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You've worked on all manner of games before, from Free Realms to Star Wars Clone Adventures to the EverQuest franchise. Choosing a slight athletic build for the female not only fit the story, but it also helped keep the body types close enough that the overall silhouette could be comparable without breaking the universal skeleton. We wanted to make sure that neither gender had an unfair advantage in H1Z1, but there are some obvious anatomy differences we had to reconcile. The biggest technical challenge was fitting the same skeleton to both genders. Most importantly, we wanted to give players maximum flexibility to choose what they want to wear and how they want to customize their character.Īre female characters more technically taxing on H1Z1's engine because they have more hair to animate than men? Is this an issue you, as an art director, need to consider when coming up with new designs? We didn't want players to have to sort through clothing items created exclusively for the opposite gender that they can't even use, and we wanted to keep art production simpler so we can focus on making more content. We made clothing unisex for a few reasons. What has your approach been when it comes to clothing-I've heard before that you're making male and female equivalent clothing, but what does this mean exactly for H1Z1? We chose the bun hairstyle for simplicity but will support additional hair styles in the future. We used physical anatomy sculptures for both genders as reference, too.
We started by creating a collage of faces and body types as reference and narrowed it down to some options that felt right for the first pass. How many different iterations of the female avatar did you go through before deciding on the model you have now? She is a survivor of a zombie apocalypse, so we gave her somewhat of an athletic build to justify some of the physical endurance she'd require or gain quickly in order to survive not only a zombie horde but competition from other human survivors. We wanted to make the female character feel authentic. I've read that you designed H1Z1's female characters to look "relatively typical," if not somewhat athletic. We have plans to expand the head models for the females and male characters as well as add skin tints to give players a range of customization options. This female character model is just the first iteration.
When we launched on Steam Early Access we knew we weren't launching with a complete game but we wanted to have a little vertical slice of all the features, so we started with just one character model. Why were female avatars not available when H1Z1 was originally released? The game is also coming to PlayStation 4, though a release date for that version has not been announced. H1Z1 is available now on Steam Early Access ($20), where it's already sold over 1 million copies since its release earlier this year.
#More player models skin url not working Patch
You can also read today's full H1Z1 patch notes over on Reddit. A variety of renders for the new lady avatar are also available in this post and in the image gallery at the bottom. Strzalkowski also outlines some future plans for H1Z1 in terms of character customization, saying Daybreak is hoping to add more skin tones and head sizes next.Ĭheck out our full interview with Strzalkowski below. We caught up with Daybreak art director Sebastian Strzalkowski and picked his brain about why female characters are coming to H1Z1 now, how he and his team designed their look, and what impact their introduction might have on the game overall. As you can see in the image below, Daybreak has designed its female characters to look fairly typical, but also somewhat athletic. Development on the avatars began in March as part of an effort to overhaul the look and diversity of all of the game's characters.
#More player models skin url not working Pc
Right on schedule, Sony Online Entertainment's Daybreak's PC MMO H1Z1 on Friday added female characters, a feature fans have been calling for.