Overwatch Character (Shaolin Nun) - week 3
- meriirosvo
- Nov 11, 2017
- 1 min read
I spent final week finishing textures, baking and fixing any errors, rigging and putting the model into Marmoset Toolbag 3.
Renders (Iray) from Substance Painter. I tried to capture the handpainted style of Overwatch.
Final baked textures
Unfortunately the rig I've made had really bad errors so I had to drop it in the end. Sadly, I could only render static pose in Marmoset.
This project highlighted a lot of mistakes I've made but I'm actually very happy about it since I'm able to practice and fix them in next project and, most importantly, my FMP.
Issues I definitely have to look into are
- rigging - I must have had posed dummy in a wrong pose because in the end I could not make arms move correctly without elbow and shoulder bending backwards
- scale - I've mad hands and arms very small compared to the rest of the model and certainly compared to game ready models. Because of that I could not have my character grip the spade properly.
- checking models constantly - somewhere along the way my model became slightly asymetrical; one arm was slightly rotated to the position of the other. When I discovered it I thought it's not gonna be a big problem. However it cost me time with retopologizing, rigging and skinning since I could not use symmetry and had to do both arms separately.
- retopologizing - I noticed some ugly stretching of uvs in sensitive places like the thumb or wrists. This is something I need to practise.
Comments