1. #121
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    Wow, great details!


    www.yuropearts.com

  2. #122
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    thanks a lot for your quick response and sharing the wirefram imgs
    appreciated
    Mohamed Aly Rabie.
    http://www.rabieart.com/


  3. #123
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    I saved so many of these for reference. incredible work and love the low polys too, so clean.

    How did you approach the specular highlights for the eye and hair? Is the ansiotrophic hair highlights painted in on the diffuse texture?

  4. #124
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    The girl models are exceptionally beautiful! Great works!

  5. #125
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    Default

    awesome characters

  6. #126
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    any..HOO...back to the art..

    How long does one of these take ? and how long does it take to get to this level of sculpting? (ball park)..

    if you look back on game art of this kind you can see that it gets more and more complicated as time goes on, i am just curious as to when will it get to a point "that less is more ".. or will it go on and on ...
    I mean the technical skill required here is beyond belief and it looks absolutly fantastic but its all so "angry" grrrr...
    http://shadowship.blogspot.com/

    a whoosh and twinkle is better than a sizzle and splat

  7. #127
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    Great models! Thanks for sharing.

    I had a question;
    -You mentioned it takes appx. 3 weeks for most models, is that for the complete game mesh and textures or just the finished high poly?


    Thanks,
    Yves
    evillair.net

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    Thumbs up mohan_md

    Amazing work,How much time to took to finish

  9. #129
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    great job

  10. #130

    Default Freakin Awesome..... \m/,

    Microsoft invested so much in advertising the xbox 360 but these images were enough to convince me to buy one just for gears of war 3 ....

  11. #131
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    Great character model and lots of details, i was even aspired by it.

  12. #132

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    RJ the eccentric

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    Amazing models.Could you tell me if the parts are separate in low poly or you made it as single object.Let me re frame the question.Did you merge the low poly gears
    with the body or just combined it.Little workflow on low poly modeling would be highly appreciated.Thanks.


    It really depends on the model. While there is a general approach to how we separate the torso for the COG, it's often different for the locust if they are bare chested. One deciding factor is if the chest armor for example, Because it's essentially (but not completely) rigid, we fine it easier to go the socket approach to the arms. In the image above the elements are separated by color. Hope this helps.


  13. #133
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    Quote Originally Posted by womball View Post
    I saved so many of these for reference. incredible work and love the low polys too, so clean.

    How did you approach the specular highlights for the eye and hair? Is the ansiotrophic hair highlights painted in on the diffuse texture?

    -Our Technical Artist, Jordan Walker, made some fantastic master shaders for skin, metal, eyes, and hair. They do a large part in giving the anisotropic look, as well as the skin. Jordan's awesome

  14. #134

    Default Gears of War 3: Character Portraits

    Hey guys,

    Here's a post showcasing the work of the character team (James Hawkins, Kevin Lanning, Mark Morgan, Mike Kime, Mike Buck, Maury Mountain, and Chris Wells) here at Epic through character portraits. If you've played the game, these images were pretty small to fit in the constraints of memory, but now that it's all said and done, we can share them with you in all their high res glory. We worked really hard on these guys and hopefully the effort will show well in these images.

    There are quite a few to show so today we'll put up the COG, tomorrow's the Locust's turn.

    Enjoy!


    The COG:



    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  15. #135

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