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

Pesets
The Hunt Club
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Posted - 2010.10.11 17:01:00 -
[271]
So from the Oveur's interview it sounds like they're trying to make the Incarna characters look like CCP managers, except with added options of making them look even more stupid. I suppose that explains some things...
Wish they were trying to make them look like original avatars instead, but can't always get what you want i guess.
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Joe Starbreaker
M. Corp
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Posted - 2010.10.11 18:14:00 -
[272]
I'd like to hear some feedback from CCP about why the default Khanid and Amarr males look really old, while every other race has a young default look that can be adjusted with the "age" slider.
... Join M. Corp, see the Galaxy |

Jenny Hawk
State War Academy
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Posted - 2010.10.11 18:18:00 -
[273]
Edited by: Jenny Hawk on 11/10/2010 18:24:22
Originally by: Cyprus Black As it stands, the face and body shape editor is so clunky that if released as is (please don't), we'd see thousands upon thousands of default face and body shapes running around.
- Face: I kind of agree, the original editor allowed for adjusting the shape of the face in a far more radical way than now. Jaw- and cheekbones canŠt be edited, so the size and shape of a lot of heads will be identical for each of the 12 bloodlines. Next to that I do hope we will get more options, it may seem quite extensive but don't forget that the original editor had different hairstyles for every race and what we have now is exactly the same number of options for all races. Which will lead to even more uniformity.
- Body: The body adjustments and varieties are quite good now imo, it's just that the "fat" look doesn't really look convincing yet, but they're still working on that (as no doubt on the aforementioned hairstyles that give you a huge forehead). What I do worry about is will we be able to adjust our length or will every man and women be exactly the same height? Or wil we have different lengths for different bloodlines? Or perhaps option to be slightly crooked (as an old character)?
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Destination SkillQueue
Are We There Yet
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Posted - 2010.10.11 18:48:00 -
[274]
Edited by: Destination SkillQueue on 11/10/2010 18:51:29
Originally by: Jenny Hawk Edited by: Jenny Hawk on 11/10/2010 18:24:22
Originally by: Cyprus Black As it stands, the face and body shape editor is so clunky that if released as is (please don't), we'd see thousands upon thousands of default face and body shapes running around.
- Face: I kind of agree, the original editor allowed for adjusting the shape of the face in a far more radical way than now. Jaw- and cheekbones canŠt be edited, so the size and shape of a lot of heads will be identical for each of the 12 bloodlines. Next to that I do hope we will get more options, it may seem quite extensive but don't forget that the original editor had different hairstyles for every race and what we have now is exactly the same number of options for all races. Which will lead to even more uniformity.
- Body: The body adjustments and varieties are quite good now imo, it's just that the "fat" look doesn't really look convincing yet, but they're still working on that (as no doubt on the aforementioned hairstyles that give you a huge forehead). What I do worry about is will we be able to adjust our length or will every man and women be exactly the same height? Or wil we have different lengths for different bloodlines? Or perhaps option to be slightly crooked (as an old character)?
I'm not sure they will allow crooked old characters to be made in the character editor. I can see two main reasons for this. First, we are actually all clones. Your characters appearance propably has very little to do with the actual age and experiences of the clone. They are puppets molded to our preferences. They are how we like to look, not how we would naturally look. Second, same functionality might be easier to implement as an option in Incarna. As in you can choose your pose/stance/attitude/whateveritscalled and every character has an option to utilize them. Like different amounts of fat changing the way your character walks or a stance for soldiers where your back is straight, you look straight forward, your chest is out and sholders are pushed back. Such options would help with the height issue by creating the impression of variety.
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Tsabrock
Gallente Circle of Friends
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Posted - 2010.10.11 19:09:00 -
[275]
I won't bother commenting on content (or the lack thereof) as this is clearly an unfinished product. Instead (as was requested by the Gangleri) I will comment mostly on my usability experiences so-far.
-I have mixed feelings about the sculpting concept. In some ways, it is nice to get a rough look for your character, but I feel that sliders (with numbers) are still much easier to use when getting down to the finer details to get your character look right. I think that ultimately using both together would give us the best control over our character's appearance.
-The wheel dials take a little getting used to, but once you figure them out, they work alright. I think some simple tweaks here would help - like improving responsiveness for the wheel and make the "stopping points" on the wheel more visible.
