Hey guys,
Since we just released another DLC, I thought Id go ahead and post up some of the stuff I worked on for Raams Shadow. A large portion of this was done during my internship and a few pieces after I was hired on full time. I worked on this closely with Pete Ellis, with him tackling the exterior and me doing the interior. I tried fitting into the Gears style as much as I could and took a lot of inspiration from Kevin, Pat and Pete.
And here are a few of the Low Polys created using the textures generated from the High Polys above. One of the biggest things I learned was how to think modularly, not just in the way environments are meshed but during the high poly stage thinking ahead and planning in order to generate textures which can be reused on a number of different meshes. Kevin, Pete and Pat are all brilliant at this and are able to push out textures that are extremely high res. Ill try posting up a few more low poly meshes later.
Here are some of the shots of the pieces assembled in the level. Warren Marshall did a great job with the meshing while Tim Elek worked on Effects, Maury on textures and a lot of others on various different things. Some of the other meshes such as the couches, statue and lights were created by others.
I think this is one of the best Gears environment sets thats been made here. It's probably the richest section of the new DLC pack, the resolution is amazing as is the continuity between pieces, its very authentic feeling.
Thanks a lot everyone. Warren did a fantastic job meshing this all together, as did Maury with the textures. It's been an amazing experience being here and being able to learn from these guys. @Sean VanGoder - There was no concept for the interior. Although in the earlier stages Pete, a level designer and I figured out what we were going for and from there it was just a matter of building it. I also had a large library of images of work done by everyone here, older concepts, etc. which helped a lot. @PogoP - It all varies, but the bulk of work is done in Max. On some of these pieces I never left Max, and on others I went into zBrush to add details. @teaandcigarettes - Thanks man, all of that comes down to being around some extremely talented people.
Paul this art is awesome! So much detail! added to the GoW Art folder.
You said you had an internship at Epic was this something you saw on their website? or was it for local students? Any advice you can give to others who may want to apply for internships at Epic.
And that's how you make an art dump.
Paul, let me just say that it's right there with some of the greatest game art assets ever. And you nailed that Gears feel 100%. Fantastic job, man.
And quite a bunch of useful info with the examples of texture reuse and everything. Thank you very-very much, man.
these look just fantastic! Just wondering, did you put the zbrush details in the pillar by hand, or using the noise maker, or some other third thing?
and when you say that someone did the "meshing" do you mean the asset placement in the level? or the meshes based on the textures and/or highpoly models you did?
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The city hall stuff was just ... mind blowing ... both to look at and to work with.
I think this is one of the best Gears environment sets thats been made here. It's probably the richest section of the new DLC pack, the resolution is amazing as is the continuity between pieces, its very authentic feeling.
Out of curiosity, do you get concept art for all these pieces? Or do you get a loose guideline and then add the details yourself?
This teaches me one thing: I need to stop wasting time at the university and get a full time gig :poly142:
Any chance of some wires?
@Sean VanGoder - There was no concept for the interior. Although in the earlier stages Pete, a level designer and I figured out what we were going for and from there it was just a matter of building it. I also had a large library of images of work done by everyone here, older concepts, etc. which helped a lot.
@PogoP - It all varies, but the bulk of work is done in Max. On some of these pieces I never left Max, and on others I went into zBrush to add details.
@teaandcigarettes - Thanks man, all of that comes down to being around some extremely talented people.
You said you had an internship at Epic was this something you saw on their website? or was it for local students? Any advice you can give to others who may want to apply for internships at Epic.
Any chance you can post some of the exterior shots like this one too?
http://media.gamerevolution.com/images/misc/gears-of-war-3-dlc-raams-shadow-4.jpg
Damn amazing stuff!
More please, my GoW3 ref folder isn't large enough yet!
Paul, let me just say that it's right there with some of the greatest game art assets ever. And you nailed that Gears feel 100%. Fantastic job, man.
And quite a bunch of useful info with the examples of texture reuse and everything. Thank you very-very much, man.
and when you say that someone did the "meshing" do you mean the asset placement in the level? or the meshes based on the textures and/or highpoly models you did?
Great work Paul!