Hi Polycount! This is my first post, I wanted to show you all my Overwatch hero, let me know what you think
She's a 15-year-old Mayan Shaman with a wingsuit, she's athletic and has a sunny personality.
The flower motif on her wingsuit was inspired by the flower embroidery from the village of Zinacantan in southern Mexico.
Marmoset Viewer at:
https://www.artstation.com/artwork/XZrWD
Replies
Her overall design seems to relegate all the "scifi hardsurface" elements to the wrist device thing, which is in stark contrast to all the other hero designs in the Overwatch roster. It feels off. Her wingsuit should also have hard surface elements like the other heroes.
There might be some promise here, but so much comes down to the design of the character as opposed to the model in this case. There's something about the cape that does help give it a unique silhouette. I'd argue for a redesign, though. It is unclear how she attacks. It is unclear what her wrist device does.
I personally feel like you're in the "Too simple" range, I think the reason for this is that you have some large details, small details but you are lacking in the medium details which Overwatch characters are built around. I did a quick paintover to show how simple adjustments to some of the designs in her suit makes her feel more balanced:
Another issue is the design on the cape is stretching badly. To some extent, this is unavoidable, however if you where to make the polyflow work with the design a little more it may be less obvious. If you have an edge loop going down the center of the designs and then in-between each "peak" it could be more friendly for stretching. You may need a few more for good measure but I think it could help that area a ton.
Hope this helps!
I also agree that the design could be better, I'm no designer xD but I had to do my own design since this is part of my thesis project.
She's meant to be a support character, and she also has a bird drone, which tests on her gauntlet to charge. The bird will be coming next.
I heavvily recommend redesigning it when you have the chance. There has been a historic thread with a lot of 3D game art, especially in Polycount, where for whatever reason, class work does not end up being good portfolio work in the given allotted time for many students. It's the ones that take more time outside of class to polish it to their best that stand out.
And yeah, for sure the design needs work, i struggled with the details part, actually. I This is my first time doing hard surfaces sci fi stuff and I was like: what even are panels and how do we make stuff even work? Lol
But everything you pointed out was super helpful, thanks!
I'll try to take care of the detail level for my male overwatch hero, which I'm working on now