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

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erin-mckown-tile-2.jpg?1425420468
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erin-mckown-roofing-2.jpg?1425420528
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erin-mckown-wood-1.jpg?1425420477
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erin-mckown-gravel.jpg?1425420480
erin-mckown-metal-1.jpg?1425420483
erin-mckown-metal-2.jpg?1425420485
erin-mckown-patina.jpg?1425420523

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Replies

  • patrick_stone
    edited Mar 2015
    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.

    pstone_mainstreet_001.jpg
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    pstone_plaza_001.jpg
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    pstone_alley_002.jpg
    pstone_alley_001.jpg
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    pstone_alley_005.jpg
    pstone_chase_001.jpg
    pstone_chase_003.jpg
    pstone_rooftops_001.jpg
  • bugo
    bugo polycounter lvl 17
    edited Mar 2015
    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/

    hugo-beyer-env-portfolio-hugo-prop01.jpg
    hugo-beyer-env-portfolio-hugo-prop04.jpg
    hugo-beyer-env-portfolio-hugo-prop03.jpg
    hugo-beyer-env-portfolio-hugo-prop02.jpg
    hugo-beyer-env-portfolio-hugo-canopy02.jpg
    hugo-beyer-env-portfolio-hugo-canopy01.jpg
    hugo-beyer-env-portfolio-hugo-prop05.jpg
    hugo-beyer-env-portfolio-hugo-mat02.jpg
    hugo-beyer-env-portfolio-hugo-mat01.jpg
    hugo-beyer-env-portfolio-hugo-mat19.jpg
    hugo-beyer-env-portfolio-hugo-mat18.jpg
    hugo-beyer-env-portfolio-hugo-mat17.jpg
    hugo-beyer-env-portfolio-hugo-mat16.jpg
  • Megific
    Megific polycounter lvl 2
    edited Mar 2015
    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/

    megan-parks-mats22.jpg
    megan-parks-mats02.jpg
    megan-parks-mats07.jpg
    megan-parks-mats05.jpg
    megan-parks-mats04.jpg
    megan-parks-mats14.jpg
    megan-parks-wchwall.jpg
    megan-parks-mats12.jpg
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    megan-parks-mats06.jpg
    megan-parks-mats19.jpg
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    megan-parks-mats13.jpg
    megan-parks-mats20.jpg
    megan-parks-door.jpg
  • bugo
    bugo polycounter lvl 17
    edited Mar 2015
    Here's some more of mine.

    hugo-beyer-env-portfolio-hugo-mat15.jpg
    hugo-beyer-env-portfolio-hugo-mat14.jpg
    hugo-beyer-env-portfolio-hugo-mat13.jpg
    hugo-beyer-env-portfolio-hugo-mat12.jpg
    hugo-beyer-env-portfolio-hugo-mat11.jpg
    hugo-beyer-env-portfolio-hugo-mat10.jpg
    hugo-beyer-env-portfolio-hugo-mat09.jpg
    hugo-beyer-env-portfolio-hugo-mat08.jpg
    hugo-beyer-env-portfolio-hugo-mat07.jpg
    hugo-beyer-env-portfolio-hugo-mat06.jpg
    hugo-beyer-env-portfolio-hugo-mat05.jpg
    hugo-beyer-env-portfolio-hugo-mat04.jpg
  • bugo
    bugo polycounter lvl 17
    edited Mar 2015
    Some sculpts and modeling.

    hugo-beyer-env-portfolio-hugo-sculpts-05.jpg
    hugo-beyer-env-portfolio-hugo-sculpts-03.jpg
    hugo-beyer-env-portfolio-hugo-sculpts-04.jpg
    hugo-beyer-env-portfolio-hugo-sculpts-01.jpg
    hugo-beyer-env-portfolio-hugo-sculpts-02.jpg
    hugo-beyer-ornament.jpg
  • SolidNest
    SolidNest polycounter lvl 8
    edited Mar 2015
    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


