- cross-posted to:
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- cross-posted to:
- [email protected]
Head and body presets can be selected individually and customized to your liking with 40 different complexions that include smooth, rugged, youthful, and freckled skin tones, skin hues ranging from cool to neutral to warm, undertones to those skin tones, and even a melanin slider. Busche tells me BioWare relied on consultation to represent all people authentically. There’s a Vitiligo slider (where you can adjust the intensity and amount of it) and sliders for your forehead, brow, cheeks, jaw, chin, larynx, and scalp. You can select your undergarments, with nudity as well because “this is a mature RPG,” Busche adds, and use the “Body Morpher” to select three presets for each corner of a triangle and then move a cursor within it to morph your body or head into a mix of these presets. It’s an impressive technology I’d like to see adopted in other games.
Every time I try to create anything with any of these “never before seen levels of customization” character creators I end up feeling like dr Frankenstein with the monsters I create. Basically every game I play it’s just the default model with like heterochromia or something lol. I have no idea how some people create the works of art they do.
The trick I’ve learned is not to try to make a good-looking character, but an interesting-looking one. Usually I’ll jack up the settings on one thing in particular, like make the nose as big as possible, then build the face around it.
Interesting. Next game I play that has one I’ll report back and show you how it went lmao
I forget which game it was but my character had a nose so big it eclipsed his face. Named him Lenny parce que le nez c’est “the nose” en fracais.
That’s the reason i prefer a system where you can ‘sculpt’ a character rather than fiddle with sliders is so much better. Don’t see it very often, the last time i used one like that was probably fallout 4.