ZBrushCentral

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

Hey guys!

As Promised, Here are the Locusts. There’s quite a bestiary, so this is one part of them. There is a second part that is on the way!

P.S. there was a question regarding polygon counts. We tend to count by verts, and the range is between 8,000-14,000. Some factors that affect the budget are whether the character will speak (facial animation), will it be in cines often, does he/she have hair, or will there be many attachments to could be added on in the future. Some more explanation can be found here: http://www.zbrushcentral.com/showthread.php?162703-Ladies-of-Gears-of-War-3-Anya-Sam-Myrrah-Tempest-Berserker-Bernie-Models&p=903437&viewfull=1#post903437
Grunt-Variant-1.jpgBeastLord.jpgBoomer.jpgButcher.jpgCyclops.jpgDrone.jpgGrenadier.jpg

One correction: wanted to make sure Pete Hayes got a shout out for his work on Baird Cole and Minh

Minh.jpgClassicCole.jpgClassicBaird.jpg

Keep the questions coming!

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Minh.jpg

ClassicBaird.jpg

ClassicCole.jpg

BeastLord.jpg

Boomer.jpg

Butcher.jpg

Cyclops.jpg

Drone.jpg

Grenadier.jpg

Grunt-Variant-1.jpg

Grunt-Variant-3.jpgGrunt-Variant-4-Gold.jpgHunter.jpgHunter-Variant-2.jpgHunter-Variant-3.jpgHunter-Variant-4.jpgKantus.jpgMauler.jpgpalaceGuard.jpg

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Grunt-Variant-3.jpg

Grunt-Variant-4-Gold.jpg

Hunter.jpg

Hunter-Variant-2.jpg

Hunter-Variant-3.jpg

Hunter-Variant-4.jpg

Kantus.jpg

Mauler.jpg

palaceGuard.jpg

Raam.jpgThrashball_Drone.jpgtheron.jpgtheorn elite.jpgsniper.jpgSavageTheron.jpgsavageGrunt.jpgSavageGrenadierElite.jpgSavage Shaman.jpgsavage-grenadier.jpg

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Raam.jpg

Savage Shaman.jpg

SavageGrenadierElite.jpg

savageGrunt.jpg

SavageTheron.jpg

sniper.jpg

theorn elite.jpg

theron.jpg

Thrashball_Drone.jpg

savage-grenadier.jpg

Locust yeahhh! Amazing work 8) Just missing the Tickers hehe all GOW work Is amazing on the Xbox history as the best game for ever, Inspiration for us to make something good In Zbrush thanks for share It… and congrats!!

I though I’d share the turnaround scene that’s used in the pixologic 2011 video as well, simply because it’s easier to see it grayscale!

Enjoy! More locusts are on the way.

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Please tell me the Gasbarge is rendered in Zbrush 4R2?! Any chance of a tutorial on how you lit and rendered it?

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lambentberserker.jpgdarkWretch.jpgLambentMale.jpgDrudge.jpgHeadsnake.jpghatchling.jpgnude-ticker.jpggrinder.jpgflame grenadier.jpgbloodmount.jpg

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lambentberserker.jpg

flame grenadier.jpg

grinder.jpg

nude-ticker.jpg

hatchling.jpg

Headsnake.jpg

Drudge.jpg

LambentMale.jpg

darkWretch.jpg

bloodmount.jpg

Now build that trike that Paul Jr. built and put one of those dudes on it.

Mark helped me with this. Thanks man.

SEE IMAGE BELOW POSTED BY W.JOE

Instant fan of the new berper renderer.s-savagegren.jpg

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s-savagegren.jpg

Somebody from ZBC please help me with how I can get images to show up full sized. thanks.

EDIT : Nevermind its my browser. Some stuff isn’t even showing up right at all. I think my browser is freaking out.

quick edit: removing render

Every day I come back to check the site and you guys post up even more art. You continue to impress. Thanks for sharing.

thanks for sharing this pictures, i cant stop looking at them :smiley:

s-prescott.jpg

s-savagelocust2.jpg

s-savagelocust1.jpg

s-lambentfemale.jpg

s-clayton.jpg

s-hoffman.jpg

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Amazing work, guys. The whole game looks great.

