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All of that sounds incredibly fun, and I'm a big fan of Troy's writing. But for now, I think new comic material is most likely to appear in-game (like the 5-page tutorial intro), and I imagine it'd have to be for something really BIG.
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Quote:Fixed. Good catch! I remember writing that and not being 100% sure (and yet too lazy to double-check on Paragon Wiki).Been reading through your notes on some of the concept pieces, and I just want to point out that Bobcat is in Studio 55 (not 54, as your note says, David)...
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Yes--loved it!
They did a good job of preserving the look of each character without getting into Fruit Loops colors. Really well done, and my only quibble artisticallty was that the Magneto helmet looked completely ridiculous on Sebastion Shaw.
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I'll reply to both, but if you have a question that's good for a group discussion, you may want to put it here. I find that the DA format is great for quick 1-person chitchats but kind of worthless for in-depth conversation.
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Quote:That's very insightful actually. If you read comics, you've probably noticed by now that the characters and their movie counterparts are going in the same direction: towards realism. (For example, Captain America's scales/accessories and Iron Man's armor are now drawn with an focus on functionality and a LOT more detail. )You mentioned the more realistic style you're going for in Going Rogue, and I'm wondering if by that you mean 'movie oriented'? For example, the promo art for Who Will Die Part 3 clearly shows a patterning on Statesman's costume and cape which I found reminiscent of the Superman Returns suit.
I think this is happening for two reasons:
1) the comic audience is, on average, older than it used to be, and the comics have to cater to more mature, sophisticated tastes
2) for the characters to work on film for an all-ages audience, they needed to drop the super-saturated Power Ranger color palettes and embrace darker, less saturated colors and more realistic textures. (Can you imagine anyone older than 15 embracing an X-men movie w/ the characters wearing their costumes from the comics?!)
CITY OF HEROES is a modern comic book-inspired game for an all-ages audience, so like Hollywood and most mainstream comic book companies, we've embraced the newer, more realistic approach to super-powered fiction. So no, we're not big on "Bif! Bam! Pow!" logos or overly-colorful cartoon characters. Can you create that in game? Of course! But it's not the focus of our outward-facing artwork.
Quote:And how is that effect achieved in your work? I find it adds a nice depth to bodysuits like his that are otherwise relatively featureless.
As you point out, it's already happening. All the newer costumes have benefited greatly from detailed texture treatments, and the Character team has several more improvements to show-off in the coming months. But what about the older stuff? Well, we never want to take away options from the costume creator, but we've planned a number of new additions that cover similar territory while showing off modern texture tricks. -
You're very welcome! I created the gallery and footnotes with you guys specifically in mind. On Facebook or the GR website for example, there's not enough space to include EVERYTHING. But for those interested in digging little deeper into the archives, I needed a place where I could put a relatively complete selection of artwork (including the little throw-aways, like park benches).
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Quote:In both those cases, quite a bit of the original concept still made it into the game, thankfully. There are plenty of other cases where things had to be shelved outright, but such is the nature of concept art; our motto should really be: "We get out there and fail quickly so 3D doesn't have to."I've been watching that page as you've been uploading the art - the things that I found especially interesting were the things that got cut or changed - like the original Paretorian tech lab concepts, and the neon lights and signs idea for Imperial City
In some cases, though, even shelved concepts can come back to life at later date (which is why I can't post things that were cut). I've got a few of those that I'm hanging on, but interestingly, one of them just graduated to the big leagues, and you'll be seeing it in FREEDOM very soon. -
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So for a long time, I've been meaning to post my COH concept art in one convenient place for easy perusal, and I've finally gotten around to it! If anyone's interested, you can find the work at my new DeviantArt page, PIXELSAURUS.
So far, I've uploaded 41 pieces that cover Issue 14 through the GOING ROGUE era of the game, and I hope they'll make for an interesting behind-the-scenes tour of how these familiar characters and locations first began to take shape.
Very soon, my hope is to add more recent work from CITY OF HEROES FREEDOM, but stay tuned for that.In the meantime, I'd be more than happy to field questions about this material or about concept art in general. Curious how a specific asset came together? Why we did X instead of Y? How to get a certain effect in Photoshop? Just let me know--it's always fun to talk shop about concept art.
Cheers,
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Quote:Thanks. This is actually a highly abridged version of the art. Will try to post a bunch of concept after Freedom launches, and you can check out the complete version then.
