They do?they have to model special armor for every race
That doesn't really answer my question about making an existing armour set 'special' for every race.Well if you played Crowfall the reason why there's literally only one armor set for every race is due to there being 11 different races that look cute and quirky because their not humanoids but at the expense of any chance of wearable items
That doesn't really answer my question about making an existing armour set 'special' for every race.
A notorious piece of the Khurite Lictor armour set in MO1 gave everyone who wore it the same hairy Khurite chest, but I don't expect that will re-occur. Also, that was in UE3, which I've heard wasn't as easy to work with as UE4.
Aside from that, if someone makes an armour set or piece in Mortal games, it doesn't have to be made in different sizes and shapes for Clade and Gender; the appearance for each different character model once dressed is remarkably similar. How much work are we talking about to make a robe or a pair of pants, etc., fit a different shape? (Keeping in mind that I think Rat and Toad avatars don't differ by gender.
But thanks for your words.
No; I'm asking questions, and you're assuming. Troll.You really think those armor pieces would fit the same on a sator or rat man? I mean if SV did they'd revolutionze the industry so props to them
How long it takes to rig armor to a new skeleton/model?
No; I'm asking questions, and you're assuming. Troll.
So unless you have any idea how Star Vault would make them fit, and how hard it would be, or how long it would take, that isn't more presumptuousness-- /plonk.
Depends how the model skeleton is rigged. Might not even require any work at all. We don't have that kind of information so impossible to tell.I guess the questioning annoyed me a bit because I can't imagine how hard it is to believe that making it so a giant rat with a big tall and hunched back and giant sticking out mouth and ears would require a lot of special changes for armor sets to fit them and to be able to ride a mount or carry a torch or shield and so on. Like a whole new set of animations and modeling just so someone can play as a rat
I was thinking that Star Vault must have made some models with equipping them with stuff never worn by that model before in mind.How it is now? Heck, most if not all 3d modelling programs have all the nice rigging cool stuff that you'd have to pay extra with all the problems that come with importing and exporting between programs. Now you can do most if not everything with modelling tool + engine tool. If you have a armor that was built for being usable on different skeletons from the get go, and skeletons are in general made to work its barely even a dent in production time, if you are making a game with different but similar skeletons already you are saving loads of time having to only "measure twice cut once".
Heck, I think the newer UE/Unity/etc even have a rudimentary 3d modelling tool built in for integrating models onto skeletons, doing/editing rigging and animation.
If the models that starvault have made were made with equipment models being worn onto the skeleton, they could technically put any armor on any model they have, if it'll look good is just up to how different the skeleton proportions are.
Depends how the model skeleton is rigged. Might not even require any work at all. We don't have that kind of information so impossible to tell.
Think back to @Henrik Nyström 's love for UO and to UO in general, and you may remember that in Ultima Online there were whole guilds who decided to play 'as if' they were Orcs, occupying their homes, speakgig their language, adopting their politics & enemies, haunting their haunts, living the life. That's how Shadowclan got started.Well, they could beat WoW to the punch and put in walrus men. I am kidding of course, but the idea of playing a rat man skulking on the fringes of society is very appealing to me.