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How to modernise costumes ?

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TitansCity
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How to modernise costumes ?

A good video on what did marvel on the avengers costumes to make them less comics but more modern.
https://www.youtube.com/watch?v=Rl2I-UU0cz4
It pleases or not. I think the job done is good but it take off some comics looking from the characters...

Do the costumes template will do the same ? could be find some "old" and "modern" costumes ?
what do you think about that ?


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Nyxz
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I would anticipate that the

I would anticipate that the CC will cover the full range from Golden to Modern costume options.

blacke4dawn
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Nyxz wrote:
Nyxz wrote:

I would anticipate that the CC will cover the full range from Golden to Modern costume options.

I'm sure it will have that broad a range given enough time. Only real question is how long time it will take since I'm also sure that initial launch will focus more on different types of costumes rather than supplying several "era versions" of the same one.

nennafir
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To OP:

To OP:

Fun link! Thanks for posting it!

Hyperbolt
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I like both "comic" and

I like both "comic" and "modern" costumes for different reasons, but I like best suits with elements of both in them. A suit that looks "comic" but can be functional for actual crime fighting like a "modern" suit.

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

cloganart
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This actually is a topic of

This actually has been a topic of great interest for us for a while. While we've started refreshing City of Titans' art direction a while ago (and will give you a glimpse of this in the coming weeks) we aimed for more of a believable (not gritty whatsoever, do not worry) visual setting for these heroes to exist in. We definitely kept the Golden Age romanticism that the genre brings with itself, but also took a long look at how the comics and the superhero genre has evolved since the emergence of City Of Heroes. Also, with an engine like Unreal Engine 4, it would be a shame not to treat the outfits we're making with the best of care and design thought rather than throwing simple 2-colored pattern masks on top of the spandex.

The field has changed exponentially and grown into something larger, and the design language between the movies and the comics have begun to converge. Studios started looking at the source material and instead of dramatically changing everything, they've begun to adapt the most iconic parts and made them more believable. The idea of the "superhero" has grown into something a lot more mainstream than ever thought of before:

Now, on the Marvel side you have artists like Ryan Meinerding (Marvel Studios Head of Visual Development), Andy Park and Charlie Wen who have in fact worked on the comics counterpart of these properties. So when you have talent like this, converting already iconic outfits to believable settings becomes a lot more smooth and less stale.

With City of Titans, while retaining the iconic look (and providing you with all the tools for the Golden Age and Classic looks) the environment of Titans that you will be surrounded with is going to more of a "Movie-event" like setting, rather than say, Batman '66. So this does not mean that everyone is going to look "Tacticool" :)

The current character creator we are testing allows you create the most classic of superheroes, while also giving you the tools to create Today's heroes as well. When you look at the superteam "The Paragons" reveal that will be released soon, this will all become a little bit more clear.

Charles Logan
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I do not envy the job the

I do not envy the job the costume artists and modelers have ahead of you over the next few years. The super hero genre can span so much, from spandex to high-tech tactical suits, from power armor to knight's armor, from barbarians to cowboys, from anthropomorphic animals to anime freaks, or heck, just a guy in t-shirt and jeans. And while I really don't expect all of that at launch, at least it will keep you guys busy afterwards.

cloganart
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Interdictor wrote:
Interdictor wrote:

I do not envy the job the costume artists and modelers have ahead of you over the next few years. The super hero genre can span so much, from spandex to high-tech tactical suits, from power armor to knight's armor, from barbarians to cowboys, from anthropomorphic animals to anime freaks, or heck, just a guy in t-shirt and jeans. And while I really don't expect all of that at launch, at least it will keep you guys busy afterwards.

Exactly. First focus is to get the "City" of TItans right, and respect the great mythology of the 'Superhero/Supervillain' and do justice (heh) to it. The contemporary setting allows us to delve into that mentality of "Heroes of our City." like that of New York in Marvel, Metropolis and Keystone in DC, Paragon City in City of Heroes, Millennium City in Champions Online and so forth. That's the most important part to get right visually for the classical idea of superheroes for the players to immerse themselves in that world. So rather than being the lackeys of the other guys, you are in fact a Titan, a Legend amongst these characters, and we want to give you the tools to do that in the most aesthetic yet incredulously customizable way.

