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Thread Statistics | Show CCP posts - 3 post(s) |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.07 04:48:00 -
[1]
1) get rid of the underwear.. its blocking my view during sculpting and looks pixelated.. and has got not enough options.. did I mention it blocks my view? If I have to sign something that says I'm 18+ please do send me the papers.. I don't need pubic hair or any details at all.. just get rid of the undies.
2) if there is more than one dial make the one ACTIVE stand out so I don't try to activate it by clicking it, which causes unwanted dialing.. same goes for lone dials.. make it intuitive if it's ACTIVE or not
2.1) the dial+outer slider for stuff like freckles is.. well.. what's it about? If the outer is the slider/level and we can adjust it, then we won't need the dialer. If the dialer is used then make the outer one not adjustable. Choose ONE and stick to it for all occurences.
2.2) the level adjusters (no dials, WTF?) for muscularity/weight have to be clicked to activate them (no change in appearance, WTF?) which causes unwanted adjustments.
2.3) Either stick to dialing as adjustment (together with mousewheel) or use the sliding adjusters.. but don't mix it as it is now.
2.4) a numerical value in the center of the dial for position/level/whatever would be nice.. maybe even clickable and usable as input field for keyboard?
3) the red dot on the dial has to go..
4) as someone on bottom of page 2 said, not enough possibilities for sculpting of facial features as mouth, nose, eye positions and sizes
5) scarring/aging is not granular enough
6) as I was using the low texture/LOD/noshadow settings on my AIT HD 4670 the eyes where too dark and the sculpting meshes didn't show up (wasn't possible to sculpt at all).. now on high it works
7) lighting options for making a photo are.. underwhelming? 2-3 point light setups would be nice..
8) please check mouse movement and action caused (adjusting eyes for photo, right/left) for behaving in opposite direction
9) export/import function for actual values of the whole thing to get back to it later/sharing is at the top of my wishlist
Ok.. we'll see what comes further down the road.
What I really like is the living char approach here. Man, at first sight it was creeping me out, but now I like it soo so much!!! I'm just waiting for some kind of itching/scratching/groaning/snoozing/coughing.. or that the avatar asks me how much longer he/she has to stand there and if I'm quite done now, lol. Damn fine work there!!!
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.07 10:04:00 -
[2]
There needs to be the possibility for a photo session and going back through them on the left.. I mean, there is so much space left.. can't you put a small vertical gallery in there for the last couple shots?
The Char also needs a setting that says 'look into the camera and say cheese'.
As for the rendering.. the z-dpeth seems to be a bit low res on my end.. can't zoom to full body avatar without loosing the eyes in the holes for most of the time.
Oh, and I think you dropped the ball on the racial ones.. my former Jin-Mei is all european now, not that I would complain.. only choosed her race/bloodline bec of the char stats..
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.07 16:39:00 -
[3]
I definitely want an export/import function for this now.. and a new graphics card, if the performance stays on this level.
Also as has been mentioned earlier.. during the photoshoting you're able to see the char under different angles (roll vertical possible) but you won't see the full body.. where as in the other area you can see the full body, but can't reach vertical angles.. that sucks.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.07 16:46:00 -
[4]
One, more thing.. non-mirrored features/sculpting/expressions.. I remember at least expressions for the actual char creator are possible to make the face not mirrored in the middle.. this was good, though I would understand if this wouldn't make it on 'passport photographs' lol.. though, something like different colored eyes would be nice (think Marylin Manson)
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.08 02:15:00 -
[5]
1) showing all adjustable areas in one view should be mandatory:
2) also when you adjust a feature it should be like in the old version, where you could see in the small boxes on the bottom when you reached the adjustment constraining boarders and where you are with the cursor..
3) facial expressions for the photo-booth should work the same.. show all areas where you can adjust the expressions and do another color for head moving/tilting/rolling areas.. like the top of the head area in the photo booth lets you tilt the head, the tip of the nose lets you roll the head and the chin is for opening the mouth.. that's not very intuitive nor visible to the photograph
4) there need to be more facial expressions.. it's very limited now.
5) would there be a possibility to have facial features moving in/out of the face as adjustment option? ya know.. 3 dimensions and all.. maybe by using [ctrl] or [shift] while moving the mouse will change direction of adjustment? Needs some feedback from the sculptor naturally by showing some axis somewhere..
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.08 15:43:00 -
[6]
The limits for expressions are to narrow.. I want to see the girl on those pictures laugh, totally mad, toally freaked out and stick me the tongue. Also 1-sided expressions need to come back from the 'old' client.. lifting an eyebrow or one corner of the mouth or twinkling with one eye.
That's the extremes possible right now with the engine:
Really needs the ability for even stronger expressions..
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 04:02:00 -
[7]
Originally by: Freyya Well, i played with the creator a bit and i might be doing something wrong but i can't for the love of isk click drag sculpt. It just rotates the character and does nothing else...tried everything from left right click to middle click and even click/shift/alt/cntrl/ whatever and it still just rotates the viewpoint. Everytime i click the "sculpting" button at the top of the list i wait a few seconds, see all the changable area's light up for 0,5 secs and then nothing. It does the same in portrait mode. Had every combo on the kb with left/right/middle mouse click and nothing worked so....enlighten me?
Going back to the character selection screen before finalising changes, then choosing a new character gives a completely blank (only background, no 3d assets) sculpter for me.
Other than that;
Pro: Looks very good, lots of options that can be added, nice quality for a heavily WiP.
