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.
The above images are the property and copyright of Epic.
Replies
Very nice work.
Great stuff, Catafa. Show more!
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.
Japhir: Actually I'm italian 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.
You already know what I think of it....
anywho, did your coworkers made some more props? if so, cant they post it?
again: sweet stuff:D
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.
About your texturing process, how important was photo sourcing in your workflow?
Any tutorial/tip/trick/whatever will be more than welcome
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
JesseMoody: thanks.
Anyway nice textures man, still destroy those assets sometimes ingame :P