This problem is specific to Hrothgar. Period.
So a lot of the re-does of the new races are better shaders and textures, but that doesn't solve the Hrothgar problem, which is that we need more vertices and bones and such. Viera, you've got an issue with ear placement, but that's a "suck-it-up-and-deal" thing more than anything else. Viera head shapes are pretty much human, you just have ears up top. And as evidence I will present the Viera character creator, where you're allowed to select your ear type/shape. We don't have that option because our ears are bolted to our faces. Those vertices have to come from somewhere.
Keep in mind this part is largely conjecture on my end, but remember that a character if nothing but a big ball of data. An example of a more invasive (but in my opinion better) option would be to treat the Hrothgar like we do embedded systems, like you'd find in a car, or on an electronic keypad. What's the difference between tail length 46, and 48? Nothing. So having tail size be small, medium, large and manx would take up two bits of the value that the Hrothgar carry around with them for the slider. By performing bitwise arithmetic on that value, you'd be able to pack more information into a Hrothgar's data "ball" than you would normally be able to fit into another character, and that's because the decision was made to have those be what the sliders represent. But without additional vertices, you'd be able to do things like keep more "skulls" (hair/face combos) than is normally allowed.
Another would be taking a vertex or two out of the tail.
But because of the Hrothgar jaw and the tail, we more bones borrowed than do other races. Viera don't have the complications we do, and that's one of the reasons that the problem is, in Yoshi's defense, so difficult. But when he says "the hair and face were designed as a set," he's leaving out something crucial to the problem, which is that we don't have ear bones, and the ears and face aren't even a set. They're a unit, and until those units are standardized on ear placement, or a couple of vertices are borrowed from someplace else to give us real ears? You just can't. And the hideous abominations are an attempt to "standardize" on a haircut that fits all four skulls and like most one-size-fits-all stuff, it looks like crap.
What we need is ear standardization. What we got?
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