I worked on the Order: 1886 as the Digital Matte Painter. I was more like vista environment artist and skybox artist combined, since almost every expansive environment was built out in 3D. I managed and worked on all of the vista art in the game which was defined as the area outside game play. I implemented the animations for the carriages, trains, airships, and boats that were in the distance.
There were a lot of levels so Concept Artists Martin Bergstrom and Brandon Bien helped out significantly when things got really busy. The environment team at Ready at Dawn also helped out polishing some of the foreground elements and tuning the materials. I don't have all the levels displayed here yet, but hopefully I will add them soon.
These are so great! I've had a few times while playing the game where I decided to look back at some assets and found out there was a whole vista behind me that I nearly missed Amazing work!
Just one minor critic, the carriage does not cast shadows and looks like it is floating. But that is really nitpicking
Don't worry, in game the carriage has a shadow and looks grounded in game. The shadow was an issue because it was expensive to have dynamic shadows on moving objects and much of that budget went to characters, but The Art Director came up with a cool cheat which was baking out an occlusion shadow onto a card and placing it beneath the carriage rig. These breakdowns were taken from the Maya viewport so the carriage was quickly staged there.
I finally got more images of the vista work I did for "The Order: 1886." Concept Artists Martin Bergstrom and Brandon Bien work a lot on these vista as well. Environment Artist Edgar Martinez spent a lot of time polishing the Blackwall Yards vistas in the end. Some images include the foreground work done by the environment team to provide context for the vista.
Concept Artist Brandon Bien mostly worked on this vista. I implemented animation for the ships and carriages and worked on other parts of the vista.
In addition to the input and support of the environment team, all of the lighting artists deserve a lot of credit to making all of the vista art look as good as it did in the end.
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also very interesting, could you post more wireframe please?
These shots are really incredible. Keep 'em coming, you can feel the hard work oozing out of every pixel and poly.
Don't worry, in game the carriage has a shadow and looks grounded in game. The shadow was an issue because it was expensive to have dynamic shadows on moving objects and much of that budget went to characters, but The Art Director came up with a cool cheat which was baking out an occlusion shadow onto a card and placing it beneath the carriage rig. These breakdowns were taken from the Maya viewport so the carriage was quickly staged there.
In addition to the input and support of the environment team, all of the lighting artists deserve a lot of credit to making all of the vista art look as good as it did in the end.