ZBrushCentral

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

Awesome models form an awesome game. Finished part 3 recently,put down the pad and said to myself, “man what a ride!”

Out of interest what approx tri count are they and the same for the texture sizes to please.
If you are allowed to talk about your workflow that would be great,understand if you cannot.

Again,Awesome art.

Absolutely awesome bro ! I love the game and your art is incredible ! I am so in love with those sculpts, look it that Armored Kantus that one is blowing my mind aswell as everyone else :smiley:
Fantastic Character Sculpting, really impressing and to every artist a wish to work on such projects.
I think it is a really great honor that you upload these detailed work, it gives us inspiration and motivation.

Best regards,
Kenny =)
:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Drooling I had no idea Epic used Zbrush, amazing renders, someday I hope to develop my Dark Matter universe under the Epic label, ‘Seriously’.

(Thanks to you Epic team, Mr.Bleszinski, Mr.Fergusson and Mr.Wynn, outstanding work on Gears3!)

http://www.spore.com/sporepedia#qry=sast-500621008797

Thanks guys! glad you dig em!

To answer a few common questions.

Each character varies greatly in time. I take anywhere from 1 week to 1.5 months for a High Poly. Stuff like the Lambent Humans were like 1ish week a pop HP. Griffin was crunched out HP and LP/projection in 2 weeks. I’d like to say much of them were 2 weeks for High Poly and some for 3 Weeks for high poly. Very rarely but some times do i hit or exceed the 1 month mark. That can depend on many factors especially on chars from when I first started at Epic. Uh. Longer ones are Armored Kantus. Hoffman/Prescott.

I try not to spend more than 1 week on Low Poly and Projections. Try, that is :slight_smile:

So grand total a character can be (LP/HP/Projections) anywhere from 2 weeks to 1.5 month. I’m happy to get something solid done in 2 weeks HP 1 week LP/Projection. 3 weeks to a month is just some times required to do an HP.

Fantastic job guys!
great work as usual.

Always appreciate you guys sharing your work with the community. It’s one of the reasons we love you guys so much. Keep up the great work, can’t wait to see what comes out of your studios next.

That’s some phenomenal work folks. Just fabulous. Thank you for bringing them to us to see and for some great inspiration. Kudos to you.

Ezra

Boggles the mind … amazing work. Thank you all for sharing! :lol:

[Deleted by Art Bell]

Wow…Amazing in every aspects! Kudos to the team.

great character design and level of detail, congrats on top row, thumbs up from me:+1:small_orange_diamond:+1:small_orange_diamond:+1:

I find these designs really refreshing. A nice change of pace from the hyper-sexualized Barbie dolls that most female game characters are, with no real feeling of connection between their combat prowess and their revealing outfits. By contrast, these are powerful looking people with real muscle mass and a sense of durability, while still being physically appealing, but not pandering.

Kudos!

[edit] Apparently there was a thread merge, so my comment may not be completely on-topic anymore.

Great characters !!
really amazing works, only some faces are not good but overall looks great :slight_smile:

stunning!!! great attention to details!!

Coworkers twisted my arm into joining in the fun-shout out to Kevin Lanning on whose initial creature the Savage Kantus is based as well as the rest of the great art team at Epic.
helmets.jpg
Larva.jpg
barrick.jpg
Gasbarge.jpg

mariamonument.jpg
SavageKantus.jpg

Markhelmets.jpg

Attachments

helmets.jpg

barrick.jpg

SavageKantus.jpg

Gasbarge.jpg

helmets.jpg

Larva.jpg

mariamonument.jpg

oh wow! the last update is even more awesome! i particularly love the one that look like a mutated piranhas… that is really nicely done!
Great work sir!

fantastic stuff man…

that sort ogf glutenous / vieny area of the fish , hows is that sculpted , i have been trying something silimilar for a hanging alien pod but mind just cant get that much detail in there…!!

Wow … the statue is breathtakingly beautiful! Again thanks to the whole team for sharing!

I was petrified of working with HD divisions at the time I did that creature. It was originally supposed to be higher spec in game than it ended up being, so I went through pains to give it a lot of fine detail.

I split it into poly groups and once the overall shape was defined well I groups split it and further refined each subtool. Now that I am over my irrational HD aversion I’d use that- undos are faster anyway, and your details
are unhindered by the edge limits of an organic model split into various subtools. The base mesh on that thing is ludicrously simple, I just built up the bulk shapes first level by level and then used alphas once I’d split it into
multiple subtools to get the fine veining. I also DIG a lot of the forms as opposed the trying to sculpt them up. That creature was a bitch because it was so far out in terms of relating it to anything real world I couldn’t figure
out what to reference for skin on an airborne manatee blimp…a jellyfish? puffer fish? In the end he looks like alien reproductive organs.

And I suppose that’s ok with me.

Mark

Please put this on top row so we don’t lose it :D.