    nestor-carpintero-bwy20-street-03.jpg?1425270850

    nestor-carpintero-bwy20-street-07.jpg?1425271255

    nestor-carpintero-bwy20-street-11.jpg?1425271356

    nestor-carpintero-bwy25-foundry-02.jpg?1425275675

    nestor-carpintero-bwy25-foundry-05.jpg?1425271597

    nestor-carpintero-bwy25-foundry-10.jpg?1425272174

    nestor-carpintero-bwy30-offices-01.jpg?1425272262

    nestor-carpintero-bwy30-offices-03.jpg?1425272274

    nestor-carpintero-bwy30-offices-13.jpg?1425272971

    nestor-carpintero-bwy30-offices-14.jpg?1425358498

    nestor-carpintero-bwy30-offices-15.jpg?1425273269

    nestor-carpintero-bwy50-warehouse-04.jpg?1425273624

    nestor-carpintero-bwy50-warehouse-10.jpg?1425273627

    nestor-carpintero-bwy55-annex-02.jpg?1425274762

    nestor-carpintero-frl10-bridge-02.jpg?1425275182

    nestor-carpintero-frl20-bridge-02.jpg?1425275261
  • Lamuness
    edited Mar 2015
    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


    david-lieu-david-lieu-eih-040-05.jpg?1425410120
    david-lieu-david-lieu-eih-040-06.jpg?1425410122
    david-lieu-david-lieu-eih-050-02.jpg?1425410127
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    david-lieu-david-lieu-eih-080-02.jpg?1425410148
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    david-lieu-david-lieu-eih-090-02.jpg?1425410170
    david-lieu-breakdown-1.jpg?1425422573
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  • slosh
    slosh hero character
    edited Mar 2015
    Fantastic work guys! How many env artists worked on The Order? Are we gonna see some character art dumps too?
  • Ghostscape
    Ghostscape polycounter lvl 13
    edited Mar 2015
    neeeeeeeeeeeerds

    e: it was fantastic working with you folks :)
  • jul_lef
    jul_lef polycounter lvl 9
    edited Mar 2015
    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.


    julien-lefebvre-192-168-40-107-20141121-0155-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0154-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0158-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0162-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0178-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0199-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0214-copy.jpg
    julien-lefebvre-192-168-40-107-20141121-0215-copy.jpg
    julien-lefebvre-080-c03.jpg


    Way more images here: https://jlef.artstation.com/julien-lefebvre-ext01w.jpg


    Julien Lefebvre Senior Environment artist https://jlef.artstation.com/
  • danleachez
    edited Mar 2015
    This is incredible, good job guys.
  • budlong
    budlong polycounter lvl 5
    edited Mar 2015
    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

    david-budlong-wch-hospital-01.jpg
    david-budlong-wch-hospital-02.jpg
    david-budlong-wch-hospital-03.jpg
    david-budlong-wch-hospital-04.jpg
    david-budlong-wch-hospital-05a.jpg
    david-budlong-wch-hospital-05.jpg
    david-budlong-wch-hospital-06.jpg
    david-budlong-wch-hospital-07.jpg
    david-budlong-wch-hospital-08.jpg
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    david-budlong-wch-hospital-14.jpg
    david-budlong-wch-hospital-15.jpg
  • budlong
    budlong polycounter lvl 5
    edited Mar 2015
    And some more.
    david-budlong-wch-hospital-16.jpg
    david-budlong-wch-hospital-17.jpg
    david-budlong-atrium-01.jpg
    david-budlong-atrium-02.jpg
    david-budlong-atrium-04.jpg
    david-budlong-atrium-06.jpg
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    david-budlong-atrium-05.jpg
    david-budlong-whitechapel-01.jpg
    david-budlong-whitechapel-02.jpg
    david-budlong-whitechapel-03.jpg
    david-budlong-whitechapel-04.jpg
    david-budlong-whitechapel-05.jpg
    david-budlong-whitechapel-06.jpg
  • Megific
    Megific polycounter lvl 2
    edited Mar 2015
    Here are a few more of my materials:

    megan-parks-11.jpg?1425425121
    megan-parks-14.jpg?1425425115
    megan-parks-mats16.jpg?1425425109
    megan-parks-mats15.jpg?1425425104
    megan-parks-17.jpg?1425425098
    megan-parks-mats25.jpg?1425425766
    megan-parks-mats23.jpg?1425425783
    megan-parks-mats27.jpg?1425425771
  • A Vitale
    edited Mar 2015
    Hello All,
    I’m 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


    anthony-vitale-anthony-vitale-the-order-1886-mat-1.jpg
    anthony-vitale-anthony-vitale-the-order-1886-mat-2.jpg
    anthony-vitale-anthony-vitale-the-order-1886-mat-3.jpg
    anthony-vitale-anthony-vitale-the-order-1886-mat-4.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-1a.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-1bl.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-2a.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-2b.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-3a.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-3b.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-4a.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-4b.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-5a.jpg
    anthony-vitale-anthony-vitale-the-order-1886-env-5b.jpg


    anthony-vitale-anthony-vitale-the-order-1886-env-5b.jpg
  • RazorBladder
    RazorBladder polycounter lvl 18
    edited Mar 2015
    The dumpage in this thread is overwhelming!

