concept either can create issues further down the line and force you to ideate in 3D which is not ideal in a time restricted scenario. - I’ve mentioned this in almost every feedback so far so don’t feel bad about it, anatomy. You’ve got a good fundamental knowledge of some muscle groups, but it’s really important that you practise more anatomy, especially realistic human characters before going to stylised. The overall proportions look ok, although the head might be a bit big and the gesture of the lower leg is a bit too extreme making it look unnaturally bent. 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. - ZRemesher for final model retopology is a big no no, for the same reasons you dscovered and for the higher than needed polycount to capture the shape. ZRemesher is good for ideation/concepting in 3D where topology doesn’t matter, but not for game ready models. - Uv’s can be improved, make sure shells have the same orientation (legs,arms) to ensure consistency on tilable textures. Usually the head is on it’s own UDIM to give it extra resolution but depending on the style you go for, you might not need it. - For learning how scale works in Zbrush, I recommend this video: https://www.youtube.com/watch?v=EXjfH_X2hkM - For stitches i recommend adding them in Substance, especially since it’s much easier to do so with the new path tool. - For baking I recommend using Marmoset 4 rather than Painter Feel free to reach me at: verisof08 on Discord or via LinkedIn at https://www.linkedin.com/in/mihaiandrusandu/
Challenge Tier
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