RAD Environment Team, The Order: 1886 Art Dump
Hello Polycount!
Ready At Dawn Studios released The Order: 1886 a few weeks ago and we thought that now would be a great time for us environment artists to start showing off some of our hard work. A big thanks to Lead Environment Artist Anthony Vitale and Art Director Nathan Phail-Liff for their help, critique and encouragement through this process. This has been an awesome project for us all to push the boundaries of what we can do as game artists. Couldn't have asked for a better, more innovative, creative group of artists to work with.
Keep an eye out for Tony's forthcoming tutorial on our Overlap Sculpting process, a staple in our texturing pipeline.
Enjoy!
Erin
Environment Texture Artist, Ready At Dawn Studios
As an Environment Texture Artist working on The Order: 1886, I was responsible for the creation/selection of materials used in the United India Company exterior, Hospital Lobby, and Tesla's Lab. The images below are a few of my favorite material creations, the ones that I am the most proud of. Some of them are used directly in a level and some of the studies are part of a common library of materials that we all draw from.
You can see more of my work at erinmckown.com or erinmckown.artstation.com











Ready At Dawn Studios released The Order: 1886 a few weeks ago and we thought that now would be a great time for us environment artists to start showing off some of our hard work. A big thanks to Lead Environment Artist Anthony Vitale and Art Director Nathan Phail-Liff for their help, critique and encouragement through this process. This has been an awesome project for us all to push the boundaries of what we can do as game artists. Couldn't have asked for a better, more innovative, creative group of artists to work with.
Keep an eye out for Tony's forthcoming tutorial on our Overlap Sculpting process, a staple in our texturing pipeline.
Enjoy!
Erin
Environment Texture Artist, Ready At Dawn Studios
As an Environment Texture Artist working on The Order: 1886, I was responsible for the creation/selection of materials used in the United India Company exterior, Hospital Lobby, and Tesla's Lab. The images below are a few of my favorite material creations, the ones that I am the most proud of. Some of them are used directly in a level and some of the studies are part of a common library of materials that we all draw from.
You can see more of my work at erinmckown.com or erinmckown.artstation.com












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I was responsible for architectural and environment modeling of these areas, interpretation of greybox design layouts, some material blending, set
dressing, and optimization.
Model breakdowns and additional images available at http://www.artofpatrickstone.com
Materials, signage, and ornamentation by Hugo Beyer, props internal/outsourced. -
Credits to the whole team in helping me be a better artist, but also to Anthony Vitale for lead/pipeline/workflow, Nathan Phail-Liff for art direction and Joe Studzinski for Lead Concepting.
Most of these materials are shown on Mayfair, East India House and Westminster Palace.
Main modeler co-workers were Patrick Stone and David Lieu.
I had floods of help from our concept team being able to give me feedback and ideas for most of the ornaments.
Most concepts were from Brandon Bien, Mike Sekowsky, and Joe studzinski (hopefully not missing anyone here...)
Lighting artists I worked with were William Schilthuis, Hosung Lee, Dushyant Agarwal.
Great support from the tools/programming team: Joe Ferfecki, Brett Dixon, Matt Pettineo, Gabriel Sassone, Nick Blasingame and Joe Schutte.
More of my stuff here: https://hugobeyer.artstation.com/ -
Hello! I'm an environment texture artist at Ready at Dawn. I managed the environment texture work for the airship, Westminster Palace hallways, and Whitechapel slums levels. My modeler counterparts were David Lieu, James Rozenkranz, Julian Lefebre and David Budlong. Thanks to the whole team, and our leads Anthony Vitale and Nathan
Phail-Liff!
Here's a selection of my material work, and you can find more at my websites:
https://www.artstation.com/artist/megific
http://megific.carbonmade.com/ -
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Below are samples from my work on the PlayStation 4 exclusive, The Order: 1886. I was responsible for architectural and environment modeling, some props, interpretation of greybox design layouts, set dressing, optimizations and managing the levels up to completion. Materials by Bobby Rice, lighting by Neil Davies, one off custom bake props by prop artist.
In the Westminster Bridge Funeral Level, materials were created by Bobby Rice, lighting by Paul Gimm, distant background vista buildings created additional artist. One-off custom bake props and vehicles created by prop artist.
Additional images available at: https://www.artstation.com/artist/nestorcarpintero -
Erin, Megan and Hugo were my material artist counterparts and I would not have been able to make these environments without them! I thank them, as well as our Concept Artist Brandon Bien, Lead Environment Artist Anthony Vitale, and Art Director Nathan Phail-Liff for helping me grow into a better artist.
