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Posted

Interested to know if some of the locked faces we see in game would be opened up in 2.0, and if not what is the ETA? Please note I'm not asking for when the feature to change your hair/face/colour etc would come, they have already said it's coming to the C.Market soon. I'm talking about the face options locked against player characters already in-game and new available face/hair/beard options etc.

 

FACES

As you all know, some NPC faces, and facial hair choices are not currently available for selection, and i badly badly want some of them.

 

e.g. Lieutenant Thorpe Level 17 - Imperial Command on Balmorra - the one that looks a lil bit like Governer Tarkin (Peter Cushing ) only much better looking and would cause me to role another Agent in a heartbeat.

 

FACIAL HAIR

Also.. facial hair options. I noticed many NPCs seem to have the very small growth of fcaial hair moustache or stubble, unlike character creation where you only have really thick facial hair, whether it's a moustache, goatee or full rounder. Are they adding a slider that can increase the thickness of the facial hair in small increments, so you can get any degree of stubble or thin tracer lines?

 

HAIR

Hair options: Female toons I notice don't have a full hair down option, or many long hair options at all, this is another thing I would love for my female toons

 

Affro hair options and Dreads. - including Corn rows, Full affro, full plated hair, plate stubs (the one like needles/pin cushions some affro hair wearers can style.

Posted

Completely different models maybe?

They were probably not built to be customized. Or they didnt want players to be able to create a chatacter that looks like a NPC

Posted
what puzzles me is these faces are already in the game, why don't we have access to them yet?

 

I feel you though. There are only something like 2 face options available to help make an old-looking character. There are plenty more on game NPCs. I would like to see them.

Posted

What puzzles me even more is the lack of customization options.

I haven't seen many MMO's, but in the 4 of them i've tried, and many SP games, there has been sliders to adjust everything from nose width to jaw length.

 

Since BW is also behind Dragon Age and Mass Effect, who have these things, it puzzles me why it's not included in SWTOR.

Posted
The designs are already made, and with the upcoming barbershop they are introducing a way to change out character's appearance. With the easy opportunity to make money by selling these already designed faces and hairstyles, I'd be very surprised if they didn't surface on the CM with the barberbshop.
Posted
This is a total guess, but I bet beard stubble unlock will be approximately $30 on the cartel market and character bound, but you will be able to buy a discounted beard hypercrate for 5% off per beard. That's a whole lot of beard!
Posted
This is a total guess, but I bet beard stubble unlock will be approximately $30 on the cartel market and character bound, but you will be able to buy a discounted beard hypercrate for 5% off per beard. That's a whole lot of beard!

 

that would take micro-transactions too far. it's one thing if they do a tier of additional features as a bundle of about 120 points or something, but one for each selection would cross the line. Too greedy and you'll alienate more people.

Posted

I want the female human child hairstyle for my females so badly :(

 

I hope that they will give us more options, new and those that already is in the game but not usable for us players.

Posted
HAIR

Hair options: Female toons I notice don't have a full hair down option, or many long hair options at all, this is another thing I would love for my female toons

.

 

This is pretty common across most video games.

 

You don’t see a lot of long hair in video games because it’s difficult to do/animate well.

 

If they added long hair options within the system that characters are currently created/generated on their hair would be completely static. The hair would only look “good” when the character is standing straight and isn’t moving. If the character leaned their head down to nod, or bow, or anything like that the hair would do one of two things. It would either shoot straight back like a board since it’s a static mesh, or the hair would be attached to the character’s shoulders and it would it look like a glob of rubber bending.

 

In other words when using static meshes long hair never really looks good with characters who animate.

 

There are of course games that do feature long hair on characters that animates and/or flows like Alice: The Madness Returns, Dead or Alive, and the new Tomb Raider on PC which uses new tech called TressFX. These produce what is referred to as “ribbon hair” because it looks like a bunch of ribbons moving around together.

 

Another problem with doing long hair that animates/moves is that it’s more processor intensive, which is something you don’t want to add onto MMO if you don’t need to do, because it then requires the system specs to be higher which in turn limits the number of people that can play it.

 

All of this is generally why you tend to only see short hair and ponytails in games, and not hair that comes down past the shoulders. It’s because of this that you’ll probably never see long hair in TOR.

Posted

You don’t see a lot of long hair in video games because it’s difficult to do/animate well.

 

Merida's hair took three years to programme and that was just for a film, with defined movements and scenarios.

 

Also, if they made a fantastic, waist length plait, it would need to swing when walking (but in a different way to ponytail or loose hair, the weight is more noticeable at the back of the skull (depending on how you've plaited it, of course) and also at the bottom of the plait where the hair tie is, so it's much more like a standard pendulum) and running, but any head movement would mean the plait would have to move accordingly and - as demonstrated somewhat by lekku at the moment - this means stretching, not actual movement. Add to that, the fact that the hair would likely also be aligned to the spine, ti would have to be "popped out" about half a foot to prevent it from clipping with most armours or you end up with absolutely horrid clipping issues and god-awful looking hair.

