Character appearance

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Regolazioni del volto nel creatore del personaggio nell'Alpha-2 (prima versione).[1]

Sarà presente un'ampia possibilità di scelta nella creazione del personaggio, specialmente nel volto. Che si tratti della forma della mandibola, le guance, le orecchie, il naso, le labbra. Sapete che vogliamo offrire molteplici opzioni al giocatore di personalizzare il proprio personaggio.[2]Steven Sharif

Vogliamo che ci sia molta libertà per permettere alle persone di esprimere la loro identità, per giocare di ruolo come vogliono per quanto riguarda l'aspetto. Ci saranno dei parametri con i quali potrete modificare un personaggio. Vogliamo che la cultura e l'identità delle razze esista in modo da renderle facilmente identificabili rispetto ad altre culture ed altri giocatori. Per questo motivo dobbiamo avere uno spettro sul quale possano esistere. Ci saranno un sacco di pettinature e tatuaggi da provare . Sarete in grado di gestire le proporzioni del viso, delle ossa, dell'altezza, larghezza e percentuale di massa grassa. Potrete aggiungere peli corporei in diverse parti del corpo. Se vorrete avere dei peli sui piedi, potrete farlo.[3]Steven Sharif

L'aspetto del personaggio può essere modificato nel creatore del personaggio (CC)[4] ed attraverso saloni/barbieri all'interno del gioco.[5][6]

  • I modelli dei personaggi sono realistici.[7]
  • Il giocatore vedrà un personaggio generico prima delle modifiche.[8]
  • I design dei personaggi avranno influenze di diverse culture, come quelle Europee, Africane e Asiatiche.[9]
  • Le "Loli" non saranno presenti nel gioco.[10][11]
  • Gli slider e altri modificatori, come le palette di colori, offriranno flessibilità nella personalizzazione ma ci saranno limiti dettati da razza, genere, e le linee guida artistiche concordate dagli sviluppatori. [12][13][10][14][15]
Gli slider avranno dei limiti, questa era una delle grandi domande una volta iniziato il lavoro sul creatore del personaggio: quanta possibilità vuoi dare nel permettere, per esempio, di spingere il labbro in basso fino a farlo deformare, oppure spostare una guancia in modo da rendere il volto asimmetrico. Non ci sarà la possibilità di creare quel tipo di personaggio. Nonostante questo si avrà la possibilità di muovere, cambiare, ingrandire, diminuire tutte queste parti, mantenendole più ragionevoli e considerate, nello stesso senso per cui non si avrà la possibilità di cambiare l'aspetto di un nano, né del Dünir né nel Niküan, per creare qualcosa che, in mia opinione, verrebbe considerato un personaggio Loli.[10]Steven Sharif

Corpo

Vaelune, Dünir e Empyrean nei primi render 3D dei modelli dei personaggi dell'Alpha-1 .[16]

Tante opzioni in arrivo. Il nostro team dei personaggio continua a rifinire le nostre opzioni di personalizzazione![17]Steven Sharif

  • Corpi preimpostati.[18]
    • Massa corporea: sovrappeso, magro, muscoloso.[19][20]
    • Percentuale di massa grassa.[3]
    • Struttura ossea.[13][3]

Testa

Personalizzazione di capelli e barba nel creatore del personaggio dell'Alpha-2 (prima versione).[29]

Ogni colore dei capelli usa accenti e base diversamente, ma solitamente la base è il colore delle radici e l'accento quello sulle punte.[29]Zachary Mallet

Il preset Vek nel creatore del personaggio dell'Alpha-2 (prima versione).[30]

Le teste saranno proporzionate alla dimensione del corpo, con poche limitatate variazioni.[31]

Volto

  • Tratti del volto.[38]
    • Fronti preimpostate.[38]
    • Sopracciglia preimpostate.[38][22][28]
    • Occhi preimpostati.[38]
    • Orecchie preimpostate.[38]
    • Guance preimpostate.[38]
    • Bocche preimpostate.[38]

Dettagli

Potrebbe essere applicato un "aspetto base" del personaggio durante gli assedi o altri contenuti di larga scala per favorire le prestazioni dei giocatori.[42][43][44]

Body appearance

Vaelune, Dünir and Empyrean Alpha-1 early character model 3D renders.[16]

So many options coming down the road. Our character team continues to refine our customization options![17]Steven Sharif

