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WaffleSparrow — Guardian Angel

#blender #blizzard #mercy #overwatch #blizzardfanart #blendercycles #overwatchfanart #mercy_overwatch #mercyfanart #mercywallpaper
Published: 2018-02-10 18:05:41 +0000 UTC; Views: 15536; Favourites: 199; Downloads: 319
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Description Mercy with particle hair .
Rendered in Cycles, post processing in Photoshop.


Mercy model by
Mercy belongs to Blizzard
Related content
Comments: 16

Brownie-Ari [2018-02-11 18:59:08 +0000 UTC]

Looking good! I wanna make hair like you... but it's really hard and takes more time... -.-;;;

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WaffleSparrow In reply to Brownie-Ari [2018-02-12 03:54:13 +0000 UTC]

Thanks, this one took even more time, I went through several iterations before settling on this look. I usually divide the workflow over several days like front bangs on day 1, pony tail on day 2, mid segments and back hair day 3... doing around 2 hours each day is enough (atleast that's the only way I can find the time).

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Brownie-Ari In reply to WaffleSparrow [2018-02-12 15:11:50 +0000 UTC]

I respect that.

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ScAnnReD [2018-02-11 16:05:27 +0000 UTC]

This is just beautiful.  

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WaffleSparrow In reply to ScAnnReD [2018-02-12 03:23:11 +0000 UTC]

Thank you my friend!

👍: 0 ⏩: 0

modesskiteer [2018-02-10 20:36:06 +0000 UTC]

I will bring this hair to SFM. One day...

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WaffleSparrow In reply to modesskiteer [2018-02-11 02:24:43 +0000 UTC]

Make SFM great again !!

👍: 0 ⏩: 1

modesskiteer In reply to WaffleSparrow [2018-02-11 05:43:07 +0000 UTC]

For now though, a lot of people really wanted an equivalent of PBR in SFM, which I am currently working on. I am still planning out the materials and the design of it, but from what Im seeing, it is looking pretty good. A lot of VMT setting and testing will be the case, but hopefully the reflections will look close to realtime if the rt_cameras are utilized correctly.

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WaffleSparrow In reply to modesskiteer [2018-02-11 06:13:12 +0000 UTC]

Will definitely like to see the results, good luck with your project!

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modesskiteer In reply to WaffleSparrow [2018-02-11 06:20:39 +0000 UTC]

www.youtube.com/watch?v=JUo2lW…
Here is some progress, even if it is a bit buggy and not quite working as intended.
This is a conceptual for a bubble. 

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WaffleSparrow In reply to modesskiteer [2018-02-11 06:59:41 +0000 UTC]

Yeah, still needs work around the edges (I don't know, fresnel maybe), still getting this done all by yourself is pretty amazing.

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modesskiteer In reply to WaffleSparrow [2018-02-11 07:03:35 +0000 UTC]

Remember, this is using only an rt_camera. There is one other problem I am trying to solve, but for that one, I will have to build a 3D model with "depth crystals" of rt_cameras, and the camera control greatly behind the model itself while it doesnt notice the model. As for anything involving light directly, I am learning the studies by BlueFlytrap. Hopefully, I can stack these and work with them. 

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WaffleSparrow In reply to modesskiteer [2018-02-11 07:08:46 +0000 UTC]

That's a lot more technical than my simple mind can understand! Also my lack of experience in SFM only adds to it.  All I can say is whatever you say goes!!

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modesskiteer In reply to WaffleSparrow [2018-02-11 08:08:18 +0000 UTC]

I will take some feedback as I work with it. I guess for now, all I can say is that it reflects the map entity in real time and I will get it looking as close to real life bubbles, reflective spheres, etc. 

I will however, keep your critique with me, the one about fresnel. The only problem I see is the reflection not being detected, thus the reflection in real time will be by a camera, while the fresnel and phong reflections will be separate. I know this may be beyond your understanding, but the basics of it is that I am breaking down reflections using the software currently available in SFM. I know that some programs have Blinn reflection, but I wanted to try something a bit more unique.

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Jasmine-Lotus [2018-02-10 18:20:41 +0000 UTC]

The hair looks pretty good!

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WaffleSparrow In reply to Jasmine-Lotus [2018-02-10 18:52:06 +0000 UTC]

Thank you kindly!

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