You can set different scales for different axes. You can describe torso with "ellipses" with different parameters for different height, so you can fit any armor mesh very closely to any torso mesh. There are a lot of ways to make it autoscaling.hoorayforicecream wrote...
They didn't have to make unique meshes for each one; they made a handful of new models for each slot, then retextured them. If memory serves (it *has* been 9 years), NWN had a scaling system that was absolute. You could make things bigger or smaller, but they never changed their proportions. That's not what people are asking for though; you can't just take an elf and make him 1.5 times bigger in each direction and call it a human, not unless every companion uses the same rig. But then again, it was also 9 years ago. You needed maybe 30-50 people on a team back then to push out a AAA game, and you had results that looked like this:
Nowadays you're looking at 2-4x that for a AAA title, because the amount of detail has increased several times in the intervening years. What used to be cost-effective 9 years ago is no longer so today.
http://nwn.wikia.com...:Playable_races as you can see, humans are wider than elves, so they must have had different scaling constants for different dimensions.




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