-There needs to be something to show us all of the possible sculpting point on the body. Aside from trial-and-error, there's no way to see what can be sculpted and what can't be.
-The female model(s) don't have breasts. Instead you sculpt the chest region, and the entire chest stretches and deforms giving the impression that you're making a barbie doll and not an avatar. Furthermore, while trying to sculpt the chest size & position, it's extremely touchy and ranks possibly as the most irritating sculpting point on the character.
-Many of the sculpting points have a very limited range of customization. They border on a small subset of human norms. It makes it difficult to make a single avatar look different from another aside from their hair style & eye color. Making a thin/plump character is relative subtle (with a few weird oddities that others have commented on). A woman's bust size seemed to have the largest range of adjustments, and even that could be better (on-top of what I already mentioned). --- If you've read something I posted and want to contact me, EVE-Mail me, or contact me via EVE Gate. |

Kryz Terriq
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Posted - 2010.10.11 20:01:00 -
[276]
- the sliderstuff should highlight on hover, so one knows which slider is active - it should be possible to make more fat characters. even on full scale it looks more healthier than most of the guys i see every morning in the bus  - the inner dots of the "strength" sliders (at weight and muscularity selection for example) need more contrast, hard to see when bar is full - the different selections (hair for example) should have names or something to remember, or else one skips over and over which is maybe ok with the current selection but will be hard with more - undo / redo buttons - add tattoos and piercing and stuff at least the stuff we have in the old editor
overall i liked the new avatar i could create with the current limits, but i expect more to the shaping of the body. with more content it sure will be a nice feature. well if it is getting more meaningfull than a nice new character portrait at one time. like walking in stations ... on planets 
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Davik Soru
Minmatar Scathurmatar Cabal
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Posted - 2010.10.11 21:29:00 -
[277]
Allright... my thoughts.
First off, I am skipping the obvious (hair styles, eyebrows, few clothing options etc.) It's not complete and I know more choices will be coming down at some point.
General impressions? Nice, very good work. Potentially the best toons of any game I have ever played, MMO or otherwise.
Some specifics, then some 'big picture' ideas.
Sculpting - I like it, but... not intuitive, difficult to see what options you have when you start (where can I click and drag to make a change?), and not a lot of range of adjustment. Also, seems very '2D'. What I mean by that.. take a nose for example... I can make it longer (verticle) or wider (horizontal) if viewed from the front. But turn the face sideways and no change to something like amount a nose would protrude from the face. It also seems very touchy and not a lot of range of motion (move the mouse a few pixels and maxed one direction or the other). I suspect unless remedied this will result in a whole lot of maxed slider type of characters. Also, the weight/musculature thing. Some silly combos result and fat does not really look like any fat person I know. Especially that we can make a character with 6 chins and a neck that belons on Jabba the Hutt, but still keep washboard abs.... Maybe just a solution of applying where the weight goes selectively (lower body, upper body, upper legs, lower legs, arms, neck, gut etc.)
Wheels - Sorry, don't like them. Sliders might be a gaming cliche at this point, but as they are now, the whells are tough to work with, and pretty pointless as a 'wheel'. Worked best using mouse wheel. Numbers or some refence would be great ala 'hmmm it's between hair style #23 or #47'
Eve being Eve, I suspect we could have a TON of options end up here so a UI suggestion - Menus and submenus. Hair --> Long or Short --> Conservative styles or 'unconventional'. This could also work for clothes. Divide clothing up into races and broad style categories ala 'Minmatar/upper class/ formal/jacket/type #7' I just don't think 'wheels' are going to be worthwhile if we end up with 107 different options (and 107 different 'notches' on the wheel)
Also, for more diversification, what about being able to 'steal' traits from other races and bloodlines? Perhaps a character is mixed heritage ala 'yeah, I am Brutor, my father was Brutor... but my mom was Achura'. This could then allow me pick an 'Achuran nose' or 'Sebestior eyes' etc. Maybe put a limit on how many of these racial trait swaps are allowed (so that a Brutor doesn't look exactly like an Achura). For that matter, maybe some of this could be 'unlocked' by quests... imagine an epic quest involving the Starkmanir and being able to incorporate Starkmanir traits into a new clone.... just an idea.
Overall performance seemed decent for a beta, the alt-tab sillhouette thing... but you already know about that.
Now, my big puicture rant...
