Alright, time for a new project. Gonna do something I've been wanting to try for quite some, an Overwatch styled character. But instead of doing one that already exists, I am going to try and recreate Horizon Zero Dawn's Aloy. Started gathering ref and did a suuuuper early WIP on some base proportions. I still have to push this a lot further but for now, it's something. Gonna start a paintover soon for an outfit design as I will be designing my own for her. Probably going to keep her original hairstyle which is going to be interesting to do as mostly chunky geo like OW. Wish me luck!
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So, worked on her face a bit more this morning and I feel like I did more good in 15 minutes than I did in 2 hours last night lol. Makes a difference when you're awake as opposed to when your tired! Added some temp lashes and eyebrows. I think I'm ready to do a paintover for the outfit and hair.
can't wait to see how you'll get the hair!
i'm ready to take notes
I'm going to assume you're using Tracer as one of your primary references? If that's the case, I would suggest taking another look at her basic proportions and bump up the length of her torso and (esp.) arms. Without being able to see Tracer's base 'anatomy' sculpt, the size, length, and distribution of mass is a little misleading under her jacket and gauntlets. The OW character team can/will cheat proportions where they need to so that all the various parts of a character read effectively, but that can throw off anyone using them for reference. I would recommend drawing from either Symmetra or Widowmaker primarily (as you can see more of what's going on) and just modify to fit Aloy accordingly.
I don't see Tracer in this bodyblock, but i can definitely see Symmetra, since both Tracer and Widow are a bit more on the sexy style
@dGreenberg: Yup, definitely adding more tech. Seems like overwatch doesn't really go full traditional on any of their characters....there seems to always be a little tech. Horizon's story works perfectly with that theme so I definitely want to add a bit more tech into my version of her outfit then you see in the game.
Here is my current progress on her concept. Sort of just did it off the cuff so I'm probably going to have to change a lot to have it fit in the overwatch universe. Did a first pass on her bow as well.
You nailed the eyebrows though.
Gotta agree with @Archsider , if you aim for OW style, that eye can't be droppy
@Archsider: I agree, the droopiness is probably too much.
@Jakub: Thanks man, I think I found the sweet spot so prob going to roll with what i have after a bit more adjusting.
Alright, I think I've found a happy medium. It's not as much "Aloy" in the eyes but it still has some of her eyeshape while still balancing the OW look. I kept the broader face shape to match Aloy which helps I think. With the distinct Aloy hair and Horizon outfit vibe, I think it will be enough to make her identifiable while still feeling like Overwatch. I started experimenting with her hair now. I think I'm going to do a rough blockout of hair til I'm happy with it and then hardsurface model it in maya for my final version.
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Edrice: Scaling up the necklace balls is on my to-do list. i will consider scaling other stuff up as well. thanks for the feedback!
Anyway, you've tackled through this pretty nicely though. Btw, is her outfit resembling her being an outcast or part of the Nora tribe?
Recently I just began playing H:ZD a bit more, than a couple of weeks ago when I just started it for first impressions. Now I'm hooked.
Elithenia: Thanks Sanna!
So not much progress. I added a headband and her focus. I'm not sure if I will keep the headband or not. She had one on a couple of her outfits I think along with much more elaborate headdresses. I REALLY need to start the hair.
This is just a high poly model. I would think vert counts at this point of the process matters very little.
Optimus: I have no idea what the hires poly count is.
Thanks Sunray
Unfortunately, this is on hold for the time being. I hope to pick it up after a while.