Haha, touche. We had a big push recently to address that issue in the environments in DS2 (I take no responsibility for those crazy char artists), so it is something I have been more aware of since then. Those doors read well for that reason I think.
Really? Personally, I really like the stylized dimensions in Darksiders, its part of what gave it its own distinctive look. Not everyone is a comic art fan though, it does seem like the majority connect more easily with realistic designs that are more restrained.
Wasn't really looking to play tit for tat with you as much as I might have appeared to be. I think it's easy to 2nd guess ourselves and listen to the wrong feedback once we release a game. Whether its the right move or not, I've been trying to restrain myself more in general and rely on more open forms, I don't know if thats liked internally or will be externally but we have to try something new each time right?
Yea I'm a fan of that style as well, the goal I think is just to make sure to use it appropriately so the scene is still readable to facilitate gameplay and the visual design, and of course to use it where you get the most bang for your buck. That's the main reason I was curious about your thought process, our workflow is a bit less specialized so we do world building in addition to sculpting and have to confront some of those issues that it sounds like might be solved by an LD with lighting and placement in your pipeline.
Beautiful work man. I was curious...what program are you rending your high res in for these images? These look beautiful and they show off your work very nicely!
Beautiful work. I was so excited when I saw this thread come back up.
As much as I love all your work, I am much more a fan of your more 'solid', modeled out, low(er)-detail intensive pieces. The Palace Hanglight, Palace Brazier and the Rock Bone in particular have some beautiful shapes, excellent flow throughout and great reserved details.
The other pieces are all excellent too, these are just the ones that really stand out, at least for me.
I read above that you're trying to work on more open forms. I was wondering, what do you enjoy working on more, the detail intensive pieces or the ones more focused on solid shapes (if this makes no sense, the Hanglight or the Circle Floor)?
Also, I would love to see what you would come up with working under your own personally defined art style. That would be really interesting to see.
Paul : I like both really. I do prefer strong clear flowing forms, bolder designs, but I like concentric designs that are borderline fantasy as its fun to just let go. I prefer more eye rest than the Locust set pushed, theres some stuff in Gears3 I'm happier with though I cant share that stuff until it ships.
Conan... yes, soon as I get the webpage up I'm intent on rediscovering my own style, I haven't really produced work for myself since I started at Epic
Do you never think 'Damn, these huge swords in Darksiders are pretty dumb?' or 'gee, should the characters heads be so squished ?' heh
HA! Well I'm working hard to make sure yall like the weapons on Darksiders 2. :poly124:
I think our art team here is pretty awesome personally and I like both styles (realistic, and ultra stylized). I can play games like Mass Effect, and Darksiders in the same sitting and really enjoy both visually and gameplay-wise.
My first impression was "whoah...thats some very noisy detail", but once its in-game and lit + broken up with props and whatnot, it looks great so kudos on another round of awesome art from Mr. Johnstone.
I guess you aren't the guy who's doing the low-poly versions + textures? I'm a little surprised that you seem to post exclusively the high-poly work, but if you aren't the one making the game-ready assets, then of course this makes sense now.
Please give us website soon And definitely looking forward to seeing the Gears 3 artwork. Were a lot of the pieces you did for gears two reused or remodeled?
Wow! Hehe. I love that candle stand (I think), that last column, and those chain link hook pieces. Is there anyway I could see a low poly for one of these (it doesn't matter which)? I would just love to see how you modeled the low polys to hold some of this detail.
What is the average workflow for you? Do you create the high poly models and then hand them over to someone else? Or do you also create the low poly models and textures?
I went looking for this thread in the archive and was surprised to find it wasn't there--maybe a moderator can get it there finally? This thread keeps offering excellent, detailed workflow information.
Sorry if this has been asked already, but Kevin do you do all your work from provided concept art or is most of this just modeling on the fly and coming up with architectural designs and themes as you go?
Shots of the concepts I got and the work I produced based on them are on my website in the Work/Gears2 section. That demonstrates how much is the concept and how much is me.
Kevin, you're amazing. Everything from your humble beginnings to who you are now, you're an inspiration to me. Thank you for sharing all of this with us.
