About :
Simple gallery of Work In Progress pictures showing how Gears Of War The Spire evolved.
Target Audience :
Everyone
Platform :
The level was made for Gears Of War using Unreal Engine 3. It uses a combination of pre made art assets, BSP, and some unique new art assets.
Last Update :
December 2007
I started off by creating a couple of BSP cubes to walk on, just to get an idea of the size going. I only made one side of the house at this point as it was all going to be symmetrical anyway.
These BSP cubes were later exported to 3DSMax, using the OBJ export feature of the editor, where I used them as a size template for modeling the large rock spire.
I browsed through the game's mesh packages and found myself a whole lot of roof and window meshes, which I added on top of the BSP blocks.
After most of the outside was more or less done for the time being, I moved on to the inside, where I shaped up the general look and size of the rooms with simple BSP cubes. This is the main entrance hall, looking in the direction of the front door.
Back in the inside, I started working on a side room. The room is made up of just two brushes. One brush for the room itself, and a smaller brush to cut out a little indent in the floor.
Once the inside was more or less satisfactory, I started working on the exterior again. I always try to make all areas progress roughly simultaniously to safeguard my own motivation and the style of building. The large spire the estate is build on was still too large in this screenshot.
After the garden was also brought to a satisfactory quality, I had more or less applied detail to all areas, and it was time to move on to the next stage: lighting.
At this point outside lighting also started to shape up, the rock spire was resized, and post process settings were applied to alter the color and contrast. A higher contrast usually adds more drama and decay to an image. The sky still blooms too much though, which was fixed later on. A too intensive sky would have ruined the composition and would have taken away too much focus of the level itself.