I think you need something to draw attention to his head. It's a bit lost at the moment. A bit of emissive on the visor would help, and perhaps carrying through that purple colour from the hammer onto the hatband and/or collar.
I would give a better treatment to the folds as they dont seem "overwatchy" , they are usually more angular ingame. Also the purple element looks out of place if it isnt present on the character itself. His buttocks also seem to be squashed or something and his head looks definately too small , i would try to nail his anatomy like in the comics where you can see him without armor etc. Finally his engine looks also a tad out of place as in too noisy and full of smart parts that seem realistic compared to the stylized nature of the character.
@Joao Sapiro 1) I suppose I need to revisit the sculpt then and angularize the folds there? The previous sculpt images, what would you edit about them?
2) I'm afraid if I make the hammer all just flavors of black, it might be too monotone, but would you say that's something worth pushing into?
I'll scale up his head.
The engine . . . I'll see what I can do to exaggerate the shapes. The exhaust could use flaring out, etc.
Haha this char, I like it! good work so far Brian I would take a look at this area I marked it seems like the ambient occlusion is too strong or maybe its a baking error.
2) I'm afraid if I make the hammer all just flavors of black, it might be too monotone, but would you say that's something worth pushing into?
I don't think you need to lose the colour from the hammer. I'd be more inclined to carry more of the purple through more into the armour. repeating that flame motif elsewhere on the costume is likely to help match things up a bit too. It'd be interesting to reference the padded detail elsewhere too. Not necessarily by actually adding a padded purple section to the armour, though that might be worth considering (the brown backpack detail under the engine might be a prime candidate), but referencing that diamond checkered pattern elsewhere. Maybe some diamond shapes on the belts?
For my money, I think the engine has a good balance of detail.
2) I'm afraid if I make the hammer all just flavors of black, it might be too monotone, but would you say that's something worth pushing into?
I don't think you need to lose the colour from the hammer. I'd be more inclined to carry more of the purple through more into the armour. repeating that flame motif elsewhere on the costume is likely to help match things up a bit too. It'd be interesting to reference the padded detail elsewhere too. Not necessarily by actually adding a padded purple section to the armour, though that might be worth considering (the brown backpack detail under the engine might be a prime candidate), but referencing that diamond checkered pattern elsewhere. Maybe some diamond shapes on the belts?
For my money, I think the engine has a good balance of detail.
I agree with adding more of that purple on the character. Maybe as trim around the shoulders for a start?
i would study further the overwatch style, it is missing big chunky shapes with bevels to catch cool highlights, like, the shoulderplates wich are very evident seem too thin and dont give the tank vibe to him, i would either make them a big shape or merge the three sheets onto something that doesnt read as frail. i would exagerate the size of the backpack\thruster part as well. The weapon looks really cool and has the type of detail i would expect to see except that top piece that looks like out of place, i would simply remove it. Also post render with spec to catch any potencial shading errors :P
@Joao Sapiro Was about to finalize retopology, but I can get a beveled shoulder plate in easy. Anywhere else you think could use the bevels, because I thought myself I already added a whole bunch in the second pass on the sculpt.
avoid 90° angles, they do pretty much not exist in overwatch. do not stuff things together like the knuckle spikes, integrate such things the cloth doesnt really work, it looks pretty random at places (where is tension and why, how does that create wrinkles?) and it can surely get polished some more
The plane based fur could work - it's what they use on Mei and the Zarya Siberia skin
I think its just a matter of getting the density, shape and colour right so that it looks suitably thick and fluffy. I think given how much of it there is, the more elaborate sculpted tufts might be in danger of looking too busy if you used them across the entire bearskin.
