Play asset pack
3d Character Art Princess Regina- W.I.P.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical | #26 | 3.000 | 3.000 |
Research + Development | #30 | 3.250 | 3.250 |
Documentation | #31 | 3.000 | 3.000 |
Creative | #31 | 3.000 | 3.000 |
Overall | #34 | 2.850 | 2.850 |
Presentation | #42 | 2.000 | 2.000 |
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.
- character seemed to be coming along quite well but its difficult to judge because its unfinished. topology is mostly okay but some parts are lower poly than others unecessarily .
- This is a great character that is really coming along. It’s a shame it wasn’t finished in time, the sculpt and technical processes demonstrated are very well performed. The head and body itself of the sculpt is well done, a good sculpt all round, and with knowledge of marvellous too, as long as you are able to finish the pieces, you should have a glowing career.
- Hi Ademeris, while you didn't finish the character on time for the deadling, your documentation is well written, and I can see where you were going with the character. Anatomy - I would spend more time working on the face anatomy, and cleaning up the sculpt, as there are wobbly parts throughout. The proportions of an anime character are also different than a realistic character, forms are softer in general, and a big focus is on how light plays off the face, adjusting the sculpt to work with a lighting scenario. I would recommend pushing the proportions to be a bit slimmer, your character feels very wide shouldered and has a wide waist, while the concept has a thinner feeling overall. I find it's helpful to overlay the concept on top of a screenshot of your character, that way you can easily see what needs to be pushed around to get the correct form and proportions. UV - The center of the face should have more presence in the UV sheet. Select the UV points in the middle of the face, and with soft select scale them up so they take up approximately 3/5 of the sheet. You can squish the back of the head area, since it will be covered by hair, no one will see any squishing. Clothing - The clothing can use more time in the oven. First off, the clothing doesn't feel like it's holding on to her around the waist, the wide belt cloth feels very loose. Grab a strip of cloth and tie it around your waist, take some photos and see how the shirt pinches underneath the pull of the belt. Then layer on a leather belt on top and pull that tight, and see how that is affecting the forms underneath it. Making cloth believable in 3D is very hard, but if you can master this skill you will be able to make it believable, in realistic or stylized work. Secondly, adding additional details to the clothing via sculpting is an important part of making believable clothing, it feels like you haven't pushed the sculpt far enough. I recommend looking up 3D clothing scans to see how much detail is actually present in garments. You'll want to push the stitching, seaming, micro folds, and memory folds in the sculpt. Hair - Hair is complicated, and I recommend taking a look at XGen later and rendering out haircards via Arnold. A quick tip for building up hair cards, is to build the base volume with thick hair cards, then on a second layer, break up the larger volume with thinner cards, then finally have your flyaways and thinnest hairs on top. Best of luck finishing this character. Keep at it!
Challenge Tier
Sumo Digital Rising Star
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