  • Body presets.[18]
    • Body tone: Overweight, skinny, muscular.[19][20]
    • Body fat percentage.[3]
    • Bone structure.[13][3]

Head appearance

Alpha-2 character creator hair and beard customization (first pass).[29]

Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[29]Zachary Mallet

Face appearance

Vek presets in the Alpha-2 character creator (first pass).[30]

Heads will be relatively proportional to the body size, with some limited variability.[31]

Appearance details

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[42][43][44]

Character sculpting

Sculpting in the Alpha-2 character creator (first pass).[46]

Clayton and I tag-teamed on this one. We really wanted to give players that feeling that they were grabbing and pulling and sculpting their own character; especially with more minute details. I mean, it would have been easy to give character- players 100 sliders, but it feels better to have a much more tactile response, like clicking and dragging and pulling all these points around.[47]Zachary Mallet

Sculpting micro adjustments with the Alpha-2 character creator (first pass).[48]

Zach mentioned how much variation we achieve through the customization features. A lot of that is achieved through what Steven is playing with right now: with these dots that are appearing; and the reason why those are dots instead of the little plates that you see highlighted on the character is because these are actually changing the shape of the character's features altogether. Plates are used for moving things around and it sort of maps exactly to your input; and that's why that pick map or the plates feel so nice. Then you can click on those dots and drag those around and actually change the shape of a feature altogether.[48]Clayton Stamper

Sculpting provides the ability to customize different segments of any part of the body in the character creator.[46]

  • Plates are used for moving features around.[48]
  • Dots are use to change the shape of the character's features altogether.[48]

Examples:

  • Adjusting the length and proportions of limbs.[46][19]
  • Sizes of calves and thighs.[46][19]
  • Adjustments will allow a character to appear more feminine or masculine.[22]

Character blending

Blending in the Alpha-2 character creator (first pass).[49]

This is more of a large scale macro tool that you can select a couple of presets and then you can get certain features from one preset or different features from a another preset. So you place down your presets and then you can click and drag and morph between those different presets.[49]Zachary Mallet

Character blending allows the combination of two or more presets from the character creator. It allows users to click and drag to morph between the different presets to create customized characters without spending time adjusting each angle of every body part.[49]

Creatore del personaggio

Il character creator (o schermata di modifica del personaggio) permette ai giocatori di definire l'aspetto del loro character in Ashes of Creation.[51]

Avremo una vasta gamma di modifiche già dall'uscita.[28]

Se dovessi fare un'analogia, userei BDO come esempio di quello che cercherà di fare la nostra Creazione Personaggio.[52]

Sarà possibile selezionare la voce del personaggio da opzioni predefinite.[53]

Racial appearance

The races in Ashes of Creation are primarily humanoid in appearance. This was mainly driven from a lore perspective as well as savings in animation and character design.[64]

I didn't feel that it was necessary to recreate the wheel on races from a fantasy perspective. I'm not sure how much that would add to the flavor of the game. Obviously I think that we're capable of doing unique things within the cultures and I think we are doing that specifically, like an islander dwarf race. I mean that really hasn't been seen before. Or a stargazing noble Vek looking race: Those things are still unique and they still bring innovation to the idea of what these races can be, but at the same time there's a familiarity there that players can feel comfortable with in the traditional fantasy setting.[65]Steven Sharif

Aelan appearance

Vaelune have Jinn influence in their lineage, which manifests as an essence-like rupture in their skin after stepping through the divine gateways.[67]

The Vaelune have an interesting lineage and there is some influence there that when the Vaelune step through the portal, some portions of their body begin to exhibit this almost essence-like rupture in the skin; and you guys are going to see some examples of that in the future; and it is a bit of some Jinn influence in their lineage as a race that sets them apart from their Kaelar counterparts.[67]Steven Sharif

Dünir dwarven appearance

Latest Dünir female character concept art.[68]

The female Dünir models have received some upgrades![68]

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Facial hair is characteristic of the Dünir, not the Niküa.[3]
  • Female Dünir beards will not match that of the male. It will be more of a braided option that is not as voluminous.[3]

Pyrian appearance

Py'rai male in-game footage.[72]

From a character customization standpoint, these will be adjustable: Their length, their size, their width, their color, whether or not they'll have features like flowers that can bloom on the actual antlers, if they have buds, how do those antlers interact with climates as you move into them, do they bloom?[73]Steven Sharif

