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Thread: Talk to the Team: Character Visuals

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  1. #1

    Default Re: Talk to the Team: Character Visuals

    Quote Originally Posted by Sarsilas View Post
    It's not as simple as inferred, unfortunately.

    The main difference between the two options is a change in UV map that would end up spiraling into changes in how the customization works. For those unaware, the 'UV map' of a model is how the 3D space is mapped to a 2D texture.

    With option 1, we would maintain the current UV map and be locked to some certain customization options. Current appearance choices would be saved in our appearance options like NPC textures - you cannot choose them anymore, but they exist behind the scenes and can appear when manually assigned (or previously assigned). Old characters would look very similar as they would still use old precolored/preset textures placed on a new model. Redesigns would force a full reset and move into the new system, and prevent you from using the grandfathered options in any capacity.

    The new model would be forced to align to the poorly made original UV map, preventing us from adding more appearance options and update the resolution of some sections of the character, therefore sacrificing some quality in exchange for near-perfect grandfathering.

    Option 2 would allow us to be more creative with our update by changing the UV map. We could move things around and designate new areas for new textures, allowing for more creativity, more options, and overall higher quality. However, these changes will prevent us from offering backwards compatibility. If we let people use the original textures, you would end up with something like a big eye texture on your cheek and your eyes would probably be black or some other mishmash of other textures. Therefore, we would have to force everyone to redesign whether they want to or not.

    We cannot simply set your options to what they were before, as your previous options would no longer exist. Instead of having "Face 1", you're choosing "Face 1, Body 3, Skin Tone 4".

    A suggestion was made to save current appearance options in an export of our database so you can look up your character's design, compare it to a reference image of what once was, and then try to replicate what you had before. You should, if all goes well, be able to get very close to the design of your character. But naturally, it will not be exact. (Skin tones slightly different, textures will be updated so they will look a bit different, etc)
    Thank you for this explanation. This is the information needed to really make an informed decision. (I will vote now :) )

  2. #2

    Default Re: Talk to the Team: Character Visuals

    I think it would be best if in the character change it would read the current character then the player can choose which parts to change or leave it as it was choosen before. But if you nail me on it i'll choose option 2.
    Chajanum Siamun (Chaos)

  3. #3

    Default Re: Talk to the Team: Character Visuals

    To be honest some of the explanation is hard for me to understand, but if possible it would be nice if my fiend toon had a distinctive body shape so that even if you glance at her and her skin is covered with armor you would see some difference between her and an elf or a human physique. Also the tail is not very interesting :) Just a thought....
    Cixi
    Gnome Extraordinaire
    FREE RACHIVAL NOW!!!
    Join the GLF! *Gnome Liberation Front

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