Results 1 to 10 of 784

Hybrid View

  1. #1
    Player
    KitiaraIornsight's Avatar
    Join Date
    Sep 2016
    Location
    Gridania
    Posts
    133
    Character
    Kitiara Utmatar
    World
    Famfrit
    Main Class
    Sage Lv 100
    Quote Originally Posted by Cheapshot View Post
    Thanks for linking this. I had heard they were switching to using a universal base mesh and shapekeys but hadn't personally seen it. It's interesting to see the actual mesh lines. It kinda bothers me that they didn't include a CC overhaul with this switch. They could bypass a lot of this criticism by offering adjustment sliders which this method of doing things would allow. I get that they wanted to roll out the graphical update at the start of a new story, but it more and more feels like they aren't ready. Especially since a lot of updates to textures and dye channels are rolling out in parts over future patches. This feels like it might have been better as an 8.0 thing realistically.
    you are welcome. But there definitely is a big misconception that the same base character models were being used. That's not the case. They may have retained older character models in older zones and for NPCs but for our characters, we have whole new models and the differences being noted are DEFINITELY a result of the single model morphed process being employed at this time.

    Edit to add.... because of this change this does in fact mean more hairstyles and hats for Viera and Hrothgar characters because they all have the same head base model as the other characters, but no, people are gonna complain over my chin isn't exactly identical as it was in the old graphics.
    (7)
    Last edited by KitiaraIornsight; 06-25-2024 at 03:15 AM.

  2. #2
    Player
    Cheapshot's Avatar
    Join Date
    May 2019
    Posts
    255
    Character
    Cheap Shot
    World
    Balmung
    Main Class
    Summoner Lv 100
    Quote Originally Posted by KitiaraIornsight View Post
    Edit to add.... because of this change this does in fact mean more hairstyles and hats for Viera and Hrothgar characters because they all have the same head base model as the other characters, but no, people are gonna complain over my chin isn't exactly identical as it was in the old graphics.
    I actually don't think it necessarily means that? The hair and hats are still separate meshes that would all have to be adjusted to fit, just like before. They could maybe run a program to morph things but they're still gonna have to check each and every one and manually adjust just like before so no real change there. The heads are still roughly the same shape. Using a universal basemesh and shapekeys seems more of an effort to streamline new animation than for things like existing hats and hairs.
    (7)

  3. #3
    Player
    azaleai's Avatar
    Join Date
    Apr 2024
    Posts
    62
    Character
    Spiced Cider
    World
    Famfrit
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Cheapshot View Post
    I actually don't think it necessarily means that? The hair and hats are still separate meshes that would all have to be adjusted to fit, just like before. They could maybe run a program to morph things but they're still gonna have to check each and every one and manually adjust just like before so no real change there. The heads are still roughly the same shape. Using a universal basemesh and shapekeys seems more of an effort to streamline new animation than for things like existing hats and hairs.
    Unless they're really streamlining/reworking the code surrounding the faces, I don't think they use the same base mesh and are shape-keyed to other faces in the game, but rather that's something they do when exporting the faces from their 3D modelling program to ensure the number of polys are uniform. It wouldn't make sense with how some races have human ears and some don't, wouldn't cover the horns or miqo/viera ears. And I don't really see them even unifying the mesh even between the same race unless they intend to give us all of the cusomisation options for each face on all of them, which... they haven't, as wonderful as that would be.

    One thing along these lines they do appear to have done though, is while the faces models across the subraces were the same model (say Sea Wolves and Hellguard), the textures were different. That was how they got the Hellsguard to have the smudge, but the Sea Wolves didn't. Now, the smudge is actually a separate piece of the model that floats juuuust off of the nose like eyebrows and beards do, which is hidden on Sea Wolves and the textures appear to be completely shared.

    They do some really neat things to lower file size! But unfortunately a unified head model isn't quite it.
    (1)