Wednesday, January 8, 2020

FMP - Week 1 - Part 3

Now that my research, tri budget and references were nailed, it was time to start working!

 The high poly sculpt was a slow start at first, even though I had read that the Overwatch characters were made in Zbrush, I have decided to do a moderate amount of work in 3Ds Max before moving it over to Zbrush for the details. 

My reasoning for this decision was because from all of the reasearch I did on the Overwatch models, the main factor that had to be nailed by my sculpt was how clean and cartoon-like the models are, and working too much in Zbrush can often lead to my models becoming lumpy and that is not something I can get away with in this project.

Therefore, my work around for this was to work primarily in 3Ds Max and move everything over to Zbrush once I was happy with the shape language and silhouette of everthing. 


It feels like the body and face took the longest to block out because whilst it is joked about in the Overwatch community that the female characters all have the same face and body time, the exact proportions are actually different between the characters and I needed to decide what kind of character she was going to be. 

Overwatch seems to be all about shape language, and every design choice is explained by a character trait. Tracer has thin legs, a small body and short hair as she moves quickly to slip in and out of the fight when needed. Mei on the other hand is all wrapped up in winter jackets and stockier in build as she is the kind of hero that bunkers down and even ice blocks in place to stop a payload from moving or a point from being captured. 

So after some thought I went for a Sombra/Widow aesthetic in the body type and face, a thin body type as the character needed to seem mobile, but not quite as exaggerated as Widowmaker.

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