    Exceptional work all of you! Y'all deserve double your salaries! :P
  • EMcKown
    edited Mar 2015
    @RazorBladder you're my new best friend :)
  • Ignacio_G
    Ignacio_G polycounter lvl 7
    edited Mar 2015
    I have no words. Congratz guys! This is beyond amazing!
  • Juanderbread
    Juanderbread polycounter lvl 10
    edited Mar 2015
    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.

    juan-hinojosa-brickpile-zbrush.jpg
    juan-hinojosa-trunk-plain-a-zbrush.jpg
    juan-hinojosa-crate-cover-a-zbrush.jpg
    juan-hinojosa-capital-zbrush.jpg
    juan-hinojosa-cardtable-zbrush.jpg
    juan-hinojosa-wood-cover1.jpg?1425413960
    juan-hinojosa-wood-corbel4-zbrush.jpg
    juan-hinojosa-ceiling-boss-zbrush.jpg
    juan-hinojosa-wood-corbel3-zbrush.jpg
    juan-hinojosa-crate-cover-b-zbrush.jpg
    juan-hinojosa-vases1.jpg
    juan-hinojosa-wood-corbel2-zbrush.jpg
    juan-hinojosa-crate-cover-a-zbrush.jpg
    juan-hinojosa-wood-corbel1-zbrush.jpg
    juan-hinojosa-portable-cover-metal-zbrush.jpg
    juan-hinojosa-decos.jpg?1425277841
  • Juanderbread
    Juanderbread polycounter lvl 10
    edited Mar 2015
  • EdgarMartinez
    edited Mar 2015
    Tesla Lab
    I worked on the level’s 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-martinez-tesla-3.jpg
    edgar-martinez-tesla-6.jpg
    edgar-martinez-tesla-1.jpg
    edgar-martinez-tesla-9.jpg
    edgar-martinez-tesla-2.jpg
    edgar-martinez-tesla-5.jpg
    edgar-martinez-tesla-7.jpg
    edgar-martinez-tesla-8.jpg

    Edgar A. Martinez
    Senior Environment Artist
    https://edgar_a_martinez.artstation.com/
  • codyaq2
    codyaq2 greentooth
    edited Mar 2015
  • EdgarMartinez
    edited Mar 2015
    Embankment
    I was responsible for modeling, UVs, texture blends and lighting. Additional support provided by David Budlong and Neil Davies.

    edgar-martinez-emback-5.jpg
    edgar-martinez-emback-1.jpg
    edgar-martinez-emback-6.jpg
    edgar-martinez-emback-2.jpg
    edgar-martinez-emback-9.jpg

    Edgar A. Martinez
    Senior Environment Artist
    https://edgar_a_martinez.artstation.com/
  • EdgarMartinez
    edited Mar 2015
    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-martinez-ship-2.jpg
    edgar-martinez-ship-9.jpg
    edgar-martinez-ship-4.jpg
    edgar-martinez-ship-8.jpg
    edgar-martinez-ship-13.jpg
    edgar-martinez-ship-1.jpg
    edgar-martinez-ship-11.jpg
    edgar-martinez-ship-15.jpg
    edgar-martinez-ship-5.jpg
    edgar-martinez-ship-3.jpg
    edgar-martinez-ship-17.jpg

