Mother Mayhem Info Up on GR Site


Arcanaville

 

Posted

Quote:
Originally Posted by srmalloy View Post
The 'separation' is actually not unrealistic; if not constrained by clothing, breasts do not point 'forward' from a woman's chest; lines drawn from the center of the base of each breast out through the nipples will angle out from directly forward somewhere loosely around 30°. It is the constraints of clothing that cause them to point forward (and one of the mistakes bad artists make is to have them pointing forward without something holding them that way).

Of course, the CoX skintight costume pieces must be made with a fine mesh of braided spider silk or aramid fiber to provide sufficient support in all directions to keep female characters' breasts from Gainaxing all over the place or requiring the devs to implement Jiggle Physics. I concede that it would be nice to have a choice for each of the skintight chest parts between skin-conforming and 'real material' styles; as it is now, the only way to get that effect across the chest is to use the 'armored' upper body type, which severely restricts the available costume pieces. But that's something to throw at the art department; I think it would take a different torso mesh (the game already does it for the 'armored' upper body types, so that's not a huge issue in itself) and all of the chest symbols would need to be checked to determine whether they need to be remapped, repositioned, or redesigned to work on that mesh.
Your knowledge of breast physics astounds me... :P

Very well stated. we need better texturing for our models and costumes.


 

Posted

Quote:
Originally Posted by srmalloy View Post
The 'separation' is actually not unrealistic; if not constrained by clothing, breasts do not point 'forward' from a woman's chest; lines drawn from the center of the base of each breast out through the nipples will angle out from directly forward somewhere loosely around 30°. It is the constraints of clothing that cause them to point forward (and one of the mistakes bad artists make is to have them pointing forward without something holding them that way).
In this case we are, in general, talking about the constrained by clothing (and unconstrained by gravity) situation.

The reason we have the skin-tight or pseudo-skin tight options in general is probably that its simply easier to make them, and thus it was easier at the beginning of time to allow for lots of options in that area. Clothing that requires extra geometry takes longer to make regardless of the visual intent.

I have a feeling, though, that properly functioning garment constraints would exceed the limitations of the current geometry scalers to hard code and the polygon count of the characters to model.


Quote:
Of course, the CoX skintight costume pieces must be made with a fine mesh of braided spider silk or aramid fiber to provide sufficient support in all directions to keep female characters' breasts from Gainaxing all over the place or requiring the devs to implement Jiggle Physics. I concede that it would be nice to have a choice for each of the skintight chest parts between skin-conforming and 'real material' styles; as it is now, the only way to get that effect across the chest is to use the 'armored' upper body type, which severely restricts the available costume pieces.
Not exactly true. The shirts and vests are actual geometry that "skin" across the chest in a non-conformal way (I use them specifically for that purpose). But the problem is that the part across the center of the chest doesn't scale with the chest scalers, so the breasts get larger but the shirts stay "pinned" at the same distance above the cleavage.

But amazingly (although not surprisingly given how the sliders are likely implemented) the Armored sets suffer the exact same problem, just to a less obvious degree. Because the center point of the armor is so much higher than the chest, its less obvious that it also doesn't move when you change the chest sliders: the armor actually flexes outward on both sides while the center point stays in place: your armor actually goes from being convex to being concave at high values of the chest slider.

It isn't just more geometry that we need to address this one specific issue, its a change to how the sliders actually work to move this control point (or points) in a more realistic fashion. But I don't know if that causes other potential problems. But I think solving this issue is likely to make other issues more obvious, which I think can only be solved by better tessellation of the player models.


Quote:
But that's something to throw at the art department; I think it would take a different torso mesh (the game already does it for the 'armored' upper body types, so that's not a huge issue in itself) and all of the chest symbols would need to be checked to determine whether they need to be remapped, repositioned, or redesigned to work on that mesh.
To be honest, the chest sliders mess up all the non-decal chest symbols already. Try making, say, a female model with the stealth chest detail and a skin tight top. Set the top (or skin) to a color with a high contrast to the stealth detail. Now move the chest slider from absolute minimum to absolute maximum. Yeah, that's really odd.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by BrandX View Post
It is. Just don't go so huge or use the right costume pieces.
But the right costume pieces aren't available, that's the whole problem - there's no realsitic option for tights - and I want my avatar to be as close to me as possible, so I can't go flat with the slider to hide the current tights problem - and I'd also like a hairstyle that matches my usual RL one too - hopefully animated


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by srmalloy View Post
The 'separation' is actually not unrealistic; if not constrained by clothing, breasts do not point 'forward' from a woman's chest; lines drawn from the center of the base of each breast out through the nipples will angle out from directly forward somewhere loosely around 30°. It is the constraints of clothing that cause them to point forward (and one of the mistakes bad artists make is to have them pointing forward without something holding them that way).
I know - but it's highly unlikely anyone would run around fighting crime without good support under their outfit


@Golden Girl

City of Heroes comics and artwork

 

Posted

Is Mother Mayhem wearing a trenchcoat? Or is that some sort of cape?


