Overwatch Character Creation Pipeline - Blizzard Entertainment Overwatch Team - 2023 ZBrush Summit

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  • Опубликовано: 19 ноя 2023
  • Overwatch Character Creation Pipeline - Blizzard Entertainment Overwatch Team - 2023 ZBrush Summit
    Featuring Rakan Khamash
    Presentation Description: In this presentation we will be discussing the Overwatch Character Creation Pipeline and then we will specifically be going over how the newest hero for Overwatch, Illari, was created.  In addition, we will be sharing some tips and tricks with you.
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Комментарии • 64

  • @buffwarriors
    @buffwarriors 5 месяцев назад +12

    I get so upset how this game has gone down because there are so much awesome effort and so many awesome works done by the artists.

  • @user-rb8dn4yu5p
    @user-rb8dn4yu5p 2 месяца назад +3

    1:16 - THE NEW TECH
    2:07 - MODELLING PILLARS
    4:09 - BLOCKOUT
    12:53 - HIGH POLY
    21:32 - LOW POLY
    22:04 - TEXTURING
    27:50 - SENDING IT
    28:23 - PLUSING THE CONCEPT
    29:58 - ILLARI BREAKDOWN
    36:03 - ILLARI ZBRUSH BREAKDOWN
    43:30 - ZBRUSH TRICKS

  • @FlareToga76
    @FlareToga76 7 месяцев назад +32

    he was so generous. he shouted out almost everyone at Team 4.

  • @iagokuamoto5070
    @iagokuamoto5070 7 месяцев назад +64

    This is one of the best content about stylization and workflow of Overwatch characters that I've ever seen.

    • @mitchelljao
      @mitchelljao 7 месяцев назад +2

      Agreed, this is such a treat, even for designers who don’t use zbrush there’s so much takeaway.

    • @Takasuart
      @Takasuart 7 месяцев назад +1

      Completely agree my friend

    • @HiphopBurny
      @HiphopBurny 7 месяцев назад +1

      This is one of the comments. cheers

    • @iagokuamoto5070
      @iagokuamoto5070 7 месяцев назад

      @@Takasuart ther reference itself is here!

  • @redflag4255
    @redflag4255 7 месяцев назад +1

    Thank you so much for uploading this!

  • @milo20060
    @milo20060 7 месяцев назад +7

    Love the humor!
    Great information and presentation!
    YO MODELED WITH MOUSE?
    Gratz! I too did sculpt my first models with mouse. But you work in industry with it. Big respect.

  • @MohamedSamir-xi3ns
    @MohamedSamir-xi3ns 7 месяцев назад +6

    i still cant believe how in the heck he sculpts with mouse, i struggle sculpting with pen , meanwhile he uses harder device mouse ,this is insane :O , RESPECT , dat was amazing

  • @Ptah1130
    @Ptah1130 7 месяцев назад +3

    Lets goooo!!!

  • @mariahaha7814
    @mariahaha7814 7 месяцев назад +4

    33:37 ,, But Rakan , can we make it ...cinematic ? ''
    This man is Fire thanks so much for sharing ❤

  • @vinzjralordz6943
    @vinzjralordz6943 7 месяцев назад

    Thankyou zbrush for making this happen!

  • @subba19
    @subba19 7 месяцев назад +4

    Truly a Great presentation👏

  • @hericlespaulino1821
    @hericlespaulino1821 7 месяцев назад +2

    this is gold lvl information, holy!

  • @tatopaz4364
    @tatopaz4364 7 месяцев назад +4

    This is a great video very informative, hope he gets invited again and also has more time.

  • @inertiavee31
    @inertiavee31 7 месяцев назад

    FINALLY we got some of the technical side 😮‍💨

  • @georgebesereni6736
    @georgebesereni6736 7 месяцев назад

    🤘soo good! Nice presentation.

  • @Paucuma
    @Paucuma 7 месяцев назад +3

    OMG, yess!!! This and the Street fighter one are soooo interesting, thank you

  • @NickEnchev
    @NickEnchev 5 месяцев назад

    super interesting, thanks!

