SuperOz

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  1. Steelclaw, I am shocked! You missed the most obvious:

    New costume creator options to add makeshift capes and masks to pets, with 'Day Job' listed as Best Friend or Feline Overlord.


    S.
  2. ....so let me get this right. The OP is angry about not getting a pug pet when one wasn't advertised, it never was considered and it didn't turn up?

    ...am I on the PS3 forums for virtual pets or something....?

    wanders off to look around back of the forum....



    S.
  3. Statesman: "Monica...I'm coming home."

    BaB: "Hell, life's too short anyways."

    Synapse: "Time for me to cut loose...and show you just how fast I really am."

    Positron: "Surprise." (cue Last Ditch Defense tech here)

    Citadel: "For the programmers."

    Manticore: "Aw [pancake]."

    Sister Psyche: "Such is life."



    S.
  4. Quote:
    Originally Posted by Noble Savage View Post
    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.




    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.



    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!



    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.



    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.



    Definitely! We have a few modern 'base coat' textures in the pipeline for exactly this reason.

    Wow, where do I start? I spent three years in university covering pretty much most aspects; editing, scriptwriting, filming, post-production...I did a little work for community tv but now I find that I can do more from home, barring a few areas where I can't get access (sound design is a horrendous pain, especially when you want quality sound effects..so expensive for licensed sounds, ala The Matrix, a great source of weapons and weapons sounds). I use Adobe Premiere Pro for my home use and I keep my hand in with short clips of CoH, and anything else I want to film. Every chance I get I experiment with different techniques, from 1940's newsreels (I did one for my Golden Age-themed SG), up to full-blown title sequences. As you know, you can stumble upon happy accidents and just doing it teaches you as you go. My aim is to get into independent production as writer and director. I find I visualise really well and if I could draw at all, I'd be an artist. But I can't, so I'll do it in moving pictures instead.

    I agree with you on the Marvel costumes particularly...the costume for Superman Returns tried to play the S-shield pattern too much, but the Spiderman costume for me remains a benchmark of design and aesthetic and balance. The colors are contrasted enough to draw your eye to them, and the aesthetic makes it seem like a genuine updating rather than a redesign. The WWII Captain America costume I loved, as it was probably the most functional and iconically designed 'real' suit I've seen in a long, long time. I think the primary thing that stands out that there's no 'uniform' look ala the X-Men black leather (armor with flares, I might point out), but rather a strong idea of individual design.

    Re: the setting, I had some nice chats with Troy Hickman (someone I saw you mention in another reply) and we both felt Statesman was best seen as the 1970's Superman, flawed but still iconically heroic. 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.

    The art info has been copied and pasted for testing in Adobe Photoshop! Thanks very much for that, I love playing with Layers.


    Re: updating art assets, I can see the reasoning behind that a lot, to be honest. It's a natural consequence of time that some assets will look dated (a simple comparison from say Doom to even the first Halo game bears that out) and they deserve to be replaced. The new cloth stuff sounds fabulous.

    A two-part question on that, though; 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, 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?

    I'm very grateful to hear that you want to stay up to date with costume pieces as well as offering 'base coat' textures, as I think just as audiences we're coming to expect that in our media. Subconciously I think CoH players particularly want to emulate that 'realistic/movie' look a lot more.

    Is that becoming a problem though as well, because those costumes are becoming composed of more layers as time progresses? I think, coming full circle, back to the Marvel costumes, and Captain America in particular, has a lot going on detail-wise. I think 'base coats' will go a good way to emulating that, would you agree?


    S.
  5. Quote:
    Originally Posted by Noble Savage View Post
    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. )

    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.



    To create the FREEDOM artwork, I had to rejigger my methodology a bit. Instead of applying simple gradients (as you might see in comics) or hand-painted color techniques alone, I gathered a library of brush and texture resources that could be layered on top to add greater depth. That particular texture was also used on the Statesman highres 3D model, so it gives us some internal consistency too.



