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Tracks Blizzard employees across various accounts.


I made a Plague Doctor fanskin for Ana


  • KinaBREW

    Posted 6 years ago (Source)

    Sick! Get it?

  • KinaBREW

    Posted 6 years ago (Source)

    So is your work! You made the TLV models! *bows and worships*

    Is concept like this all you would need to create the final model? There's some fan art of Vikings I've been trying to sculpt for fun, but I'm not entirely sure on Blizzard's workflow.

    Do you retopo the final low poly using zremesh or some other program?

    No substance designer/painter?

    Antonio did an awesome job of creating something that we could jump off of and create a 3D model from. He is a very skilled artist.

    As far as our process. Our concepts do need to be vetted through Leads and content stakeholders before they get to a modeler. The modeler then uses various techniques using programs like 3DS Max or Maya to create a Base mesh to run by our Tech art department. At this point it has no texture. They then rig the mesh so that it can run around in game. Our Animation department takes a look at it, gives feedback and if our Tech artists have anything else to say they also give feedback at this time. Once we resolve any tech, animation or proportional issues we move on to creating the final High poly model which is usually done in a program like Zbrush.

    Our retopology is done manually. ZRemesher is an amazing tool and can get you part of the way there. I use it frequently in the process of creating a high poly mesh and creating clean and quick sculptable meshes. For Heroes we have found that there are a few tweaks to the mesh that just need a bit more love.

    Substance designer is used but mainly to get a base texture. There's a lot of hand painting that goes into our final textures.

    Great question!




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