  • @alacritysucrose
    @alacritysucrose 7 месяцев назад

    They gotta do the Illari model sizzle reel for every hero. Cmon blizzard
    Edit:
    Shoutout to Rakan this talk was awesome and really engaging the whole way through

  • @BradfordSmith3D
    @BradfordSmith3D 4 месяца назад

    There's some really nice information in here. Well done.
    This actually changes my mind a bit on the use of floaters in a lot circumstances, and gives me efficiency ideas.
    Sculpts with a mouse?!

  • @jamesbullo
    @jamesbullo 7 месяцев назад +1

    HEYOOOO!

  • @3Defacil
    @3Defacil 2 месяца назад

    Un CAPO RAKAN, ademas tiene la mejor risa de la industria

  • @marcelodeniz3932
    @marcelodeniz3932 7 месяцев назад

    Nice explanation

  • @user-mq8xi3nm2y
    @user-mq8xi3nm2y 7 месяцев назад

    cool

  • @crudominiatures
    @crudominiatures 7 месяцев назад +1

    really interesting presentation. I wish it was 2 hours long 😅

  • @pradeep_boy
    @pradeep_boy 7 месяцев назад

    Thanks Team Blizz , Now we can create art that's more ̷s̷t̷y̷l̷i̷z̷e̷d̷ OVERWATCHY

  • @kenshobuq7105
    @kenshobuq7105 7 месяцев назад +1

    Maybe i missed it, but how would one bake with floaters? I have never tried it.

  • @BradDaemons
    @BradDaemons 7 месяцев назад

    I was worried they wouldn't release this

  • @VeritasLeMalin
    @VeritasLeMalin 6 месяцев назад

    Hello, I don't understand the title of the book about folds at the minute 20, can someone help me? Thx!

  • @no-sleep
    @no-sleep 7 месяцев назад +2

    I do wonder how they did Illari's high poly armor parts, was it hard surfaced in zbrush or actually modeled the traditional way?

    • @MyCarllee
      @MyCarllee 7 месяцев назад +2

      He said he did in tranditional way. ZBrush was used for the naked body, he drew colors on the body to mark positions for armor pieces, then model it elsewhere.

  • @lunido2672
    @lunido2672 7 месяцев назад +2

    I don't see anything about floaters, does anyone have the workflow explained?

    • @juliopalomino6200
      @juliopalomino6200 6 месяцев назад

      Use the floaters as part of the high poly model when you are baking. The floaters will imprint into the normal map for the low poly by adjusting the cage settings.

  • @HiphopBurny
    @HiphopBurny 7 месяцев назад

    why the floaters if you cut it into the geo anyways? (17:21)

    • @mariyan5433
      @mariyan5433 5 месяцев назад

      Probably to see it how it will look if need to be change it will be more easy then on the end you will cut it when everything is approved. No need to spend a lot of time on the design phase.

  • @THEINVISIBLEWARRIORR
    @THEINVISIBLEWARRIORR 7 месяцев назад

    What about Diablo 4 and Naughty Dog talks?!

    • @DavidTronix808
      @DavidTronix808 7 месяцев назад

      They should have Diablo unless they didn’t post yet. Naughty Dog wasn’t publicized due to their request.

    • @THEINVISIBLEWARRIORR
      @THEINVISIBLEWARRIORR 7 месяцев назад

      @@DavidTronix808 That’s some bs request, pixologic should post it

  • @l-nebs6766
    @l-nebs6766 6 месяцев назад

    YO.... THEY SHOULD HAVE ASKED THE GUY QUESTIONS.. WHY NOT GIVE HIM A CHANCE BRUH... WHAT IS A SUN SHADER?

