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Character creation: Difference between revisions

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==Notes==
===Height Adjustment===
* No manual height slider: [[Zoi]]s have pre-programmed motions and animations that assume a fixed height range. 
* Male vs. Female height: Male zoys are deliberately coded to be slightly taller, but further individual height adjustments are not supported. 
* Rationale: Pre-made animations look best with uniform height. Advanced inverse-kinematics would degrade the animation quality, so the devs chose fixed heights.
===Body Shapes and Range===
* Wider body range: The game now allows a greater variety of body shapes than earlier demos. 
* Trade-off: Larger or smaller bodies can cause clipping or awkward “pixel spills,” but the devs wanted to give players more freedom.
===Male vs. Female Mesh Differences===
* Not different meshes: Both genders share core systems but emphasize different aesthetic details (body proportions, etc.). 
* Why not a single universal mesh? A single-mesh approach was considered but scrapped for failing to meet the devs’ visual-quality goals.
===Hair Customization===
* Expanded Black/African-textured hair: Significantly increased options following player feedback. 
* High resource usage: Complex curly/afro hairstyles can consume as much data as an entire character body. 
* Performance tip: If your system struggles, using a bald hairstyle reduces resource load.
===Tattoos===
* Early Access: Limited to facial/neck tattoos. 
* Future (around August): Full-body tattoos planned, plus an AI-based system to create custom designs (upload your own image to generate a tattoo texture).
==Images==
<gallery mode="packed">
<gallery mode="packed">
File:character_creation23.jpg
File:character_creation23.jpg

Revision as of 18:07, 7 March 2025

Notes

Height Adjustment

  • No manual height slider: Zois have pre-programmed motions and animations that assume a fixed height range.
  • Male vs. Female height: Male zoys are deliberately coded to be slightly taller, but further individual height adjustments are not supported.
  • Rationale: Pre-made animations look best with uniform height. Advanced inverse-kinematics would degrade the animation quality, so the devs chose fixed heights.

Body Shapes and Range

  • Wider body range: The game now allows a greater variety of body shapes than earlier demos.
  • Trade-off: Larger or smaller bodies can cause clipping or awkward “pixel spills,” but the devs wanted to give players more freedom.

Male vs. Female Mesh Differences

  • Not different meshes: Both genders share core systems but emphasize different aesthetic details (body proportions, etc.).
  • Why not a single universal mesh? A single-mesh approach was considered but scrapped for failing to meet the devs’ visual-quality goals.

Hair Customization

  • Expanded Black/African-textured hair: Significantly increased options following player feedback.
  • High resource usage: Complex curly/afro hairstyles can consume as much data as an entire character body.
  • Performance tip: If your system struggles, using a bald hairstyle reduces resource load.

Tattoos

  • Early Access: Limited to facial/neck tattoos.
  • Future (around August): Full-body tattoos planned, plus an AI-based system to create custom designs (upload your own image to generate a tattoo texture).

Images