1. #91
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    This is game art? Pritaaayyy amazing!

  2. #92
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    Bad design??....Talk about sour grapes. There's nothing poor in any of this work. Please get real.

  3. #93
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    If GOW models are poor for some strange opinion, Anyone thing That really matter to Epic staff or millon+ fans over the world? jajaja Gears of WAR Is the best game ever created by the humans thats the true..
    Last edited by Interu2x; 10-21-11 at 08:17 PM.

  4. #94
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    Great work. There's so much detail in your low res renders. What's the polygon count on those?

  5. #95
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    Wow, incredible details!
    If more that's better
    Imagination!
    Never lose my passion!

    A Siyu Tao Film coming soon in X/X/20XX...

  6. #96
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    G R E A T ! ! !

  7. #97
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    Default I've lost my jaw!! ))

    I can't type ./ i'm shocked!! this is amazing!!
    Last edited by Sergioka; 10-22-11 at 01:08 AM.

  8. #98
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    Bravo!

  9. #99
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    This is crazy. Some more shoots of 3rd and 4th one would be great.
    Last edited by JoseConseco; 10-22-11 at 01:34 AM.

  10. #100
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    These are so awesome. My favorite is berserk, any more textured shoots on him please?

  11. #101
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    Great work clearly. All of the stuff so far for Gears has been awe inspiring. I wanted to ask you, how much time do you schedule for one of these high res sculpts?

  12. #102

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    Hello Everyone! Thanks again for the comments!

    Here are some attached wireframes, as well as front/back shots.

    To answer Droma's question:
    I've also read Kevin Lannings tutorial published in the d'artiste character modeling 2 book. It showed what your pipeline was like on gears 1. I was wondering if your pipeline has changed in any significant way from then or is it roughly still the same and you just now have more powerful computers and a few more years of experience has made the difference?


    -It's mostly the same, to be honest. we've incorporated Decimation Master, as well as Graphite in Max for tracing, as well as a different approach to texturing than we've had in the past. The most significant improvement was experience, in my opinion. We've all really tried to improve together artistically, as well as learn from what others have done this generation and incorporate that into our pipeline.


    More wires of the other characters are on the way. If you guys have additional questions, holler






  13. #103
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    Quote Originally Posted by Pi(x)el View Post
    How, precisely and why, are these characters, poorly designed?
    They are physically impossible, almost every of those characters couldn't move or walk in real life, also some of them are over detailed making it hard to focus on one part of the model.
    Im surprised you guys even try to defend those models, its the are style they chose on purpose, stupid complex designs to give the game that unique look, they know they look ridiculous, thats the point.

    The 3 mutants are my favs, especially the zombie guy, really inspirational stuff. Wonder what each of those models polycount is.

  14. #104
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    awesome work !!
    " crits n comments always welcome ! "

    " im not half as dumb as i think you look !! "



  15. #105
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    Did u use decimination master to bring back to 3ds max? and then retopology? I think It's a hard work retopoly back that incredible models 8) amazing!!!!

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