/So, computer's working and its now playing nice with its own AMD hardware, so now back to the fun part: getting the custom content converting properly into nwn2 files. I am currently aving little luck when it comes to custom character model content, but I'm working on it.
One should note that N2N's character models are divided into segments: Head, hair, main body (upper arms, torso and thighs) feet/boots, and has attach points for each limb segment, the torso, the head, the back and the waist.
There are variables for the X, Y, and Z axes so that one can make a character taller, stouter, etc.
what does this mean for you?
Well, I've made a base character model with somewhat unrealistic porportions for the specific purpose of accommodating a variety of character shapes within these parameters. For example, an easy way of showing that a character is buff would be to give them beefy forearms in the "gloves" portion of the model.
For example, the macho douchebag from this sketch:
From the same model, we can implement a much merrier and more formal looking character:
Big hands mean a much greater variety in body sizes in general, and flat faces mean that all you have to worry about if you want to make a model yourself is to draw the eyes and mouth. And yes, I do want yall's input. (I'm working on the UV models so that the characters themselves will just be two-sided, thus more friendly for newbies to modeling to make custom textures, too)
Here's a base, again, kinda roughly drawn, but you get the idea. Also pictured is the current base model.
Feel free to draw on it! Right now, I could use whole outfits, jacket ideas, features for the fantastical side of things, like horns or wings or whatever else you can think of on that front. Remember that there are attach points all over the body to facilitate things like watches, holsters, shoulder kitties and the likes.
Unfortunately, pants and shirts aren't separate models, though, so keep that in mind.
Also, I'd like some input on how to handle nonhuman forms. I'm kind of looking at the character concepts people are currently considering and making "Placeholder" models for those- a wolf or fox Folk in animal form might just appear as a large, sillhouetted quadrouped with a customizable aura color to tell them apart. But we'll see.
Also, I'm kinda wanting to hold off on opening the client until I've moved further along with the character models and implemented the retextures into a hakpak. This reasonable to people?