    Edgar A. Martinez
    Senior Environment Artist
    https://edgar_a_martinez.artstation.com/
  • StevenEgan
    StevenEgan polycounter lvl 9
    edited Mar 2015
    Amazing work guys. Truly inspiring.
  • EdgarMartinez
    edited Mar 2015
    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-martinez-bwy-9.jpg
    edgar-martinez-bwy-20.jpg
    edgar-martinez-bwy-11.jpg
    edgar-martinez-bwy-19.jpg
    edgar-martinez-bwy-15.jpg
    edgar-martinez-bwy-23.jpg
    edgar-martinez-bwy-16.jpg
    edgar-martinez-bwy-13.jpg
    edgar-martinez-bwy-12.jpg
    edgar-martinez-bwy-10.jpg
    edgar-martinez-bwy-7.jpg
    edgar-martinez-bwy-3.jpg
    edgar-martinez-bwy-6.jpg
    edgar-martinez-bwy-2.jpg


    Edgar A. Martinez
    Senior Environment Artist
    https://edgar_a_martinez.artstation.com/
  • NegevPro
    NegevPro polycounter lvl 4
    edited Mar 2015
    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!
  • pmiller001
    pmiller001 greentooth
    edited Mar 2015
    oh....my...goodnesss...
    There's.. so much work here.
  • reverendK
    reverendK polycounter lvl 7
    edited Mar 2015
    you guys are animals.
  • Victariand
    Victariand polycounter lvl 7
    edited Mar 2015
    Here are a few renders from the airship level of the Order 1886. The one responsible for the level's materials would be Megan Parks and lighting by Dushyant Agarwal.

    air_010_a.jpg
    air_010_b.jpg
    air_020_b.jpg
    air_030_a.jpg
    air_030_c.jpg
    air_055_a.jpg
    air_060_a.jpg
    air_060_b.jpg
    air_070_b.jpg
    air_070_c.jpg
    air_070_d.jpg
    air_075_b.jpg
    air_080_a.jpg
    air_080_c.jpg
    air_090_a.jpg
    air_110_a.jpg
  • POFFINGTON
    POFFINGTON polycounter lvl 11
    edited Mar 2015
    giphy.gif

    too beautiful...

    Great work!!
  • Danglebob
    Danglebob polycounter lvl 15
    edited Mar 2015
    fantastic work everyone!
  • bugo
    bugo polycounter lvl 17
    edited Mar 2015
    :) some more props/prefabs

    hugo-beyer-env-portfolio-hugo-prop07.jpg

    hugo-beyer-env-portfolio-hugo-prop06.jpg
  • spetch
    spetch polycounter lvl 11
    edited Mar 2015
    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
  • AlanSMitchell
    AlanSMitchell polycounter lvl 14
    edited Mar 2015
    Wow Just Wow!

    great work to everyone, your hard work really shows.
  • Scythe
    Scythe greentooth
    edited Mar 2015
    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!
  • aelwine
    aelwine polycounter lvl 6
    edited Mar 2015
    Incredible work. As a environment artist it's truly inspiring ( and a bit overwhelming and depressing at the same time ;) )
  • Zieg_Reborn
    Zieg_Reborn triangle
    edited Mar 2015
    Beyond inspirational. Incredible work guys.
  • darknessbear
    edited Mar 2015
    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.
  • LaurentiuN
    LaurentiuN polycounter
    edited Mar 2015
    OMG OMG outstanding MEGA awesomnesss work....no comment
  • lamar McHaney
    lamar McHaney polycounter lvl 13
    edited Mar 2015
    WOW... just WOW
  • Cr
    Cr greentooth
    edited Mar 2015
    Sick !!!!!!!!!!!
  • kurt_hectic
    kurt_hectic polycounter lvl 13
    edited Mar 2015
    Thank you for sharing it; I really appreciate it!
  • RILKE
    RILKE polycounter lvl 13
    edited Mar 2015
    Awesome job! Truly amazing! Thanks a bunch for sharing this! Great job and very inspirational.
  • ledyr
    ledyr polycounter lvl 7
    edited Mar 2015
    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
  • FelixL
    FelixL polycounter lvl 9
    edited Mar 2015
    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.
  • AkiRa
    AkiRa polycounter lvl 6
    edited Mar 2015
    Mind = Blown!

    This is just insane guys! Thanks so much for sharing! Makes me feel like a total noob! :D
  • Poseidon8734
    Poseidon8734 polycounter lvl 6
    edited Mar 2015
    The art is just amazing. You are the people I want to become :D.
  • Shock
    Shock polycounter lvl 5
    edited Mar 2015
    rly amazing stuff. im rly excited to see more from u in future
  • highbred3d
    edited Mar 2015
    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.

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