Questions For The Art Director, Dennis De Koning!
#1
Posted 06 August 2015 - 10:56 AM
In Dev Vlog #14, we will be discussing the new Forest Colony with PGI's Art Director, Dennis De Koning!
We made this thread here for the community to ask any questions they would like for Dennis to answer, then we'll pick out a few and have him answer/discuss them in the next Dev Vlog!
(Unfortunately you only have 2 days to ask questions as we will be recording it this Friday afternoon)
Note: Your questions can be anything art related!
#2
Posted 06 August 2015 - 11:03 AM
Why the new dynamic weapon hardpoints on Inner Sphere 'mechs doesn't have any camouflage and looks so close to "unpainted" Clan omnipods?
#3
Posted 06 August 2015 - 11:25 AM
#4
Posted 06 August 2015 - 11:28 AM
#5
Posted 06 August 2015 - 11:29 AM
#6
Posted 06 August 2015 - 11:34 AM
Perhaps his opinion about camo resolutions standardization (all resolutions for all mechs)?
ETA on the moon in River City being put back in but behind the weather effects so it doesn't look off?
Edit: Decals? Is there an ETA for that or has it been put on the backburner?
Edited by VanguardMk1, 06 August 2015 - 11:42 AM.
#7
Posted 06 August 2015 - 11:36 AM
Scurro, on 06 August 2015 - 11:29 AM, said:
I can answer this one. The textures don't actually look like that. A graphics filter has been applied to the map. They're moving away from it as they make new maps and recreate old ones.
Question: What sorts of limitations have you had to put on your art for it to be usable in the game? Or can you pretty much create whatever you want to imagine?
Question: When creating mechs, there is a lot of art to draw from that is created by other artists, and some of it is very different even for the same mech. How do you decide which designs should most influence your work?
#8
Posted 06 August 2015 - 11:38 AM
Felio, on 06 August 2015 - 11:25 AM, said:
All the things you've listed counts!
Except the title and badges or the decisions for what goes into the Mech packs, however we will also have Matt Newman in the Dev Vlog who will be able to answer those parts.
#9
Posted 06 August 2015 - 12:08 PM
Big question #2: Do you think that the MWO art style when it comes to 'Mech textures could be improved? For example, in 3050 many of the 'Mechs fielded by the Successor States (and in some cases by the Clans too, especially 2nd line battlemechs) are centuries-old, worn by countless battles and years of scrap-searching and less than ideal repairs and refits. Do you think anything could be done to give more of this feeling? I think this "old tech" feeling is very important for Battletech, even is by 3050 shiny new and recovered 'Mechs and technologies start hitting the field.
Big question #3 The Inner Sphere has more than a thousand of inhabitated worlds. Are there plans in the future for more Terra-like maps (or at least, less alien/inhospitable/marginally hospitable environments)? Also, a very cool map addition would be a full city map like the one featured in the MechWarrior 5 trailer: wide, long, straight streets and LOT of buildings for cover, with big open areas as well and elevated positions for snipers.. And a governement building in the center of it.
Bonus question (if you have a spare 10 seconds in the Vlog ): Russ mentioned that he wants to update the pilot model, a very welcome idea. Any chance we get a model dressed with an old classic MechWarrior attire, AKA combat boots, shorts and cooling vest? Maybe a different model for Clan and IS too, as the Clans have more advanced cooling suits.
Thank you!
Edited by CyclonerM, 06 August 2015 - 12:12 PM.
#10
Posted 06 August 2015 - 12:09 PM
#11
Posted 06 August 2015 - 12:15 PM
#12
Posted 06 August 2015 - 12:18 PM
The remake of River City is, imo, rather cluttered and feels like objects were placed to obscure prior known firing lines in the old map without considering the implications of the lack of firing lines. Hence, the new River City, imo, feels cramped and lacking multiple clear areas worth fighting over to establish firing lines and control over a map.
I actually thought the old River city was a brilliant design and simply needed an general enlargement of area rather than a redesign and obscurification of the citadel areas.
Mav
#14
Posted 06 August 2015 - 12:26 PM
Scurro, on 06 August 2015 - 12:09 PM, said:
Yes it was fine, sorry about that! Matt accidentally miss-clicked outside the window while playing a match.
#15
Posted 06 August 2015 - 12:29 PM
Ascaloth, on 06 August 2015 - 12:20 PM, said:
Not really. The question remains: Why was Forest Colony changed from a clear and comparatively vibrant atmosphere to a hazy blue ... miasma? Similarly, River City also had that smoggy brown ... "urrghh" to it. Tourmaline has this moody yellow tint to it, Caustic makes everything look ... well... caustic. Why were these decisions made at the time instead of introducing some of the lively and vibrant maps that we're only finally starting to see today after several whole years? I'm curious about the design decisions that led to that pervasive brown atmosphere the game has been known for.
Edited by Tarogato, 06 August 2015 - 12:58 PM.
#17
Posted 06 August 2015 - 12:36 PM
Tina Benoit, on 06 August 2015 - 10:56 AM, said:
If you say so...
I wil remind your words in this topic
Tina Benoit, on 13 April 2015 - 03:14 PM, said:
Good news, we're going to be releasing these old versions of the Resistance Badges, on top of letting you keep the new ones you currently have.
We don't have an exact ETA on this yet but we'll try to release them to eligible Resistance owners in the next patch.
Almost 5 months passed. And where are they? Or, at least, some new info?
#18
Posted 06 August 2015 - 12:50 PM
#19
Posted 06 August 2015 - 02:41 PM
Ascaloth, on 06 August 2015 - 11:03 AM, said:
Why the new dynamic weapon hardpoints on Inner Sphere 'mechs doesn't have any camouflage and looks so close to "unpainted" Clan omnipods?
The barrles and stuff have almost always been unpainted and are okay if they are.. But the entire arm have been unpainted when they go back to redo them sometimes
Edited by Tennex, 06 August 2015 - 02:49 PM.
#20
Posted 06 August 2015 - 02:43 PM
Any plans to standardize mech textures to that level in the future?
Right now it seems very inconsistent which mechs have good textures and which dont
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