Quote Originally Posted by Yencat View Post
But things don't strap over or around the body in this game, a fingerless glove replaces your bare hand with a glove with a new hand in it.
Right, which leaves you with 1 of 2 options:

1: New base hand, existing items get left untouched and stay as they are.

2: New base hand, existing items get updated to match the poly count of the new hand, thus where my sandals strap reference comes in. You still need to remake the old item's unique geometry and detail to work with the new hand model.

This isn't WoW where you have a couple of shared models across all the gear and items are simply unique textures over those shared models. The vast majority of items have clearly unique geometry, all of which would need updating to work properly.

A strappy leather sandal isn't just a texture baked over the existing foot likely because of the combination of dyeable items and customisable skin tones? You can confirm this quite easily with Reshade and the mesh edges filter:



Those straps are geometry cut into the block foot and wrapping around the ankles. That's geometry that needs to be remade if they want to update those sandals to a new foot mesh. Sadly it's not as simple as polishing and upscaling the textures.

Option 1 is viable from a production standpoint, but nightmare fuel artistically.

Option 2 makes sense artistically, but is a complete horror show for the production.

I suspect both options will have the QA calling in sick