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Overwatch Character (Shaolin Nun) - week 3

  • Writer: meriirosvo
    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.

 
 
 

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