Overwatch-to-Deadlock character mesh and material pipeline
A character mesh swap and Blender tooling experiment for transferring Overwatch assets into Deadlock's model and material workflow.
Goal
Replace a Deadlock character mesh with an Overwatch character and make the material conversion repeatable across different skins.
Constraints
The target character needs compatible pose and skinning data, while Overwatch shader textures and channel layouts differ from those expected by Deadlock's material system.
Process
I posed the Overwatch mesh toward the Deadlock skeleton, applied transforms and prepared it for weight transfer. I investigated mappings between OWM shader 43 and Deadlock PBR inputs, including channel splitting and packing, detail-mask colours and material naming.
I also developed a Blender material-converter add-on and reviewed conversion reports, while continuing to test whether the workflow generalizes across skins.
Result
The mesh and material conversion pipeline remains under active development. Material correspondence, conversion reliability and performance are still being investigated; this is not presented as a universal finished converter.