-
Posts
480 -
Joined
-
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.
-
-
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.
-
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.
-
Quote: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.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.
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. -
-
Quote: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....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 ..
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. -
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.
-
Quote: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 breakthrough comic-book movie that led directly to X-Men, IMHO was Blade.
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. -
Quote: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.Oh, the Devs tried, alright. But they were swamped by players who were adamant that their beloved legacy pieces stayed...
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. -
Quote: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....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.
Quote:...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,
Quote:...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?
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. -
Quote: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.I disagree but we won't know until a movie has the courage to go there...
Quote:...It will be interesting to see the approach The Avengers will take...
Quote:Interestingly the Marvel franchises seem to be embracing their colourful roots and taking theatre-goers with them, while DC is ... well ... being DC
Quote: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.
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. -
Quote: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.... If I still want to make something bright, colourful and bold, then let me. Please?
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. -
Quote: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.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.
Quote:...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!
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* -
Quote: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....
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. -
Quote: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.So I'm curious.
Are the rusty tronpunk Resistance and the sleek PPD your idea, or were you working to strict design descriptions? -
Quote: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/12373396This 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.
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:... 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.
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. -
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.
-
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.
-
Quote:What kind of film work do you do?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.
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: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.
Quote: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?
Quote: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?
Quote:Would the decision for more realistic rendering of pieces extend as far as character models in your opinion?
Definitely! We have a few modern 'base coat' textures in the pipeline for exactly this reason. -
-
-
-
Quote: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.- Were you given any instructions/mandates other than "make cool stuff we haven't seen before" for creating the pieces?
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:- 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?
Quote:- What music inspired you during Going Rogue, or do you get your inspiration elsewhere?At the moment, I'm getting some good results from "Santigold Radio."
-
Quote: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.Great work that gives great insight. Almost like you're on the Praetoria City Planning Commission, which effectively you are
.