    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.
    My background is in film, and the first rule (as I suspect is the case with artists) is make what you show visually interesting. 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 agree with you that audiences are more sophisticated and there's an expectation that there should be a level of function to costumes, particularly. That's why in-game, I favor the IDF belt for characters with pouches over the Stealth or other belts. It looks more functional and grounds the character in reality. However, if the costume is done well and updated subtly (the Sam Raimi Spiderman springs to mind immediately) it can look functional and capture the nature of the character well. Batman Begins did so too, I thought. 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.

    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?

    And as for the in-game model of Statesman, I think that's a good idea, and 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? A certain game by Cryptic I thought did a very good job in giving a sense of layered detail that isn't always possible here, even if the aesthetic wasn't to my personal liking.

    I think the realistic look for this game would work tremendously well, myself...and by that I mean the aesthetics of say Aion or APB. I have a particular attraction to both the Unreal game engine and the Havok physics engine for cloth rendering, as I think they add a gradient of realism to looks. Would the decision for more realistic rendering of pieces extend as far as character models in your opinion? That isn't a 'please consider this' question, but one grounded in art. Some people would argue that the infamous 'mitten hands' should be more detailed for instance, whereas I don't think it detracts from the larger picture.

    My personal interest is in having things such as the texture on Statesman's costume being a standard option, or a pattern, for instance. 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. A good example is something I'll include here, a custom piece I had done for the character featured. The idea of 'scales' on the costume I thought added a subtle but distinctive feature, and I immediately found myself frustrated I couldn't do it in game.

    Apologies for the size; it wouldn't let me scale it down for some reason.




    S.
  6. I do notice the Thorns parts have a faint scale patterning on them that I'd like to see just as a regular pattern....people always want that Captain America look.


    S.
  7. 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. 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.

    On that, can you forsee textures/patterns being incorporated to costume sets (I see it somewhat on the Thorns and IDF costumes) on a general level?


    S.
  8. I watched the blog also; doing it the way they are by changing makeup for highlight effect, for set decorations to make details more prominent, and lastly by shooting at 48 frames a second (just under human eye speed) means that the overall effect is going to be noticeably more immersive than Avatar was (because that's literally the only other film to date that's actually tried something with 3D for me).

    If I understood Jackson correctly, your field of vision will effectively be much wider than the rectangle of the cinema screen and we'll feel much more 'within' the scene because of this. It means I'll probably be cringing with fright every second they're in Mirkwood with all the freaking spiders (I hate spiders!), but such wonderfully pivotal scenes like Smaug's lair should be breathaking, because our perspective will have 'inside' the frame of the shot rather than being 'outside' looking in. And that is cool.



    S.
  9. I don't mind if they do well overall, so long as Red Hood and the Outlaws is axed before it gets six issues in.


    S.
  10. But is over now! Where to find, please?


    S.
  11. SuperOz

    Marketing

    Fair arguments, but the market hasn't been up all really that long to be honest, and we've got Thanksgiving and Christmas on the way...any business, be it MMO or otherwise is going to go for maximum profit around the holidays.

    I know I would.


    S.
  12. SuperOz

    Vampire Movies

    I'd like to chime the following, plus two tv series, if I may:

    The second adaptation of I am Legend called Omega Man with Charlton Heston; the mutants are portrayed as very vampiric there and the whole notion of him being alone against them is very well done as opposed to the Will Smith 'I can scream therefore I can act' interpretation...

    Interview with a Vampire! I know, I know...Tom Cruise, but it's one of those 'oh, I'm an actor' moments for him and Kirsten Dunst's debut on screen. Still holds up for me.

    The two tv shows:

    Forever Knight, a wonderful four-season run starring Geraint Wyn Davies. Angsty, funny, somewhat surreal and entertaining.

    And Being Human (the UK version, thank you) that has a vampire, a werewolf and a ghost in it. And damn well done in just six episodes per season.



    S.
  13. I'll be here for as long as I can manage to play. My interest in CoH comes and goes, and wavers and strengthens. Like Masked Shrike, my interest got a bit wobbly when the Incarnate System came out, but with the news coming out of Beta, I think they're listening more to the playerbase as a whole and I don't believe they'll do small team/solo Incarnate stuff half-heartedly.

    I've always made a point of having one primary and one or two secondary games that I play so I don't suffer burnout, and CoH manages to fill that primary role very very well. Six years and going strong. That says a lot to me.