I had a few questions about how you guys achieved some of the repeating details in the models.

Specific examples would be all of the tiny little stitching near the inside of the armored kantus’s legs and the queen’s corset, the repeating shapes in the stretchy arm of the massive lambent dude, and the coiling tentacles in the lambent human.

How was that done? It looks more complicated than a mere alpha brush with a rolling stroke. If they’re separate pieces, I’m guessing there’s a more advanced and quicker method than creating one tiny little stitch, and manually duping it and repositioning them a thousand times to follow the forms. Are they all separate subtools, polygroups, or neither?

Also, one thing I haven’t seen mentioned was the lack of muscle definition on most of the cogs’ arms. They’re massive dudes, but they’re not super cut. It’s a quiet choice, but one that I think shows a lot of sophistication. Great job!

s-savagegrenelite.jpg

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s-savagegrenelite.jpg

Sorry, I hadn’t read this thread in awhile so I didn’t respond earlier. You’re right though, I should give more constructive feedback. I don’t think I was particularly rude, however. I’ll respond more in detail since it was requested.

The first character is too busy. His double shoulder pads seem unnecessary (I would think one is fine; two just adds unneeded detail). His arms have too many straps holding on the excessive plating, making that area also feel cluttered. The “pants” that he is wearing make his legs look too heavy to properly walk, let alone run. I think overall this design suffers from too many repeated details that are often unnecessary and only add to what I feel is a cluttered look. Essentially a “less is more” approach is needed here, I think.

The second character, the human, is great. Large open areas complimented with tight detailed areas gives my eye places to travel to around the mesh. I love it.

The third character (boss with long arms) isn’t bad overall, though I wish he had actual shoulders. Having too much stuff around his head makes me lose interest in that general area where ideally I think that should be a focal point.

The fourth character (boss with one long arm) feels like another example of just repeated shapes for the sake of adding detail. Instead of just having straps holding on his armor he has straps that have lots of stitching on them. I feel like there should always be a balance and in this case the “skin” parts of the model are extremely detailed yet so are the non-skin pieces, leading to too much detail (in my opinion). I find it weird, as well, that this guy would be wearing clothes of any kind given that so much of him is grotesquely disfigured.

The fifth character (zombie looking thing). No complaints here. Great design. Good balance of detailed areas and non-detailed areas.

The sixth character (pointy head guy). I like the upper half of this guy but I do not care for the lower half. His upper body armor has flat areas lacking details complimented with detailed areas, and his skin does as well. Pretty cool there. The lower body, however, is a cluster of straps and 900-lb boots and more straps, and on top of those some more straps. This whole area could have been simplified into something less detail intense.

The seventh character (human). No complaints.

The last guy (a human black guy in a trench coat). No real complaints though I’ve never liked the ridiculously oversized shoes that Gears characters have. I think it’s a style they’re obviously going for so I can only argue that from a personal preference.

So there you have it, since you asked for it. That’s my professional, constructive criticism on why I think these designs suffer from bad design choices.

The primary character modelers all work in Max. While we all approach those repeating shapes differently in specific scenarios, I think most of us do those pieces outside of Zbrush once we solidify the zbrush forms that we apply them to. We export a reference mesh to Max, apply our duplicate stitchings to the object with
something like a path deform. and then import them all as a new subtool. Sometimes I’ll have a subtool containing every modeled stitch across an entire model. Each stitch is super low poly, so its not too much for a subtool. Other times those are indeed sculpted in as a rolling alpha, and many times the technique is mixed
within a model. It all depends on what side of the bed I woke up on. :slight_smile: The advantage of splitting them into a subtool as individual meshes is that it allows you to color code them easily for a render to texture. And Zbrush’s godsend move topological allows you to reposition weird stitches that are misaligned with ease.

Mark