[Hullo all! Forgive me trespassin' on this OP, but we wanted an official feedback thread on these models anyway, so why re-invent tha wheel? CARRY ON, we love your comments and constructive feedback! Haven't seen 'em yet? Our March 5 DevStream is now up on YouTube, so check 'em out: https://www.youtube.com/watch?v=4ro5ZrrOniA&feature=youtu.be ~Brasse]
What does everyone think of the new Dark Myr, Skar, and Archai models?
Dark Myr - I like them I like the gills, and the ears especially. They seem more water based to me. They also have more claw like fingernails. I think they should have regular eyes. I would keep the eye lights for the gnomes and Archai.
Skar - I really like the Star. VR knocked it out of the park for me. It makes me really want a Skar character now. They look like they would rip your throat out for one copper, or maybe just for fun. They're incredibly muscular looking. Those faces are definitely only barely humanoid.
Archai - This is going to take some getting used to for me. I thought the old model looked kind of regal and I liked that a lot. The new character references a stonelike skin, which I don't care for at all. If that belongs anywhere I would have done that to Dwarves. I like the Archai eyes still and the glowing striations showing their influence to earth, air, fire, water.
Oger - I'd really like to see an update to the Ogre now.
Questaar said:What does everyone think of the new Dark Myr, Skar, and Archai models?
Dark Myr - I like them I like the gills, and the ears especially. They seem more water based to me. They also have more claw like fingernails. I think they should have regular eyes. I would keep the eye lights for the gnomes and Archai.
I agree on the Dark Myr eyes. On Archai and gnomes they seem to fit, but on the DM they just seem vacant.
Celandor said:Questaar said:What does everyone think of the new Dark Myr, Skar, and Archai models?
Dark Myr - I like them I like the gills, and the ears especially. They seem more water based to me. They also have more claw like fingernails. I think they should have regular eyes. I would keep the eye lights for the gnomes and Archai.
I agree on the Dark Myr eyes. On Archai and gnomes they seem to fit, but on the DM they just seem vacant.
I second the thought about their eyes. Assuming a more water-based character, bioluminescence makes sense for the body, but the eyes should be large dilated pupils with secondary lids to filter the light for when above water.
Here are the New Models for those that missed it and before you ask, yes. Dark Myr and Archai will have "hair" options as was dislosed on stream which should be reuploaded on their youtube sooner or later. Anyway here are the new race models for Skar, Archai, and Dark Myr (human form) that was shown on stream:
Wig said: How will the skars posture be? Will they be hunched over with a bend at the knees like we saw in the original skar remake?
No bend at the knee Wig. They reported that idea was scrapped a while back as it would have required special models for all their armor. As for posture, I'm not sure.
Zorkon said:Wig said: How will the skars posture be? Will they be hunched over with a bend at the knees like we saw in the original skar remake?No bend at the knee Wig. They reported that idea was scrapped a while back as it would have required special models for all their armor. As for posture, I'm not sure.
I dont think Wig was referencing the digitigrade leg seen on the Skar class page but more how the Skar will stand with its new plantigrade legs. They would not be standing with legs straight below them, feet approximately shoulder wide, but with knees bend, feet further apart in more of a 'ready to pounce' stance or almost down on their haunches.
I would really hate to see every race have the same walking/running gate, same human based at-rest stance, etc.
EDIT:
My question is why are the Skar naked yet the other races are wearing underwear? Do the Archai have externally visible genetalia? They are basically made of rock. Also, with the Skar very much having a reptilian vibe, why does the female have mammary glands? You didn't put a #%@! or #@%s on the Gnomes.
What is the reasoning behind these races, which come from other dimensions/worlds, having the same human male/female body structures? I suspect the answer is that it makes the creation of universal armor much easier. But this brings to mind a strange disconnect. VR spends a lot of time putting all these fiddly little bits in these zones, manipulating every piece of moss on a tree, etc to get it just right, yet these player models all seem to be the same human model run through a photocopier with the zoom setting changed and some different textures on them.
Might have it been better to put the uniqueness into the character models and the world being a bit more generic? After all, it is the character and how it looks that people are most attracted to, taking great pride (and pains) to get their character to look like they want. Yet here we are presented 3 races that are the same humanoid mammalian shape.
So while I appreciate the effort put into this, and the models do look great, you do realize, VR, that the players will rarely (if ever) see their characters like this ever again? Looking at a detailed model in a static pose is one thing, but once in game nothing will be static. We'll be moving and, quite quickly, will be covering up those models in clothing and armor. Those super fine details on the models will be forever hidden. Could you not have gotten away with a little less detail and achieved just as nice a character because you know it will be covered by armor nearly every playable minute?
