(sorry if my English is bad) Hi im new and i was really enjoying Conan but noticed that my female character has armpit hair.
i was wondering, is there a way to shave it or disable it? (not that i’m saying having body hair is bad it’s just a preference in a videogame thats all).
Thanks
i guess that’s a no . thanks anyway
do you know if by any change will shaving armpits will be implemented?
There isn’t a way to do that without mods.
You could look for a private server running Emberlight there are other mods also, but Emberlight seems to be the most popular.
oke got it thanks.
We really need a way to do that without mods though. I hate that there is no option for it, especially on female characters …
The cosmetic station would be the place but it would be very common for this setting.
By the time a character reaches level 45 and can craft the Orb of Nergal it would be perfectly reasonable, to include a bit of personal grooming.
Unless you are talking about overall game mechanic’s, in witch case that is a whole different topic from OP
Well then you are off topic in this thread.
And further the people responsible for the cosmetic aspect, are seldom the same as the coders.
So what you are saying is: Why should thay paint the house, when the plumbing leaks?
So you want the art department to drop everything and start plumbing?
Heck no. Leave plumbing to professional plumbers. If you put the art department to plumbing duties, you’ll end up with more problems than you had to begin with.
@drachenfeles Surely you understand this metaphor, too. The art department can either sit on their hands, doing nothing, or they can produce more art, but they can’t be put to working on the core game system because most likely, they lack the competence to do that and would end up breaking more than they can fix.
So yeah, even if the game’s core systems need fixing, it still makes sense to ask the art people to produce more art because that’s what they can do.
Well, I used to be an artiest, and I have done some 3d artwork similar to what would be required to alter a texture, I also did some mesh work and adding BVH files to make sure the character moved smoothly and the texture didn’t deform. But I couldn’t fix something outside of my area.
I didn’t work on games but I imagine the hierarchy of mesh objects and lighting is close to the same.
So you would rather I stopped painting textures to attempt running the entire simulation to try and fix a lighting issue in a part of the simulation I never normally work on?
I could maybe fix it, but it would take me 10x longer than the team that normally works on the rendered or “cooked” product. You see when painting a mesh I would have my own lighting and tools, after exporting the object I didn’t control how it was lit in the end product. If the mesh broke or the texture deformed it might have been kicked back to me, but the lighting in the open world? not my department.
You’re argument doesn’t seem like a viable solution to me, it would slow the overall progress not speed it up.
Well I don’t really know how a game company does things either.
I’m guessing based on working on animations almost 20 years ago,
most of the things that took me weeks can now be done in minutes.
But you can at least see why I think the artiest is different from the actual game developer.
The model editor is a whole different program from the game engine.
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