Home 3D Art Showcase & Critiques

Gears of War Props

polycounter lvl 11
Offline / Send Message
CataFa polycounter lvl 11
Hi all,

it's been a while since my last post here and a lot happened in the last year(also new nickname:)). I've been working as an artist at Streamline Studios (let me say, a really cool place), and I'm having the opportunity to work on exciting projects. One of the past projects was Gears of War and I can finally show some assets I textured for it.
I hope you guys like them.

dresser.jpg

bureau.jpg

bed.jpg

diningtable.jpg

palette.jpg


The above images are the property and copyright of Epic.

Replies

  • dom
    Options
    Offline / Send Message
    dom polycounter lvl 18
    Good stuff. Really well done! Mooi zo!
  • Japhir
    Options
    Offline / Send Message
    Japhir polycounter lvl 16
    wow really nicely done! love the bed and desk. lol i'm also dutch :P
  • Davision3D
    Options
    Offline / Send Message
    Davision3D polycounter
    I destroyed your Props with a chainsaw! It was fun! smile.gif
    Very nice work.
  • Joshua Stubbles
    Options
    Offline / Send Message
    Joshua Stubbles polycounter lvl 19
    Gotta love the metal trim on the palette smile.gif
    Great stuff, Catafa. Show more! laugh.gif
  • MoP
    Options
    Offline / Send Message
    MoP polycounter lvl 18
    So did you model these and do the normal maps, or just the textures?

    Looks pretty cool though... personally I'd have varied up the specular a bit more (if you had the ability to use specular?), and the tone of the wood on the furniture is a bit too red for my taste, but generally it's fairly solid work.

    Were these all fully unique unwraps, or did you tile/mirror sections anywhere? At a glance it seems like they're all 100% unique.
  • Vidar
    Options
    Offline / Send Message
    Vidar polycounter lvl 17
    Lookin' real pro. They look great in-game too. ;D
  • Striff
    Options
    Offline / Send Message
    Striff polycounter lvl 18
    Ahh I remember blowin the shit out of those!!
  • CataFa
    Options
    Offline / Send Message
    CataFa polycounter lvl 11
    Thanks a lot guys smile.gif It was really cool to do something for a game like Gears of war.

    Japhir: Actually I'm italian smile.gif but I live in Amsterdam.

    Vassago: I would post something, but all the other projects I've been working on are not out yet so I have to wait before I can post images.

    Mop: like I said in the post I only textured those models, other colleagues of mine modeled them. I used diffuse, normal and specular, but of course the result in engine is different. I know that some of them could have reused some texture space, but they were uniquely unwrapped.
  • killingpeople
    Options
    Offline / Send Message
    killingpeople polycounter lvl 18
    hi Gatafa, cool props. i would have loved to have contributed to that game!
  • shadows
    Options
    Offline / Send Message
    shadows polycounter lvl 18
    Damn you, now I'll have to post some stuff too.
    You already know what I think of it.... smile.gif
  • StJoris
    Options
    Offline / Send Message
    Nice! Did you use models for the normal maps, or did you paint them? (asking because you only textured it you say)
  • Pedro Amorim
    Options
    Offline / Send Message
    awesome work dude!! pretty cool. didnt have the chance to play GoW since i dont owe a 360. but this games would be on my buy list if i had one.

    anywho, did your coworkers made some more props? if so, cant they post it?

    again: sweet stuff:D
  • CataFa
    Options
    Offline / Send Message
    CataFa polycounter lvl 11
    StJoris: the base normal map is from highpoly model, but then I also added details during the texturing pass, some areas are completely generated in photoshop.

    bitmap: I didn't play the game much either because I don't have a 360 yet, but I played a bit at work, cool game. Those are only a small set of the props we did at the studio, I hope my coworkers (are you listening shadows?:)) will post something.
  • sebas
    Options
    Offline / Send Message
    sebas polycounter lvl 14
    Hi Fabio, I would love to be you grin.giffrown.gif

    About your texturing process, how important was photo sourcing in your workflow?
    Any tutorial/tip/trick/whatever will be more than welcome crazy.gif
  • Jesse Moody
    Options
    Offline / Send Message
    Jesse Moody polycounter lvl 17
    I would have slayed 1000 Chickens to work on that game. Nice work.
  • CataFa
    Options
    Offline / Send Message
    CataFa polycounter lvl 11
    Sebas: I'm not sure you would love to be me smile.gifsmile.gif
    About the workflow: photo sourcing for this kind of texturing is really important I think. Of course you can't just copy and paste a photo and pretend to be done, but it gives you a nice base to work with and a lot of small details and color variations that help the final look. Two very important things are also a nice ambient occlusion map (usually putted on multiply and adjusted in opacity)and hedgework that really helps defining and separate the shapes, both in the diffuse and specular.
    Also try to add different informations in the specular and not just make it darker and with more contrast.
    I hope this helps, at least a bit smile.gif

    JesseMoody: thanks.
  • darkshadow
    Options
    Offline / Send Message
    darkshadow polycounter lvl 18
    how is working at streamline? I'm dutch and live in amsterdam myself too, would it be possible to visit it sometimes? I never hear of it till today.

    Anyway nice textures man, still destroy those assets sometimes ingame :P
Sign In or Register to comment.