ZBrushCentral

Gears of War 3 - Character Art Dump (new images posted on Pg 17)

Great work clearly. All of the stuff so far for Gears has been awe inspiring. I wanted to ask you, how much time do you schedule for one of these high res sculpts?

Hello Everyone! Thanks again for the comments!

Here are some attached wireframes, as well as front/back shots.

To answer Droma’s question:
I’ve also read Kevin Lannings tutorial published in the d’artiste character modeling 2 book. It showed what your pipeline was like on gears 1. I was wondering if your pipeline has changed in any significant way from then or is it roughly still the same and you just now have more powerful computers and a few more years of experience has made the difference?

-It’s mostly the same, to be honest. we’ve incorporated Decimation Master, as well as Graphite in Max for tracing, as well as a different approach to texturing than we’ve had in the past. The most significant improvement was experience, in my opinion. We’ve all really tried to improve together artistically, as well as learn from what others have done this generation and incorporate that into our pipeline.

More wires of the other characters are on the way. If you guys have additional questions, holler :slight_smile:

Anya-Turn.jpg

Myrrah-Turn.jpg

Anya-Bp-Turn.jpg

Attachments

Myrrah-Turn.jpg

Anya-Bp-Turn.jpg

Anya-Turn.jpg

They are physically impossible, almost every of those characters couldn’t move or walk in real life, also some of them are over detailed making it hard to focus on one part of the model.
Im surprised you guys even try to defend those models, its the are style they chose on purpose, stupid complex designs to give the game that unique look, they know they look ridiculous, thats the point.

The 3 mutants are my favs, especially the zombie guy, really inspirational stuff. Wonder what each of those models polycount is.

awesome work !!:+1:small_orange_diamond:+1:

Did u use decimination master to bring back to 3ds max? and then retopology? I think It’s a hard work retopoly back that incredible models 8) amazing!!!

Awesome Artwork and Sculpting thanks for sharing such detailed renders!
Very inspiring, as I am studying Game Design with major 3D Modelling I am very happy to see such awesome work,
to have a goal on my mind! Gears of War 3 was one of the best games I think.
Keep up the good stuff!
Best regards,
.-KC Production-.

i really enjoy the fact that there are so many creative minds that get together on this site. i think its great to remember that we all have our own opinions / styles and that’s what makes “ART” so special.

that being said i love the technical aspect of these models also and would love to see a time lapse, wireframe, or example of the Epic games workflow. no matter how rediculous they may be, they are truly awesome! :sunglasses:

Thanks a lot for showing the wires and answering my question. It’s good to know my pipeline is at least professional lol.

Once again grats on an amazing game and a big thank you for taking the time to share it with us. I hope pixologic does an interview with you guys. I don’t think we can ever have enough in depth looks into what you guys do if we aspire to someday work on that level.

Those are the ZBrush assignments a character artist wants to get his hands on. Great job and congrats on the release of Gears of War 3.

[Deleted by the System]

:+1:

You took the words right out of my mouth! :smiley:

If none of the characters can move or walk in real life
then how do they move and walk in the game?..I dont play many games but it seems they’re pretty realistic these days, so if they can move around in the game without breaking through themselves or looking weird then I think the design looks pretty sound to me also the detail is awesome and the mutants are original looking
Im not really a fan of this game I tried the 2nd one and couldnt make it out of the 1st room
lol
but I LOVE the art

Again we have a battle between literalists and symbolists. Consider the dress uniforms of various military groups and how impractical it would be to fight therein. The Coldstream Guard, the Swiss Guard etc. Their uniforms aren’t practical and would be, by your definition ‘stupid’. I look at the armour and it has a solid historical lineage; if one were to take samurai armour, infuse some styling cues from the various Mediterranean cultures e.g. anatomic detailing, throw in some Baroque flourishes and put the ideal WWE wrestler in that contraption and voilà.

The armour fails in a practical sense because it has so many catch-points and even assuming that a material existed that would be light enough, the warrior (notice: not soldier) would not be able to run effectively and would likely trip when the armour caught on itself. But standing there, he/she/it would look magnificent.