In other MMO's I have played they seemed plagued by 2 problems. Often that is a lack of variation, or giving 5 options, but everyone hates four of them. Take DDO, every male elf character is a twin of every other male elf. The other phenomena I notice is extremes on sliders. For example, in games where height is adjustable... 90% of the population slides it far right for men, and far left for women. So every man in the game is 7'3' while every woman is under 5'. Other examples too... but considering the reaction of most gamers when given a 'breast size' slider... what do you think happens 99% of the time? Regardless of what the 'slider' controls (or whether there are sliders) it seems most end up on the far right or far left.
My idea here; make it difficult to adjust everything to the extremes. It seems the range of adjustment isn't set in stone, so... how about making it a variable dependant on what else was selected? So if you max musculature, maybe you just aren't allowed the biggest nose in the game after that?
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Qorthas
Caldari Eternal Profiteers Galactic Syndicate
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Posted - 2010.10.11 21:43:00 -
[278]
I think the new CC shows great potential, and I'm looking forward to using the real thing. Hopefully it will have improved on the things I don't like - however egoistic that sounds :P
These are my concerns with the content of the CC:
Better hair Now i realize the whole CC is WIP, and that you are adding more of everything. What I mean by "better hair" is that most of the male hair styles are either very "big"/fluffy and/or very extravagant. I'd like some more "normal" looking hairstyles. This is an issue i had with the old CC as well. Some simple and normal hairstyles would be great :)
Sculpting boundaries It would be great to have an overview of how "far" you could sculpt, in the different areas. In the old CC, you had an overview of your modeling capabilities. You could see how far you could go, and how much you had moved the sliders. You had an overview of what you were doing. I'd like this in the new CC as well.
Clearer indications of what you can sculpt Like others have said, and showed, it needs to be clear what you can actually change in the character.
Better visibility when sculpting I think it's annoying that the blue "net" stays on top of the area you can sculpt, even when you're in the process of sculpting. I'd like to see what I'm doing.
Better dials It would give a much better overview of the dials if they had numbers, instead of simple "notches". You could quickly go to the hairstyle you want, remembering its number, instead of trying to remember where the notch was in relation to the red dot. This is a thing that really bothers me. You have no clue what's what. It's just a bunch of similar lines in the dial.
Forward/backward buttons on dials Instead of having to pull the damn dial, it would be great if you could just hold the mouse still, while hovering a "next" button, on top of the dial for example. This way you wouldn't have to change focus all the time - look at character, look at dial to move properly, look back at character, repeat. It's very annoying.
Saving character looks Ever Quest 2 had this feature. You could create a character, then before "making" it, you could save it - all the changes you made - effectively saving the way the character looked. I don't remember if it was saved locally, or server side. But then later, you could open the character in the CC again, and continue working on it. It was a great feature in an extensive CC. It was fun just making the characters. You could be saving your work, then revisiting them later, maybe make some changes, or perhaps make it a real character in the game.
Camera angles It would be nice if you could pull the camera up and down while sculpting. It would just give you more freedom when making characters, instead of being limited to turning the camera side to side. Just a small thing i think would be nice.
More exaggerated sculpting As other have said, i think it would make people look more diverse if you could make more apparent changes when sculpting - instead of having everyone look like they're family related, with the small changes the current CC allows.
Compatibility issues:
Anti Aliasing It's a known fact that Eve doesn't support AA (for what demonic reason i do not know). However, it's very possible to enable it from outside the game. With the new CC however, it does not work. In the log in screen of Sisi, it works, but not when you get to the CC. For what it's worth, i hope it gets possible to use AA in the new CC, as it is in the game - being used to a superior picture with AA, it looks horrible without (and thats not at a low screen resolution). I've got a Radeon 5700 series, and use the CCC to enable AA. tried with super as well as multi sampling. nothing works. (anyone fixed this themselves?)
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Davik Soru
Minmatar Scathurmatar Cabal
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Posted - 2010.10.11 21:57:00 -
[279]
Also, I think everyone should be allowed one or two free appearance respecs in some kind of grace period.
Keep in mind, when we make a new character and end up not liking how they look (and it can take a week or 2 before we decide that what looked good in generation looks aweful as portrait), we are 2 weeks invested in training etc. and it's not that big a deal to scrap that character and start over. But for those of us that have played for YEARS... a mistake made in how our character appears will be extra painful. So in addition to the grace period to do the conversion (thanks for that... would hate to feel rushed after launch when just logging in to kick off a skill off or something) how about 1 or 2 free 'do-overs' for the first month or so?
