Hey everyone. I'd like to present some Texture work from The Order 1886. I was Senior Environment Texture Artist on The Order 1886 along with 4 other amazingly talented Texture Artist. Below is result from about 4.7 years of work, R&D and sweat. I want to thank Ready at Dawn for the opportunity to work on this project. It was a artistically rewarding experience.
For more samples and scenes please visit my art station Portfolio. More Ready at Dawn Texture artists will likely post in this thread with more samples.
Some Black Wall Yards shots. I modeled rock and assembled this scene. Primary set dressing and floor Geo creation was by Edger Martinez. The roles at ready at Dawn are split between Modeler and Texture artist but there is also a lot of sharing of assets. Everyone touches everything.
Absolutely stunning work dude! Brick master . Your art station is a goldmine
I just finished the game last night, and It really comes across just how much love you guys put in those environments. You guys set the bar very very high. I think I took a few hundred screenshots during my play through., hehe.
Do you mind sharing what your workflow was for creating the rock pieces? They look so simple yet brilliant. Did you just model the low poly and applied a tiling mat or are these decimated meshes from sculpts? Did you tweak vertex normals?
this game has a really stunning art style and amazing use of materials. The density of the scenes are awesome as well from a power standpoint for ps4 good stuff
This is super inspiring work! The transition between brick textures on the cylinder is awesome too. Is that just vertex painting? Also how much time did it take to make a tiling texture on average?
Thanks for sharing
Amazing work. I'm loving the game and the obsessive attention to detail and exemplary skill in texture / material creation. A big thanks to you and the team for all the hard work. My play through time so far is around the 12 hour mark as I like to look around
this game was a day 1 buy for me. i even preordered it about 6 months in advance. this is absolutely, without a shadow of a doubt, the most beautiful game i have ever seen.
Hey guys, thank you for all the positive responses. I am overwhelmed and humbled. I'll do my best to answer everyone's questions and if I miss anything just ask again or ping me on LinkedIn or my personal email address. Bobby.jrice@yahoo.com
A lot of you asked questions about how long it took to make the textures. Ready at dawn practices a iterative process. This means that nothing is truly done after an asset is created initially. It means that we continue to iterate on the process relative to what the goals are visually. So to best answer the question, every texture, like the brick, took probably a total of 2 to 3 weeks. The reason we also spent so much time on these assets was because these particular textures were re-used throughout 90% of the game. While we visited London back in 2011 we noticed that the predominant architectural surface was brick and limestone.
For the question about color and painting we didn't use DDO or substance designer. Mostly because those tools weren't flushed out back then so we had to develop our own process utilizing zbrush polypaint and Photoshop. The material editor was a similar system to DDO through what we call the compositor. It was really no different than any other PBR commercial software except that it was proprietary.
Yes for Polypaint we sampled from neutral ambient textures to get the desired colors and surface variation. I'm thinking about releasing a polypaint YouTube tutorial.
Most tiles were sculpted from scratch. The bricks use a process we called "overlap sculpting". Anthony Vital (lead artist) will release a video tutorial soon showing how it works. Its a process developed in house to keep tiling textures live as editable 3d mesh instead of committing to 2.5d. This process also allowed us to reposition sculpted/painted tools into different patterns like trim sheets or rubble. Zbrush allows you to take the lowest subdivision level back into maya or max or XSI and as long as the mesh is one single attached mesh, you can move- rotate - scale the bricks into what ever pattern you want, then export back into zbrush and raise the subdivision levels. Bam new pattern.
As a side note, we also discovered a method by which the first subtool of zbrush controls the tiling threshold. This allows you to extend appendages beyond the tiling edges. This means zero seam artifacts. I'll post an example soon.
So. Frickin. Good!! Incredible art work across the board from RAD on The Order 1886.
After seeing this I am going to start over with some bits on the current piece I am making.
Massively inspirational. Looking forawrd to further breakdowns and video tutorials.
Amazing work Crazyeyes! its nice to see the wireframes too. I remember seeing that you guys were using mari for texture work, was that just on certain assets like props and characters? its cool to hear you used polypaint for this stuff, it'd be great to see a polypaint tutorial from you.
These are really awesome textures. Congrats on the game! I had wondered what kind of madness you would contribute; I remember those awesome old tiling zbrush sculpts you did awhile back. I'm really looking forward to seeing your tutorials!
