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DVA - Tokki Mech

As a fan of Overwatch and mechs in general, I decided to recreate DVA's mech from the game. With Overwatch being a game centered around stylisation, I decided to try and recreate the mech in the form of realism, with the intention of making sure to keep the original design aesthetic as close to the original as possible. Most of my reference gathering and inspiration came from the 2018 ''Shooting Star cinematic'', that featured DVA's mech in the spotlight. The cinematic provided excellent referencing for metallic and roughness details that I tried to incorporate in my version of the mech. Furthermore, the cinematic also provided an excellent scope for normal detailing, panelling that was used as reference to try and replicate these details on my high poly version.

To ensure that the modelling process was feasible, I sculpted the more intricate shapes in Zbrush and retopologised them in Maya however, for some parts of the block out phase, the more primitive shapes were modelled in Maya and then imported into Zbrush for detailing. Using both software in conjunction with one an another, this sped up the production process and allowed more time to be spent on details, as well as make the neccessary changes to individual parts if they were needed.

The overall goal of this project was to spend time working on a comprehensive piece and challenging myself to improve on visual quality and fidelity. I am satisfied with the final result and working on mech design was a fruitful experience that I would definitely revisit in the future.

- High and Low poly modelling was done using Maya and Zbrush
- Blender was used to create the Podium base
- Baking and texturing were done using Substance Painter
- Rendered in Marmoset Toolbag and Unreal Engine 5
- Turntable and video was done using Unreal Engine and edited in Adobe Premier Pro
- Final Renditions and compositions were done using Adobe Photoshop
- Five texture sets were used
- 4K Textures
- 250k Tris

Thanks for viewing!

Turntable - Video

Unreal Engine - In Engine lighting rotation

Unreal Engine - Posed Renders

Unreal Engine - Posed Renders

Overwatch Symbol

Overwatch Symbol

Unreal Engine - Detailed Lighting, Lighting, Wireframe, Lightmap Density, Shader Complexity, Roughness, Unlit, Final Rendition

Unreal Engine - Detailed Lighting, Lighting, Wireframe, Lightmap Density, Shader Complexity, Roughness, Unlit, Final Rendition

Marmoset Toolbag - Colour Variant Renders

Marmoset Toolbag - Colour Variant Renders

Zbrush Sculpt - High Poly Render

Zbrush Sculpt - High Poly Render

Zbrush - Assembly parts sculpted, modelled separately using both Maya and Zbrush.

Zbrush - Assembly parts sculpted, modelled separately using both Maya and Zbrush.

Low Poly - Retopology

Low Poly - Retopology

Zbrush - Zsphere Rig Pose

Zbrush - Zsphere Rig Pose

In engine - Wireframe

In engine - Wireframe

Wireframe - Low Poly Renders

Wireframe - Low Poly Renders

Blender - Used an image of the official Overwatch symbol and converted it into an SVG file. Imported the 2D image into Blender and converted it into 3D geometry. The mesh was then retopologised and cleaned up in Maya.

Master Material was created to adjust Roughness, Metallic values of the mech, as well as enhance Normal details.

Master Material was created to adjust Roughness, Metallic values of the mech, as well as enhance Normal details.

UV's - Base Colour, Normals, AO, Roughness, Metallic and UV maps.

UV's - Base Colour, Normals, AO, Roughness, Metallic and UV maps.

Moodboard

Moodboard