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 Post subject: Re: art / inspiration thread
PostPosted: April 28th, 2015, 3:58 pm 
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Don't often get to see the thought process behind a character design. I love asymmetry.


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 Post subject: Re: art / inspiration thread
PostPosted: April 28th, 2015, 11:40 pm 
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Generic grizzled white dude with jeans, straps and gun. And metal thingy on arm.

Also what is with video game characters and fingerless leather gloves?


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 Post subject: Re: art / inspiration thread
PostPosted: April 29th, 2015, 3:00 am 
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yo they gotta operate


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 Post subject: Re: art / inspiration thread
PostPosted: April 29th, 2015, 3:31 am 
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Don't make me post pictures of me in Iraq again. Fingerless gloves are brilliant for grip and maintaining dexterity, while protecting your palms from cuts and abrasions.
Spend a day in the jungle, grab one bastard tree by mistake and you'll understand why game dudes wear gloves.
Also, it makes me sad when every character is lumped into the "generic grizzled white guy" box. There's nuance to this shit.

Darkchild


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 Post subject: Re: art / inspiration thread
PostPosted: April 29th, 2015, 3:33 am 
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"The watch always reads a quarter to five - Rico time"


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 Post subject: Re: art / inspiration thread
PostPosted: April 29th, 2015, 3:37 am 
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*demands a list of third person character models with functioning watches*


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 Post subject: Re: art / inspiration thread
PostPosted: April 29th, 2015, 9:22 pm 
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There's nuance, and I appreciate the nuance, but there's other shit that's always the damn same and I'm a little sick of it.


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 Post subject: Re: art / inspiration thread
PostPosted: April 30th, 2015, 2:11 am 
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I don't really care how he looks, I'm just hoping for more stupid goofy dialog.



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 Post subject: Re: art / inspiration thread
PostPosted: April 30th, 2015, 2:40 am 
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Outlander wrote:
There's nuance, and I appreciate the nuance, but there's other shit that's always the damn same and I'm a little sick of it.


Bearing in mind the previous games, and the fact that the Character is still Rico, what would you change to make less the same?

Darkchild


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 Post subject: Re: art / inspiration thread
PostPosted: April 30th, 2015, 2:58 am 
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HAVE SOME FUCKING ART INSPIRATION

http://www.28dayslater.co.uk/kayaking-t ... -14.t92880


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 Post subject: Re: art / inspiration thread
PostPosted: April 30th, 2015, 9:00 am 
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Darkchild130 wrote:
Bearing in mind the previous games, and the fact that the Character is still Rico, what would you change to make less the same?


Well, I'd never claim to be a professional character designer, but they could've NOT used Rico for starters. The easiest change would be to not use another white dude for the main character, but that's not to say that's the only thing they could do.

For starters, his clothing is super generic. Assassin's Creed and Watch_Dogs have main characters that are immediately recognizable just from their clothes alone.

Having some actual facial hair instead of the usual five o'clock shadow, like Max Payne's beard would be a little different as well.

Or Resident Evil 4's main character's hairstyle and jawline.

I don't necessarily remember each of their names, but as far as remembering what they look like, it's very easy.

As it is, even though I played quite a bit of Just Cause 2, I pretty much forgot that Rico existed.


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 Post subject: Re: art / inspiration thread
PostPosted: April 30th, 2015, 6:27 pm 
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I agree to that there's apparently a lot of thought to the character design, and also a lot of nuance, but seriously, without all this explanation text the guy does look pretty much as everybody else. I mean, they've done all that thinking, and still came back to what's a "safe bet"? That's sort of boring, especially when the game allows you to do such crazy shit, yet the protag is basicly the Adventure Manshoot Guy with Blue LEDs. Oh god Marcus Fenix and Nathan Drake had a baby >.<


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 Post subject: Re: art / inspiration thread
PostPosted: April 30th, 2015, 6:55 pm 
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Isn't he supposed to be mexican or spanish? I'd give him a moustache. He could use a more flamboyant costume. The game assumes he's larger than life and always there to wreck shit and cause chaos, so his wardrobe should reflect it.


