MNC Visual Development Progress

Discussion in 'Monday Night Combat Art and Fiction' started by Ekanaut, November 16, 2010.

  1. TOM12121112

    TOM12121112 New Member

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    push people away from the tank seems like a detrimental effect to me.
  2. Ekanaut

    Ekanaut Uber Alumni

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    Color concept of Tank


    High resolution models based on the concept. This is a several million triangle count model thats used to generate the normal map / bump information that will be applied to the lower triangle count model. The final in game model is about 14,000 triangles.



    Tank model sheet used for reference in modeling the character

    Attached Files:

  3. scathis

    scathis Arbiter of Awesome Uber Alumni

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    Pushing stuff away meant he could defend the money ball better, keep everyone at a distance, including bots, so that their shots did less damage and the Assassin was rendered virtually useless against him.

    The glowing blue on the top of his armor was also a point defense laser. It would pick off about 50% of incoming projectile rounds. (grenades, rockets, mortars, etc) But it got to the point where the Tank was just too hard to kill. There were times in development where the Tank was WAY OP.
  4. Obsydianyte

    Obsydianyte New Member

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    Bahaha, the heart on his undies is cute.

    I always thought of the Tank as a chubbier guy, but by this he seems pretty buff.
    I thought of the Gunner as the buff one--I wonder if that means he's the chubby one. Haha~
  5. DeadStretch

    DeadStretch Post Master General

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    I'm in awe and all I can think to say is "awesome!" haha
  6. TOM12121112

    TOM12121112 New Member

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    lol
  7. Cardboardwarior

    Cardboardwarior New Member

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    The more things change, the more they stay the same.
  8. DeadStretch

    DeadStretch Post Master General

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    Oh I just got that! hahaha
    :lol:
  9. Cardboardwarior

    Cardboardwarior New Member

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    I love the Danger Tank colours.
  10. hostileparadox

    hostileparadox Well-Known Member

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    I was browsing through the Concepts and Renders under the Media tab of the website, and I noticed that Support and Assassin had jump jets drawn up for them. I'm going to go ahead and assume all classes had some sort of jump jets designed for them at the beginning. So what was the methodology behind picking who got to keep it?
  11. X tweaker IGC

    X tweaker IGC New Member

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    Do you guys have some whitebox video footage you could post?
  12. Ekanaut

    Ekanaut Uber Alumni

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    We didn't do too much vid captures while during the whitebox period but I wish we did. I'll have to dig up an old build and try to get some footage.
  13. DeadStretch

    DeadStretch Post Master General

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    Too bad you couldn't "release" it so some of the "Uber fans" so they could mess around in it.
    :lol:
  14. X tweaker IGC

    X tweaker IGC New Member

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  15. OfficerFuttBuck

    OfficerFuttBuck Active Member

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    Bad move, I have numbers now :twisted: :twisted: :twisted:
  16. TG GHOSTMERC

    TG GHOSTMERC New Member

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    good choice as turok another game ran on unreal engine that had grapple kills had problems on ramps.
  17. CStubing

    CStubing New Member

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    Eka,

    I can save you a lot of time on your next "tank study" type venture through the use of this high tech design tool:


    [​IMG]
  18. GhostRain

    GhostRain New Member

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    The greatest thread ever.

    Cant wait to see the early Assassin.
  19. Ekanaut

    Ekanaut Uber Alumni

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    GhostRain, I want to see the rest of that Assassin on your avatar pic.
  20. hickwarrior

    hickwarrior New Member

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    Ekanaut, I want to see the rest of the concept art of all the classes.

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