Source Filmmaker

Source Filmmaker

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Overwatch - Zenyatta
   
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Model
Models: Character
Tags: SFM
File Size
Posted
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49.587 MB
1 Aug, 2016 @ 7:19pm
4 Aug, 2016 @ 2:59pm
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Overwatch - Zenyatta

Description
Okay. So after the learning experience called Bastion, I finally figured out how to reduce the bone count on Zenyatta through reassigning weights to vertex groups. (big thanks to SgtR007 for that) after finally getting that out of the way, I went right to work on the materials, and this overall project took about 2 days with what I learned.

Now, without further ado, I give you Zenyatta, the Omnic Monk! Complete with Ball(s)!
Once again, let me know what you think.
Enjoy!!

(And before I forget, a big thanks too to Logan McCloud for the brushed gold cubemap!)

UPDATE: fixed textures.

Includes:
Zenyatta\zenyatta.mdl
Zenyatta\zenyattaorb.mdl
Popular Discussions View All (1)
1
2 Aug, 2016 @ 12:25am
Put your art here
Superfist915
52 Comments
disgusting albert 2 May, 2017 @ 3:29am 
One of my favorite designs in the entire game.
Shameh 10 Nov, 2016 @ 4:47pm 
that level was a bitch in fates
Brxndon Cosplay 5 Sep, 2016 @ 8:32am 
I can't tell which is more amusing: the argument in the comments below that's been almost as long as my killstreak (when playing Zenyatta :D ) or the actual model itself.
Genji 7 Aug, 2016 @ 2:33am 
someone beat you to it
BlueFlytrap 3 Aug, 2016 @ 12:54pm 
Oh but Episoder how could I not?

I mean if we were using cs-go they would probably be a better choice given how it recently got control over saturation and dither.
But we aren't using that. And that's real unfortunate because I would have loved to use cubemaps for some additional accuracy. It just looks awful in practice because of how incredibly underdeveloped they are in our branch.

Stuff from Darksouls 2 fairs pretty well when using it's ingame cubemaps. Probably one of the best in that regard.

Special mention goes to customhero for still being the best choice for this sort of thing but not working on pretty much every map. Thus being effectively worthless.
Which is a shame because it would have been absolutely fantastic for reflections on grazing angles. Albeit a little on the expensive side of things.
episoder 3 Aug, 2016 @ 11:26am 
the heck. i said keep me outta this. the f*ck go with cubemaps. ofc it's an additive shade. ofc it bugs in the dark. ofc it's just that it only depends on what cubemaps you use. the engine internal cubemaps on the maps are usually okay per location. it's your static gold bullsh*t that doesn't work like that. btw sfm uses an advanced radiation mechanism that probes more of the environment for "pbr based" lowres lighting conditions for phong based highlights. ofc easy and looks closer and better to a smooth "metal pbr value". for a sharp "pbr metal" you stil gotta use cubemaps. now stfu.

and don't talk about the gunship. this is a whole different shader beast... a whole lotta more texture combiner mess to cram in the ram... then your lil llight mashing... mofos. deal with that. :)
Kumquat [Velbud] 2 Aug, 2016 @ 11:41pm 
Reaper was already made and exists in SFMLab though. You see him to be improved? And as for episoder, yes I'm aware of his gunship project and I'm not going to bother him with it. However, Overwstch isn't the first to utilize certain techniques such as the double meshes you know. Anyway, back to testing doubles for me.
BlueFlytrap 2 Aug, 2016 @ 11:30pm 
Unfortunately no. There exist no method to broaden a highlight along a single axis.
A careful enough phognwarp can fake it to an extent given they can be converted to a 2d warp rather than an overlay for the highlight itself but it also falls apart depending on the angle viewed.


Also not really. I'm just bothering you for my own amusement at this point while getting a start on reaper. The first bit was just seeing how much you knew and then moving on to probing if you did end up having a method that could provide visually more accurate results. A shame you didn't deliver.

If you would like to delve further on your current topic may I suggest consulting Episoder? He would probably be more than willing to give your method a try using the gunship as a testbed. If only to just see how it goes.
Kumquat [Velbud] 2 Aug, 2016 @ 11:11pm 
You are one tough customer. All you are reading is the stuff to make fun of me. Nonetheless, I can keep going. So far, I already showed you a couple examples.
Kumquat [Velbud] 2 Aug, 2016 @ 11:09pm 
As for the hair, I know about anistropic reflections...and as for recreating them in SFM, I haven't seen a model that does it to an extent. However, couldn't you theoretically play around with the phong long enough to achieve the desired effect, too?