Hello I try to sculpting tracer base from this beautiful paint https://twitter.com/M_ars/status/738374088058511360/photo/1 and here my sculpt 1.3 Million Polygon it too much? CC are veryๆๆ welcome and I need advice about skin color can you please advice me, how to make skin it look more good like this…
Hello there, I have been practicing 3d modeling for a year now. Learning from digital tutors, youtube, polycount and 80.lvl. This is the first little more complex model that looks like I might have the skills to finnish some day :smile: I have been using Maya student version for now. I know the basics in mudbox and…
overwatch is mostly subd modelling. far from dead SubD is the reason overwatch look so damn clean. zBrush is very much an afterthought in that production. and one can certainly see if a skin/character was done using mostly zbrush or modelling. everything the light touches (hehe) has a basemesh and is subdivided twice on…
Hi @Kinaya . Great work! I have some inputs categorized. Presentation: 8/10 Your approach of creating a rendered front, flat back, and a face is more than enough for a 3D artist to determine what they're looking at to produce. If you're showcasing a character for gameplay. Facial expressions isn't that relevant. Usually,…
Hey everyone! Decided to work on a small project to improve my modelling and texturing skills while searching for a job ;) I'll be realizing this amazing concept by Jourdan Tuffan below ^^ The current plan is to do a blockout of the Inn to figure out the volumes and move to work on the tower. Once that'll be finalized I'll…
Probably shouldn't post this yet but what can you do.(hard to resist) The Dark side of King Arthur : (treat it as a wip its still wip.) Went with a polycount black and green theme, to differentiate it from the other entries/artwork posted. Attemping Overwatch2 type of style (when creating this it was overwatch 1 style…
Something small that I've heard people talk about in other projects is that you shouldn't include a game's title card in your thumbnail or the name of the game in your post's title unless those assets were made for that production. Your post titled 'Laundromat Props - Overwatch 2' comes off that you produced those assets…
so for one i do think you did a good transition of the concept into the overwatch universe in terms of proportions, i do love the concept a lot but its a bit too toony for what overwatchs style is. maybe the eyes are a bit too big still and could feel a bit more humanoid. i will try to stick to your work and not compare it…
I am currently texturing a character and weapon to look like
Blizzard’s overwatch. I have never done hand painted textures before and am struggling
a bit. I am wondering if it reads as overwatch or if there is anything I can do
to push the textures? I include my WIPs and a reference sheet along with the
concept art I am…
Latest from my Overwatch Headquarters thread. Check it out if you're interested in Overwatch or wordy posts about process and workflows! http://polycount.com/discussion/193151/overwatch-hq-long-term-environment-working-thread-ue4