[WIP] The V project - Overwatch fan character

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laloon triangle
Hi guys! I need to start being more active here since some my projects sometimes actually end up as lowpoly these days.

I'm currently working on an Overwatch fan character between a ton of other projects. I've been keeping a blog on my ArtStation but since I don't want to spam it too much a lot happens between updates which is not the best way to get feedback. Should've probably done this earlier.. better late than never.

Her name's Vee and she's a toxicologist from New Zealand. Still very much in the 3d concept phase so I'm just trying out whatever comes to my mind. I've played around a few designs and have my favorites, but I'm still trying to keep an open mind in case I get better ideas. 

She started as a very small project but I ended up making it a design challenge for myself. So while I'm just having fun with sculpting I'm also trying to focus on:
   - The silhouette, so it works with the existing heroes.
   - Color scheme, make it fun, make it unique.
   - Personality and how it reflects her design, how to differ from other heroes.
   - Weapon, mainly the type and silhouette but I'm most likely going to end up thinking about skills and play style as well.
   - ..probably something else too I can't think of atm

A few of her newer designs:


so much focus on the boots..

"Thumbnails" I started from:


Hair and mask variations:




So I'll continue from here. Feedback and critique are very welcome!

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  • laloon
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    laloon triangle
    A tiny update!

    Made a workable topology for the face. She has quite an.. animated personality so I want to be sure the base topology works and won't cause any weird problems in the future.




    And a  few expression tests. Works well enough, not sure if an extra loop to the eyelids would be useful or just make everything harder to control. 

  • Popol
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    Popol polycounter lvl 6
    This is excellent, I wish I could give you some feedback but there is nothing to say other than "keep going" :)
  • laloon
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    laloon triangle
    @Popol Thank you, that works as feedback as well :smiley:

    Sketched a third design I've had in mind for a while. A more traditional hazmat suit which I felt was a bit of a boring idea, but there are some interesting designs in hazmat level A/B and space suits. The waist-down silhouette still needs.. something to be more interesting but don't want to just put tubes everywhere. Maybe a different boot design, I've kinda gotten stuck to the scientist rubber boot look so next update might be more focused on shoes.


    I've always liked those ring mechanisms that lock two pieces of suit together, no idea what they're called but they're cool.
  • PyrZern
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    PyrZern polycounter lvl 6
    New face sculpt is very nice. Feels much more like Overwatch. If you can, add MOAR "hardsurface" stuff in there.  Knee pads, elbow guards, gauntlets, shoulder pads, greaves, belts, etc, pick one or two :)
  • AgelosAp
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    AgelosAp greentooth
    Really like what you got going on, I think the latest iteration is the most interesting and has more of a scifi feel.  Here are some crits:
    -The backside is too empty at the moment.
    -Folds are almost always sharp in OW.
    -I'd go with version 1 and separate the kneepads from the rest of the boot, like Mercy's
    -Not a fan of the bow on her hair, perhaps turn it into a small device/hardsurface adornment that can have a similar shape.

  • Aydhe
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    Aydhe triangle
    wait, how did you render transparency in zbrush o.O
  • theStoff
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    theStoff polycounter lvl 9
    Looks really good! The face has a lot of character and the proportions feel right. I agree the back looks a bit bare and maybe the waist in general. Perhaps you could try some kind of belt? I also feel the gloves could use some silver/metal elements similar to how the boots have silver soles. Maybe the wrist band could be metal? Id go with version 1 but I like how the pants stick out near the metal bands in version 2
  • PyrZern
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    PyrZern polycounter lvl 6
  • laloon
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    laloon triangle
    @PyrZern ; Thank you! I’m definitely adding different materials and extra stuff once I choose which designs to continue. Especially now the below-waist area is too simple. I want to keep the big armor part as the main hard surface element to avoid her looking too tanky, but there’s room for details here and there.

    @AgelosAp Thanks, glad the design doesn't seem as dull as I thought :) I love Mercy’s boots, such a nice shape though a bit too dainty for her so I have to explore with the boot design a lot more. I have this idea in mind that it should be a hazmat suit(ish) boot, which means that it’s 100% water and airtight = needless seams and details are bad. Buuut that doesn’t make a very interesting design so more work needed.
    Also folds will be fixed once I start to polish, I’m in constant low res dynamesh mode so don’t want to waste time with them yet. Fully agree with the back, needs something more, especially to get some interesting folds there as well.

    @Aydhe There's a simple transparency toggle as PyrZern shows, and some additional options in the render window. Weirdly the transparency stacks for some reason so I’m having trouble rendering both the mask glass and the containers :confused:


    @theStoff Thank you! I’ve been thinking about adding a some kind of harness or a belt to the waist area, or something that still works with the hazmat suit idea. This has been the hardest design option so far to add details to, since the real suits tend to be quite minimal.
    The gloves are kinda inspired by the plugsuits from NGE, so the airlock itself is under the glove material. I might have to make the lock visible or add additional details, too much black going on right now.

  • laloon
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    laloon triangle
    Cleaned up and updates all my three current main designs, the oldest was getting a bit too out of date. Still going back and forth which I like the most but overall I'll hopefully get a workable look for her after mixing and matching some of the elements. Currently the only "final" thing in these is her face. The main elements are there, but still need a lot of work.



    Especially worked more on the latest design 3 based on the feedback. Added a belt thingy which is ugly as hell but hopefully helps to make her backside a bit less boring.

    Also a slight variation, wanted to try different height boots:


    Also felt the legs felt way too thin so I fixed them. But now that I look at reference from game, god damn those ladies have thin shins. Fixing that back in next iteration :smiley:
  • Pav3d
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    Pav3d polycounter
    This is really cool! Theres a lot of good ideas in the design, itll be interesting to see how it turns out. One thing Id suggest is placing those knee seals a bit differently. You could angle them slightly so theyd following the angle of the muscles a bit more, or mirror the glove design on the ankles, or something else, they just dont seem very naturally integrated atm.


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