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Remodel

After completing some concept art, I returned to my Zbrush model but felt that the one I had already designed didn’t quite fit the original idea for the character. Leona was supposed to be relatively small in build and much more stylised in appearance. I felt that the model I had already created was too realistic. So, I decided to start over, using the same steps as for making the previous model; aside from that, in this version, I used stand-ins for the hands and feet, that I had previously purchased, created by Follygon (De Angelis, n.d.).

For this new model, I looked at many images from Overwatch (Overwatch, 2016) and even inspected the models in the game. I tried to replicate the large eyes and sharp facial features. I also attempted to make her build more slender and stylised. When creating this version, I left the mouth open with the idea that I would be able to animate mouth movement in future.

I had learnt a lot of skills from creating the previous body model. So, during the pipeline of building this model, I tried to implement more efficient processes. I Retopologised all of the parts using the Zbrush Retopology guides to ensure good topology flow. I moved away from Dynamesh as soon as the model had good topology to preserve features while modelling. Good topology was critical on the face where I wanted to have sharp lines, as seen in the Overwatch style.

References:

De Angelis, B., n.d. Follygon’s Brushes. [online] Gumroad. Available at: <https://gumroad.com/l/zQUQb> [Accessed December 2020].

Overwatch. 2016. [game] Developed by Blizzard Entertainment, Iron Galaxy.

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