  • @thirtyacres7504
    @thirtyacres7504 25 дней назад

    Illari's face concept art = 👍
    Illari's face final product = 👎

  • @tsengshengkao8125
    @tsengshengkao8125 7 месяцев назад +2

    🎯 Key Takeaways for quick navigation:
    00:01 🎉 *活动介绍*
    - 欢迎词和主持人介绍,Ian Robinson接管。
    00:36 🎤 *Overwatch 2 简介*
    - 主讲人自我介绍,OverWatch 2的新特性:详细地图、新眼睛Shader、新发型Shader等。
    - 介绍制作OverWatch 2的哲学:大胆激动人心的形状、强调意图、电影化的角色。
    02:16 🖌️ *建模支柱*
    - 建模支柱包括三个要素:大胆的形状、强调意图、电影化的角色。
    - 大胆激动人心的形状的例子:Junkrat身上的螺丝形状、Sojourn的清晰线条。
    - 通过动态轮廓、线条设计和支持动画来实现这些形状。
    04:19 🏗️ *建模阶段:Blockout*
    - 详细介绍建模阶段中的Blockout的重要性。
    - 着重介绍Edge flow和形状设计、动态轮廓、支持动画的意义。
    06:50 🔄 *优化设计:S和C曲线*
    - 通过S和C曲线设计,展示形状设计的细节和技巧。
    - Junkrat角色设计中S和C曲线的运用。
    08:59 🎨 *大胆的轮廓设计*
    - 介绍如何通过设计大胆的轮廓来实现角色的即时辨识性。
    - Widowmaker和Doomfist的设计例子。
    11:00 🤹‍♂️ *支持动画的设计*
    - 展示设计如何支持动画,避免模型在动画中出现问题。
    - 通过肩膀带和面部拓扑的例子说明如何在动画中减少剧情问题。
    13:06 🌟 *制作高模型:浮雕和织物基础*
    - 使用浮雕技术介绍浮雕的重要性,特别是在游戏中。
    - 展示如何使用浮雕来快速实验设计,尤其是添加浮雕的细节。
    15:01 🧙‍♂️ *高模型技巧:浮雕技巧*
    - 展示使用浮雕技巧的例子,包括创建浮雕工具集,加速设计流程。
    17:38 🎨 *高模型技巧:超越概念*
    - 介绍如何在高模型阶段添加超越概念的细节,以提供更多的创作自由。
    - 使用Sojourn角色设计中的添加细节为例。
    19:05 🕊️ *高模型技巧:织物雕刻*
    - 展示在高模型阶段如何进行织物雕刻,强调细节和技术。
    - 使用Junker Queen的模型为例,突出织物雕刻的重要性。
    19:20 🎨 *面料基础和褶皱细节*
    - 介绍了在面料设计中避免噪声的原则。
    - 展示了通过添加褶皱来丰富角色模型的方法,参考了JC Ler的书籍作为折痕的参考。
    - 讨论了在特定区域使用V形褶皱的偏好,以及如何考虑关节的移动。
    22:00 🌈 *贴图和照明*
    - 介绍了阶段性照明的概念,强调在角色模型上烘烤阴影以产生艺术化效果。
    - 讨论了渐变的使用,特别是如何从上到下处理,并展示了AO图的调整,使之更具对比度。
    - 探讨了使用渐变的好处,以在模型上添加细节而不使其显得杂乱。
    25:10 🖌️ *自定义画笔的应用*
    - 详细介绍了两种定制画笔的使用,用于在模型上添加污垢和细节。
    - 强调了将画笔放置在特定区域,以模拟现实中污垢和磨损的效果。
    - 讨论了在设计中使用两种画笔的理由,以及如何避免使模型过于繁忙。
    27:43 🔍 *高度图和细节图*
    - 解释了在引擎中使用详细图和高度图的目的,以在模型上添加细节。
    - 提到了通过对细节图进行遮罩处理,可以快速添加引擎中识别的细节。
    - 讨论了在不同质量级别下观察到的详细图的效果,强调在最高质量下观看模型以查看细节。
    28:26 🎮 *着色和动画搭配*
    - 展示了将动画与角色模型一同推向极致的例子,通过在两个角色同时执行波浪动作。
    - 强调了为特定皮肤和动画添加自定义声音效果的实际应用。
    - 通过示例强调了在角色设计中不断推陈出新的精神。
    30:05 🌟 *新角色 iari 的介绍*
    - 引入了最新的Overwatch英雄iari,提到了团队中各成员的贡献,包括概念、建模和技术方面。
    - 展示了iari在游戏中的效果,并强调了团队每月展示的视频传统。
    - 突出了iari作为首位Overwatch英雄,拥有两种发型、自定义光照效果,并完全使用鼠标进行建模的独特之处。
    36:13 🛠️ *使用ZBrush进行建模*
    - 演示了从基础形状开始的模型创建过程,重点介绍了使用ZBrush的技巧。
    - 展示了如何在ZBrush中进行面部细节雕刻和多发型的处理。
    - 强调了在高模型上添加颜色,以在低模型中指导拓扑的重要性。
    43:26 🌀 *ZBrush的创意运用*
    - 展示了使用ZBrush进行意想不到的艺术创作,包括影响来自"蜘蛛侠:平行宇宙"的创意。
    - 强调了ZBrush的灵活性,甚至可以用于创建视觉效果中的故障效果。
    - 通过视频展示了对ZBrush在不同创意领域的广泛应用。
    44:35 🖌️ *ZBrush中的鞋模型和Redshift渲染*
    - 最终模型以所有子细分呈现,通过ZBrush进行建模
    - 使用ZBrush进行低动力学模型,并最终通过Redshift渲染
    - 展示了通过低动力学模型、三角形修饰和UV映射实现的奇特发光效果
    46:09 📅 *过去梦想和个人历程*
    - 讲述2017年的个人梦想,渴望加入Blizzard,并在ZBrush Summit的舞台上分享经验
    - 展示个人早期梦想,2013年申请Blizzard时的期望
    - 引用启发人心的座右铭:“天赋不存在,只有不断的实践”
    47:07 🌐 *专业团队和感谢*
    - 对Blizzard Team 4的特别感谢和热爱
    - 感谢Pixelogic举办ZBrush Summit
    - 引用团队合作的力量,强调对专业团队的感激
    Made with HARPA AI

