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Quote:So put yourselves in our shoes. This is a total non-starter, because it would add 30% more time to each set. It's just not an efficient use of resources and not an option we can realistically consider.Basically, people just want female-specific costume parts AND male costume parts ported to female body type.
Quote:Honestly, any way you roll with this is gonna piss some people off, no matter what.
This is what I'm hoping to find out. -
Quote:There wouldn't be time for gender-specific versions of each. It would be the same basic geometry (perhaps with and without rings), but scaled to each model....with gender-specific versions of the ringed boots and gloves for each.
Mechanic and Gorilla concepts are awesome ideas to be sure, but I think they'd qualify as entirely different sets. -
Quote:For the purposes of this discussion, let's assume that all head and back accessories, belts, and weapons would be available on male and female.With a name like 50s retro sci-fi i think the dress below is fine. But i do think the female should get the glass bubble helm as well.
Quote:... And perhaps they could be the first boots in years for females which don't have stupid feet.
True enough. But what about hair in general? Is it important to include period hair in a set like this? What priority would it get compared to back details and other head details (like Bubble A, Bubble B, and Brain Slug)? -
Btw, that was a really long initial post. Please do we a favor and snip out as much as possible when you reply. Take pity on my old, tired eyes.
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Hey, folks. So there's been a lot of talk about how we should or should not handle gender-specific designs in COH costume sets. Let me add a little perspective to start things off, and then let's have some fun with this...
So to begin, a little history: When I first came to work at Paragon a little over 3 years ago, the Magic pack was in production, and it featured a distinct difference between the male (baron/warlock/vampire vibe) and female (sexy witch/sorceress) costumes. The pack's always been a great seller, so artistically, it set a precedent for 2 gender-specific looks in a set. Modern sets like Barbarian and Gunslinger are essentially a continuation.
Why do artists want to approach a costume set this way?
A) When we receive an assignment, the natural instinct is to represent our given theme as fully and broadly as possible. And with historical-tinged sets, that implies a visual difference between males and females.
B) When we receive an assignment, a million ideas occur to us at once, and our inclination is to include as much of that in each set as possible. So for us, it feels like we're giving you more when there's a difference between male and female costumes.
Sometimes I also think that there's a desire on our part to FULLY cover each theme in just one set, and obviously that's impossible when the set carries a super-broad name like 'Magic' or 'Mutant,' for example.
Where we stand now: So over time, it appears that the controversy over this approach has grown. To summarize the entire debate very quickly, players seem to want more gender neutrality/ female applications of traditionally male parts in addition to the female-specific parts. However, from a dev production standpoint, this is time and cost-prohibitive; time spent on males and females must be close to 50-50. So given this reality, the path of least resistance is to drop female-specific treatments and go with gender-neutral applications across the board (and try to sneak in a few female-specific parts here and there).
Personally, I think that's fine, and we can certainly make it work. Is it artistically limiting? Yes, but y'know what? We'll still come up with designs that are equally cool, and if anything, the constraints will simply force us to become more creative. This is a paradigm shift straight up, but if that's what the fans want, then that's what we'll do. Now let's move on...
...to the fun part. At the recent Player Summit, we held a player-driven Costume Set Workshop. The most popular theme from the audience was '50's Retro Sci-Fi,' so we spent the session doodling up some ideas for what might be in such a set, driven 100% by players' suggestions. Here's a pic of what we came up with:
Interestingly, players drew a clear distinction between a spacesuit/Adam Strange kind of look for men and a space go-go dancer/Jetsons/Space Channel 5 sort of thing for women. It's also worth noting that the female-specific look was requested and designed by women.
Because of the historical tinge, the set split naturally into different looks for men and women, even with players 100% behind the wheel.
So you see the dilemma. Say we wanted to make this set for real. Under the new process, both male and female characters would get the spacesuit. Maybe we could work optional rings into the spacesuit and/or make a separate skirt, but something would have to give on the female side, and my guess is that we'd lose the top, haircut, some belts, and boots.
Now I throw it open to you! Let's continue the workshop now here on the forums. In light of the controversy, how would you guys approach this hypothetical set?
--Do we cut out most or all of the female specific design and focus on the spacesuit +accessories?
--Is this an exception to the new rule somehow, and we go with both male and female options as shown in the sketch?
