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created M3CH Dev Diary
on 04-19-2012 12:17 PM
Last edited by M3CH; 03-16-2013 at 08:39 AM..
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, null,
22 Posts,
Join Date Apr 2012,
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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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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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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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, polycounter,
762 Posts,
Join Date Mar 2012,
Location British Columbia, Canada
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The arts gorgeous. Who is the artist? Will be watching this one.
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, veteran polycounter,
2,507 Posts,
Join Date Dec 2007,
Location Newcastle UK
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WOW! Really great concept work. Those are gonna be fun as hell to create.
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, triangle,
443 Posts,
Join Date Jun 2010,
Location Toronto, Ontario, Canada
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Wow this stuff is beautiful! I love those mechs man!
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, polygon,
700 Posts,
Join Date Feb 2010,
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i'll second all the guys above. love the concept and cant wait to see the 3d
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, line,
68 Posts,
Join Date Nov 2011,
Location Prague
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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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, polycounter,
1,246 Posts,
Join Date Apr 2006,
Location Staffordshire, UK
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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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, null,
22 Posts,
Join Date Apr 2012,
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Last edited by M3CH; 04-19-2012 at 03:57 PM..
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, null,
22 Posts,
Join Date Apr 2012,
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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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, polycounter,
832 Posts,
Join Date May 2007,
Location san diego, CA
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Amazing work. I cant wait to see more!
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, polygon,
508 Posts,
Join Date Feb 2012,
Location Australia
, null,
22 Posts,
Join Date Apr 2012,
, null,
22 Posts,
Join Date Apr 2012,
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Awesome stuff guy. Definitely some new inspiration folder material.
Right click for more options.
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, triangle,
463 Posts,
Join Date Jul 2011,
Location Denver, CO
, null,
22 Posts,
Join Date Apr 2012,
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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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, null,
22 Posts,
Join Date Apr 2012,
, null,
22 Posts,
Join Date Apr 2012,
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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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, polygon,
668 Posts,
Join Date Oct 2011,
Location Wroclaw, Poland
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This looks pretty good, I'm curious to see some 3D happening as well
Quote:
Originally Posted by M3CH
We are struggling for names for the mechs at the moment do you guys have any ideas?
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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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, card carrying polycounter,
2,460 Posts,
Join Date Oct 2008,
Location London, UK
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Looking good, nice concepts.
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, spline,
105 Posts,
Join Date Apr 2011,
Location Toronto, Canada
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fuck. fantastic design work man. thanks so much for sharing
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, polycounter,
893 Posts,
Join Date May 2006,
Location wellington. NZ
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Damn, those concepts are NICE!!!!!!!!!!
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, dedicated polycounter,
1,402 Posts,
Join Date Dec 2009,
Location Texas, USA
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Amazing stuff guys. Love the idea of open developement. Can't wait to see more.
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, triangle,
474 Posts,
Join Date Jul 2006,
Location Quad Cities, IL
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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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, null,
22 Posts,
Join Date Apr 2012,
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