See, this looks awesome. Even with the exposed faces, no less.
...The concepts obey the 3-point rule, they have flat spaces and subtle patterns that aren't shoved in your face...they look fitting of CoH (kudos to Davids team, once more)... -
Quote:Would you believe 33? Still being confused for 18 though. (rassum frassum...)Happy Birthday David!!
How old are you? I think Posi and Jay should drag you out into the parking lot, saw you in half and count your rings. I personally don't think you're old enough to buy cigarettes. You're the Dougie Howser of Concept artists
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Thanks a lot, everybody! It's been a nice one so far.
Painting up a new character today, and I'm having a lot of fun with it.
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Quote:We've been on the subject a while, and I've said pretty much all I can on the topic, but to recap:...Please don't put a lower boundary that "Your piece must be at least this---> awesome to be made." Not every piece you make has to turn heads.
--This has never been, nor will it ever be the way we evaluate pieces. We make sets according to a theme, and that's ultimately what helps decide reflectivity levels.
--I've heard plenty of requests for a matte Metallic option, so I will pitch that to the team. Cheers. -
Can we call it? Is it safe to say that Ghost Widow is the single most compelling character design in the game, as voted by the COH forums? Reading through all the posts, I don't think we can make any conclusions about single best Male character design, but Ghost Widow appears to get the trophy for "Favorite Design" and "Favorite Female Design" by a pretty wide margin.
Wonder if it's possible to identify a "Favorite Male Design"? Or a 2nd favorite female design, since GW ran away with the top spot. -
Quote:Options are great, and I think everyone's made a good case for a non-reflective Metallic-type set. Best I can do is to pitch it as a Quality of Life improvement addition for a future issue, but I will do that.Okay David this is just silly thinking. Old stuff doesn't automatically equal non reflective and new stuff doesn't automatically mean shiny.
What we the players are asking for is OPTIONS. I'd like to have the OPTION of new tech armor in both a matte or shiny finish. I don't want EITHER/OR. Think about War Hammer armor - as described in the books, it's not reflective most of the time. Who says the current metallic skin has to be shiny? I could come up with a million reasons to have it non-reflective - need for stealth being the first on the list. Just because something is matte or flat finish doesn't make it old - look at current trends in automotive finishes. Flat paint is very cool right now.
So the big question becomes, can BOTH options be done?
About a hypothetical new medieval set: So my personal artistic taste would be to go a little less reflective on "period" outfits. I feel like the full-chrome look makes more sense on modern and futuristic costume sets. But really, this is a decision that'll be made by the character artists. -
Quote:Alas, this is a question for the Character team. When it comes to very specific costume details, unfortunately I don't have the answers. I'm a concept artist, so broadstrokes about character design and the art history of COH are probably what I'm best equipped to speak about.David, on the topic of the reflectivity of new costume pieces, I noticed some time ago that the Valkyrie swords that came with the Apple version (and later to the rest of us) used to be reflective like the costume pieces. At some point, the swords went back to being matte and I was wondering if that was intentional? They used to be really fabulous.
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You are right of course. I guess what I meant is that we'd want to draw a contrast between the modern stuff (more shiny and reflective) and the "older"/ historical stuff. Would still have some shine, but I'd downplay it just a bit.
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Quote:As you've seen, visual updates for signature characters often coincide with major new storyarcs involving those characters (for example, the Praetorian storyline at the heart of GOING ROGUE). So Art would have to get a plan from Design before it really makes sense to massively rework those characters.I was thinking you could use effects like that to really go to town on an update for Citadel and Luminary.
Which characters might Design have in its sights? I'll never tell, but I do like your ideas about new shinies. -
Quote:This is a good summary of what I'll taking away from this thread. You guys clearly want more flying devices; vehicles (esp. motorcycles) would be a welcome addition; and elemental (esp. ice)-themed travel is definitely on many of your short-lists. That last one's fascinating to me--I would've thought a specific elemental power like that would be more niche, but if forum tastes are anything to go by, it's more than that....
It seems like there are three main requests:
Flying mounts
Land mounts
Sliding
Get one of each done and it'll be easier to make more by swapping parts out.
That's what I'm here to find out though, so thanks for the insight. -
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Yes, totally agree. Were we to do more medieval armor, I'd like to see it accurately represent the time period, i.e. not very reflective at all.