Con: CHANGE THE DAMN DIALS ffs. round dials are NOT user friendly, even with middle mouse feedback click. not enough options yet :P
Specs: P4 630J 2 gigs RAM DDRII HD3870 512MB XP Pro SP3 Latest DX9 ati2evxx.exe Ver.6.14.10.4224 (old(er)drivers, might be an issue with sculpting but seems highly unlikely)
Edit: I managed to get back textures instead of black silhouet by dialing on the fat/sheman dial....
Happend to me too.. had to set HDR ON, Shadows ON, Texture detail HIGH, LOD HIGH and Shader qual HIGH. gl - Ati HD 4670 produces 6fps if I zoom in on a head with hairs on then though 
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 04:04:00 -
[8]
Originally by: Windle Poons I've spent some time having a good poke around the new system and I'm becoming increasingly concerned. Missing art, skins and clothes are not a problem. The problem is this:
Facial construction. The current choices for feature placement is virtually zero. You cannot change the depth of nose, brow, chin, mouth, jaw or ears. You cannot change height of nose, ears, eyes, jaw or brow. You cannot change the width or size of the head. The things that can be altered are only changable within very tight parameters.
All you are really doing is moving the skin about, not changing the face. Look at the character in profile, see how much you can alter it. Virtually not at all, chin and mouth height only.
Are these facial modification features just missing or are they not going to exist? In it's current form there is no way to even approximate the current "me", which is quite disappointing as I've grown quite fond of my current face.
All I'm able to do at the moment is create "generic Amarr guy"
/quoted for support, especially the bold part
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 05:55:00 -
[9]
Would there be any feedback from Devs working on this for us to read too? It's pretty one sided here at the moment.. please?
Stuff I would like to know from CCP: - which parts of the engine is fixed as of now and won't underwent a change before incursion hits - which parts you want/need more feedback on to get the point ..
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 11:41:00 -
[10]
Edited by: Tres Farmer on 09/10/2010 11:42:32
Originally by: Bhattran
Originally by: Nuts Nougat
Originally by: Seriphyn Inhonores Please to decrease size of female foreheads
It's called hairstyle. Edit: Speaking of hairstyles, I still want long hair.
*snip* If you don't believe me take another look at a bald female note the giant dome that you can't do anything about, can't move eyes up, can't reduce dome size all you can do is hide it with hair and plenty of them don't do a good job of hiding it.
Then google up some images of profile pictures of women and you will see how the dome is larger than 'normal', would be fine if it could be adjusted but it can't.
Google image search 'woman+bald': http://www.google.com/images?hl=en&source=imghp&biw=1262&bih=753&q=bald+woman&gbv=2&aq=f&aqi=g10&aql=&oq=&gs_rfai=
Hm.. I think CCP just got it right.. though, there could be more variation, there always can be.. but the proportions are quite good.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 11:44:00 -
[11]
Originally by: Jenny Hawk
Originally by: Bhattran On some of them the huge heads, specifically the giant dome on from the hairline to the top of the skull, could be explained by hair, be it style or type(thickness) but it is the head.
No it's the hairline; some styles let the hair growth start a lot higher than the others.
Look at the example, where the styles left and right have "normal", natural looking hair, the middle head looks like the forehead is huge, but it's actually because the hair starts to grow almost on top of her head (red line) instead of on the natural height (blue line).
Hehe.. that's exactly why I chose that hair for my approach on an ugly drag-queen which already made it's round on the forums.. makes for nice ugly chars that
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 12:00:00 -
[12]
Originally by: Nata Asphyxia *snip* + pictures breaking the forums
Please convert them into links or at least have the decency just to post tumbnails with links to the real deal.. Thanks!
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 12:06:00 -
[13]
Originally by: Mara Rinn
- Do not attempt to sculpt a female avatar while the significant other is wandering past. Due to the lagginess on this computer, it looks like I'm just perving at asian schoolgirls (female verokhior default model)
Thanks for the laugh! 
Originally by: Mara Rinn
- The parts of the body I've been able to manage to sculpt are cheekbone height (seems binary, either default eyes or slit eyes), breast height/size (appears to be altered together), waist height. If there are other features I'm supposed to be able to sculpt, can someone let me in on the secret?
sculpting the face (body is way less complex):
expressions in the photo booth:
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.09 14:42:00 -
[14]
Originally by: Mara Rinn Okay... more questions from the 25spf noob (that's "seconds per frame"): how do I get my character to stand in front of the camera instead of skulking off to the side?
right mouse button.. click at some empty spot close to the char.. move him
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.10.10 04:14:00 -
[15]
Originally by: AngryMax *snip*
Currently the sculpting features are very uh... whats a good word - stiff to manage. For instance i can barely touch the Gallente Intaki nose. Its basically set in stone (or really tough silicone). The chin, and jaw line are fairly straight forward to adjust, but when it comes to brow ridges, sculls, muzzle, forhead shape, head shape... it seems incredibly restricted. If its restricted temporarily then i guess disregard this paragraph.
Throughout the process i wanted to take several snapshots of the sculpting/designing that i was doing. I wasn't sure if i liked what i made so i wanted to temporarily store a 3d snapshot and go back to it later. That would be a neat feature to have imo. Flip back and forth between several designs before committing to one.
More precise control over eyes and angles at which they can turn would be great. Not just 1cm away from ridgeline and .5cm increase in radius. More options to adjust depth of the eye sockets, pertrusion of the brow line, nose ridge, chin shape. More options to drastically change the facial structure within the given race.
*snip*
good points^^
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