Fantastic work. Great looking textures and rocks! Its a shame that these screenshots dont do justice to how great everything looks like in motion. Game is gorgeous
I think I missed a question related to the rocks. The rocks aren't custom baked assets they are static Geo with tiling textures. Specifically a four layer blend blending from three rock types and a witness drip layer. The game actually uses a normals modifier tool that was custom script for Maya allowing us to manipulate normals to create flat faces as opposed to overly soft surfaces. This allowed edge quality for two edge bevels to look Hi-Rez without the need for 3 to 5 edge bevels. XSI actually does this naturally when you set normals to polygon. I really wish Maya and 3-D studio Max did this by default but unfortunately you have to find a script.
I think I missed a question related to the rocks. The rocks aren't custom baked assets they are static Geo with tiling textures. Specifically a four layer blend blending from three rock types and a witness drip layer. The game actually uses a normals modifier tool that was custom script for Maya allowing us to manipulate normals to create flat faces as opposed to overly soft surfaces. This allowed edge quality for two edge bevels to look Hi-Rez without the need for 3 to 5 edge bevels. XSI actually does this naturally when you set normals to polygon. I really wish Maya and 3-D studio Max did this by default but unfortunately you have to find a script.
We're in luck! MIG Normal tool by Mika Göös does exactly this..
Amazing work, incredible inspiration! How did you approach your rock textures? You said that you worked with a iterative process for the textures, it would be really interesting to see your full process. From reference to finished.
Replies
I just finished the game last night, and It really comes across just how much love you guys put in those environments. You guys set the bar very very high. I think I took a few hundred screenshots during my play through., hehe.
Do you mind sharing what your workflow was for creating the rock pieces? They look so simple yet brilliant. Did you just model the low poly and applied a tiling mat or are these decimated meshes from sculpts? Did you tweak vertex normals?
Very concise and powerful.
Thanks for sharing
Awesome work all around.
I'm curious, were you using any photo textures at all to paint the diffuse, or is it all gradients and layering of painted details ?
This stuff is really inspirational!
Thanks for sharing this!
A lot of you asked questions about how long it took to make the textures. Ready at dawn practices a iterative process. This means that nothing is truly done after an asset is created initially. It means that we continue to iterate on the process relative to what the goals are visually. So to best answer the question, every texture, like the brick, took probably a total of 2 to 3 weeks. The reason we also spent so much time on these assets was because these particular textures were re-used throughout 90% of the game. While we visited London back in 2011 we noticed that the predominant architectural surface was brick and limestone.
For the question about color and painting we didn't use DDO or substance designer. Mostly because those tools weren't flushed out back then so we had to develop our own process utilizing zbrush polypaint and Photoshop. The material editor was a similar system to DDO through what we call the compositor. It was really no different than any other PBR commercial software except that it was proprietary.
Yes for Polypaint we sampled from neutral ambient textures to get the desired colors and surface variation. I'm thinking about releasing a polypaint YouTube tutorial.
Most tiles were sculpted from scratch. The bricks use a process we called "overlap sculpting". Anthony Vital (lead artist) will release a video tutorial soon showing how it works. Its a process developed in house to keep tiling textures live as editable 3d mesh instead of committing to 2.5d. This process also allowed us to reposition sculpted/painted tools into different patterns like trim sheets or rubble. Zbrush allows you to take the lowest subdivision level back into maya or max or XSI and as long as the mesh is one single attached mesh, you can move- rotate - scale the bricks into what ever pattern you want, then export back into zbrush and raise the subdivision levels. Bam new pattern.
As a side note, we also discovered a method by which the first subtool of zbrush controls the tiling threshold. This allows you to extend appendages beyond the tiling edges. This means zero seam artifacts. I'll post an example soon.
After seeing this I am going to start over with some bits on the current piece I am making.
Massively inspirational. Looking forawrd to further breakdowns and video tutorials.
Here's an example
http://softimage.wiki.softimage.com/xsidocs/poly_shading_SettingUserNormalsonPolygonMeshes.htm
http://www.polycount.com/forum/showthread.php?t=85809
We're in luck! MIG Normal tool by Mika Göös does exactly this..
Amazing work, incredible inspiration! How did you approach your rock textures? You said that you worked with a iterative process for the textures, it would be really interesting to see your full process. From reference to finished.