UPDATED VERSION: Here's the most recent updated version
High Res:
Check the
Artstation page to see all the final renders
Low Res:
Original Post -
Hey guys!
I wanted to share with you my Overwatch fan art
I created Tracer entirely in Zbrush. She's super high poly at the moment but I'm planning to do retopology, UV Mapping and reprojecting the details back down.
I would really love all critiques as well as advice for what you guys would recommend for retopologizing from a high res mesh in Zbrush. I'm not too familiar with the best approaches when starting with a high res Zbrush sculpt. I spent tonight fiddling with Zremesher, the Topology Brush, and ZModeler. I also considered popping open Maya as well. I was curious what you guys would recommend.
Replies
You can retopologize in either Zbrush or Maya (versions with the modeling toolkit). Zbrush is usually more of a hastle in my experience. Maya has decent retopology tools.
I personally use 3Dcoat. Has a better suite of tools, easier to use. Quickly define edge seams, relax brush, etc.
Thanks for the feed back and the advice! Yeah the Zbrush tools didn't feel particularly great in my experience. In that case I'll definitely give Maya and 3D Coat a shot this weekend!
Go to SFM Lab, download the Overwatch characters from it, rip it via a SFM model loader, and make the fixes relative to the real game assets.
I went in and basically redid the whole head shape to get it into a better form. I had a bit of trouble with the forehead area and trying not to make it look too "Cone-Headed". Still looks weird to me from the front. My guess is the side of the head and ears need to be pulled in a bit more?
I think looking at it now I also still have to bring the jawline in a bit (in relation to what you said about the Zygomatic Arch) and the cheeks and chin still need some work as well.
Thanks for the tip! I had a 30 minute break at work today and tried to improve that shape as well as the shape of forehead.
I went in and made some more adjustments. I also experimented with facial expressions and posing The plan is to have a full body pose for the final version!
I think the nose ended a little too upturned and maybe could have been a little wider.
The shots of her in motion look great btw.
Thanks! I'm glad the progress and feedback can help you. It certainly has helped me haha
Oh thanks for the feedback! Okay I will double check it with the game model again. Looking at the nose over the past day it definitely needs to be a bit wider. Same with the chin as well.
And I'm glad you liked it! The final version will be fully posed I'm excited for that part!
Yeah a few others have mentioned the hair and recommended going with a more planar look for it. I definitely see the reasoning for that and I was actually experimenting with it last night. I'm a bit torn cause I like how crisp and polished the planar one looks but I like the flow of the noisy version a bit better. So I'm currently working on cleaning up the noisy one to look less messy and polishing it a bit more. When I retopologize this and make the low poly hair I will definitely make planar and closer to the game model
Here's a sneak peak
Thanks so much Glad you like it!
Oh and I do know some areas aren't as low poly as they could be (mainly that chest core) but I'm alright with that lol.
Does anyone have any advice for the skin? My skin color always seems to come in a bit more saturated than the rest (as shown in the previous image) and this is just the result of me messing a bit with the skin shader.
Also I posted the Marmoset Viewer on here if anybody would like to see more
https://www.artstation.com/artwork/0ZL9Y
The updated Marmoset Viewer can be seen here:
https://www.artstation.com/artwork/m0K1Z
Thanks for all your help guys!
Artstation for more renders and Marmoset Viewer