... but I would love to see more wireframes! and texture maps! pleeeeeeeeeeease! :cool:
... but I would love to see more wireframes! and texture maps! pleeeeeeeeeeease! :cool:
I asked about their pipeline in a different thread and that artist at least used the graphite tools in 3ds for it.
edit: Thanks for the wires and the explanation of how you decide to break the model down. The vert/tri counts are also appreciated. I'm guessing most of the humanoid monsters follow the same general principles but I would be interested in seeing the wires and how you break it down for one of the bigger crazier monsters. I'm guessing those vert/poly counts are determined by how often it appears on screen/cinematics/if its a boss/etc.
@everyone else
Make sure you're being reasonable with what you ask guys. One wire of a human is probably enough for us to figure out how they did the rest. They're already being super generous so lets not get greedy with what we're asking.
Once again thanks to the guys at epic for taking the time to share this stuff.
Wow this stuff is blowing my mind. I'm absolutely in love with all the sculpts, renders etc., it looks awesome ! Can't get better than that, very much appreciated. Would you mind uploading a picture of some wireframe? that would be cool too EPIC 4TW great post!
One other question though, which program did you use creating these character? I mean did you model them in 3ds max or in maya? Because I am learning 3ds max at the moment and I wanted to know from you Professionals what you recommened, I really love 3ds max as a polymodeling program, but which program is more popular? 3ds max or maya in the gaming industry? Would be nice if you answer this =)
Best regards,
Kenny
Great work! Thanks for dumping it on the forum for the world too see. This stuff deserves to be seen!
Droma is right. I use many things but Graphite polysurf is probably a key one to know.
- I export out division 1 of the model and use it in parts (often i plan this ahead before sculpting, in some cases)
- I polysurf with Graphite, although that tool is incredibly buggy. You have to learn its quirks and may have to reset Max a lot in process
- By hand, especially when Graphite is not digging what i've got going on for some reason.
- Using old pieces of geo perfect matched or close-to matching. (this can include taking low poly chunks from the other awesome artists at Epic... Anything to get it done..)
I know some other artists here have used different tools out there for this process.
One time I placed verts around on the surface and then created polys out of those verts (or basically detaching off key verts). I don't really recommend that. I ended up getting really lost in what I was trying to do and was creating planes out of the wrong ones :)
- I trace over a "Trace Model". For instance on the Hoffman pic above, If I can, I will have a model of each chunk you see there. Upper Body, Legs, Shoes, Arms etc.. Then I will highly decimate whole subtools and bring them in in those same chunks. Then I polysurf over those chunks. My thought is no more than 400k triangles is good. And you dont need the full guy. often 1 arm and half the body etc... works. My low poly will be like Orange while my Tracer models will be Blue. These trace models can be thrown away after your done if you really needed.
Everybody here has really great skills in getting things as low as possible. Its always a balance war there. A lot of my stuff is lower poly because its a common enemy and not seen in cinematics really. Or it doesn't have a deformable face. So you try to offset anywhere you can and afford the polys for the good stuff. Then sometimes I have to go back in and run cuts around the upper shoulder area where the camera is angled. I'm known for making my legs too low poly so that when I see them in game the normals have a warble effect running around them. Wyeth catches me on those ;). The Armored Kantus was really difficult in the budget.
Bloody insane!!
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Just fantastic. The characters all exude their own personality - from faded armor to toes sticking out of worn boots. At 14,000ish verts, these are amazing in-game models. Do these characters only have one diffuse map? What size are their texture maps? You all sure squeezed a lot of detail into these characters.
Thanks for sharing your works and info.
Truly Awesome.Kudos to you and Epic Games
I hope D'Artiste bring out a Gears 3 Art book.Will sit proudly next to my Gears 2 book.
The amount of detail put into these characters is so amazing....its really hard to put into words how much I love these characters, as well as respect the work. The style and art direction of these truly make the game a success. Thanks to all of the artist's that post their work here!!!!
Thank you for reply. I've already made some decisions about my rig and you only confirmed my suspicions. PC that i have in mind will cost me about $2700, but i guess it's well worth it. I usually change PC every 3 years. It always costs quite a lot of money at that time, but the plus side is that i don't have to upgrade my PC for about 3 years and it quickly pays for itself, so in all i consider that to be a smart investment.
Thanks,
Armand
[QUOTE=Krl55Lanning;904211]Hey guys, here's my contribution to the art dump with some renders of delta squad..and a few others:) I've been a loooong time follower of this forum, so it feels good to finally contribute to such an awesome community of artists. I can post some wires and work in progress shots tomorrow if anyone would like to see them."
I also would be interested in seeing more of your wips, thanks heaps for what you have already posted up.:tu:
@rv_el
I haven't gotten a chance to work with the graphite tools in max for resurfacing yet. What are the general problem areas that you have to pay attention to when working with it? For example I normally use topogun for my retopo work and the only issues I run into are that the camera wont do local rotation/zoom so its hard to work on things like fingers.
Thanks for the detailed answers by the way. I know it's helping out a lot of people here.
insaneeeee! loving every vertex of it!
Couple wip shots, lp wires, ingame screengrabs, and uv layouts for ya. Most of the character textures were painted at 2048x2048 by Mike Buck and Maury Mountain.