I think my mind just exploded...
Good lord! What an early christmas present! Especially for people like me who can't afford an xbox one...
Thats some serious awesome work!
Thanks so much for sharing!
Epic stuff guys.
How faithful is this stuff supposed to be compared to actual roman architecture (of which I know very little)? Was there a strong push to stay close to reality (what we know of it anyways) or did you guys kind of go crazy with it?
Being italian and with a soft spot for my country's past and its art I've got to say that it's pretty close to what Rome might have looked back then in terms of form, architecture and techniques.
There's some weirdness like the acqueduct built out of large white bricks isn't really something you'd see here. It'd probably be made out of small square bricks.
something along these lines LINK.
I've seen other screenshots from the game however which might be a little exaggerated... Too much metal decorations and marble inlays whereas roman 2D art was more made up of mosaics and quite rough paintings.
Anyway I'm really happy to see a game about ancient Rome who does so much justice to it and everyone on the art team did such an amazing job! I hope to see many more games get to this level of art quality!
There's some weirdness like the acqueduct built out of large white bricks isn't really something you'd see here. It'd probably be made out of small square bricks.
something along these lines LINK.
Hey, good spot! You'll be happy to know that the aqueduct in these shots is actually meant to be in Britannia and based on Roman aqueducts such as this - LINK.
It's great to see that so much subtleness is introduced with the games for current hardware. Elegant materials, not exploding with bold normals, with specular present only where it's relevant. I got a similar feeling while looking at Ethan Carter's new gif/screenshots.
Also, it's nice to see people discussing architecture quality here! I hope such values would continue to become more important in game art discussions.
Inspiring work! Thanks for showing so many screenshots.
just to echo, totally blow away by the art, those ground textures, especially with the wet footsteps are superb, any breakdowns or process, pretty plz? : )
Great stuff! As awesome as these pics are, these places look even better in-game when you can see how everything reacts in motion. I played the crap out of that game, so good!
And people say that they can blame artists for not getting games sold. Blah! This is surely FANTASTIC artwork. I wonder how many artists you guys had there? Great job achieving it, kudos for the whole team.
I've seen other screenshots from the game however which might be a little exaggerated... Too much metal decorations and marble inlays whereas roman 2D art was more made up of mosaics and quite rough paintings.
It's new "we now have PBR shininesssssss, throw it everywhere!" thing. It will pass sooner or later
In any case, it looks really good. I love the vegetation and architecture combination. It just looks, beyond awesomeness.
And people say that they can blame artists for not getting games sold. Blah! This is surely FANTASTIC artwork. I wonder how many artists you guys had there? Great job achieving it, kudos for the whole team.
we were around 23 inhouse environment artists (if i counted right) and 5 outsourcing artists during the production, but that does not include the character art team, the lightning team, the technical art team, the cinematic team and the outsourcing companies which were also involved.
In my opinion Ryse single handidly set the standard for what other next-gen titles will need to achieve when it comes to realistic game environments. It isn't just the quality of the art, but the composition of the scenes and use of lighting to drive the player forward. Top notch all around and every artist who worked on Ryse should be proud.
We're a community of artists who want to learn from others: Can you show any technical images? Material break downs, close-up wire shots, lighting break downs, and so on?
after finishing the project we started doing some documentation.
Writing down some workflows and tutorials. This is meant to keep people up to date with latest tec etc. and spreading knowledge internally.
We probably will continue doing that sort of stuff after the at the beginning of next year.
I think its a great idea to share this material with the community.
Will definatley push for that once people come back from their holidays.
stay tuned
:thumbup::thumbup::thumbup:
Really really nice, those screenshots are pure joy for my eyes)) Just direction of lighting sometimes bit too generic. Lighting is really good, but not really artistically exposes beauty of space and environment.
Being italian and with a soft spot for my country's past and its art I've got to say that it's pretty close to what Rome might have looked back then in terms of form, architecture and techniques.
I guess they mostly used as reference for inspiration paintings from Alma Tadema )))
Hey, randomind, this all looks amazing. How are you guys using gloss maps for the game? Are they used for every object or saved for just hero, close up stuff?
To second Adam I greatly appreciate the attention to composition and lighting. It's extremely hard to make it so beautiful without going into the exaggeration zone too much. Especially when it comes to color compositions. You guys did and amazing job and should be proud.
Thanks for sharing.
Hey, randomind, this all looks amazing. How are you guys using gloss maps for the game? Are they used for every object or saved for just hero, close up stuff?
yes, we have used gloss maps for every asset made. without them pbs would not work properly.
Replies
Some great materials definition
Good lord! What an early christmas present! Especially for people like me who can't afford an xbox one...
Thats some serious awesome work!
Thanks so much for sharing!
Being italian and with a soft spot for my country's past and its art I've got to say that it's pretty close to what Rome might have looked back then in terms of form, architecture and techniques.
There's some weirdness like the acqueduct built out of large white bricks isn't really something you'd see here. It'd probably be made out of small square bricks.
something along these lines LINK.
I've seen other screenshots from the game however which might be a little exaggerated... Too much metal decorations and marble inlays whereas roman 2D art was more made up of mosaics and quite rough paintings.
Anyway I'm really happy to see a game about ancient Rome who does so much justice to it and everyone on the art team did such an amazing job! I hope to see many more games get to this level of art quality!
Hey, good spot! You'll be happy to know that the aqueduct in these shots is actually meant to be in Britannia and based on Roman aqueducts such as this - LINK.
Okay seriously though, this is fantastic, congrats on the project
Also, it's nice to see people discussing architecture quality here! I hope such values would continue to become more important in game art discussions.
Inspiring work! Thanks for showing so many screenshots.
Phenomenal work!
It's new "we now have PBR shininesssssss, throw it everywhere!" thing. It will pass sooner or later
In any case, it looks really good. I love the vegetation and architecture combination. It just looks, beyond awesomeness.
we were around 23 inhouse environment artists (if i counted right) and 5 outsourcing artists during the production, but that does not include the character art team, the lightning team, the technical art team, the cinematic team and the outsourcing companies which were also involved.
You can find the credits here:
http://www.microsoft.com/games/mgsgamecatalog/ryse.aspx
you make our artsy hearts smile
after finishing the project we started doing some documentation.
Writing down some workflows and tutorials. This is meant to keep people up to date with latest tec etc. and spreading knowledge internally.
We probably will continue doing that sort of stuff after the at the beginning of next year.
I think its a great idea to share this material with the community.
Will definatley push for that once people come back from their holidays.
stay tuned
Yo, its physical based shading. sooo much fun to work with!
http://www.makinggames.de/index.php/magazin/2391_ryse__the_transition_to_physically_based_shading
its mostly PBR related info, not much of an asset breakdown.
All you environment artists: kick ass job Best looking game of this gen so far!
Really really nice, those screenshots are pure joy for my eyes)) Just direction of lighting sometimes bit too generic. Lighting is really good, but not really artistically exposes beauty of space and environment.
I guess they mostly used as reference for inspiration paintings from Alma Tadema )))
Implying vray offline renders look worse than realtime renderers..
However, the Rome screens do look like stuff you have only seen offline before (and even then..) really fantastic job
Gotta get to play the game somehow in the near future >.>
Thanks for sharing.
yes, we have used gloss maps for every asset made. without them pbs would not work properly.