--Is the compromise I proposed (80% spacesuit w/ some female details worked in) acceptable to everyone?
--Or should we stay the course and create separate gender-specific visuals for male and female?
--What other ideas do you have?
As with the Player Summit Costume Workshop, we have no preconceived notions about what should be in this set. So it's all up to you guys. Take the opportunity now to help us define a good rule of thumb for future sets. I'm here to help guide the conversation and tell you when something's technically impossible, but you guys are in the driver's seat for this discussion.
Let's see what we can come up with together.
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I'd have to be a producer to answer that question.
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As I mentioned earlier, this has been communicated to the team. The leadership definitely understands what you're asking for.
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Some things work better as one-offs, like the Pilgrim's Hat. But some visual themes, like chunky tech, are really rich and full of possibility, to the point where we'd want to devote a whole set to it.
On a related note, some day I hope we do a whole set of say, just guns, or just backpacks. I think those would sell quite well and fill in some gaps in our costume options in one fell swoop. Or maybe a whole themed set of weapons where you get one of each weapon, so that things like claws don't fall by the wayside. -
I definitely like the look, but it'd have to fit a theme, y'know? Like the "Colonial Marines costume set" for example. Or perhaps a general scifi set. But like I said, I haven't really had a lot of tech assignments yet, and none for players, so hopefully we can rectify that soon.
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Quote:My stance is that the material should fit the theme. If we want a sleek, polished tech set, then it makes sense to use some reflectivity. If we want a grungy, low-rent, 'used' look then obviously we should avoid reflectivity. The reason I like reflectivity is that it gives us another great tool in the toolbox, when previously all we could acheive was matte....To turn this into a question: David, what's your stance on sleek vs. shiny tech and beautiful vs. rough tech? I know you've been a great proponent of shiny reflective metal in the past, but does this extend to a general aesthetic you enjoy or is it more just fascination with graphical effects? Feel free to reinterpret the questions if you wish
In the end, my hope is that the game will offer lots of great options for both styles. -
Sure, and it'd be *relatively* straight-forward because we already have the values set up for Metallic. Likewise, I've seen several requests for a plain, non-reflective, matte version. My guess is that we're halfway home on that one as well. The issue would be finding time in the schedule for such parts when there are dozens of other priorities to worry about. It's a difficult juggling act.
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Quote:Yes, and if I recall correctly, Eric said that he'd created both versions. And that's great for a one-off, but it'd cost too much time if we had to do 2 copies of EVERY piece. Would probably result in 1/3 less time for parts, so it's not a sustainable strategy. We really just need to nail a 'best practices' that works for everyone the first time.This was brought up in the Art A-Z Panel too, about the dislike of pre-baked coloring as it interfered with tinting. If I recall, it was a dicussion on the Elemental Order helmet where the question was asked: Can you release two versions? One with the Pre-baked and one with Player Selectable colors?
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Quote:Sounds like both things are a concern, though not necessary for the same people. As a concept artist, I obviously don't have control over tints, pre-baked colors, and the handling of textures--that's strictly up to the 3D artists. However, I wanted to thoroughly understand what you guys are saying, and now I think I do.Can't speak for anyone else, but that's not the issue that I'm talking about. At least, it's not the main issue. The main issue is that some costume pieces have some sort of preset base color (trying to simulate textures?) that influences all the colors you put over it. This creates issues if you try to match colors across your costumes. Selecting the same color from the color field on 2 different costume pieces will result in 2 different tints of that color on the 2 costume pieces.
Pretty sure the character team is well aware of this, but I'll pass it along anyway. -
Quote:We tried that for fun once, and it's not awesome.Total tangent: Can there be a full-body outfit that's just unpatterned tights with the reflection dialed up to 100%? Because that would be awesome.
The Metallic set is about as reflective as we want to get--any more and it starts to look unrealistic. And I think that's only dialed up to around 50% or something.
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Quote:As seen in the concept, these are meant to be shiny metal helms, so it'd be crazy not to use realistic cubemap reflection on them. Dull, non-reflective surfaces would be far less cool. That said, the artists have control over how mirror-like the surface is, and as long as it's dialed down to a reasonalble degree (I dunno, like 20%), it'll still clearly show of it's embedded color and still look nice and shiny. There's a sweet spot between too reflective and not reflective enough, and the goal's obviously to hit that mark.Chrome? Does that mean they're going to pick up colors from environmental reflections?
