Overwatch Diorama - Week 3
- meriirosvo
- Oct 20, 2017
- 2 min read

This week was spent on tweaking the composition of the scene, adding foliage and hiding some of the seams.
I decided on putting up a scene in Marmoset Toolbag since I know that is the tool I will be using for my future projects and I have much to learn about it. I've spent more time there that I initially thought I would because setting up lighting in an environment scene turned out to be way more complicated than I anticipated. With help of my teacher, Kat, I worked out the lighting that showed off different details of my model while maintaning the feel of the original art.
Another thing I spent time on tweaking were textures themselves. I played around with saturation and brightness on some of them to bring out their colours even when in the sharp light.
After texturing and setting up materials I've noticed that my textures are very non consistent on different models. Some big surfaces have very simplistic details and some smaller one have too complex ones. I didn't think about it when sculpting in the first week and I only realized after baking, texturing and setting everything up. That's something I definitely need to pay closer attention to in the future. This is the comparision of big wall and smaller log as an example.
Before I have mostly focused on creating a render of single character or assorted props with minimum amounts of additional content that fit in with it. Despite it not being directly connected to what I'm usually creating I do not regret picking it. I made a lot of mistakes that I will be able to avoid in future project. I am really unhappy with my unwraps which stems from the bad planning of props I've made in the very first week.
Something I definitely need to work on is my naming convention. It's an absolute disaster but I will do my best to clean it up with the next project.
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