Yrkoon wrote...
You want to give the player the ability to equip those characters with whatever gear you wish. So yes, You need tons of new meshes to make that happen all nice and accurate-like. Question: what are we looking at here, cost and time wise? is it really so budget breeaking/ time killing impossible?
You're thinking about it wrong.
What the real cost here is this:
1) You need [/i]time[/i]. Whatever time your animators, designers, etc. spend on making custom armour for each party NPC is time they don't spend making it for all the other NPCs in game. And if the assets aren't all of equal quality, people will complain (why does the party look so much higher res. than random NPCs, like those alien elfs people like posting?).
2) There is the opportunity cost. At what point is the armour enough? Do you just retexture? Do you make new meshes? How much does each mesh vary? Do you have light, heavy and medium?
3) How long does it take to test each variant with cinematics? How much time does that take away from other projects?
4) How long does it all take? Could it impact release? Might it create bugs? Does it affect level design, or camera work?
That's the cost. Not making the mesh.
Making the game,
Filament wrote...
Because I think it's a sacrifice worth making. I don't care that other people care about it. Just like they don't care that I would like visual customization and should just suck it up and deal with it.
And again, by "it" I mean tattoos, not those other elements of iconic looks that wouldn't be lost.
Then why have the debate at all, if you're not going to take someone seriously?
Tatoos are just textures. That's not the issue. The mesh are issues. And while animation meshes are recycled... you still have to actually
test that they look good and don't clip.
Of course, this is in response to the compromise of having both iconic looks and lots of universal templates. That's when it gets prohibitive.