A lot has been said here already. But i'll add my two cents anyway. Anatomy wise I feel the head is way too small for the rest of the body. I would love to actually see the face, i would put some leather bone strap inside his mouth as an excuse to see his face. The shade on the skin needs to be yellower to match the OW style more closely and the fur needs more silhouette variation overall. Also the color or that should be darker on the tips so some level of color gradient would be needed. The Torbjörn biker skin is perfect reference i think, for what you're going for. Keep it up.
this is pretty amazing, shame you didnt keep the face for recognizability though. without his hammer i wouldn't have guessed Reinhardt even though all the proportions are clearly there
I'm also open to anyone who'd be down to rig and or animate the asset. Figure we can go the whole mile with this if we want. Let me know and I'll send you the Dropbox link.
Textures haven't changed much since the last images, and I'm waiting on mostly the rigs atm. Anyone see anything I can polish up from the last several imagees?
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Blocking in Textures
WIP16
Made his necklace purple
Added leather noise to the the leather elements.
Still need to finish fur, and add missing bolts to the hammer.
I would give a better treatment to the folds as they dont seem "overwatchy" , they are usually more angular ingame.
Also the purple element looks out of place if it isnt present on the character itself.
His buttocks also seem to be squashed or something and his head looks definately too small , i would try to nail his anatomy like in the comics where you can see him without armor etc.
Finally his engine looks also a tad out of place as in too noisy and full of smart parts that seem realistic compared to the stylized nature of the character.
Hope this made sense !
1) I suppose I need to revisit the sculpt then and angularize the folds there? The previous sculpt images, what would you edit about them?
2) I'm afraid if I make the hammer all just flavors of black, it might be too monotone, but would you say that's something worth pushing into?
I'll scale up his head.
The engine . . . I'll see what I can do to exaggerate the shapes. The exhaust could use flaring out, etc.
Haha this char, I like it! good work so far Brian I would take a look at this area I marked it seems like the ambient occlusion is too strong or maybe its a baking error.
It'd be interesting to reference the padded detail elsewhere too. Not necessarily by actually adding a padded purple section to the armour, though that might be worth considering (the brown backpack detail under the engine might be a prime candidate), but referencing that diamond checkered pattern elsewhere. Maybe some diamond shapes on the belts?
For my money, I think the engine has a good balance of detail.
I agree with adding more of that purple on the character. Maybe as trim around the shoulders for a start?
What do you guys think of the new hammer?
The weapon looks really cool and has the type of detail i would expect to see except that top piece that looks like out of place, i would simply remove it. Also post render with spec to catch any potencial shading errors :P
Congrats and keep at it!
Was about to finalize retopology, but I can get a beveled shoulder plate in easy. Anywhere else you think could use the bevels, because I thought myself I already added a whole bunch in the second pass on the sculpt.
do not stuff things together like the knuckle spikes, integrate such things
the cloth doesnt really work, it looks pretty random at places (where is tension and why, how does that create wrinkles?)
and it can surely get polished some more
I'll do a pass on the pants again. The spikes on the hand, I'll to figure out how it's woven in.
Tried to fix the pants and gloves:
Forgot about the beveled shoulders and arm bands.
Added in normal details and more noise into the texture.
Noticing some errors and missing elements in the main body. Will attend to that.
Do you have any particular critiques at this time for the character? I feel like I'm close to hitting the wall.
I threw together some comparison shots and quick refs for some of the things that popped out for me.
Skin is looking the best so far, but Its way to Pink compared to Overwatch Characters.
Fur could definitely use some work.
I also found this Torbjörn skin.
there is some great overwatch black leather there you can study, the skin is called Deadlock.
hope that helps!
@lotet: for the fur, that physical mesh for Hanzo seems real expensive, but doies look better. Do you think it'd be worth the polycount?
I know it would be a lot of extra work for you, but I definitely think it would be worth it!
I think its just a matter of getting the density, shape and colour right so that it looks suitably thick and fluffy. I think given how much of it there is, the more elaborate sculpted tufts might be in danger of looking too busy if you used them across the entire bearskin.
The character model itself is sitting at 50 -60 k tris, so I don't think going for a fully modeled fur would be best optimized.
Probably gonna give the leather a locally warm hue push.
blame Yvonne Chung about the concept, lol
Which one are you feeling for?