Noble Savage

Super-Powered
  • Posts

    480
  • Joined

  1. Quote:
    Originally Posted by Impish Kat View Post
    The problem with the current DA fog, as I see it, is that it is too uniform. Fog should not be just one uniform greyness...
    Real fog has many different appearances; patchy, thick, thin, swirly, low lying...I like fog...
    Right. The current application is a bit of a 'fake,' it's just a draw distance application (not particle FX). That said, full zone particle FX would be prohibitively expensive, so we'll generate the appropriate atmosphere in other ways.
  2. Quote:
    Originally Posted by Melancton View Post
    I read that Dark Astoria was getting a revamp. The word is that

    1) The fog will be gone
    2) The ghosts will be gone and
    Edit: I looked into this further, and that's pretty much accurate. Sorry for any confusion.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    ...JUST bright colours are goofy, yes. That doesn't mean they can't be incorporated into more photo-realistic, cooler designs.
    Of course. That's definitely been my point as well. JUST bright colors= Power Rangers, which to most people over 15= kids stuff. Whether that's fair or not has been a point of discussion, but it's the reality for most of the film-going audience.
  4. Quote:
    Originally Posted by PowerStream View Post
    That's good to hear. I've never understood why asymmetry was so hard though.
    We have shoulder pads and a couple jackets that are not symmetrical. Those are some of things I'd like to see. ...

    And as for the excuse that asymmetry breaks emotes...
    If it's in the system already (i.e. shoulder pads, face details, arms, etc.), then we can do more. And while breaking emotes is a concern, it's certainly not a deal breaker. We can typically work around that.
  5. Quote:
    Originally Posted by Rock_Crag View Post
    The limitations are understandable. To be honest, I'd be happy just to see something that tells us you haven't completely ignored the concept. Perhaps some non-robot options for the robot arms categories in the editor? I would certainly love to see a mutated version. I'm not sure how much work that'd be... but hell, atleast the UI is set up for it.
    Asymmetry is high on my mind, and it's always something I like to include in the earliest sketches for any concept. It makes more sense for some themes than others, but you can definitely expect more asymm. stuff.

    At this very panel, we toyed with the idea of a mutated arm. That'd certainly be cool! And our hope with Fire and Ice is to have Lava/Ice arms (as seen in the concept). Just imagine the possibilities when combined with auras. Can't wait.
  6. Quote:
    Originally Posted by Chyll View Post
    And odd given Noble Savage's comment the other day. I'm disappointed.
    FYI, asymmetry is still very much on the table. Fire and Ice will have it, and there's more to come. There are limitations about where it can go, but that certainly doesn't rule it out.
  7. Quote:
    Originally Posted by Lycantropus View Post
    ...It's almost ironic how a producer or director wants a 'comic book' feel, but then fails in the box office and with the fans in the attempt to reproduce it ..
    That's really well said. I'm sure Schumacher's intentions were great, and I'm sure 'comic book on film' sounded good to investors at the time. But he guessed wrong about what the audience wanted. With a good 20 years of history to look back on, the comic films that work appear to be the ones where silliness and bright colors are dialed way back--but not to the point where they're gone of course. I guess you can suspend your disbelief about people with super-powers, but only to a point.

    After Iron Man, Thor, and Captain America, Marvel seems to know exactly where that point is. DC has been more hit-and-miss. Batman's working great of course, but Green Lantern went a little too silly and too continuity-heavy to really pull people in.
  8. Quote:
    Originally Posted by Melancton View Post
    ..."Batman Begins" seems like it hit the sweet spot, albeit to the darker side of the scale; still, he was ultimately a noble hero...
    Agreed about Batman Begins. You've got a firm acknowledgement of the source material minus the silly and over-saturated stuff. What's left is very palatable to the mainstream film audience. And Chris Nolan is a genius--he takes that core concept, adds a ton of his own sensibility, and the result is amazing.
  9. Quote:
    Originally Posted by Kitsune9tails View Post
    ...The breakthrough comic-book movie that led directly to X-Men, IMHO was Blade.
    A good point, and another good example. Blade surprised everyone with it's huge box office take, and I'd cite it as another case where the comic source material was muted a bit in order to make a very successful action/horror film.

    The fascinating thing for me is that Marvel's tried to relaunch the Blade comic several times since then, and it hasn't worked out. I wonder why? Is there some fundamental reason why a vampire story can't work in print? I'd say no, so it must be something else.
  10. Quote:
    Originally Posted by Llydia View Post
    Oh, the Devs tried, alright. But they were swamped by players who were adamant that their beloved legacy pieces stayed...
    Not sure that anything was actually 'tried' on this front--not in terms of actual replacement at any rate. To catch everyone up: some time ago I posted an op-ed thread in which I made a case for why it'd be a good idea for the game to upgrade and replace old parts. Just my personal opinion, mind you. Several players made a convincing case for keeping the old parts in the mix, and that's the long and short of it.