Questaar said:What does everyone think of the new Dark Myr, Skar, and Archai models?
Skar - I really like the Star. VR knocked it out of the park for me. It makes me really want a Skar character now. They look like they would rip your throat out for one copper, or maybe just for fun. They're incredibly muscular looking. Those faces are definitely only barely humanoid.
Thought for most part looked great .
If I could change a few things , I'd change the Archai eyes to normal eyes as The eyes look just like the Dark Myr .
Second I would exaggerate the Dark Myr fins and webbing a bit .. ( both the Myr and Archai seem too alike ) .
Great looking models just a few tweaks all in all awesome job .
Vandraad said:I would really hate to see every race have the same walking/running gate, same human based at-rest stance, etc.
That was one of the reasons I didn't really feel connected to some of the Vanguard races. The Vulmane and Kurashasa literally looked like a human with a dog/cat head. The Raki worked for me because the body wasn't human height and the head proportion seemed to feel more like an anthropomorphized fox than a human with a Halloween mask.
Vandraad said:Zorkon said:Wig said: How will the skars posture be? Will they be hunched over with a bend at the knees like we saw in the original skar remake?No bend at the knee Wig. They reported that idea was scrapped a while back as it would have required special models for all their armor. As for posture, I'm not sure.
Agreed, i would like to see the skar in a neutral stance that makes them appear to be ready to attack.
This post was edited by Aayden at March 6, 2020 7:41 AM PST
Vandraad said:Zorkon said:Wig said: How will the skars posture be? Will they be hunched over with a bend at the knees like we saw in the original skar remake?No bend at the knee Wig. They reported that idea was scrapped a while back as it would have required special models for all their armor. As for posture, I'm not sure.
I dont think Wig was referencing the digitigrade leg seen on the Skar class page but more how the Skar will stand with its new plantigrade legs. They would not be standing with legs straight below them, feet approximately shoulder wide, but with knees bend, feet further apart in more of a 'ready to pounce' stance or almost down on their haunches.
I would really hate to see every race have the same walking/running gate, same human based at-rest stance, etc.
EDIT:
Also, with the Skar very much having a reptilian vibe, why does the female have mammary glands? You didn't put a #%@! or #@%s on the Gnomes.
I dont recall all the models being final. Also, its a fantasy video game, what does being anatomically correct really have to do with any of it?
Celandor said:Questaar said:What does everyone think of the new Dark Myr, Skar, and Archai models?
Dark Myr - I like them I like the gills, and the ears especially. They seem more water based to me. They also have more claw like fingernails. I think they should have regular eyes. I would keep the eye lights for the gnomes and Archai.
I agree on the Dark Myr eyes. On Archai and gnomes they seem to fit, but on the DM they just seem vacant.
That's my only hangup as well - vacant/blank being all white. All black would look much better, or just anything other than white. I'm sure there will be some degree of color choices for the eyes.
Overall a really nice job. I can't wait to see the other races, but I understand why they wanted to show off the dinstinctive ones first.
Good job, VR! I loved all the models. That portrait of the Skar staring straight at you is scary enough, I'd refuse to have a hard copy of it hanging on my wall. Too conducive to nightmares LoL.
The only changes I can suggest are trivial, but here they are:
Archai eyes are just perfect for them but the Dark Myr should have big, round fisheyes.
Dark Myr should have more elongated hands and feet (more like flippers) and DEFINITELY have webbing between fingers and toes.
Vandraad said:Universal armor is THE reason this is being done, in my opinion. If it wasn't, there would be artistic expression beyond the skin/surface textures & shaders. You would see model shape/size disparities like the 1999 EQ1 Ogre vs. Gnome.... I suspect the answer is that it makes the creation of universal armor much easier. But this brings to mind a strange disconnect. VR spends a lot of time putting all these fiddly little bits in these zones, manipulating every piece of moss on a tree, etc to get it just right, yet these player models all seem to be the same human model run through a photocopier with the zoom setting changed and some different textures on them.
Might have it been better to put the uniqueness into the character models and the world being a bit more generic? After all, it is the character and how it looks that people are most attracted to, taking great pride (and pains) to get their character to look like they want. Yet here we are presented 3 races that are the same humanoid mammalian shape.
So while I appreciate the effort put into this, and the models do look great, you do realize, VR, that the players will rarely (if ever) see their characters like this ever again? Looking at a detailed model in a static pose is one thing, but once in game nothing will be static. We'll be moving and, quite quickly, will be covering up those models in clothing and armor. Those super fine details on the models will be forever hidden. Could you not have gotten away with a little less detail and achieved just as nice a character because you know it will be covered by armor nearly every playable minute?