I don't care about these helmets much at all (helmets in general aren't my style), so it's no skin off my back, but if people hear "no pre-tinting" and then get colors from the environment changing the colors they chose in character creation, they're probably not going to be happy. When people ask that you don't pre-tint, it's because they want to choose the colors that appear on their costumes. If they try to make a gold Statesman helm and it looks green half the time in-game because of environmental reflections, they're likely to feel the same way about it as if it had been pre-tinted.
Thanks for listening to feedback on this, David, especially now before the parts are finalized. -
Quote:I *think* this is what you guys are asking us to avoid, correct? It seems like you don't want any part of any piece locked into a specific color, right?I'm sorry if I was misinterpreting things, but I was under the impression that our costume pieces actually had four colors, two of which could be modified by the player. That's why the toga from the Valentine's event has two adjustable colors, but will always have the golden-colored embroided edge, for example.
So, if they really need a third color, couldn't they just use one of the two extra colors?
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Quote:That's fair, but I think everyone's already on the same page about this. They know at this point to keep the tinting to a minimum. Certainly I'll be concepting things with a tight focus on 2 colors only, to make it even easier for them.David, no offense, but with the tinting of a number of pieces in the last few Costume sets (and a vocal number of fourmites not liking it), there's good enough reason to let the Model artists know while the design is still being worked on.
Especially if the items in question are rewards for keeping Subbed through a specific time frame.
Thank you for the time...
However, 3D artists are limited to a 2-color system and will, from time to time, need a tint to simulate a third color. I don't foresee that being an issue on these helmets (because they're relatively straightforward chrome), but it's a useful tool and not something they should simply throw away. -
Quote:Actually, for some reason, I haven't really worked on much tech costume stuff so far--something I've been meaning to rectify! Other artists did most of the tech armor in GR, but to date, the only things I've worked on that could be considered scifi/tech-y are Noble Savage, Neuron, some robots, and a couple unannounced things.I really do like a lot of your designs. Since you're open to general artistic discussion, I'd like to ask... do you have a preference for tech pieces and sci-fi/cyberpunkish styles? You definitely seem to enjoy the sleek, streamlined tech look, along with lots of more 'grungy' tech options. Heck, I'd almost say Noble Savage is a prime example, himself.
Each project has different requirements, so I wouldn't say that I have a go-to style (clean or chunky), but who knows, maybe you'll see a trend develop over time. Let me know if you see one. -
Relax, guys.
There's every intention to make these fully tintable, with exactly 2 colors that you choose and that's it. But the concept's barely done, and 3D hasn't started yet. Kinda premature to be discussing details of an asset that doesn't exist.
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Quote:As long as the discussions's about art, it's all good. Theorizing about why certain things do or do not work on film is completely on topic, as far as I'm concerned. When I want to get back to talking about concept gallery posts, I'll probably just start a new thread....This thread has already gone pretty far afield of concept art discussion as it is.
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I'm sure the goal is to make them fully tintable. It's really early days on these though, so stay tuned.
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There's nothing necessarily wrong with a single bright color, or even two well-matched bring colors. Movie incarnations of Spider-man, Iron Man, and Superman have proven that this works just fine.
We're zeroing in on a theory here, and I guess it's this: when you get a whole TEAM of brightly-colored folks on screen, it starts to strain credulity for the mainstream movie audience. So one hero: okay. But a group of differently-colored super characters tends to get into rainbow territory and remind people of the Voltron force or other traditionally kid-friendly material.
That alone may not turn off a mainstream audience, but combine that with a weak or silly story and it breaks the willing suspension of disbelief. I think that's more or less what going on with the average movie-goer right now. Interesting, the longer they're exposed to the bright colors, the less it'll probably bother them, and eventually, we'll probably be able to have parity between the comics and films without fear of alienating the audience. -
Quote:I asked the Character Artists about this, and asymmetry would be difficult to do on the body, particularly if it involves skin. We'll more like concentrate on asymmetry elsewhere (arms, shoulder pads, head details, etc.)To be clear, what you are saying (not in the above post necessarily but in this overall revelation about the resource constraints for asymmetry in general) is simple asymmetric skins are out of the question? -- Like a full body version of the 50/50 face mask, allowing us to simply color one half the body color X and the other color Y?