This is a student project - We are graduating seniors from Ringling College of Art & Design 's Game Art & Design program; production for this project was started mid-August 2011.
Here are all the textures for the blue fighter^ additionally, 3x256x256 + 1 256x256 cubemap were leveraged from textures Brian made for the environment.
we accidently made a mistake of posting when we were still drafting In any case, heres Elijah Wood's reaction to the in progress environment flythrough:
Thanks for the positive feedback. More updates to come! We are currently at GDC so catch us on the floor!
@ambershee we do have our design doc from the beginning of development that we will put into a more finalized, sharable form to show process at some point.
The way these models are textured is nutty interesting. So you had your second UV channel using the normal map with the first using the color map? Can you show a wire frame for one of the ships? Im curious to see how much tileing is going on their o_O
The results turned out great mind you!
Lots of Tiling going on. I essentially textured every asset with a tilable textures, including the 'O No' Carrier. Some assets required some 'creative UVing', especially the ship, but it ended up saving alot of texture space in the end. We can get some wireframes when we are back from GDC
@ ParoXum we're in rigging right now so video is definitely something that's on the table.
Regarding texturing methods, another technique we used was floating geometry in Maya mapped to an alpha texture with detail and trim elements - like using a decal sheet that would come with a scale airplane model. This allowed us to get a lot more versatility and resolution out of a small texture sheet while only costing a few extra triangles.
Really nice job, guys! This is the first time I've seen a lot of your work collectively, including Dan's character. I can't wait to see the finished product.
Thanks for the responses & feedback everyone. We got some useful thoughts out of GDC and made some changes accordingly; primarily, the world is now floating island-lakes instead of ocean.
More process work to come - I know folks have been eager to take a look behind the scenes, and there should be more upcoming video; but for now here's some more new art.
I've always seen some great work come out of the Ringling School...Im curious, what kind of study does your school focus on?
We are only the second graduating class of Ringling's Game Art program; our education has focused mainly on 3d/2d art; character, environment, concept, as well as some random classes in game design and programming. Most tend to lean towards Environment Art. We are required to make a Thesis which is a game trailer... (imho = huge waste of time) This ends up being the focus of the last 3 semesters, one for preproduction (all mainly focused on an animatic for the trailer) and two for production. Among Skies will be Ringling's first actual playable game, accompanied by a trailer.
Long time no post; sorry about that. We were all busy trying to get jobs, and luckily that happened! We landed all across the board at Santa Monica Studios, Gameloft, Hasbro, and Harmonix. I said a while back we would be releasing a trailer which was right around the time of our launch party. Anyways here it is:
thats so crazy cool lookin. i think its a really good idea that people created building kits for the project. mustve made assembly and such quite easy.
Replies
This is a student project? That's insane
Look forward to more updates and good luck with it all!
Great work so far, keep us updated!
I would think it would make and awesome RTS game though!
More Warhawk/Crimson Skies than anything else though.
Really loving the monolith mining ship!
@ambershee we do have our design doc from the beginning of development that we will put into a more finalized, sharable form to show process at some point.
The results turned out great mind you!
oh ma god
I am the character artist for the main hero character for Among Skies. Got around to posting it.
Crit welcome!
@ ParoXum we're in rigging right now so video is definitely something that's on the table.
Regarding texturing methods, another technique we used was floating geometry in Maya mapped to an alpha texture with detail and trim elements - like using a decal sheet that would come with a scale airplane model. This allowed us to get a lot more versatility and resolution out of a small texture sheet while only costing a few extra triangles.
More to come in the weeks ahead.
[vv]39936993[/vv]
Also, some fresh art
More process work to come - I know folks have been eager to take a look behind the scenes, and there should be more upcoming video; but for now here's some more new art.
that characters great Dan, If I may maybe come down on the AO in the diffuse a bit?
Again looks sick
We are only the second graduating class of Ringling's Game Art program; our education has focused mainly on 3d/2d art; character, environment, concept, as well as some random classes in game design and programming. Most tend to lean towards Environment Art. We are required to make a Thesis which is a game trailer... (imho = huge waste of time) This ends up being the focus of the last 3 semesters, one for preproduction (all mainly focused on an animatic for the trailer) and two for production. Among Skies will be Ringling's first actual playable game, accompanied by a trailer.
updated... enjoi
[ame="http://www.youtube.com/watch?v=Ohrv7dJoCxI"]Among Skies Trailer 2012 - YouTube[/ame]
We are all happy to be done with that stressful project!
The designs are all really unique as well.