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[Overwatch] Bastion




Warning: BETA content

This file is marked as "BETA" which means that the contents might be unfinished, outdated or incompatible with the most recent version of Source Filmmaker.

Description

I've been wondering on what I will upload here so why not upload a model that has been experiencing material issues for the past few days right?

Shout out to nobody81 for the original upload, I wouldn't have gotten the model if it wasn't for him.

So a lot of you are probably wondering what this upload has and if it is better so I'll go ahead and get on with the list.

  1. I COMPLETELY re-did Bastion's rig.

  2. He now has a Valvebiped rig with controls for the shoulderplates, lever on his chest, minigun and his welder.

3.The welder is a bodygroup, right click in the animation set editor go to tools then tick on welder.

4.His toes are rigged as well! So you can individually move his robotic front and back (toes??) when animating.

Reason why I mark this model as incomplete is because the materials aren't 100% done yet and I still need to add a few extra things to him.
By the time he is complete he will have facial flexes (Yes, I said facial flexes) as well more bones and finished materials along with an IK rig for it.

That's about it for this model, for now! I'll update him again in the next few days.

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Comments

Bastion of The Game

Im looking at this model and its asset right now, and i'd like to give you a couple of pointers:

  1. the bump map is supposed to be a lot more accentuated that what you have, although you could use yours as a detail map to add the dirt and scuffs to the models considering it has all those in it

  2. the phong exponent textures you're using aren't actually phong textures. They're more along the lines of a environment map mask. phong exponent textures take advantage of the red and green channels to determine which parts of a model reflect more light than others. they actually look like they're mostly or entirely green or sky blue with strips of pink. look at reinhardt's or d.va's masks, you'll get it.

  3. the materials on Bastion itself need to be divided because it's white plates are supposed to absorb more light than everything else. the parts that aren't white and red are darker than they appear on the model, especially the minigun barrel. That part in particular reflect the most light, but it's a bitch to try and replicate that in source (look at BlueFlytrap's stuff)

  4. the selfillum needs to be a bit brighter.

  5. the assault rifle's normals are all sorts of fucked up. If your using Blender, check it's object data and make sure the 'auto-smooth' option in the normals tab is turned off. I had to learn that the hard way when I first uploaded it. if that isn't the case, i'm afraid you'll have to bake a new normal from scratch.

  6. the extra bones for the shoulder pauldrons do have a purpose. When he turns sentry, the plates separate, showing the little wedges inside and extending the pauldron to protect it's upper arms. Also, on the topic of bones, it's left forearm actually opens to retract its hand whenever it deploys its repair welder or goes sentry.

  7. the left and right of the model is flipped

Other than these things, its a good start to simplifying the model. I ported it with the intention of retaining the original skeleton to give people more control over it, but this is good for those just starting out.

here's a folder containing the original asset from the game, just in case you need it. Good luck.

Ornstein

the bumpmap is fine - the problem is he doesn't know how to bake down the weighted vertex normals that Overwatch uses. generally this is the first problem i've seen every single OW model have is the lack of explicit normals.

the phongexponenttexture isn't even a phongexponenttexture at all - it's a metallic mask. that's one of the primary features of PBR, that's it using metallic masks. creating a phongexponentmask from PBR is a bit more of a pain in the ass and it doesn't use the metallic map.

needless to say, this port is not good.

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