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
Replies
dressing, and optimization.
Model breakdowns and additional images available at http://www.artofpatrickstone.com
Materials, signage, and ornamentation by Hugo Beyer, props internal/outsourced.
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/
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/
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
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
e: it was fantastic working with you folks
- 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/
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
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
Exceptional work all of you! Y'all deserve double your salaries! :P
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.
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/
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/
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/
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/
There's.. so much work here.
too beautiful...
Great work!!
great work to everyone, your hard work really shows.
Also this art dump is so good i don't think my brain realize it's awesomeness yet.
Awesome job!
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
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.
This is just insane guys! Thanks so much for sharing! Makes me feel like a total noob!