    S.
  14. DT is great, a true draw to the show in a very new way, as much as Matt is now a personification of the old-school Who in a very new body and way. I'm very encompassing of all of the Doctors now, even Six.

    There's a fun little clip of Tom Baker being asked about the 50th anniversary, and his suggestion of a secret room of the TARDIS where all the Doctors can meet is suitably Tom Baker-ish. Would love to see Ten and Four bouncing off each other. Still holding out hope that the surviving actors all get a chance to shine. Yes, even 'I won't do it' Chris Eccelston.


    S.
  15. Can I ask where you got the neckerchief thing? I have a character I'm slowly building as well and he uses one of those. Guess you'd call it a 'Lone Ranger' thing...


    S.
  16. I could be wrong, but I seem to remember in another thread on the Haunted House that there was an explorable space at the top of the ladder in the room where the second wolf is? Someone mentioned a waist-deep area of water...can anyone confirm/deny this?


    S.
  17. Haven't been back in game yet, but will post when I am.

    Edit: have been back in and the sky does seem different indeed. Lots more stars, even the moon's more detailed. Still the gloomy clouds, but nowhere near the amount there used to be. I'll be very curious to see what daytime shapes up like when it returns.

    S.
  18. I've always seen the original and the remake as superhero films, but very much like the original X-Men films, which had a strong grounding in reality. Girl with telekinesis living with superstitious and abusive mother suffers peer abuse and eventually is pushed to using said power to defend/avenge herself against said abuse.

    It's one of those movies you look at and see the power 'explained' as the supernatural or paranormal, yet it's considered a fairly straightforward ability in the superhero genre. I'd always imagined an alternate scenario where Xavier finds her (the parallels to Jean Grey/Dark Phoenix are all through there) and this very shy and very sweet girl is taught that she has a fantastic gift rather than a curse. My heart always went out to Carrie (particularly in the original because of Sissy Spacek's vulnerable performance) and I wanted to help her somehow.



    S.
  19. ....when's the Luchador Booster Pack being released?


    .....what?



    S.
  20. Please share if you have any designs! And I'm happy to expand this to his counterpart, The Bionic Woman (not that piece of drivel from a few years ago, either).

    Any other takers?



    S.
  21. Hi all!

    Being a late-night tv show watcher, I've been quite happy to see one of my favorite childhood shows in The Six Million Dollar Man and catch up on episodes I hadn't seen since I was about seven.

    If you don't know what I'm talking about, here's one of the most iconic intros in television history:

    http://www.youtube.com/watch?v=HofoK_QQxGc

    But I was wondering...could I make a 'Bionic Man' in this game? If so, what powerset, AT (Technology/Science, I presume), temp powers and so on would I choose? Bear in mind this is a concept build rather than a numbers exercise, so I'm trying to emulate things rather than plan out a build.

    What would you more knowledgable players recommend? I'd love to hear feedback....the costuming aspect...well, that's a seperate issue.



    S.
  22. Congratulations to you!

    I know of other couples, both on this game and others who have found love across vast distances, even continents away and are very happy. I can only echo what others have said and wish you all the best!


    S.
  23. Wasn't there a World War fought in part against a regime that felt systemic genetic alterations would result in a more orderly, socially pure population? And anything that didn't meet those criteria were to be...how shall I put this politely....eliminated?

    The inherent danger in this argument is that you're asking for an objective view about a subjective topic and leaning on the presumption that both will be approved and supported by some authority that would have the oversight powers to determine 'evil'.



    S.
  24. SuperOz

    Avengers Teaser

    Booyah. Looks to be fun!



    S.
  25. Quote:
    Originally Posted by Energizing_Ion View Post
    Ah okay, I haven't watched any of the older Doctor Who series (and most likely won't; no time!)...

    But I guess another question is, when did they mention the Brigadier in this last episode? I didn't hear anything; but then again, still have the issue where they talksofastIcan'tunderstandthem....
    This probably would've been filmed close to when Nicholas Courtney, the man who played the Brig, passed away. It's been a rough year for us older Who fans, losing him and 'our' Sarah Jane in the same year.


    S.