Gears is one of my most played series.. tactical squad sci-fi. I really enjoyed the locust part of 2 and what you did, also back to the unreal stuff. Your art is inspirational.. keep showing us.
nice work by the way. I have just one think i dont understand. You export your bricks from Zbrush to Max. But on your image i can see very good level of details in MAx? Is it sculpt or texture on High poly Bricks? How do i reach this effect? I mean cracks and other small details? Thank you.
God Bless man, amazing work, years and years and this thread still catch the eyes . the last reply which is a question from jaaamesss is my question too, other part is how beautiful rocks been made, would like to know the way
He most likely used decimation master to get those fine details. it triangulates your quaded sculpt to reach small crevices on the surface which your quads don't show. That then allows your model to be very low in triangles with the loss of such subtle detail that your normal maps wouldn't even notice wasn't there.
I see, the main thing which I really love, is the creation of the brick details themselves . are those alpha or something similar ? what about the bic pieces of stones which looks SO real ?
Replies
Anyway, great sculpts.
Wasn't really looking to play tit for tat with you as much as I might have appeared to be. I think it's easy to 2nd guess ourselves and listen to the wrong feedback once we release a game. Whether its the right move or not, I've been trying to restrain myself more in general and rely on more open forms, I don't know if thats liked internally or will be externally but we have to try something new each time right?
As much as I love all your work, I am much more a fan of your more 'solid', modeled out, low(er)-detail intensive pieces. The Palace Hanglight, Palace Brazier and the Rock Bone in particular have some beautiful shapes, excellent flow throughout and great reserved details.
The other pieces are all excellent too, these are just the ones that really stand out, at least for me.
I read above that you're trying to work on more open forms. I was wondering, what do you enjoy working on more, the detail intensive pieces or the ones more focused on solid shapes (if this makes no sense, the Hanglight or the Circle Floor)?
Also, I would love to see what you would come up with working under your own personally defined art style. That would be really interesting to see.
Inspiration ftw!
You probably had one heck of alot of RAM to make many of these assets didn't you. :P
But bravo on making these assets cause they're beautiful.
Paul : I like both really. I do prefer strong clear flowing forms, bolder designs, but I like concentric designs that are borderline fantasy as its fun to just let go. I prefer more eye rest than the Locust set pushed, theres some stuff in Gears3 I'm happier with though I cant share that stuff until it ships.
Conan... yes, soon as I get the webpage up I'm intent on rediscovering my own style, I haven't really produced work for myself since I started at Epic
HA! Well I'm working hard to make sure yall like the weapons on Darksiders 2. :poly124:
I think our art team here is pretty awesome personally and I like both styles (realistic, and ultra stylized). I can play games like Mass Effect, and Darksiders in the same sitting and really enjoy both visually and gameplay-wise.
My first impression was "whoah...thats some very noisy detail", but once its in-game and lit + broken up with props and whatnot, it looks great so kudos on another round of awesome art from Mr. Johnstone.
I guess you aren't the guy who's doing the low-poly versions + textures? I'm a little surprised that you seem to post exclusively the high-poly work, but if you aren't the one making the game-ready assets, then of course this makes sense now.
This is all.
Please give us website soon And definitely looking forward to seeing the Gears 3 artwork. Were a lot of the pieces you did for gears two reused or remodeled?
What is the average workflow for you? Do you create the high poly models and then hand them over to someone else? Or do you also create the low poly models and textures?
Good job as always mate.
also, i enjoyed the UT3 hard surface work MAY more. But this is cool too. lol
http://wiki.polycount.com/CategoryEnvironmentModeling?highlight=%28%5CbCategoryEnvironment%5Cb%29
You gotta look for it, but it's in a logical place
The concept I had for the Cog Hospital set
The concept for the Locust Palace set
days later
"Dammm youuu Kevin!!"
nice work by the way. I have just one think i dont understand. You export your bricks from Zbrush to Max. But on your image i can see very good level of details in MAx? Is it sculpt or texture on High poly Bricks? How do i reach this effect? I mean cracks and other small details? Thank you.