Lastly, it occurs to me that this is touchy subject. The player base has invested a lot of time into these characters and we want to be able to get something we like for our character out of it. Or at least get close to what we had before. Tatoos etc. are actually pretty important in that light.
My take is, I would rather have this released when it is ready, not when it is due. And it seems to me that 'Incursion' isn't really the deadline. The existing character models will work just fine for that new content. It DOES need to be out before Incarna obviously. But if the new character generator was released as 'Incursion 1.2' or something... that would actually be fine I think.
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riverini
Gallente Reliables Inc Majesta Empire
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Posted - 2010.10.11 22:05:00 -
[280]
i would like that every time u get podded you get the chance to edit your character to some extend.
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2010.10.11 22:22:00 -
[281]
Originally by: Qorthas Anti Aliasing It's a known fact that Eve doesn't support AA (for what demonic reason i do not know). However, it's very possible to enable it from outside the game. With the new CC however, it does not work. In the log in screen of Sisi, it works, but not when you get to the CC. For what it's worth, i hope it gets possible to use AA in the new CC, as it is in the game - being used to a superior picture with AA, it looks horrible without (and thats not at a low screen resolution). I've got a Radeon 5700 series, and use the CCC to enable AA. tried with super as well as multi sampling. nothing works. (anyone fixed this themselves?)
Antialias is working fine (visually) in the new CC on my 4870x2, however it is grinding to a total halt so can't actually do anything but spin the character as the sculpting grid never loads.
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Qorthas
Caldari Eternal Profiteers Galactic Syndicate
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Posted - 2010.10.11 23:57:00 -
[282]
Originally by: Mashie Saldana Edited by: Mashie Saldana on 11/10/2010 22:53:37
Originally by: Qorthas Anti Aliasing It's a known fact that Eve doesn't support AA (for what demonic reason i do not know). However, it's very possible to enable it from outside the game. With the new CC however, it does not work. In the log in screen of Sisi, it works, but not when you get to the CC. For what it's worth, i hope it gets possible to use AA in the new CC, as it is in the game - being used to a superior picture with AA, it looks horrible without (and thats not at a low screen resolution). I've got a Radeon 5700 series, and use the CCC to enable AA. tried with super as well as multi sampling. nothing works. (anyone fixed this themselves?)
Antialias is working fine (visually) in the new CC on my 4870x2, however it is grinding to a total halt so can't actually do anything but spin the character as the sculpting grid never loads.
Edit - I just did a quick test (without any sculpting) and I really hope this will work during sculpting later on.
Jin-Mei 1
Jin-Mei 2
cool. but how did you get AA working? i'm only using Radeons CCC, and it doesnt work. havent tried with combined sampling though, but i doubt it will work if the other kinds dont. i tried using RadeonPro, but i dont know which of the AA profiles is needed, and the AA profile i used in nHancer when i had an nvidia card doesnt show up in RadeonPro.
it would be greatly appreciated if you could help me get AA working in the new CC.
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Tareha Were
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Posted - 2010.10.12 03:17:00 -
[283]
After doing some playing with the creator for a while, I have come to some conclusions about it.
The Dials are annoying at first, then only mildly annoying after you get used to them, but I would still prefer buttons to select through the items.
The sculptor would be better served if you had a precise slider. It does no good to get rid of the sliders just to get rid of the sliders. You are still using slider functionality, but now we just can not see them. Because we can not see them it is harder to know exactly what the twitch of our mice are doing.
Avatars with large chests, male or female, positively burst out of the bounds of any jacket or shirt you put them in.
I also like the idea of segmenting the assets a little more... ie. short hair, long hair, retro hair... so on and so forth.
Other than I really like the creator.
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Jim Luc
Caldari Rule of Five Lucky Starbase Syndicate
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Posted - 2010.10.12 04:20:00 -
[284]
Originally by: Qorthas Edited by: Qorthas on 11/10/2010 21:55:41 I think the new CC shows great potential, and I'm looking forward to using the real thing.
These are my concerns with the content of the CC:
Better hair Now i realize the whole CC is WIP, and that you are adding more of everything. What I mean by "better hair" is that most of the male hair styles are either very "big"/fluffy and/or very extravagant. I'd like some more "normal" looking hairstyles. This is an issue i had with the old CC as well. Some simple and normal hairstyles would be great :)
I never really liked the hair in the current character editor - would like some regular styles with this new editor.
