Duration: 2 Months
Engine: Marmoset ToolBag 3
Goal of this Project:
The Goal of this project was to create a character in the style of Overwatch to the best of my (current) ability, as well as to create a 3D version of a concept as accurately as possible. I also wanted to focus on texturing, pipeline methodologies, and re-acquaint myself with Maya's rigging and skinning, as I find it produces a higher quality than 3DSMax's Biped.
CONCEPT [BREAKDOWN]
For this, I didn't have to take the time to concept, which allowed me to spend more time on the character creation side. I went through a few character concepts from the Overwatch art book before settling on Sombra's early concept, as it had enough detail to demonstrate further skills beyond Organic sculpting, but wasn't an overload for the amount of time I had to complete it. I gave myself a time limit of two weeks to finish the creation process, much like an art test, and to see how much I've progressed working under time limits and turnaround times.
What I really enjoyed about this concept was the shape language used in her silhouette, as well as the theme of sharp points throughout the design. I also enjoyed the color schemes, although I can see why it wasn't used given the art direction of Overwatch (this made it a little hard to accurately compare if it fit in with the Overwatch style).
DEVELOPMENT
Starting the character creation process was easily my fastest for this project, as I've been practicing creating characters for two years now, all from the ground up (since I have the time). I took careful measures to use as much existing Overwatch resources as I could find, including the character High poly renders from the team, as well as rips of Character models that people have posted on RenderHub as reference for accurate posing, proportions, and heights.
It was a bit of a challenge to fit my version of Sombra to the official version, just given how her model was angled, whether or not there was perspective on it (and what the FOV was), and just general skill level differences between a senior developer and a junior artist. It was also a little bit of a trip-up using Sombra's official face as reference, when her concept looks vastly different. I think I wanted to keep some similarities, but that also started to suffocate my process, so I eased up on trying to make it look like the Sombra we've come to know.
It's a little "taboo," but I didn't spend terribly long on getting realistic anatomy, as about 80% of the body was going to be hidden anyway. I wanted to focus more on the proportions that Overwatch characters are known for - long legs, pretty faces, slim waists, etc.
I also used a ripped model of D.Va from RenderHub to get the finger positioning as accurate as possible, as I noticed that Overwatch characters have their fingers in a very specific positioning (probably for the sake of holding weapons). I also couldn't tell if D.Va just had a really big head for visibility (given she's in a Mech and TINY when she's out of it) - I probably should've used another character like Mercy to crosscheck even further.
I also really wanted to focus on my topology, and try pushing it a step further if I was able to - I really wanted to break past the art plateau that I've been on, and I think I managed to accomplish that, even to a small degree, and set a higher standard for myself for future projects.
I also made the choice to duplicate her head, and turbosmoothe it to a higher polycount for a smoother silhouette. I still haven't figured out how to make a clean, smooth silhouette with fewer tris as I often find that the ears look really bad or things don't look as crisp as I would like them to (I know that it is possible, I just need to keep practicing). The only reason the above face topology looks good is because it was set on Maya's smoothing preview, and it didn't translate well when I took it into 3dsMax for UV unwrapping. While I like the results of turbosmooth, I wish it had more control for the amount of loops and tris it gives. I also would love to clean up the area around the mouth, but deleting certain edges created n-gons.
For UV unwrapping and texturing, I really wanted to get all of the character aspects on one map. Unfortunately, I didn't succeed with that, but I do think that my packing has improved. I also couldn't figure out how to change the texture size to a custom 2048x1024 (heightxwidth), otherwise I think the body and jacket textures would've fit on one that way. I used the files from Widowmaker's ripped model as references for how many texture maps she had.
Additionally, I had wanted to use Marvelous Designer for Sombra's jacket, but found it easier to sculpt it in ZBrush, which also helped speed up my workflow and time, as I didn't have to fight with patterns not laying properly. I also changed the purse that she has in her concept to Sombra's trademark skull as a small homage to her official design, as I thought that might be a fun little detail.
For Rigging, I didn't want to use 3DSMax like I've done on past projects. I find 3DS tedious and frustrating, despite it being easier to understand (personally) for weight painting. As rigging and skinning were not part of my goals for this project, I used Maya's HumanIK rig and adjusted it as needed, and used the default Bind Skin settings without additional weight painting. This is only for MY project's purpose, as I just needed to pose her to the concepts pose.
PROJECT POST-MORTEM
What Went Well:
- Character High Poly sculpting process - having done every character from the ground-up, I have gotten very good at creating base sculpts quickly
- Retopology - I always do retopology, even though Remesh exists. I find that it's cleaner and has better control for deformation
- Unwrapping - I've gotten used to unwrapping organics, and while i have room for growth i feel that i've come a long way from where I started
- Keeping to my self-directed schedule
What Went Wrong:
- UV layout - I so wanted to use a 2048x1024 vertical like I've seen on some Overwatch characters but I had trouble understanding how it applies to a 1-1 UV space
- Facial Rig setup - I had actually wanted to play more with facial rigging using FRigger (I am not a tech artist by any means) but had trouble with the weight painting in Maya (due to unfamiliarity and lack of training)
- Marvelous Designer - this was more frustrating than I imagined it to be, as the triangular nature of the coat didn't want to sew how I wanted it to; just a learning curve to practice on
For Next Time:
- Better familiarity with Maya's weight painting system
- Familiarity with patterns in Marvelous Designer
- Taking the time to skin the character fully for total completion of a character pipeline
- Better UV space usage for certain maps












































































