BUT
it succeeds in a symbolic sense because it looks badass; it conveys a certain kind of civilisation, one that is martial and revels in war. The armour says to opponents, “You cannot touch me; give up now!” Of course, a Barrett 50 cal. sniper rifle could take him out handily, in the real world but that isn’t what it is all about, is it? After all, this is the same sort of universe that spawned effective female warriors fighting in panties and with most of their bodies exposed


Here are the rest of the wires I mentioned, as well as turnaround shots!

To answer Shepard’s question, “How much subtools you have in a character like Sam and the Queen?”

-If I recall correctly, Sam used about 55 subtools and the queen had around 75. It got very unwieldy toward the end!

To Kaleden’s question, “What’s the polygon count on those(models)?”

-If you’re referring to the in game models, we usually count the number of vertices, not polygons. That said, the females tended to be the most expensive due to the hair sheets and in Gears 3 the game models were the same used in Cines and marketing. They were around 14,000 verts roughly.

To sarakawa’s question, " how much time do you schedule for one of these high res sculpts?"

-That really depends on the intended use of the character and it’s general scale. Ideally 3 weeks is great, however there are guys here that can do it even faster, and the more models we have to spare, the more we can kitbash from.
In other cases, it can be more dependent on being “done when it’s done”. Primary characters, bosses etc. often take longer because there’s an extra level of polish or appeal that may be hard to capture initally (I think Myrrah took me around 5 weeks on the High Poly!). That extra level of polish often extends to the low poly and texture, and I’ve revisited my own models many times because I felt like it could be better.
Hope that helps!

As for WIP’s here’s one of the Lambent Berserker. I stopped modeling at this point and was moved to other tasks while design hammered out the gameplay mechanics for this particular boss fight. Mark Morgan handled the hp chest design changes and low poly model that is actually used in game.

P.S. There’s loads of WIP shot for Anya, Sam, and Myrrah I must admit, because I wasn’t happy with how they looked until the very end!:stuck_out_tongue: So if you want to see those I can put that up too.

3.jpg

More wires are below!

Bernie-Turntables.jpg

Berserker-Turn.jpg

SAM-Turn.jpg

Tempest-TURN-part1.jpg

Tempest-TURN-part2.jpg

Attachments

3.jpg

Tempest-TURN-part1.jpg

Tempest-TURN-part2.jpg

Bernie-Turntables.jpg

Berserker-Turn.jpg

SAM-Turn.jpg

You’re so lucky working on GOW! Great skills, awesome models!

Realistic looking dosnt mean real. You dont have to sacrifice proper anatomy just to be creative and original. Sorry but you need to get some grasp on anatomy yourself before you start talking about realism. You dont need to see something in real life to imagine how its bone and muscle structure look based of existing animals.

Dont try to insult me, stop trolling.

So why do you even do it ? Stop trolling.

I doubt you know anything about game design.

Who said i didnt, in my post i said those pieces are inspirational, i like them a lot in fact. Even if the concepts could be better, the execution of them is amazing. Stop putting words in my mouth, just because you cant get into a discution with actuall arguments dosnt mean you have to make stuff up or try to insult me.

And i wont too, i have nothing against the artist, and i hope to make amazing stuff one day myself, dosnt mean i cant share my personal opinion on the art direction.
I found it hilarious when someone like you is so obsessed with a game, or feels his skills are so inferior to other ppl, that he has to respond to critics not directed to them.
If you cant have a dissociation without going off topic, and getting personal dont start it, especially to derail someones thread.

Yeah the animators do a really great job, but you would be surprised how much stretching is going on parts that should be metal or leather and could not stretch in real life.

Regardless of everyone arguments in this thread, Im personally blown away. This is the type of art that inspires and motivates me as an artist. they bring a sense of pleasure

Amazing models.Could you tell me if the parts are separate in low poly or you made it as single object.Let me re frame the question.Did you merge the low poly gears
with the body or just combined it.Little workflow on low poly modeling would be highly appreciated.Thanks.

This! I would love a little insight into their workflow
teach us your magic guys :slight_smile:

Thanks for the answer Joe!
Loved the wireframes!