Posted
that would take micro-transactions too far. it's one thing if they do a tier of additional features as a bundle of about 120 points or something, but one for each selection would cross the line. Too greedy and you'll alienate more people.

 

Haha...I agree with you completely...my post was entirely sarcastic and was meant to be hyperbolic and absurd. I was just mocking the concept and cost of hypercrates and the high price tags on some of the cartel goods. Unfortunately sarcastic jokes sometimes don't translate well in text.

Posted
Merida's hair took three years to programme and that was just for a film, with defined movements and scenarios.

 

Also, if they made a fantastic, waist length plait, it would need to swing when walking (but in a different way to ponytail or loose hair, the weight is more noticeable at the back of the skull (depending on how you've plaited it, of course) and also at the bottom of the plait where the hair tie is, so it's much more like a standard pendulum) and running, but any head movement would mean the plait would have to move accordingly and - as demonstrated somewhat by lekku at the moment - this means stretching, not actual movement. Add to that, the fact that the hair would likely also be aligned to the spine, ti would have to be "popped out" about half a foot to prevent it from clipping with most armours or you end up with absolutely horrid clipping issues and god-awful looking hair.

 

Anything that would be fluid (fabric and hair are the biggest) are a nightmare for animation.

 

They are the first thing to find any clipping errors in graphics. Tons of calculations if you any any intention of it actually looking good.

Which is why in most games clothing, flags, and hair are either rigid looking or have very precise movements. Generally these objects are designed with this in mind so the problem is less glaring.

 

Just look at the Twilec, er things. They go all over the place, especially on elevators or any abilities that have you do a 360.

Posted
Yeah. While long hair would be nice in theory (trust me though, you don't want long hair in a fight, I've been caught on doors and buttons before, let alone my own blaster rifle) game technology isn't there yet to make it something you can do in an MMO. While it might be possible in single player games because the coding and such is done differently and if you computer can't run it, tough cookies, it certainly doesn't appear to be common or popular.
Posted

In theory, I would love long hair. Whether or not its feasible with this game engine, who knows. I would however, like more elegant up-dos too. Not as extravagant as Amidala, but Leia kind of a made it a thing for cool up-dos in Star Wars. No more tired ponytails unless there's cool braiding and details. And more bangs (fringe?) too please.

 

Also, there is an option for a 5 o'clock shadow already in game. My sniper and my Sith warrior smolder with it. But it's not a facial hair option, it's a single option in Complexions. So you can 5 o'clock shadow but you don't have a choice as to what eyebrows you get or anything else about the skin. I'd like more 5 o'clock shadow options with different eyebrows please. (That said, if you take the 5 o'clock shadow option and choose to be bald, the stubble goes all the way to you head, so it looks like you haven't taken a razor to your skull for a day or so. Sexy!)

 

And, Vector's face? Please? I just want a character with his nose. I love that nose. /weirdness off

Posted

And, Vector's face? Please? I just want a character with his nose. I love that nose. /weirdness off

 

Quinn's mole.

 

asdfghjkl;

 

I would probably, totally, add that mole onto ALL of my characters.

 

And cybernetics on different parts of the face, just flip it so it's always the right eye that's been poked out.

Posted (edited)

Just so you know, the five o'clock shadow and head stubble looks are in the Complexion selections. That's why you are missing them.

 

My thread about how Barbershop should be done and what it should include.

BARBERSHOP Done Right!

 

:cool:

Edited by Blackavaar
Posted
Quinn's mole.

 

asdfghjkl;

 

I would probably, totally, add that mole onto ALL of my characters.

 

And cybernetics on different parts of the face, just flip it so it's always the right eye that's been poked out.

 

Vector's nose, Quinn's mole and Corso's scarring. /flops

Posted
Just so you know, the five o'clock shadow and head stubble looks are in the Complexion selections. That's why you are missing them.

 

My thread about how Barbershop should be done and what it should include.

BARBERSHOP Done Right!

 

:cool:

yeah.. i checked your topic out, cool stuff. well thought out. Barbershop. Just mentioned that stubble and light facial hair shoudl be part of facial hair not complexion, as complexion is just different states a persons face can be in. pimples/boils/moles/warts etc would be part of complexions - how some guys look just after a clean shave i.e. you stilll see a visable dark outline where the hair use to be or at least the very short strands. that is more complexion. but stubble is definitley part of facial hair, as is a thin lightly haird moustache and other smaller degrees of growth.

 

the ones currently character creation are too bushy, maybe you could buy the feature to have scale the thickness of the facial hair, from very light stubble to thick caveman/ancient man style beards

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