Vypie -> RE: =AQ3D= Design Notes August 19th, 2015: Dage Armor (8/21/2015 11:47:56)
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The texture looks REALLY good! I really hope that in the future, the armor in our character isn't just a layer of texture on the same base model over and over again. They do it in World of Warcraft, and except for the shoulderpads and heltems (and currently, also belts), most other items are just BODY PAINT. In contrast with the detailed, complex models of helmets and shoulderpads, it just looks awkward to have the rest of the armor be skin flat. In world of warcraft, they still haven't moved away from the body paint, because they had already an impossibly large amount of amours in the game, so making each one of them unique would take a TON of work. But it's not just that. They have about 10-11 character RACES (including male/female), with different bodytypes. Each modeled piece of armour would have to be adjusted to each of those races (that's why shoulderpads and helmets can have complex 3D models, because fitting them to each race is just a matter of re-sizing). That's main reason they stuck with Body painted armor. In AQ3D, we have the chance to start right, and since we don't have a variety of races, each modeled armor doesn't need to be readjusted more than once (for female/male variation). I would like to see amours look authentic, but if they are going to be only differentiated by textures, it feels cheap, and lazy. (EVEN THOUGH IT IS NOT, it takes work!) Okay, all this takes work, time, and having extra models could make the game a bit heavier, and they are trying to keep it simple. But would it be that unreasonable to have? Plenty of games I have seen where they have it just feels... complete! The models can be kept simple, but still allow for creativity! I can imagine that painting the a mannequin over and over again would start to feel boring and dull.
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