Kings19 wrote...
Does anyone who's worked in game development or modeling know whether it would be difficult or not for Bioware to just include all 4 hair colors as options in character creation?
I haven't, but I have deifnitely worked on my own mods for things like DAO, FO3 and FONV (for example hair in pic and my custom armor in same, being my sexy super blood mage warden ready to take over the world with Darkspawn hybri.... *cough* ...anyways).
Once you have a default model, it doesn't take much to duplicate. I usually have like 4 variations of textures going at once. Bioware has a couple options:
1. Make 1 high res default character for marketing and ingame, saving space by having a few less high res textures. Also saves a bit on time and you can have a very detailed face with less work, since your not dealing with tint maps (a texture file which governs what areas of a texture which can be changed by various colour tints).
2. Make 1 high res preset for marketing and one with tint maps ingame. Usually means you can change colour, but textures won't be as detailed because a lot of colours have to be taken into account from jet black to super platinum white, and it takes a lot of work making the tint map look good for all.
3. Make 1 high res for marketing and one ingame with all cc options (tint maps, complexion (normal/bump/whatever map) changes. Would be the same as 2, but even less detailed.
4. Make multiple high res Femsheps. Very doable but would leave Maleshep in the dust.
Half the time it seems 2 and 3's weakenesses are avoidable with a bit of work and time. I come accross some stuff in games like armor models and think to myself "I'm a noob modder and fixed this clipping issue in 5 minutes with blender. How come Devs couldn't do this?" Same goes for diffuse, normal and tint map textures. You can add a lot of detail to them if you have the time. I guess there's a time and memory usage restriction on many devs.
Modifié par Balek-Vriege, 18 août 2011 - 01:09 .