Fairy Tales Challenge - Final Submissions

Hello everyone,
My first ever made Videogame character, I’m happy that the contest led me to make a game-ready character (I have worked on concepts and CGI characters but I found this pretty challenging since I had not much of time and I had never retopoed anything for videogames :grinning: )
This character is based on a Persian fairy-tale folklore character called ‘Samak’ (Samak-e Ayyar).
The name Ayyar is generally used for a group of people who are famous by their magnanimity and the way they help people. Samak is also one of them, at some point he meets the prince of Iran who has gone to the China-Land (not The China!) to find the princess of China who is taken care of by an evil witch! The prince of Iran on his way to get to her meets Samak who is going to help him with the witch !
From here on Samak and the Prince make a covenant of brotherhood and the bigger journey begins!

In this scene you can see Samak going after an abandoned castle, He is trying to find the hidden way in by using the book he found, but it seems he is not the first one here… .

  • Two sets of 4k Maps (Not well-optimized since was my first one, but I hope I do a better job next time)
  • 75000 vertices (including the snow cards and the ground)
  • rendered in EEvEE
    -Sculpted In Zbrush, Textured in Substance

Without Volumetrics







Here is a render in cycle with a more middle eastern look that I intended (I just didn’t have time for working on lighting and rendering (and other things :joy:, also I didn’t have access to my unreal engine set-up)

WIP Thread:

My Artstation:

3 Likes

Hello everyone!

I’m finally done (well, that sounds wrong)! But anyway…

For this challenge I chose Cinderella who decides not to sit at home and wait for her Prince Charming but takes her destiny in her own hands and does what she wants (breaking her fancy shoes for example).

FINAL RENDER:

SIDEVIEWS:

Software used:

  • ZBrush: sculpting of the face and skin
  • Marvelous Designer: all the clothing
  • Maya: UVs, Rigging etc.
  • Substance Painter: baking and texturing
  • Marmoset: rendering

MAPS:
1st texture set (4K):


2nd texture set (4K):

Additional maps, I used to refine the skin. Though it was probably not necessary, I still wanted to test the workflow of realistic skin rendering in Marmoset.

I also used the 3rd texture set (1K) for the hair, because I needed an extra shader with anisotropic reflection. If it’s strictly against the rules, I can still make the girl bald ^^

UVs:


WIREFRAME & POLYCOUNT:

RIG:


Maybe an unnecessary step and a waste of time but I love to rig and skin characters to pose them so I couldn’t help doing it :smiley: I maybe will try and animate her one day…maybe.

Some additional close-up renders:

I also posted some of the updates in my thread here:
https://challenges.flippednormals.com/t/bad-cinderella-update-3

Final thoughts:

I decided to participate in this challenge, because I love making characters and with this one I had multiple goals:

  • learn Marvelous Designer
  • learn Marmoset Toolbag
  • improve my UV und texturing workflow
  • learn how to proper optimize characters

I’m happy I’ve actually managed to fullfill all these goals to some extent (one month is definitely not enough to even call myself a beginner but it’s a start :D). I learnt some cool new techniques in Substance, forced myself to use cards for hair and got some decent results, learn how to optimize polygons and not ruin the mesh in the process. All in all, it was definetely an interesting experience.
And I think I also leart one very important thing: patience.
If your Substance file (after loading for half an hour) looks like this:


…not throwing your poor PC out of the window requires patience.

Rendering of a proper turntable would take an eternity and a half, so I most likely do it tomorrow and post it in my artstation (self-promotion yay! :D):

6 Likes

Hi folks!

This is my Little Mermaid version! :mermaid:
These are screenshots from Unreal 4.


She’s a naive and curious young creature who lives in the ocean twilight zone, a layer of water below the ocean surface, just beyond the reach of sunlight. Because of that, her skin is pale and she has big fish eyes that help her see in the dark. Her seal ears allow her to hear better underwater cause the shape of our ears are meant to capture sound waves that travel in the air better than in water and the gills on her rib cage are part of her unique respiratory system. While living in deep waters, she longs to get to know the bright and colorful world on the surface, not knowing that her fate is as gloomy as the waters in which she inhabits.

I sculpted her high poly model in Zbrush and then retopologized her in Maya. Having in mind that she would be a real time character, I tried to keep my polycount as low as possible for optimization purposes and was careful to place edge loops around areas that would suffer more deformation in an animation process, like her face and fins. I also wanted to save some polys for a hair card method that would give me a nice hairline and a natural and flowy look, ready for games. I ended up with 20.523 tris for the mermaid and 20.638 tris for the hair. Her texture set was done in Substance Painter, the rig was done in Maya and the render is a screenshot from Unreal.

Mermaid 4096x4096 texture set

Hair 4096x2048 texture set

My work in progess is here: The Little Mermaid - Sea Creature WIP
And this is my portfolio: https://luizasg29.wixsite.com/luizagomes3d

Although this was not my first game character, it was my very first time in a challenge like this. To me it was especially tricky to manage time cause I tend to be very perfectionist and picky with a lot of details and sometimes this keeps me from moving on., but here I am! haha I loved the challenge and it was amazing to see so many awesome and creative works!

