Since Pillars of Eternity was recently released I can now show some of the work I did on it while I was at Obsidian Entertainment. I only worked part time on the project providing support for the environment team, so I don't have a ton of work to show, but hopefully one of the other artists can post some of their work soon (looking at you Sean Dunny).
I wasn't involved in level building, but I have included some scenes that I contributed heavily to.
With the exception of a few small elements (the waterwheel next to the mill, some doors) that animate ingame, everything is pre-rendered in Maya/Mental Ray.
With the exception of a few small elements (the waterwheel next to the mill, some doors) that animate ingame, everything is pre-rendered in Maya/Mental Ray.
The resulting render targets are then put put as textures, EG Normal/Depth/Albedo/Spec, so you can relight it in realtime.
Nice, loving the game and the artwork. The environments all look fantastic; haven't traveled to defiance bay yet but exploring that huge city is going to be sweet.
Love it, Now give me the Game! ... been reading my soul of on reviews, it seems really great. I just miss the old Baldur gates games and this looks like a great follow up!
Awesome art. I've been playing Pillars of Eternity this weekend and it's amazing how well you guys recreated this Baldur's Gate feeling in the environement.
I am loving the art in this gome! It all feels classic, but totally crisp and detailed. I love how unique so many of the environments feel! Thanks for the post!
Really glad people are liking the game and the artwork! I played quite a bit over the weekend also (I hadn't played a build since probably October or November) and I have to say I'm really happy with it as well. I was always a big fan of the IE games and it really has that feel.
is there spec in the game? like in the evnironments? i havent noticed....
There is, though it is probably only easily noticeable if some dynamic light source (spell fx, character holding a torch, etc) is moving around near materials with high spec values. The fixed camera position means reflections are often difficult to notice since nothing in the scenes is moving.
I did a fair number of the environments on the project. Here are a few in-game shots of the areas. This does include some late-game stuff, so here be spoilers.
**SPOILERS**
The statues were modeled by Dimitri Berman, our lead character artist on the project.
are there any videos/tutorials in creating environments similar to how POE is made? I understand they are pre-rendered, just not familiar with the actual process. awesome game!
The scenes are built in Maya and rendered in Mental Ray with an orthographic camera, most of it is pretty standard modeling/texturing work. If you're talking about making custom maps for the game, however, there is a proprietary plugin for Maya that was built by Obsidian, so unless you can get your hands on it there isn't really a way to get your custom renders into the game
Not sure if that is what you were asking, if you have more specific questions regarding the environments maybe @EatenByBatscan hop back in here, he has a lot more experience working on Pillars than I do.
Replies
Are these all pre rendered or realtime 3D objects in the scene?
With the exception of a few small elements (the waterwheel next to the mill, some doors) that animate ingame, everything is pre-rendered in Maya/Mental Ray.
The resulting render targets are then put put as textures, EG Normal/Depth/Albedo/Spec, so you can relight it in realtime.
It really feels exactly like Baldurs Gate did back in the day!
is there spec in the game? like in the evnironments? i havent noticed....
There is, though it is probably only easily noticeable if some dynamic light source (spell fx, character holding a torch, etc) is moving around near materials with high spec values. The fixed camera position means reflections are often difficult to notice since nothing in the scenes is moving.
I did a fair number of the environments on the project. Here are a few in-game shots of the areas. This does include some late-game stuff, so here be spoilers.
**SPOILERS**
The statues were modeled by Dimitri Berman, our lead character artist on the project.
Not sure if that is what you were asking, if you have more specific questions regarding the environments maybe @EatenByBatscan hop back in here, he has a lot more experience working on Pillars than I do.