So, I finally get to say that the game I have been working on at the Army Game Studio (America's Army Proving Grounds) comes out of beta. To celebrate, I figured I'd just leave a bunch of images here on the forums. Our environment art team is anywhere from 3 to 10 people at a time in our studio. We work on other various things so we tend to jump from project to project. I am really proud and happy with what we were able to accomplish and consider myself to be very lucky to be able to get my hands in a bunch of different areas of each map.
Things I personally did include.
- Various Building and Prop Modeling / Texturing
- Asset placement, world propping
- Optimization plans, modkit creation and planning.
- Shader re-organization and master material setup.
- Landscape for all of the maps including the materials, painting, and textures.
Any Feedback at all is appreciated. Positive feedback, however, is more appreciated!
Thanks! Zuko
Thanks! Most of the rocks / mountains were created by me. I think a few were created by Jeff Severson as well.
I want to get to posting all that soon along with a tutorial on how to setup the landscape to never have the black spot issue again. Closest shot I have so far to a texture breakdown are these for overload. Mixes in cobble, grass, concrete, gravel, dirt, and snow.
Also, nope no world machine, we didn't have that yet in the studio when we started this game.
I'll see if I can dig up some more stuff later for the rocks.
Oh also, they are all sculpted with photosourced tiling textures underlayed behind the AO. I have a breakdown of how I did it for the cave scene which is the exact same method.
I've always enjoyed AA games. I'm gonna have to check this one out! The levels have a pretty unique look and feel to them. Can't wait to run around and check out the details.
Finishing off the pics with these. Thanks again everyone for the feedback! If you want to see breakdowns of specific things I can try to get closer looks on those assets.
@Har Yea.. redline was super fun! Its amazing when you get to do an entirely indoor space after doing outdoor stuff. So much more room to prettify things.
Looks great, but you could do a lot more color region landmarking, I'd imagine playing some of these maps....it's hard to tell what area of the map your in at a glance, or worse in a firefight.
Some of that is true for a couple of areas, however we make sure to work with the designers to help alleviate those issues as much as possible. All of the interiors on the mout training sites have different colored sections/interiors per side. The tunnels in redline are divided by side as well. One side is metal tunnels that are blue/redish while the other side is stone tunnels. Hospital probably is one of those where the interior is just overwhelming and divided by having the colored lines on the floor guiding your to sections. Each room is named though and key areas where players need callouts the most have either emergency lights on or the lights are broken. All of the maps that are more real and outside have specific buildings that are playable with unique interiors and playspaces to call out. The hard part we struggle with is the barrier between "game"ified and "what it would actually be".
We've seen that players do get used to alot of things after a half hour in each map and they are able to function more than we imagine most of the time.
Replies
Thanks! Most of the rocks / mountains were created by me. I think a few were created by Jeff Severson as well.
I want to get to posting all that soon along with a tutorial on how to setup the landscape to never have the black spot issue again. Closest shot I have so far to a texture breakdown are these for overload. Mixes in cobble, grass, concrete, gravel, dirt, and snow.
Also, nope no world machine, we didn't have that yet in the studio when we started this game.
I'll see if I can dig up some more stuff later for the rocks.
http://www.polycount.com/forum/showpost.php?p=1824845&postcount=29
How did you get the bell shape (6 pic down) to look so round? Tessellation?
Thanks!
Just geo with a soft bake for the bell edges. Nothing crazy.
More Coldfront Images
MOAR Art!
Downtown and Threekings Mout Training sites. We like to call them plywood haven!
Looks awesome Zuko! You guys did a killer job bringing it together! Rocks look really good.
Hospital
Here's probably my favorite.
Redline
Intercept
@Har Yea.. redline was super fun! Its amazing when you get to do an entirely indoor space after doing outdoor stuff. So much more room to prettify things.
@saintsonic awesome! Good to hear!
We've seen that players do get used to alot of things after a half hour in each map and they are able to function more than we imagine most of the time.
Thanks for the feedback!