 

Posted

Quote:
Originally Posted by ThePill View Post
Is Mother Mayhem wearing a trenchcoat? Or is that some sort of cape?
Difficult to tell in the screenshot, but the concept art shows it to be a kind of trenchcoat.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Golden Girl View Post
I know - but it's highly unlikely anyone would run around fighting crime without good support under their outfit
Unless they had to.

I'd just like to note as an aside that it runs quite counter to stereotype for us to be accusing the developers of a video game of not paying enough attention to breasts.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by Arcanaville View Post
In this case we are, in general, talking about the constrained by clothing (and unconstrained by gravity) situation.

The reason we have the skin-tight or pseudo-skin tight options in general is probably that its simply easier to make them, and thus it was easier at the beginning of time to allow for lots of options in that area. Clothing that requires extra geometry takes longer to make regardless of the visual intent.

I have a feeling, though, that properly functioning garment constraints would exceed the limitations of the current geometry scalers to hard code and the polygon count of the characters to model.




Not exactly true. The shirts and vests are actual geometry that "skin" across the chest in a non-conformal way (I use them specifically for that purpose). But the problem is that the part across the center of the chest doesn't scale with the chest scalers, so the breasts get larger but the shirts stay "pinned" at the same distance above the cleavage.

But amazingly (although not surprisingly given how the sliders are likely implemented) the Armored sets suffer the exact same problem, just to a less obvious degree. Because the center point of the armor is so much higher than the chest, its less obvious that it also doesn't move when you change the chest sliders: the armor actually flexes outward on both sides while the center point stays in place: your armor actually goes from being convex to being concave at high values of the chest slider.

It isn't just more geometry that we need to address this one specific issue, its a change to how the sliders actually work to move this control point (or points) in a more realistic fashion. But I don't know if that causes other potential problems. But I think solving this issue is likely to make other issues more obvious, which I think can only be solved by better tessellation of the player models.




To be honest, the chest sliders mess up all the non-decal chest symbols already. Try making, say, a female model with the stealth chest detail and a skin tight top. Set the top (or skin) to a color with a high contrast to the stealth detail. Now move the chest slider from absolute minimum to absolute maximum. Yeah, that's really odd.
Maybe it might be easier if they had a scale of set sizes rather than the current slider? Like have say, 10 preset sizes that you can select, so costume aprtsb could be made to fit each size, rather than having to scale with a slider.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Post about Calvin Scott, debate the game's writing styles to holy hell.

Post about Mother Mayhem, debate breasts to holy awesome.

Curious about what will happen with the other characters... time for science!


 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Unless they had to.

I'd just like to note as an aside that it runs quite counter to stereotype for us to be accusing the developers of a video game of not paying enough attention to breasts.
"Well, my days of not taking you seriously are certainly coming to a middle."

--NT


They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!

If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville

 

Posted

Quote:
Originally Posted by Golden Girl View Post
Maybe it might be easier if they had a scale of set sizes rather than the current slider? Like have say, 10 preset sizes that you can select, so costume aprtsb could be made to fit each size, rather than having to scale with a slider.
That sounds like a lot of work for the art team. But I wonder if it would be a more reasonable amount of work to make three models: the existing one we already have which is presumed to be at the middle slider value, and one for the lowest level and one for the highest level, and let the system interpolate all other values by simply interpolating all the vertices. Hmm, that still sounds like a lot of work, though, and its not backward compatible with the existing way the sliders works, so it might be an all or nothing solution, which is not good.

There's also the separate question: what about the players that like the way it looks now? Unfortunately, we don't have "costume sliders" just literal body sliders, and the costume parts come along for the ride. If we could add a slider, maybe we could add a "fitted" slider for clothes that would universally change the locations of a set of control points selected around the costume all at once, such as the bridge point on a chest piece along the centerline. Its "neutral" position would be in line with where the tops of the breasts extend out to, and the fitted slider would allow you to move that point downward towards the chest to some maximum. Hmm, but that would require more than one set of control points I would think, to prevent weird angles.

That's rather a lot of work just to add fidelity to female chests, I think. We could probably have customizable power emanation points for less work than that.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
That sounds like a lot of work for the art team. But I wonder if it would be a more reasonable amount of work to make three models: the existing one we already have which is presumed to be at the middle slider value, and one for the lowest level and one for the highest level, and let the system interpolate all other values by simply interpolating all the vertices. Hmm, that still sounds like a lot of work, though, and its not backward compatible with the existing way the sliders works, so it might be an all or nothing solution, which is not good.

There's also the separate question: what about the players that like the way it looks now? Unfortunately, we don't have "costume sliders" just literal body sliders, and the costume parts come along for the ride. If we could add a slider, maybe we could add a "fitted" slider for clothes that would universally change the locations of a set of control points selected around the costume all at once, such as the bridge point on a chest piece along the centerline. Its "neutral" position would be in line with where the tops of the breasts extend out to, and the fitted slider would allow you to move that point downward towards the chest to some maximum. Hmm, but that would require more than one set of control points I would think, to prevent weird angles.