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Battle Mage
Caldari LVNA Foundation
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Posted - 2010.10.12 06:12:00 -
[285]
As many have point out, the dial is not easy or not a good way. I agree, the main problem is the dial itself doesn't help in anyway in the selection process. It is a multiple choice switch that doesn't display the choice itself, until one click on it.
For example, when picking cloth, one keep moving the dial to see what is put on the body. A much faster/better way is some how display multiple cloth on the side/top/bottom bar (like a cloth hanger or something) so user can flip through them fast and see multiple items (at least 10) at a time and click on them quickly.
Same apply to other category.
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2010.10.12 09:19:00 -
[286]
Originally by: Qorthas cool. but how did you get AA working? i'm only using Radeons CCC, and it doesnt work. havent tried with combined sampling though, but i doubt it will work if the other kinds dont.
I just enabled it in the CCC; 12x AA, 16x AF
Remember you need to enable it before you start CC as the settings won't take effect if the app is already running.
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Fukov Andie
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Posted - 2010.10.12 09:20:00 -
[287]
I want pointy ears! *duckandrunaway*
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ViolenTUK
Gallente Demolition Men
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Posted - 2010.10.12 12:11:00 -
[288]
The interface is terrible. The existing slider system works well.
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Brazero
Amarr Noble House
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Posted - 2010.10.12 12:21:00 -
[289]
Where the hell did my hood go. And why is the Gallente chingchong girl so much prettyer than anyone else.
Originally by: Rodj Blake CCP are planning to give Amarrians some "oomph"
Unfortunately, "oomph" is the sound one makes when kicked repeatedly in the ribs.
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Kagura Nikon
Minmatar Emptiness.
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Posted - 2010.10.12 13:18:00 -
[290]
Edited by: Kagura Nikon on 12/10/2010 13:25:16 For god's sake CCP.
Pay attention to the oriental bloodline a bit please. First their eyes are SO CLOSED that you cannot even see their pupils! No human being has its eyes so tight that they cannot see ANYTHING!
They are HORRIBLE. You padronized everything as extreme chineese look, instead of the possibility of having someoen that feels having oriental bloos only (liek the old model accepted). The options on the jaws of the oriental characters are too limited and rigid, chinns are specially AWFULL!
If CCP not gonna do anything to give us decent look cpabilities than give us HUGE sunglasses and a burka to cover the HORRIBLE faces that this system creates!
REally I spent HOURS trying and everythign I coudl get is HORRIBLE. And not because of lack of capability since I am a portrait graphite artist for quite a few years and know how to handle face structure. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Teinyhr
Minmatar Native Freshfood
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Posted - 2010.10.12 13:53:00 -
[291]
Originally by: Qorthas Edited by: Qorthas on 11/10/2010 21:55:41 I think the new CC shows great potential, and I'm looking forward to using the real thing.
These are my concerns with the content of the CC:
Quoted for mostly truth.
If I could avoid it I'd much like to avoid looking like Lady Gaga. Also agreeing with another poster, eyes need to be better sculpted, I oh do so hate the almost closed eyes on for example Vherokior.
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Barkaial Starfinder
Minmatar The Kairos Syndicate Transmission Lost
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Posted - 2010.10.12 14:59:00 -
[292]
- The texture for blind eyes is missing.
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Seishi Maru
Organization for Nuclear Research
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Posted - 2010.10.12 15:27:00 -
[293]
Absolutely HORRIBLE!
You must be able to make good looking characters on any race/bloodline that previously allowed to have good looking characters. That or give us the option to CHANGE our bloodline. Because I prefer to not have na avatar at all then to have the uglyness some bloodlines are limited to now.
Also Everyoen form a given bloodline is almost the SAME!
Extend a LOT the ammount you can change the stuff. And as other said.. some damm better control for the jaw angle and shape.
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Qorthas
Caldari Eternal Profiteers Galactic Syndicate
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Posted - 2010.10.12 17:16:00 -
[294]
Originally by: Mashie Saldana
Originally by: Qorthas cool. but how did you get AA working? i'm only using Radeons CCC, and it doesnt work. havent tried with combined sampling though, but i doubt it will work if the other kinds dont.