    Policy remains the same: we're not going to remove anything.

    The only consideration for the future is what new stuff to put alongside the old stuff. And again, I think the goal is to hit similar notes but with modern texture techniques.
  11. Quote:
    Originally Posted by SuperOz View Post
    ...Going Rogue I thought was more the 1980's 'Dark Knight Returns' as a zone. The thing I keep bearing in mind is that a) in keeping with the feel I hope it blows out into a 'save the universe' story (very Silver Age) and b) Allows some moments for the players to really shine heroically, so it balances the stronger darker tones we've seen so far.
    It's often said that a hero is defined by his villains; the darker, scarier, and more powerful the foe, the greater the sense of accomplishment and heroism when the hero wins. Praetoria has some pretty dark and deadly enemies, and I certainly enjoy taking them down.

    Quote:
    Originally Posted by SuperOz View Post
    ...is it becoming harder to wrangle tricks and techniques with the character rig as is, with the eye of the needle narrowing as it were,
    So I wouldn've thought there'd be a limit too, but we're nowhere near it yet, as it turns out. For example, we're only beginning to scratch the surface of what's possible in several keys areas: normal mapping, cube mapping, scrolling textures, glows, fx geo, and fx geo with animation. All of those offer a TON of possibilities for future releases.

    Quote:
    Originally Posted by SuperOz View Post
    ...and has there been talk of tweaking the legacy pieces to bring their resolution up to par, or is that just not an option due to player reaction or 'ruining' the piece?
    Yeah, that's not going to happen. Veteran players have made it clear that they want to keep the old stuff no matter what. Therefore, we'll introduce new things in parallel that offer similar design possibilities but with much better texture treatments. Personally, I'd rather upgrade and update on a 1-to-1 basis in the interest of keeping the game modern, but I want to make the players happy.

    Quote:
    Originally Posted by SuperOz View Post
    Is that becoming a problem though as well, because those costumes are becoming composed of more layers as time progresses?
    That's why there's a so much interest in the 'base coat' kind of costume part right now. We've got plenty of detailed stuff to layer on top, so now we need more 'connective tissue' to mesh it all to together.
  12. Quote:
    Originally Posted by Jagged View Post
    I disagree but we won't know until a movie has the courage to go there...
    Hollywood's all about the sure bet, and now that a working formula's been established, we're even less likely to see a 1-to-1 port of traditional comic book costumes on film.

    Quote:
    Originally Posted by Jagged View Post
    ...It will be interesting to see the approach The Avengers will take...
    I'd say it's pretty well documented at this point: the characters will be wearing costumes that acknowledge the colors of the source material, but in a much less saturated, toned-down way. That's what's worked for them in all the solo films, and that's what all the set photos seem to suggest so far.

    Quote:
    Originally Posted by Jagged View Post
    Interestingly the Marvel franchises seem to be embracing their colourful roots and taking theatre-goers with them, while DC is ... well ... being DC
    In my estimation, both companies are muting and toning down the characters' costumes whenever possible. Where do you see a difference in approach between Marvel Studios and Warner Brothers?

    Quote:
    Originally Posted by Jagged View Post
    I think some directors lack confidence in their vision and use a revamp of the costume as a crutch to hang their "gritty realism" upon. ... While the less said about the new Superman costume the better. Could have been worse I suppose.
    For me, Marvel's doing it perfectly, by including each character's original colors, but with a much more subtle application: large swaths of color are reduced; hues are desaturated; detailed, layered textures get us away from the skin-tight look. We can tell at a glance that it's Captain America, but he sure doesn't look like a traditional comic book character.

    Remember how Joel Schumacher basically destroyed the Batman movie franchise? His stated attempt was to make the films more like a comic book, which for him meant bright colors, a certain level of silliness, and very little in the way of nuance or atmosphere. That was a test, and it failed; Hollywood learned that a financially successful superhero movie must embrace visual realism (grit optional) and, like most action movies, maintain a certain gravitas. That's the fine line, and anything past it appears to turn off the mainstream film audience. Again, I love the comic book aesthetic, but I don't think it would be profitable in a mainstream movie context.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    ... If I still want to make something bright, colourful and bold, then let me. Please?
    I don't have any problem with that personally. Please understand though: concept art is merely a recipe for the 3D artists to follow, and I don't actually have any direct control over how the final assets are made.

    Bottom line, there's no correlation between our interest in semi-realistic visuals and tints on costumes. Those are decisions made by two different groups of artists. That said, I'll try to communicate the issue to the team.
  14. Quote:
    Originally Posted by Kurrent View Post
    Asymmetry, yay! ... I've hoped for an asymmetry slider for quite some time,... I'll stay tuned for the details when the Player Summit summary is posted.
    A slider like that ould be pretty hard to do. The reveal I alluded to is cool and different from what you'd expect, but it's not a system-wide overhaul. I think you guys will dig it.

