Hey guys
I got permission to finally release a couple concepts I did for Gears of War. Its hard to believe these are almost a year old now.
As you can probably tell I am using 3dMax as a tool for concepting these days. I usually do a rough model and then do a paintover to flesh out areas where my modelling skills fall short. This really helps out the hi-poly modeller because they have a base model to work from and dont have to worry about getting proportions and pivots correct.
Hope you dig.
Replies
There's your lesson for today about how concept art is supposed to look. Whew. Nice volume. Superb lighting.
Mr Hawkins, do you ever find yourself getting bored with drawing armored players and huge guns? Do you just get into the tasks for their own sake, without worrying about content? Or do you just dig this stuff so much that you love it dawn to dusk? Just askin'.
/jzero
but im just gonna give u guys the scraps and post the usually redundant marine vs. aliens stuff eh!
hehe
they've gotten you intitutionalized!
very solid work.
super work there !
KICK ASS work, man
ultra.
My friend was recently talking about how he wanted to nab this game as soon as it came out. I told him "fuck yeah, hawkpreys doing the concept art."
He had no idea what I was going on about...
Interesting idea blocking a concept out in Max and adding detail by hand. I'll have to give that a try. I can confidently say it will more than likely never come out looking like this stuff =P
respect man
GREAT WORK , smashing.
Great work man.
*MR Burns vioce* Eeeeexcelent!
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Man, my words exactly!
still, i think it's something more and more concept artists will come to appreciate the benefits of, since it integrates so well into the production pipeline. i've seen the same immediate benefits using this technique--the modelers i work with don't have to mess around with proportions, and best of all the production artwork tends to look much closer to the concept, all with less redundant work being done. good stuff.
Gauss---you hit the nail on the head. With so much more time involved in making hi-poly characters and assets anything I can do on my end to help the modellers out is a benefit. That way they can take most of thier time adding the sweet details and fun parts. I know lots of concept guys that are using 3d. The trick is knowing when to stop modelling and remembering its just a concept. ahahahah
I DIG!
ben
sure it's space marines and monsters you guys.. but these are the best in the business.
hp i really dig what you did with the cog soldiers... the legs seem like treetrunks. they have such a pleasing mass to them, it almost reminds me of an evolved aesthetic garnered from some of the earlier FPS games... Quake, Kingpin had very chunky characters. that was by necessity, of course, but here it's a really nice stylistic direction. great silhouettes and the repetition of the inlayed circle elements on the cog designs is also a very nice touch.
I can see why u work at epic