your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?
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One of the things that make Overwatch great is its brilliant character art. Highly-stylized team-based shooter attract thousands of cosplayers who are trying to create the most authentic gear possible. 23 heroes (and a lot more to be revealed) have unique designs and tons of different skins. You just have to admit Blizzard’s character work is a masterpiece.
The team behind the bestseller has shared some of the high-poly work that’s helped support the final assets you see in the game. It’s all about ZBrush, of course. The solution helped the team quickly concept, sculpt, and block out ideas in 3D. There is a piece of Keyshot there too.
All the work you’re about to see was created by the Overwatch character team including Hai Phan, Matt Taylor, Kyle Rau, Niles Doubleday, Hong Chan Lim, Leticia Gillett, Donald Phan and myself (Renaud Galand).
And lastly, these characters wouldn’t be what they are without the help of a lot of people outside of the character modeling team and I’d like to give a big shout-out to everybody in our concept, tech art, animation, audio, story and game design departments for helping us on a daily basis to make these characters as iconic and awesome as possible.