    Quote:
    Originally Posted by Kurrent View Post
    ...I'm curious to see what this mysterious idea of yours that "graduated to the big leagues" will turn out to be. David, having you on staff has really been a huge boost not just to Paragon Studios but to the players as well. Stick around a very, very long time!
    I didn't even find out about it until after it the 3D was already done, which is amazing, b/c it's not a simple, done-in-one-day kind of thing.

    And thank you for allowing me to do this! I love working on this stuff, and none of us could do this without the incredible playerbase that we're blessed to have on this game. *warm fuzzies*
  15. Quote:
    Originally Posted by Liquid View Post
    ...
    Anyway, thanks for responding. Sorry for the sidetrack-- this touched a nerve with me-- I've had to deal with comics, video games, superheroes, and even computers as being "for kids" from my family for most of my adult life.

    Thanks again for posting your artwork, I'll stop derailing your thread now.
    I don't consider it a derailing at all. All of this feels like concept shop talk to me, and I'm happy to hear your point of view. I'm blown away that people would give you grief for liking things as innocuous as comics (and computers!)--sorry to hear that.
  16. Quote:
    Originally Posted by SkarmoryThePG View Post
    So I'm curious.

    Are the rusty tronpunk Resistance and the sleek PPD your idea, or were you working to strict design descriptions?
    Actually, that concept came from a different artist. I art directed th3 3D versions of those, but that's the extent of my involvement on Resistance. Right now, we actually have 2 full-time concept artists taking turns on costume sets.
  17. Quote:
    Originally Posted by Liquid View Post
    This whole section I find very strange coming from the art lead for a superhero game...but because of the idea that certain colors are somehow "immature", and the classic X-men costumes being something only people under 15 would like... They're not only for people under 15.
    Let me clarify: I'm a giant fan of the old X-men costumes, and Jim Lee's run on the title is the reason I became an artist in the first place. If you want to see how much I love the colorful, comic book-y X-men outfits, please go here: http://david-nakayama.deviantart.com/gallery/12373396

    My point is that those costumes would've been a failure on film. The general public would've taken one look, equated the super-suturated spandex outfits with the Power Rangers and summarily dismissed the X-men as kids' stuff. For you and I--it's not a problem; we like those costumes and it works for us. And it's not that specific colors are the problem; rather, it's the top-to-bottom application of 100% saturated color across the whole body. That's when it gets a bit out of hand and crosses into Saturday morning cartoon-land.

    Quote:
    Originally Posted by Liquid View Post
    ... I'd put forth Kirkman and Walker/Ottley's Invincible as a fantastic example of modern, really high quality work that still uses bright colored tights to good effect. And it's not for kiddies.
    It's a wonderful series, and I whole-heartedly agree with you! But Kirkman and Ottley are doing something interesting here: on the face of it, Invincible is a bright, colorful comic that might be mistaken for kids stuff. It sets up certain story-telling expectations...that are then turned completely on their heads, resulting in huge surprises and reader pay-off. It's kind of like Happy Tree Friends in that way.

    I've often wondered how they'd turn that series into a movie. Say they did it as a cartoon--then little kids go see it and run out screaming as Allen the Alien is ripped in half. But live action would have problems of its own; if the visuals aren't sufficiently bright and cartoony, then you lose the expectation/reversal thing. Probably why they haven't adapted it yet.
  18. Quote:
    Originally Posted by Chuckers View Post
    ...Question: I was looking at the tech pieces - track parts. How hard would it be to get some of those things to actually move in the game?

    I think it would be cool to walk into a working lab that's actually working....
    That would be wonderful! It's just an issue of animation and FX time, I'm sure. We have to be careful how we budget those.
  19. Quote:
    Originally Posted by gameboy1234 View Post
    I have a small issue with that comic in game comic. Namely that I missed it the first half dozen go-rounds during the open beta. ...So could the comic pages be made easier to spot?....
    I like that idea, but I didn't set up the button layout--perhaps the Designers wanted to emphasize the optional nature of the comic book? Would have to ask them.
  20. Quote:
    Originally Posted by SuperOz View Post
    My background is in film...Some people have complained about the on-set photos of Captain America on The Avengers that the costume doesn't look very good, but they're neglecting what details the camera can pick out and enhance that a regular photo can't. I'm all for details, both subtle and visually striking, myself.
    What kind of film work do you do? I think the Marvel movie costumes have struck a good balance: they acknowledge each character's traditional colors while adding in a lot of neutral 'real-world' colors and textures. They keep just enough of the source material to make hardcore fans happy while making things accessible to the wider film audience.