I just enabled it in the CCC; 12x AA, 16x AF
Remember you need to enable it before you start CC as the settings won't take effect if the app is already running.
It may very well be a combination of the choices you've made, that decides whether or not AA can be applied. will you please write your choices on these settings: AA level and filter - Catalyst A.I. - mipmap detail level - v synch choice - AA mode - triple buffering on or off.
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Mag's
the united Negative Ten.
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Posted - 2010.10.12 17:46:00 -
[295]
Edited by: Mag''s on 12/10/2010 17:55:32 Are the devs actually still reading this thread? Some sort of feedback about the concerns of players would be nice.
I.E. The dials, blind eyes, more possible face customisations, how many free face changes etc
Originally by: Allestin Villimar Also, if your bookmarks are too far out, they can and will ban you for it.
Originally by: Torothanax Low population in w systems makes afk cloaking unattractive.
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Azura Akkazantana
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Posted - 2010.10.12 18:53:00 -
[296]
This looks so awesome, I can't wait for this to be ready to use (Incarna here we come). The little facial movements in the Portrait mode just made me watch that avatar for whole 5 minutes (call it a staring contest), as it looked so amazingly real.
Well as for the interface, I guess everything has already been said: - the sculpting mode is a bit of try and error with no indication of which mouse movement causes what result. - the dialing knobs would be a nice choice if there was a realtime feedback.
But all in all, I loved it and I would really like it to be of more use than only at the relatively short moment of character creation.
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Astrid Rho
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Posted - 2010.10.12 19:15:00 -
[297]
Edited by: Astrid Rho on 12/10/2010 19:18:25
Originally by: Teinyhr
Originally by: Qorthas Edited by: Qorthas on 11/10/2010 21:55:41 I think the new CC shows great potential, and I'm looking forward to using the real thing.
These are my concerns with the content of the CC:
If I could avoid it I'd much like to avoid looking like Lady Gaga. Also agreeing with another poster, eyes need to be better sculpted, I oh do so hate the almost closed eyes on for example Vherokior.
This^^^
The point of having a character portrait in first place was to increase the immersion/enjoyment of the game.. it worked for me. People have grown into their avies and its not unreasonable that they will want to recreate the look they have played with within the available design envelope. It's a concern if people are locked into a high skillpoint character bloodline which presents them with a very narrow choice or poor starting point from their perspective; be it an aged amarian or closed eyes!)
I dont think people should underestimate the vanity related emotions that will kick off when this goes live- even though everyone will deny it!!!!
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Ninshiki
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Posted - 2010.10.12 20:50:00 -
[298]
Originally by: Tsabrock -I have mixed feelings about the sculpting concept. In some ways, it is nice to get a rough look for your character, but I feel that sliders (with numbers) are still much easier to use when getting down to the finer details to get your character look right. I think that ultimately using both together would give us the best control over our character's appearance.
-There needs to be something to show us all of the possible sculpting point on the body. Aside from trial-and-error, there's no way to see what can be sculpted and what can't be.
Hear Hear! The current sculpting method is far too haphazard by itself. I believe a simple remedy would be to add x-y-z axis sliders in the form of squares or circles. Something that would allow us to sculpt hands on, but also reference that to a point on a 2-d plane, and sculpt with that too.
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Jennifer Starling
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Posted - 2010.10.12 20:56:00 -
[299]
Edited by: Jennifer Starling on 12/10/2010 20:57:16
Originally by: Teinyhr If I could avoid it I'd much like to avoid looking like Lady Gaga. Also agreeing with another poster, eyes need to be better sculpted, I oh do so hate the almost closed eyes on for example Vherokior.
I agree on that, they hardly look like they did in the original editor, with very big lips and no very small eyes.
Anyway you don't have to look like Lady gaga, as said before: just don't put all the the make-up sliders on max.
A few female Khanid tryouts
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Mashie Saldana
Minmatar Veto Corp
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Posted - 2010.10.12 23:31:00 -
[300]
Originally by: Qorthas It may very well be a combination of the choices you've made, that decides whether or not AA can be applied. will you please write your choices on these settings: AA level and filter - Catalyst A.I. - mipmap detail level - v synch choice - AA mode - triple buffering on or off.
AA: 16x (Wide-tent 32x samples) AF: 16x AI: Standard Mipmap: High Quality Wait for vertical refresh: "Off, unless application specific" Adaptive Anti-Aliasing: Off Tripple buffering: Off
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