Other artists I've worked with on these levels are :
Bobby Rice for materials / texture in the Cellar sections, Ethan Ayer for vistas, and Hoya Lee for the phenomenal lighting.
I've done most of the modeling work on United India Company as well as the Westminster Palace sections of the game.
You can see more of my stuff on The Order: 1886 here -
https://www.artstation.com/artist/lion2p
Enjoy!
David Lieu
Environment Modeler at Ready At Dawn Studios -
Fantastic work guys! How many env artists worked on The Order? Are we gonna see some character art dumps too?
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neeeeeeeeeeeerds
e: it was fantastic working with you folks -
I was responsible for architectural and environment modeling of the Whitechapel areas.
- Creations of buildings in pieces to create multiple variations
- Set dressing with props made by the prop team
-Some material layer blending pass on some object
-Light occluders and some visibility tweaks
-Optimization
-Debug
Way more images here: https://jlef.artstation.com/
To reach the quality expected by the art director the production was break down in multiple teams with their own specialty and make those images the work of multiple persons.
1st I have to call out my Lead Anthony Vitale, a very technical guy and a great artist too (something you don't see everywhere), who established some great pipelines for multiple departments.
Then thanks to Technical artists Brett Dixon and Joe Ferfecki for making those tools.
In some area especially for the E3 levels other environment artists helped:
David Budlong, Edgar Martinez, Nestor Carpintero and James Rosenkranz
The textures/materials was done by a separate team.
Megan Parks was in charge of making / assigning / layer blending / optimizing most of the material of the whitechapel maps.
Some materials used too have been made by the rest of the textures team for some elements ( Erin McKown, holly Wilson, Alberto Rodriguez, Bobby Rice and Hugo Beyer).
As for the lighting it was done by : Paul Gimm , Huan Tran and Nathan Phail-Liff
The Fx were created and placed by the FX team:
Sabra Goebel, Orson Favrel, Eric Cloutier and Brian Merril.
The far Vista area was the work of:
Brandon bien, Ethan Ayer and Martin Bergstrom.
The prop team made tons of objects and material:
Jo Watanabe, Juan Hinojosa, Brandi Parish, Scot anderson, james tran, Arin Robinson and Derek Hise.
Great support from the concept team and the art director with drawings and a tons of photo references. : Nathan Phail-Liff, Joe Studzinski, Mike Sekowski, Brandon Bien, Steven Wen and Tobi Kwan.
Thanks to Heather Howard, Mark Judkins and Lucas Sparks for the support on visibility and collision.
Play the game to have a real feeling of my work and see the rest of my talented colleagues levels.
Way more images here: https://jlef.artstation.com/
Julien Lefebvre Senior Environment artist https://jlef.artstation.com/ -
This is incredible, good job guys.
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As an Environment Modeler at Ready at Dawn Studios on The Order: 1886 I primarily worked on the Whitechapel Hospital, and Mayfair Atrium, with some other work in Whitechapel. The Environment Texture Artists I worked with most are Alberto Rodriguez, Erin McKown, and Megan Parks. The environment lighters I worked with are Huan Tran, William Schilthuis, and Paul Gimm.
Overall the whole art team at RAD is awesome, lead by Tony Vitale and Nathan Phail-Liff.
My artstation portfolio page is here: https://www.artstation.com/artist/budlong
David Budlong
Environment Modeler at Ready At Dawn Studios -
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Hello All,
Im very proud of my team and all that we have accomplished.
I have been really fortunate to lead such an amazing group of talented and dedicated artists.
Thank you all!
Special thanks to Art Director Nathan Phail-Liff and Lead Concept Artist Joe Studzinski for pushing us all!
https://anthonyvitale.carbonmade.com/
Enjoy!
Anthony Vitale
Lead Environment Artist -
The dumpage in this thread is overwhelming!
Exceptional work all of you! Y'all deserve double your salaries! :P -
@RazorBladder you're my new best friend
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I have no words. Congratz guys! This is beyond amazing!
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Hello everyone.
My work at Ready at Dawn for The Order:1886 consisted of Prop Artist and also as an Internal Outsource Artist.
As a Prop Artist I created Low poly, High poly, UV maps and Bakes on all of the props below.You can view the final in-game assets at https://www.artstation.com/artist/juanderbread or http://juanderbread.carbonmade.com/
As an Internal Outsource Artist, I would review incoming Outsource assets for quality to ensure it met all visual and technical requirements.
