Hello to my fellow polycounters!
I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized character art portfolio, focusing on Overwatch and Overwatch-style characters.
To kick off this off, I’ve picked this fanart skin design of Overwatch’s Widowmaker done by Louzelia Almeida (https://www.artstation.com/artwork/oA1Q6L) which I think has a fairly strong visual design, and gives me room to tackle some interesting design challenges. I’ve given myself some constraints and challenges, around which I’m focusing this project:
Constraints
- Game-ready character, whilst keeping hair and cloth animation/physics requirements in mind. Way too often do I see game-ready portfolio characters where the hair or cloth only works for one pose.Challenges
- Keeping the character recognisable, even with a fanart skin. There are several unresolved design challenges in the concept, some of which are core to Widowmaker’s silhouette and readability.


I’m working about 10h per week on the character, whilst keeping track of time and progress. The complete blockout took me about 38h, alongside learning Blender’s quirks. I’m not rushing, which is a blessing to be honest, but at the same time makes me wonder how long it ideally should take. I know Speed comes with practice, and definitely something I want to build up for my next project.
When I initially blocked out the character I went for a full box-modelling approach. Later on I’ve come to the conclusion that when working on a character skin, the base geometry would likely be provided - so that’s when I decided to continue the body in zBrush.




At this point I started running into a couple if difficulties, since I’ve been following the concept art fairly closely, and only now noticed a few inconsistencies. There’s no space for the visor, since the curls are covering the area where it would normally sit. The arm guard is not contributing to the silhouette and the hair in the concept is quite bulky, with a strange transition towards the scalp. Obviously all of these need to be tackled, since there’s no point sweeping them under the rug now.
To keep the character recognisable, I’ll be heavily leaning into the arm guard and weapon to carry. There’s only one other Overwatch Widowmaker skin (”Sylvanas”) which doesn’t have a visor, and instead have her eyes glow read. Some other skins work around it with having glasses on the head, which they then pull down. I’ve tried out different setups with hair-pins and masks as I want to keep the curls the way they are; though none of them really convince me yet. I might rely either on the flower crown to keep the design tight, or perhaps approach it with some slim glasses.

For the hair I decided to take a step back, and refined the blockout to match the reference more closely. I wanted to get a better understanding of the silhouette and flow before I reconstruct it with a cleaner spline-based setup. I tried to keep the overall aesthetic of the hair style, but am hesitant to push it further because of the constrains I would encounter with anisotropy. From my understanding, for the setup to work correctly I’d need relatively straight topology, with which I can straighten the UVs. I’m not sure if that would be possible if several strands were merged into more complex, irregular topology. On that note, I've noticed that there are very few characters in Overwatch with curls, if at all. I wonder whether this is because of the anisotropy, a technical constraint, or a stylistic choice.
That said, here’s a before and after for the hair refinement.






Many thanks to you all!