    Quote:
    Originally Posted by SuperOz View Post
    I see City of Heroes as a late Silver Age (1970's-80's) setting, with the darker morality of Praetoria encroaching on a more balanced, but still heroic, viewpoint of Paragon City.
    I'm not sure if that interplay's ever been spelled out, but I like your interpretation! The idea of a simpler, purer Paragon under threat from a morale darkness sets up a lot of nice tension.

    Quote:
    Originally Posted by SuperOz View Post
    The texture gradient sounds very interesting. I'd like to do that on some custom pictures of my characters or ask commissioned artists to do the same...can you elaborate a bit more?
    Sure. You take a texture layer (paper grain, mesh, etc.) and put it above your paint layer. Then you set the texture to Overlay (or sometimes Multiply) to blend them together. Adjust Levels and Opacity until it looks right, and use the Layer Mask to paint out areas that aren't really gelling. Hope that helps!

    Quote:
    Originally Posted by SuperOz View Post
    I'm wondering with such things as the Steampunk pack faces, if there's an intent to gradiate player looks and costumes in that direction as well?
    Well, as you know, we have the somewhat unique situation of having 7 year-old assets in the game alongside more modern stuff. The Art team is committed to keeping the game fresh, modern, and up-to-date, so as new tricks and techniques (like alpha glows, solid geo FX, and normal maps) become available, of course we want players to have those options and to evolve the game forward. (Just wait 'til you see the cloth folds on a certain upcoming set--it's simply jaw-dropping what the Character team was able to do). And don't worry, we won't be taking away any legacy stuff.

    Quote:
    Originally Posted by SuperOz View Post
    Would the decision for more realistic rendering of pieces extend as far as character models in your opinion?
    Yes. We want the game to stay visually up-to-date. You'll continue to see more realistic texture treatments on costume sets going forward.

    Quote:
    Originally Posted by SuperOz View Post
    ...The IDF suit's pattern and the faint 'scalemail' effect on the Thorns suit I personally could see standing on their own as a valid aesthetic choice.
    Definitely! We have a few modern 'base coat' textures in the pipeline for exactly this reason.
  21. Quote:
    Originally Posted by Golden Girl View Post
    But I've seen concept art for stuff that was cut from GR - does that mean that'll never be reused in future Issues?
    Never say never. If we've made a concept for something, there was at least some interest in doing it at some point.
  22. Quote:
    Originally Posted by Aneko View Post
    We could use more asymmetry in costumes. Are you planning to share? <.<
    There's some stuff coming soon. Player Summit will have the details.
  23. Quote:
    Originally Posted by Suzumebachi View Post
    Those are awesome sketches. Shame they aren't a smidge bigger, some of them would make tremendous desktop wallpapers
    I've got one coming that might be just right for a wallpaper. Stay tuned.
  24. Quote:
    Originally Posted by Kitsune9tails View Post
    - Were you given any instructions/mandates other than "make cool stuff we haven't seen before" for creating the pieces?
    Making art for games turns out to be a lot like making art for comics. In both cases, artists begin with written descriptions (from a comic writer or game designer) that spell out the visual needs for a given story or mission. Design docs included detailed information about the characters and environments in each story arc, and sometimes, there's even a little top-down 2D map to get us started.

    If we're making a new costume set, the theme is often chosen by a Leads group, then passed on to Concept to elaborate on. We'll be going over this process in detail at the Player Summit next week--hope to see some of you there!

    Quote:
    Originally Posted by Kitsune9tails View Post
    - Was there a story (the official one or a personally-created one) that you followed to make the designs? Like a timeline for which tech led to which and why it looks different (and so cool), or was it matching everything to an initial piece created from Rule of Cool?
    Though we always try to dream up the coolest possible solutions to the visual problems posed to us by the Design docs, the impetus usually starts with them. As for the look of specific costume designs, we always pay careful attention to what's already in the game and then try to create things that offer an entirely different option to players. With each new set, our goal is to dramatically expand what's possible.

    Quote:
    Originally Posted by Kitsune9tails View Post
    - What music inspired you during Going Rogue, or do you get your inspiration elsewhere?
    Hmm...well, I listen to lot of podcasts (about video games, film, and comics) while I work. Also a ton of Pandora. Before they removed the monthly limit, I used to routinely break it around the 20th of each month. At the moment, I'm getting some good results from "Santigold Radio."
  25. Quote:
    Originally Posted by DrSpoon View Post
    Great work that gives great insight. Almost like you're on the Praetoria City Planning Commission, which effectively you are .
    The majority of my time on GR, I was working on architecture, whether it was researching real-world examples, painting moodpieces, or matching up the details on front-side-back buildsheets. And a pretty significant amount of time was spent figuring out what a Praetorian bench or fire hydrant should look like. So yes, definitely! I often felt like Emperor Cole's City Planner-in chief.