  • @Rep0nere
    @Rep0nere 7 месяцев назад +30

    The first actual step to designing any Overwatch character is deciding how brown, female, and gay they're going to be.

    • @kingmanga8575
      @kingmanga8575 7 месяцев назад +38

      Cis white males being mad they aren’t the only ones being portrayed in video games anymore will always make me laugh

    • @thenamesmango7235
      @thenamesmango7235 7 месяцев назад +3

      LMFAOOOOO true

    • @MertowVA
      @MertowVA 7 месяцев назад +11

      I apologize on the devs' behalf that you're scared of minorities mr. valknut.

    • @hadrianhexe9603
      @hadrianhexe9603 5 месяцев назад +1

      Good

    • @hadrianhexe9603
      @hadrianhexe9603 5 месяцев назад +4

      ​@@kingmanga8575 Its honestly pathetic but also amusing

  • @peter486
    @peter486 7 месяцев назад

    yes becaue overwatch is so popular. this is when the marketing gets in your head and remove creativity into simple forms where everything looks the same

  • @creativeearthian1702
    @creativeearthian1702 7 месяцев назад

    Overwatch is the ultimate of cliche and cringe in gaming character design.
    You should instead have a word with Supercell for example.
    They're the true leaders

    • @iagokuamoto5070
      @iagokuamoto5070 7 месяцев назад +5

      Hahahaha
      Tell me more about It 🤣🤣🤣🤣🤣🤣🤣

    • @creativeearthian1702
      @creativeearthian1702 7 месяцев назад

      @iagokuamoto5070
      Here goes nothing, because your laughter shows me you have no clue whatsoever.
      Supercell is on top of the gaming industry, only the cream of the crop artists work there.
      Blizzard was THE dev and awesome back in the days but in the past 7-8 years they went off the rails and aren't even a shadow of what it once was.
      The overwatch characters have ZERO creativity and character.
      It's embarrassing and so cringe I just can't touch that game.

    • @toshizue8627
      @toshizue8627 7 месяцев назад +3

      🤣🤣🤣🤣🤣🤣

    • @creativeearthian1702
      @creativeearthian1702 7 месяцев назад

      @toshizue8627 of course. Joke is on you

    • @MK_2023.
      @MK_2023. 7 месяцев назад +3

      😂😂😂😂😂😂😂😂😂

  • @ohacuuus
    @ohacuuus 7 месяцев назад

    Lets goooo!!!

    • @pacohouse1306
      @pacohouse1306 7 месяцев назад +1

      Amazing stuff ! Inspiring zbrush skills even with a mouse?!