Good luck to everyone! :smiley: :four_leaf_clover:

7 Likes

Hi! This is my final submission to the Challenge.

For the challenge I reimagined the Captain Nemo (genderbender, why not) as a modern person. And, well, ship piracy is something rare in modern days, but the pirates just reinvented their thing! xD So, there she is: Nemo, a famous hacker, and her favourite work-tools: a very appreciated laptop named Nautilus. And of course, with bi-lights, as all pirates should be jaja.

-Modeling in Blender
-Clothes in Marvelous Designer
-UVs in Blender
-Textured with Substance Painter
-Final render in Marmoset Toolbag
-Tris: 96k
-Two 4k map sets

I will post my work later on Artstation: artstation.com/arienfay

Final render

Front, Sides and Back

Clay render

Wireframe

Extra images

Textures

4 Likes

Abyssal Empress Ariel
Hey everyone. It has been fantastic to roll into this project right after the grand space opera artstation challenge. I decided to take an evil twist on our familiar friendly mermaid. I really hope the community enjoys my piece. It has been a journey. This is the first character in over a year that I designed myself. I usually work straight off of concept. Grabbing references from under sea life like spider crabs, shrimp, gulper eels, angler fish and ringed octopi felt so on theme. I am aware that I did go slightly over budget in my poly count, but I hope with the complexity of my design that it is given a little leeway. Thank you for hosting this challenge, really helped me flex my 3D concepting skills (I spent the whole first month on just the sculpt).

6 Likes

Hello guys, this is my first time participating in a challenge and the first time made a character to real-time. I was encouraged by Vicky Hikari to join her in this challenge :slight_smile:
Was a great time to learn something new, I know I have so many things to take better, but I’m realy happy to finish this project!

Let’s start talk to my idea.
I choosed the The Pied Piper of Hamelin, thinking him in the Dieselpunk unirvese.
He using your flute to enchant your enemies.
So the Pied Piper runs and play your flute with yours mechanical arms.
He is a brave man, always does what is agreed.
But if you don’t comply with the agreement, probably the last thing you’ll hear will be the flutist’s song.

I used this softwares:
Blender for modeling
ArmorPaint for texturing
Unity for test the real-time rendering.

Render

Wireframe

Textures (I used 2K in the textures)

For animations I used Mixamo to help me make some animation tests.
Views in Unity

Video turn table made in Unity

Sketchab model

Topic with my WIP

If you read this far, thank you :slight_smile:
And good work for all you guys, I saw very nice jobs!
By Emanuel Leiros

5 Likes

Hi everyone, I finally completed my entry!

Rapunzel from the Future

Body: 29,114 tris
Cable: 32,448 tris
Gun: 14,336 tris
Total: 75,898 tris

Sculpted in Zbrush, retopology and UV’s in Blender, textured in Substance, and rendered in UE4.

Thanks to Flipped Normals for hosting, this has been a major learning experience and has helped me gauge my own abilities. Good luck everyone and thanks for reading! :slight_smile:

3 Likes

Dracula 3000 A.D Final submission
well this is the one Flipped Normals challenge I finished in time! (hell yeah!)


texture set 1
base colour Emissive Normal
image image image
RoughOcclusionMeltal Opacity
image image

Texture set 2
Base colour Emissive Normal
image image image
RoughOcclusionMeltal Opacity Directional normal(hair)
image image image

total Tri count 99984
total Poly count 51242
wireframe and other info available in the marmoset viewer

thanks again for making this challenge for everyone managed to push myself up a few extra levels :heart:

progress work for.
Dracula 3000 A.D - Fairy Tales Challenge || Real-Time Game Character - FlippedNormals Challenges

4 Likes

Hey guys! Can’t believe it’s submission time - doesn’t feel that long ago since the challenge started.

This is my final submission for Mina Harker, and you can find my WIP thread from the challenge here: Mina Harker: Vampyr Hunter and Warlock Extraordinaire!

Total Tris Count: 69,190
Both sets of materials are at 4k
Wireframe included as both screenshots and turntable video (YouTube links)




3 Likes

2 Likes

SNOW WHITE AGENT
She knows everything cause animals are they little helpers in combating crime!
FINAL SHOT IN MARMOSET:


FRONT BACK AND OTHER SHOTS:



TEXTURES SET 1 SNOW WHITE whole
AO
!
DIFFUSE

GLOSSINESS

METTALLIC

ROUGHNESS

SPECULAR

SET 2 BIRD
AO


DIFFUSE

GLOSSINESS

METALLIC

NORMAL

ROUGHNESS

SPECULAR

WIREFRAME 49 000 polygons:




Normal overview:


Roughness:

Metallic:

Glossiness:

Specular:

Sculpted in Zbrush
Retopology in Zbrush and 3dsmax
Textures Substanace Painter
Rendered Marmoset Toolbag
Wireframe and texture overview : 3ds max

4 Likes

2 Likes

Little RED Riding Hood

Meet my hero - RED!

