@Toureiro I'm trying to be as accurate as posible so that wire netting would stay since it is on the actual tank.Anyways,it will be projected onto a plane with opacity and if it would end up too noisy I can always make the grid thicker,will see then depending on how it looks.
I edited this so I won't spam the post.I've finished the barrels today and I think the lower part,the chasis is done.I will recheck after the whole model is done to see maybe I missed a detail,but for now is done.Next step is working on the turret.
I have made some heavy edits based on the feedback I recieved. I adjusted some of the materials, added various meshes as ground cover like rocks and bracnhes, added a lot more foliage to the scene, made edits to some meshes to look more damaged, and made some lighting adjustments. I tried to make it all look a little more damaged.
It's so nice to see lots of amazing works! Great job everyone! Although there are tons of things I could and should improve or adjust, I decided to wrap up my work for now and move on for now. At first I planned to make a low poly model with hand paint texture. Then I was struggling with UV cutting and hand paint technique. After some searching and learning, I found out more efficiently workflow but ran out of time. I am looking for the next challenge and keep improving my craft!
Looking great y'all! This is my first time doing one of these challenges. I've got the low poly version modeled with some rudimentary materials for the Owl Shrine.
that people don't care is probably not really a thing. they care, they realized that automatic solutions are for the most part not good enough, they occasionally test whats new and then go back to doing things by hand, if quality and not time is the constraint here.
overwatch can be anything from a tracer, which is just one character asset and 2 guns, to a d.va that is a character, a mech, two sets of guns with pistol and mecha guns. or say ramattra which is essentially 2 pretty damn complex characters, bastion is a ton o pieces which have to work perfectly together to be transformable etc.
not all of them need retopology in the classic sense as many of them are mostly hard surface models where you can reuse significant amounts in the lowpoly stage.
so yeah, how long is that piece of string?
without breaking NDA
somewhere between 25ish to 60ish days, some more, few less.
could it be done faster? sure, but overwatch has a really high quality / polish bar and especially the hard surface part is what many people seem to struggle with these days.