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 Post subject: Re: art / inspiration thread
PostPosted: May 1st, 2015, 12:06 pm 
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I agree with what most of Bob said, except that he's not white, he's hispanic. He's a Cia dude, so I don't think flamboyant is the way to go, but maybe some longer hair and a decent beard wouldn't go amiss. Maybe over exaggerate the grappling hook, so it's all crazy straps and jury rigged padding, taking up his whole arm, to emphasise the whole asymmetric element.

Darkchild


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 Post subject: Re: art / inspiration thread
PostPosted: May 1st, 2015, 2:24 pm 
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Not to interrupt the character design talk, but with having tried out Bloodborne, I got a tickle to post some gore/horror inspiration.

One of my favorite comic artists Q Hayashida.
Image


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 Post subject: Re: art / inspiration thread
PostPosted: May 5th, 2015, 7:23 am 
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Footage of Berlin immediately after World War 2



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 Post subject: Re: art / inspiration thread
PostPosted: May 6th, 2015, 8:24 pm 
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Y'know, I'd like to see a video game really make use of the grainy aspect of old films. And some part of my brain actually thinks the world really did look like that.


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 Post subject: Re: art / inspiration thread
PostPosted: May 7th, 2015, 4:51 am 
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That exists as an option in at least the Mass Effect games, but I always disable it. Could do it in Unreal pretty simply I guess.


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 Post subject: Re: art / inspiration thread
PostPosted: May 7th, 2015, 5:43 am 
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zombieOnion wrote:
That exists as an option in at least the Mass Effect games, but I always disable it. Could do it in Unreal pretty simply I guess.


Doesn't that just add a bit of noise? He probably means adding in all those dust specks, scratches and whatnot alongside making it look like it was shot with an old camera. I'm not sure now, but something tells me LA Noire had the option to make it all look like a 40-50's noir movie.


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 Post subject: Re: art / inspiration thread
PostPosted: May 7th, 2015, 12:14 pm 
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I'm thinking of the general fuzziness of the picture. Just compare a film from the 60s to one today. Digital cameras capture everything so crisply compared to older cameras which uncontrollably have a haze/smudge/glow/whatever effect. When I try to imagine the world back in the 60s, I see it through those lens, if that makes sense.


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 Post subject: Re: art / inspiration thread
PostPosted: May 7th, 2015, 1:15 pm 
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 Post subject: Re: art / inspiration thread
PostPosted: May 8th, 2015, 3:33 pm 
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BobSagat wrote:
I'm thinking of the general fuzziness of the picture. Just compare a film from the 60s to one today. Digital cameras capture everything so crisply compared to older cameras which uncontrollably have a haze/smudge/glow/whatever effect. When I try to imagine the world back in the 60s, I see it through those lens, if that makes sense.


I've read that new movies actually get this added on later, since the audience wants a "movie" experience, and not a digital animated picture. So here's your explanation to why AssCreed runs at 30fps, to look "old school cinematic" :)


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 Post subject: Re: art / inspiration thread
PostPosted: May 8th, 2015, 8:02 pm 
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pls no


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 Post subject: Re: art / inspiration thread
PostPosted: May 9th, 2015, 5:21 am 
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You're getting that mixed up with The Order's statements about running letterboxed and at 44 fps or something.


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 Post subject: Re: art / inspiration thread
PostPosted: May 11th, 2015, 3:41 am 
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Chaya wrote:
I'm not sure now, but something tells me LA Noire had the option to make it all look like a 40-50's noir movie.

If I recall correctly, LA Noire had a Black and White (Noir!) mode. However it seemed to just drop the saturation 100% to make it grayscale. It didn't alter the contrast whatsoever so the textures sat mostly in midtone and everything looked muddy and grey. I didn't care for it. Felt as though it was an afterthought and the game had very much been designed to be played in colour.


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