Author : Nate Broach


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M3CH's Avatar
Old (#1)
*UPDATED* Hi all. Just wanted to say thank you for the support during the indiegogo campaign and we have spent the past 8 months taking all the feedback you guys have given us and applying it to a new version of our game, We went ahead and have taken proper care of the mechs which are now all uniquely modelled and textured and closer to our concept art, also the environment art is now on the correct path that we originally envisioned but as you can imagine can take it out of you financially and now are hitting kickstarter for some funding and spread awareness to help us on the final push to give M3CH the polish and testing the title requires.

WATCH THIS SPACE AS WE WILL BE REVIVING THIS THREAD WITH MORE DEVELOPER ART DUMPS AND BREAKDOWN IMAGES.

Any further feedback you guys can give us would be greatly appreciated as it was integral before in getting our new visuals up to scratch!


Check out these links for more art, footage and info on the game:

http://www.kickstarter.com/projects/...=home_location

FACEBOOK


New In-game screenshots and some real time model shots:







*original post*

Hi all. We are going to be using this thread as a development diary for our game "M3CH".


To help you catch up here is a sample of some of the art we have been producing so far:



Last edited by M3CH; 03-16-2013 at 08:39 AM..
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konstruct's Avatar
Old (#2)
These mechs are SO cool. Very (almost identical to the ones in Steel Battalion) Any chance its the same artists? All of this stuff is SOOOO high quality I wouldnt be surprised!
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Selaznog's Avatar
Old (#3)
The artwork is incredible, however the mechs are pretty generic. I really like Light_01 V1 and Medium_01.

What would be cool is if the player could custom paint their mechs on certain large panels; I think that would separate this from the competition. A system similar to Forza 3. That would be incredible and insta-buy for me.
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Stinger88's Avatar
Old (#4)
The arts gorgeous. Who is the artist? Will be watching this one.
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darbeenbo's Avatar
Old (#5)
WOW! Really great concept work. Those are gonna be fun as hell to create.
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SaferDan's Avatar
Old (#6)
Wow this stuff is beautiful! I love those mechs man!
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aobond's Avatar
Old (#7)
i'll second all the guys above. love the concept and cant wait to see the 3d
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glynnsmith's Avatar
Old (#8)
Concept art looks gorgeous. Definitely very similar to Steel Battalion, as others have said.

Not sure if it was intended, but the video you've put on your Indiegogo page mentions Kickstarter twice, rather than Indiegogo.

Can't wait to see more.
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M3CH's Avatar
Old (#9)
Hey there guys glad to see your liking some of them, lots more to come. All of us in the studio create the concept art- and originally when we filmed the video we were going to use kickstarter, but after we found that we couldn't because we are UK based. We are struggling for names for the mechs at the moment do you guys have any ideas?

Last edited by M3CH; 04-19-2012 at 03:59 PM..
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M3CH's Avatar
Old (#10)

Last edited by M3CH; 04-19-2012 at 03:57 PM..
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wester's Avatar
Old (#11)
I am in love with the art direction on these pieces. I love the tech, structures and mechs! Very very inspirational work here!
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Darkleopard's Avatar
Old (#12)
Amazing work. I cant wait to see more!
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Old (#13)
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Old (#14)
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Donavonyoung's Avatar
Old (#15)
Awesome stuff guy. Definitely some new inspiration folder material.
Right click for more options.
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M3CH's Avatar
Old (#16)
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M3CH's Avatar
Old (#17)
01: Moodboard:



02: Photobash thumbs:



03: Pick Thumbs



04: Blockout lines:



05: Tone Brushes



06: Buildup


07: Colourpick Photobash



08: Final Details
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M3CH's Avatar
Old (#18)
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Blaisoid's Avatar
Old (#19)
wow, awesome shit.
i think they would look even better if they werent so desaturated.

edit: ninja'd.
that answered my question about workflow.
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Xoliul's Avatar
Old (#20)
This looks pretty good, I'm curious to see some 3D happening as well

Quote:
Originally Posted by M3CH View Post
We are struggling for names for the mechs at the moment do you guys have any ideas?
Don't go all generic like every other game, calling your mechs/vehicles things like "Falcon" and "Hurricane" or whatever. There's many other languages you could pick, then just look for names of things like melee weapons, hand tools or wild animals. Something like German is a pretty good candidate for aggressive sounding words.

Oh and try to come up with believable type-identification. The germans do these cool semi abbreviations for their tanks like "StPz III Ausf. E" or "PzKpfW 38(t)" for SturmPanzer 3, Ausfuhrung (Version) E and PanzerKampfWagen 1938 meaning things like assault tank and armored car.
Or the japanese have an interesting system for their tanks as well: http://en.wikipedia.org/wiki/Tanks_i...stem_for_tanks
Anyway I'm a bit of a nerd with these sort of things lol.

Last edited by Xoliul; 04-20-2012 at 02:33 PM..
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Havoc89's Avatar
Old (#21)
Looking good, nice concepts.
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tacit math's Avatar
Old (#22)
fuck. fantastic design work man. thanks so much for sharing
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roosterMAP's Avatar
Old (#23)
Damn, those concepts are NICE!!!!!!!!!!
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Quack!'s Avatar
Old (#24)
Amazing stuff guys. Love the idea of open developement. Can't wait to see more.
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M3CH's Avatar
Old (#25)
Blaisoid, thanks! I know what you mean about desaturated, the main reason this is happening is because we've stuck to grey-scale while Concepting to save on the man hours. the newer visual target pieces we're doing should have a much broader palette.
Xoliul yessss! thats what we were kind of thinking, even though we love a bit of Battletech/Mechwarror the names are a little bland. Those Japanese prefixes are spot on, also the idea of borrowed/reselling/re banding of military mechs could generate some cool infix/postfix.
We've manage to get a hold of some good osprey books(such eye candy) http://www.ospreypublishing.com
maybe we can get some ideas from the post nam planes

Havoc89 tacit math roosterMAP Quack Thanks! hopefully we can keep entertaining

We've uploaded some of the current screenshots from the iphone 4s, heavy beta, also developing for iOS devices have been a massive headache. We've limited each level to around 10 draw calls. to achieve this we've used a single texture sheet for multiple levels through bash kitting, at the moment we are currently using vertex colours on the models to create some variation and using the red vertex channel to plug in a tiling detail texture.

There is also only 3 of us in the team, making doing high to low polys too time consuming at the moment.
we're doing a chunk of engine work this week, we'll make sure to upload the various things we're breaking/playing with.

Oh and also some more concepts!



















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