In the future world, she works as a courier and delivers especially valuable goods through the most dangerous areas of the city. She have the super-technological equipment for this job. The backpack has a strong protection and can destroy the load, in case of unauthorized access. She can use her sniper rifle to fighting on the long range and a technological mask with a visor increases the accuracy. In case of close combat, RED carries two short blades.

The head of corporation, codenamed “Grandma”, instructed RED to deliver the cargo to a special customer. But agents from rival company B. S. G. W (Big Scary Gray Wolf) wants to intercept the cargo. Will RED be able to resist a dangerous opponent this time?

Video Clip on Artstation: https://www.artstation.com/artwork/Ga0KGd





Character - 67 081 tris
Enviroment - 15 710 tris

16 Likes

Post apocalyptic Frankenstein’s monster

The story is the same, but the time and manners are completely different…

Soft: zbrush, maya, substance painter, photoshop, marmoset










WIP Post apocalyptic Frankenstein’s monster

13 Likes

This is my modern day Pied piper ‘pest control’ edition
Rendered in Toolbag 3, Texture in substance painter and modelled with Zbrush, Maya, Marvellous (little bit of xgen)

4 Likes

The King of Ireland’s Son


Here is the final shot of my The King of Ireland’s Son reimagining, placing him far in the future beyond his original story and into the near future. The Sword of Light is a bit more literal, with the blade being a hard-light construct emblazoned with the sun and moon. For the final shot I took inspiration from the book’s beautifully illustrated cover, moments before the ravens attack. Everything has been rendered in Marmoset Toolbag 4, but I also created a version suited for Unreal Engine 4 using the packed texture system and building out an optomized material set using a master material and material instances.
I sculpted the character from scratch in ZBrush, retopologized in Maya, modeled the hard-surface objects in Maya, textured everything using Susbtance Painter and some materials I created in Substance Designer, rigged and posed in Maya, and rendered in Marmoset Toolbag 4.
The triangle count for the entire scene, including the environment assets, came out to a total of 79,121 triangles and two 4096px texture sets.


Front, side, and back views: 55,935 Triangles

A-pose front, side, and back views

Front, side, and back views of the sword: 2340 Triangles

Environment items: The rocks are 9863 each fro a total of 19,726, the ravens are 112 triangles each for a total of 1120 triangles.


Wireframes


Material overview and texture sheets

Additional shots of some of the details of the character

Marmoset viewer And lastly, my WIP thread! This project was an amazing learning experience and I was so happy to take part in this challenge. https://challenges.flippednormals.com/t/the-king-of-irelands-son/1403
5 Likes

Final Submission: Little Mermaid
Render done in Blender EEVEE
Faces : 48.942
Triangles: 98.038
Unfortunately I didn’t get to pose character




![Back|338x500]

2 Likes

So some additional info that I felt didn’t quite fit the main body of the post!
The timing of this was wild. Literally just days before the contest was announced, I had started gather reference for The King of Ireland’s Son because I wanted to model him as a game character. When the challenge was announced, I took it as a sign and gave it my all! This was a super fun learning experience and I’m really proud of how it came out.
Some of the inspirations for this project were the original illustrations from the book, Fortnite, and in particular, Overwatch. Overwatch already has a ton of medieval and fantasy elements enhanced with science-fiction, so I took inspiration from both its style and themes.


I owe a ton to fellow artists and friends for lending a critical eye and amazing constructive criticisms that help push both me and the project to the best it could be.
I had initially planned to render entirely in Unreal Engine 4, but realized Marmoset would serve the project better. Still, the character is fully game ready and I may eventually put him up on Artstation as an asset for folks to use!


The entire character, including all the extra elements, was condensed to just 1 master material, 1 eye clearcoat material, with 8 material instances built from those two.
This is the Unreal render, The King of Ireland's Son but given that it’s using things like Unreal’s skybox, landscape, and water materials, it didn’t fit the rules for the final submission. Still, really proud of how this came out too!
I haven’t dived into face rigging before, and even in the case of this, it was a very simple rig. Still, it allowed me to create what may be my best piece of very professional animation:

All in all, I’m super proud of this project. It helped me learn a lot, connect to a lot of new folks, and helped me grow as an artist! I’m looking forward to my next project utilizing what I’ve learned.

2 Likes

Beauty and The Beast
55K Tris

(Marmoset renders)

(Zbrush)

(Texture)

(Concept)

(Blockout)

9 Likes

I decided to rethink Robin Hood and make my own version from the future, but unfortunately I didn’t have time to finish my project.I hope you like what I’ve done. )
Zbrush sculpt and render, modeling and cleanup in Maya,

8 Likes