All Py'rai will have antlers, but their length, size, width, color, and other components can be adjusted via the character creator.[73][74]

  • The horns are a unique feature of the Py'Rai, but it may be possible to remove them.[75]
  • Py'rai will be capable of having brown skin.[76]

Ren'Kai Appearance

Ren'Kai are large and 'buff' in appearance.[79][80]

Vek are "goblinesque" in appearance and have a somewhat "contorted" stature.[78][80]

Tulnar appearance

Tulnar character model concept art of the three base influences.[83]

There's a number of minor races and major races that all sought refuge within the Underrealm and we talked about how this particular player character race was going to have a pretty unique approach when it comes to character customization because with that background there comes different species influence in the race itself and we want players to be able to dial up or down those influences as they see fit between the humanoid, the simian or mammalian, and the reptilian influences; and as you dial those things up, your base body- if it exceeds a certain percentage threshold- will assume the form and stance of one of three primary types of influences that exist for the Tulnar. And now what you're going to see is those three distinct influences and you can be of course a hundred percent in one if you wish and you'll be very similar to what you're going to see here from the concepts; or you can mix-and-match and you can blend between the different influences.[84]Steven Sharif

The Tulnar race does not have sub-types. Instead, players will be able to significantly customize the appearance of Tulnar characters based on three base influences; or blend between these different influences.[84][85][86][87][88][89]

Gare are primarily humanoid in appearance.[64]

  • There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[10][86]
  • Catgirl and Loli Tulnar are not able to be created.[10]
Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[86]Steven Sharif
Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[91]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Mammalian Tulnar may have snout features, fur and inverted knees.[92]
  • Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[92]

Gender

Male and female Vek character models.[93][78]

There are female and male genders in Ashes of Creation.[94][95]

Artistic influences

Asian influenced Ren'Kai architecture.[102]

Character races are super important. These are the choices that we make at the onset of our adventure in an MMORPG: what race- not just mechanically aligns with our decisions, if those races have game mechanics behind them from a stat perspective, but visually and culturally and historically: What are these? What do these races represent? So it's important that visually they're distinct. And everyone's seen fantasy games do Elves, so everyone's seen them do Humans, everyone's seen them do Orcs: There's an established expectation almost behind what these traditional fantasy races represent; and there's a risk, because whenever you're creating a new IP or a new story or a new world- a new Universe; a realm in which things don't have to always be the norm, you can take a little bit of creative liberty to redefine some of the aspects of a particular race; and that can be a good thing, because it's something that is new to players. It's something that is unique to the realm that we're building- the surroundings that you have. So what we wanted to do was push a little bit more on the unique side of what the Py'rai would look like from a visual perspective.[103]Steven Sharif

Gli Empyrean hanno un che di imperialistico Greco-Roman.[106]

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[113]Steven Sharif
The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[104]Steven Sharif

Cosmetic items

I Cosmetic items permettono ai giocatori di modificare i loro character all'interno del gioco.[28]

  • Colore degli occhi.
  • Colore della pelle.
  • Colore dei capelli.
  • Pettinature.
  • Tattoos.
  • Cicatrici.

Oggetti cosmetici che producono effetti cosmetici all'interno del gioco saranno disponibili.[114]

  • Fuochi d'artificio.
  • Picnic.
  • Campeggi.

Emoji

Emoji adds additional flare either for chat or character representation (social animations).[115][116][28]

Gear appearance

Alpha-1 female plate armor 3D render.[118]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[118]Steven Sharif

  • Armor will not be overly sexual in appearance.[118][120]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[119]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[122]
    There might be sliders, but there are not gonna be naked sliders.[122]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[126]Steven Sharif
  • Cosmetici can be used by all races but there may be slight variations to make them work with the body builds of each race.[131]
  • Hair will likely be masked if helmet display is toggled on.[136]

Appearance slots/Transmogs

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[140][141]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[142]
  • Cosmetic slots can be toggled on or off on their character by the player.[143]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[42][43]
Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[42]Steven Sharif

Immagini

Ren'Kai architecture concept art.[144]

Part of the biome that the Ren'Kai are accustomed to is a more swamp or marsh oriented, so they have these almost stilt-like foundations on some of the assets because they're intended to sit above that marsh.[144]Steven Sharif

Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[145]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[145]Steven Sharif
It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[146]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[147]Steven Sharif

See also

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