That's rather a lot of work just to add fidelity to female chests, I think. We could probably have customizable power emanation points for less work than that.
Well, maybe they could add lift and wifth sliders tot he chest, like we have right now for face features?
But, if that isn't a new model being used for Mother Mayhem, then the devs have managed to create that realistic chest look with the current tech and assets, so that means that it could be given to us too without needing to make any major changes.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Marcian Tobay View Post
Post about Calvin Scott, debate the game's writing styles to holy hell.

Post about Mother Mayhem, debate breasts to holy awesome.

Curious about what will happen with the other characters... time for science!
Can't wait to see what happens if they post a Going Rogue update of Dominatrix.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Can't wait to see what happens if they post a Going Rogue update of Dominatrix.
Indeed.

I imagine it's going to open with:

"Long have people obeyed the rule of this woman that so totally isn't doing her grandfather why would you think that, you pervert?

A long time fan of Arrested Development, Dominatrix was first discovered twenty years ago..."


 

Posted

Has it been confirmed that Dominatrix will appear in GR?


to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!

 

Posted

Quote:
Originally Posted by cursedsorcerer View Post
Has it been confirmed that Dominatrix will appear in GR?
Yes - at Hero Con she was mentioned in connection with how the devs are being very careful when writing stories about her and Tyrant


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Don't even get me started on how Praetorian Hamidon appeared several decades before Primal Hamidon.
This is actually a prime plot point, and one of the reasons for the differences between the two worlds (Or is perhaps an effect of the differences between the two worlds)


"I accidently killed Synapse, do we need to restart the mission?" - The Oldest One on Lord Recluses Strike Force

 

Posted

Mother Mayhem's new look is sluttier looking than her old one. This gives me high hopes Dominatrix won't lose her leather-suited Gimp army.

A Seers network...ehh. Praetoria really is ripping off Arachnos pretty hard. But, Arachnos was probably built gutting Praetorian stuff from the story bible. I guess the difference is Recluse has his constantly peering into finding the future to find one where he's victorious instead of more intelligently using them as a massive mind control matrix to MAKE him king of the world. Goofy temporal war crap is Recluse's biggest weakness--and he's not even on the same playing field as Lord Nemesis fighting Emperor Requiem across space and time.


 

Posted

Quote:
Originally Posted by Golden Girl View Post
But the right costume pieces aren't available, that's the whole problem - there's no realsitic option for tights - and I want my avatar to be as close to me as possible, so I can't go flat with the slider to hide the current tights problem - and I'd also like a hairstyle that matches my usual RL one too - hopefully animated
Oh well see, you want to make you in CoH. That's the first problem right there Making yourself in game is just silly.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Oh well see, you want to make you in CoH. That's the first problem right there Making yourself in game is just silly.
No it's not - it's the purest form of a gaming avatar


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Iannis View Post
Mother Mayhem's new look is sluttier looking than her old one. This gives me high hopes Dominatrix won't lose her leather-suited Gimp army.

A Seers network...ehh. Praetoria really is ripping off Arachnos pretty hard. But, Arachnos was probably built gutting Praetorian stuff from the story bible. I guess the difference is Recluse has his constantly peering into finding the future to find one where he's victorious instead of more intelligently using them as a massive mind control matrix to MAKE him king of the world. Goofy temporal war crap is Recluse's biggest weakness--and he's not even on the same playing field as Lord Nemesis fighting Emperor Requiem across space and time.
I don't see it as "ripping off" Arachnos. I see it as the writers trying to avoid making Praetoria a literal "mirror" of Primal Earth, and instead taking the elements of Primal Earth and mix-and-matching them in Praetoria. In the same way that villain archetypes are not just inverse or opposite versions of the hero archetypes, but are instead usually jumbled up versions of them (the notable exception being Corruptors as inverse Defenders).

So there's no Lord Recluse in Praetoria, so there's no Arachnos so there's no Fortunatas. Without an Arachnos, its Mayhem that fills that gap in Praetoria, turning the seers from an army of Arachnos to a police force of Praetoria. To be honest, if Mayhem wasn't the leader of the seers, it would beg the question to me as to how did Tyrant deal with the psychics on Praetoria. The seers would be a very big threat to him uncontrolled.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

And they already mentioned at Hero Con how the death of Stefan Richter was interesting for the way it would affect the Praetorian Arachnos timeline and the development of the organization - for example, while the Seers and PPD show signs of Arachnos styles, Belladonna Vetrano has ended up fighting for the Resistance, so she seems to have either never joined Arachnos, or left it before or after it was absorbed into Tyrant's government in some way.


@Golden Girl

City of Heroes comics and artwork

 

Posted



I thought GG would like a comparison of the two types of tight options.


BrandX Future Staff Fighter
The BrandX Collection