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Pharah has been 'High Poly Converted' this in layman's terms is it has been made more dense using a smooth on the armour and face.

The benefit of this is the model looks more like a cinematic model than a game model, so all those amazing blizzard backstory animation models would be similar to this.  

But requires quite a bit of preparation as you have to tell the model where the lines should be pinched and which ones shouldn't be. 

This is an example of one of her helmet pieces which explains it quite well.

Left Circles are the original from the game and the right is the one adjusted by myself, this does make the model more dense but can be turned off when animating so there is no FPS drop. 

Next on the list is the body swap which is a big job in itself and will have to match the suit scale and fit under the armour.

Nothing I haven't done before but still takes time.

Hope you enjoyed this mini insight and let me know if you would like me to continue. 

Director. 

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Comments

Anonymous

It's always Interesting to see these kind of things. Must be a very time consuming process, but definitely worth it at the same time ^_^

Fareeha

Do more please (I am biased, though.)

fireboxstudio

Going to be even more time consuming potentially due to the scaling of the character is very weird under that armour. might end up having to do two models one in armour and one out.