I also ended up doing a lot of optimization and integrating the assets into our game engine. -
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Tesla Lab
I worked on the levels prototype, all architecture and furniture assets, lab equipment, inventions, and set dressing.
Environment Textures by the really talented artist, Erin McKown. Lighting by William Schilthuis, FX by Orson Favrel and Weapon Design by James Tran.
Edgar A. Martinez
Senior Environment Artist
https://edgar_a_martinez.artstation.com/ -
Fkn ace!
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Embankment
I was responsible for modeling, UVs, texture blends and lighting. Additional support provided by David Budlong and Neil Davies.
Edgar A. Martinez
Senior Environment Artist
https://edgar_a_martinez.artstation.com/ -
ShipYard
As the Senior Environment Artist working on this level, I worked on the modeling, UVs, set-dressing, vistas and finalized and polished multiple areas in Blackwall Yards, including the creation, from start to finish, of one of the most complicated areas in The Order: 1886, the Shipyard. I worked closely with Lighting Artist Neil Davies, Environment Texture Artist Bobby Rice and FX Artist Orson Favrel. Level design by Sundeep Dass. Additional texture polish and optimization by Megan Park. Additional vista support by Martin Bergstrom and Ethan Ayer.
For aditional detail and images , please feel free to check out my site at: https://edgar_a_martinez.artstation.com/
Edgar A. Martinez
Senior Environment Artist
Edgar A. Martinez
Senior Environment Artist
https://edgar_a_martinez.artstation.com/ -
Amazing work guys. Truly inspiring.
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Blackwall Yard
As the Senior Environment Artist working on this level, I worked on the modeling, UVs, set-dressing, vistas and finalized and polished multiple areas in Blackwall Yards. I worked closely with Lighting Artist Neil Davies, Environment Texture Artist Bobby Rice and FX Artist Orson Favrel. Level design by Sundeep Dass, additional modeling support provided by Nestor Carpintero and Bobby Rice. Additional texture polish and optimization by Megan Park. Additional vista support by Martin Bergstrom and Ethan Ayer.
For aditional detail and images , please feel free to check out my site at: https://edgar_a_martinez.artstation.com/
I want to give a special Thank you! to Environment Lead Anthony Vitale and Art Director Nathan Phail-Liff. Good Job Env Team....
Edgar A. Martinez
Senior Environment Artist
Edgar A. Martinez
Senior Environment Artist
https://edgar_a_martinez.artstation.com/ -
The amount of work put into this artwork is incredible, each screenshot tells a new part of a story. Thanks for sharing so much, I especially love the sculpts!
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oh....my...goodnesss...
There's.. so much work here. -
you guys are animals.
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fantastic work everyone!
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Thank you guys for posting all of your work. I know it has already been said, but you guys have definitely raised the bar, and this is very inspirting. Thanks again! -S
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Wow Just Wow!
great work to everyone, your hard work really shows. -
Congrats on shipping the game guys. The art is second to none. Absolute beast work.
Also this art dump is so good i don't think my brain realize it's awesomeness yet.
Awesome job! -
Incredible work. As a environment artist it's truly inspiring ( and a bit overwhelming and depressing at the same time
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Beyond inspirational. Incredible work guys.
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Wow! Awesome seeing all of this in one place. Being able to be at RAD and being constantly surrounded by all this mind melting talent was truly inspiring. These images speak to what true talent that is at RAD.
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OMG OMG outstanding MEGA awesomnesss work....no comment
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WOW... just WOW
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Sick !!!!!!!!!!!
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Thank you for sharing it; I really appreciate it!
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Awesome job! Truly amazing! Thanks a bunch for sharing this! Great job and very inspirational.
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Great work guys!
Thank you for sharing this, it is awesome that we can see how you made it.
So inspiring and depressing at the same time! thanks -
Amazing work guys, this is definitely the quality benchmark for environment art, texturing and lighting, and will likely stay that for a while!
I hope you'll release a talk about the material pipeline that is more art-centric, the ones you had were quite technical. I especially wonder how you went about painting the mask while having a quick turnaround/real time preview at the same time. -
Mind = Blown!
This is just insane guys! Thanks so much for sharing! Makes me feel like a total noob! -
The art is just amazing. You are the people I want to become
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rly amazing stuff. im rly excited to see more from u in future
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The attention to detail and level of finesse in the art execution should be applauded. Great job to the entire RAD team, the game really is beautiful.