merylisk wrote...
Wulfram wrote...
This is at least promising
https://twitter.com/...218347173122049
@masseffect Is there a more natural red hair colour in the full game?
@w_hull Without giving too much away, there will be more options and choices in the full game. #masseffect3
Oh hell yes
This is such a relief.
Think that a more meaningful confirmation would be nicer.
Anyway, experimenting around with tweaking my femshep the following observations apply only to sheps built on face struct 7:
New face struct 7 seems to be slightly bigger and deeper than 7 in ME1&2, particularly height wise. Moving the chin height all the way up (that is moving the chin closer to the nose), (my shep had max chin height before, but in ME1/2 the faces are rather small,) repositioning the mouth heigt and nose height to the new chin height while maintaining the same basic proflie has brought my Shep A LOT closer to her old self. Do this while the head is turned to your right and just try to reproduce your profile across smaller area, You can play with moving the eyes and brow up too. Also found that bringing mouth depth out just a tweak and increasing lipsize was needed just a bit, if you don't want to be running around with a big toothy overbite while your in combat.
In the sqad mate screen after this my Shep looks a lot closer to her look in ME1 & 2 than via facecode, (except that textures and lighting look so weak in the demo) however in actually cutscenes theres still the goofy new emotive head rig that moves the lips in a different way than the old riq used in ME1&2, not sure anything can fix that unless old sheps run on the old rig.
Anyway, feel more confident that the importer can PROBABLY build any old Shep, however again, if these old sheps run on the new rig it won't ever be quite the same.
This was all done on 360 so unfortunately no screenshots, sorry.