Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

How We Made: Rook Slicer Costume

Some of you may remember the Rooks - if not, you can find their entry under Guides>Capechasers in the site header. Today we're going to show you how one of the 3D Titans, Fleshforge, made the outfit for one of their minion types, the Slicer.



STEP ONE



The first step in our modeling process is to get some guide lines for where the important parts of the garment will be. Since many of our garments are closely fitted to the characters, we use surface snapping to basically draw splines (the white lines) on the base character's surface, which can be converted to vertices or strips of polygons if needed, or can simply be used as visual guides.



STEP TWO



Then we build a low-detail mesh that meets the requirements of the garment and fits the character. While there isn't anything wrong with simply copying the base character's mesh and modifying that, in cases where the shape of a garment is different enough, it's better to create new geometry. For example at the border of the pants or the top of the bustier, these areas are quite different from the base character's geometry, so we create new polygons appropriate to the garment.



STEP THREE



Here are the boots with the polygon detail required for the piece.They aren't textured, which includes a sculpting pass to apply things like wrinkles, creases, wear and tear.



STEP FOUR



Some more detail on the pants and some basic material selections are set up on the boots.



STEP FIVE



More detailing is done on the pants, and we started a set of suspenders based on the concept art reference.



STEP SIX



More detail for the bustier and suspenders and belt, to match the concept art reference.



STEP SEVEN



And here is the set with the low poly geometry completed; sculpting of details such as the laces in the pants leg, wrinkles and wear and tear will be done in a later pass. You'll see it all in-game someday.


Credit to Paul 'Fleshforge'

Discuss the update here

Don't miss City of Titan's first official webcomic, Hijinx!