Charles Logan
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Huckleberry
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You have me absolutely

You have me absolutely erupting with anticipation. Damn you. I couldn't ask for a better compromise between stylistic and realistic. Not too gritty, not too simple. Now we just have to see it.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Corporate logos? :)

Corporate logos? :)

(insert pithy comment here)

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cloganart, stop making me

cloganart, stop making me drool on my keyboard!

Spurn all ye kindle.

cloganart
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*feeds you all*

*feeds you all*

The reason I wanted to talk about this is so that people do not get jarred when they also start seeing some modern elements enter the picture.

I thought it was important to have the evolution of realism in the genre of superheroes. For example, while we still have classical partial masks for your character, (e.g. X-Men, Flash, Old School Cap) now we also have a lot of snug, partial helmets that were not explored in City of Heroes before, that came with the evolution of the motion picture when people started to raise the questions of "practicality". (For example Captain America, Daredevil, Batman) So while we want to give you the ability to become"Legion of Superheroes" type old-school superhero, you will also see these intricate yet minimalist helmets that are believable for superheroes of the modern era.

Charles Logan
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Thank you. Can't wait to

Thank you. Can't wait to see some concept art, maybe?

On the scale of stylistic

to realistic,

about where should we expect to see the art style for CoT?


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Hyperbolt
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cloganart wrote:
cloganart wrote:

Interdictor wrote:
I do not envy the job the costume artists and modelers have ahead of you over the next few years. The super hero genre can span so much, from spandex to high-tech tactical suits, from power armor to knight's armor, from barbarians to cowboys, from anthropomorphic animals to anime freaks, or heck, just a guy in t-shirt and jeans. And while I really don't expect all of that at launch, at least it will keep you guys busy afterwards.
Exactly. First focus is to get the "City" of TItans right, and respect the great mythology of the 'Superhero/Supervillain' and do justice (heh) to it. The contemporary setting allows us to delve into that mentality of "Heroes of our City." like that of New York in Marvel, Metropolis and Keystone in DC, Paragon City in City of Heroes, Millennium City in Champions Online and so forth. That's the most important part to get right visually for the classical idea of superheroes for the players to immerse themselves in that world. So rather than being the lackeys of the other guys, you are in fact a Titan, a Legend amongst these characters, and we want to give you the tools to do that in the most aesthetic yet incredulously customizable way.

Your post is really exciting me. Makes me wonder if COT will be better then I dared hope for. Since COT will likely release late next year that will give me plenty of time to filter through the barrage of Superheroes and villains my imagination has created and present to Titan City not just superheroes but Legends.

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

Lin Chiao Feng
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Huckleberry wrote:
Huckleberry wrote:

Thank you. Can't wait to see some concept art, maybe?
On the scale of stylistic
to realistic,
about where should we expect to see the art style for CoT?

That game has always weirded me out. Why are her hands gigantic? O_o

Has anyone seen my mind? It was right here...

Halae
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

That game has always weirded me out. Why are her hands gigantic? O_o

Near as I can tell, they wanted to go with a "cartoony" vibe, to make the game last longer. It might have worked if they did proportions a little better.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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Could also be technical. She

Could also be technical. She is physically smaller but might still have to hold a large weapon model that would require large hands.

Lin Chiao Feng
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Grimfox wrote:
Grimfox wrote:

Could also be technical. She is physically smaller but might still have to hold a large weapon model that would require large hands.

I want to lean that way, but her hands look bigger than the other races'...

Has anyone seen my mind? It was right here...

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Yeah...

Yeah...

Aurin, the weird cosplay-ears-and-tail-but-otherwise-human animal people from Wildstar, are just weirdly proportioned. This is of course only exacerbated by being a female -not that male Aurin are much better- and thus having already exaggerated "Sexy" and/or "Skinny" proportions that virtually all female characters in gaming are required to have, on top of an already heavily stylized artistic style.