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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
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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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WaffleSparrow In reply to modesskiteer [2018-02-11 02:24:43 +0000 UTC]
Make SFM great again !!
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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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