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#1 Aug 31 2010 at 8:18 PM Rating: Excellent
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While Final Fantasy XIV fans wait to see what PAX will bring this weekend, Japan has been host to the CESA Developer's Conference, where game developers showed off the steps that went into creating Eorzea's new generation of adventurers. Designers Keiichi Baba and Seiya Ishii were on-hand to reveal the tools they used and the inspiration they drew from Final Fantasy XI.

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#2 Aug 31 2010 at 8:22 PM Rating: Good
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The attention to detail is amazing - thanks Elmer
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#3 Aug 31 2010 at 8:26 PM Rating: Decent
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That thar's a shapely bottom.
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#4 Aug 31 2010 at 8:30 PM Rating: Decent
All I can say, is that process is oddly similar to the one used in Fallout 3 and Oblivion. Now depend on how similar will be the deciding factor in how fast body mods will be out. So I'll be the first to say this, I welcome our soon to be coming bubble breasted overlords.
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#5 Aug 31 2010 at 8:35 PM Rating: Good
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Elmer wrote:
Designers Keiichi Baba and Seiya Ishii were on-hand to reveal the tools they used and the inspiration they drew from Final Fantasy XI.


Did they say what inspired them to only make 4 hairstyles for Highlanders? Smiley: glare
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#6 Aug 31 2010 at 8:38 PM Rating: Decent
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If anything is going to sell this game, it's that 3rd image from the top. As a matter of fact, that should just be their entire promo campaign.
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#7 Aug 31 2010 at 8:41 PM Rating: Decent
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dat ***
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#8 Aug 31 2010 at 8:47 PM Rating: Excellent
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Coh wrote:
.dat ***


ftfy
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#9 Aug 31 2010 at 8:56 PM Rating: Good
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I found myself trying to look around the **** naked girl.
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#10 Aug 31 2010 at 9:01 PM Rating: Excellent
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#11 Aug 31 2010 at 10:49 PM Rating: Decent
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So that's what it really looks like under clothes/armor? Complete with.. Well I won't even say it. I um, well, this will only exacerbate my Hyur F & Miqo'te staring issues.
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#12 Aug 31 2010 at 11:09 PM Rating: Good
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Eske, Star Breaker wrote:
Elmer wrote:
Designers Keiichi Baba and Seiya Ishii were on-hand to reveal the tools they used and the inspiration they drew from Final Fantasy XI.


Did they say what inspired them to only make 4 hairstyles for Highlanders? Smiley: glare
Here is still wishing they disclose more options in the retail version.

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#13 Aug 31 2010 at 11:18 PM Rating: Decent
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Quote:
All I can say, is that process is oddly similar to the one used in Fallout 3 and Oblivion. Now depend on how similar will be the deciding factor in how fast body mods will be out. So I'll be the first to say this, I welcome our soon to be coming bubble breasted overlords.


Well I consider Oblivion to be the best game I've ever played. Fallout 3 is pretty good but no where near it. Soo that must be a good thing :D
#14 Aug 31 2010 at 11:37 PM Rating: Good
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It's not **** if it's art right? Anyway, .dat_ass3d was pretty nice for a computer rendering. SE really put some effort into the creation process this time around.
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#15 Sep 01 2010 at 12:24 AM Rating: Good
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.dat_S is to keep the designer and programmers motivated, and i beileve they have the option to remove those undergarment.
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#16 Sep 01 2010 at 12:49 AM Rating: Decent
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>.>
i hope what took 5 years in development wasnt the models but building the game engine itself because i created extremely hi res, high polygon models for FFXI from scratch using a program developed by an amateur lol, so im not at all impressed.
try using 5 bugged programs just to do what their one does.
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#17 Sep 01 2010 at 2:03 AM Rating: Good
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pixelpop wrote:
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i hope what took 5 years in development wasnt the models but building the game engine itself because i created extremely hi res, high polygon models for FFXI from scratch using a program developed by an amateur lol, so im not at all impressed.
try using 5 bugged programs just to do what their one does.


1. creating extremely hi res, high polygon models isnt difficult, you can do that with a couple mouseklicks in 3D studio Max. The difficulty of modelling is keeping the polygon count low while still maintaining quality. Thats why Levelsets, Quadrics, iso surfaces and other methods are developed and still tought to up and coming modellers/programmers.

2. The modelling tools in FFXIV are quite intricate concidering they have built a whole database of items, monsters and character models that utilize Model shaving. What this basically means is that, using the same polygon model, you can create multiple variations without using up extra storage and processing power. As a programmer im quite impressed with it and however long it took them to develop/learn to utilize the tools for it, it was time well spent.

Not trying to be rude, but there is alot going on with "just" developing models for a game that an amateur (your word not mine) might miss. Probably the bulk of the raw programming of the game is spent on this( and network and database programming ofcourse) since physics, UI and actual game mechanics might seem impressive, but usually require far less work.
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#18 Sep 01 2010 at 3:41 AM Rating: Good
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Although head and shoulders better then 11's creation process, it still falls pretty **** short compared to many other MMOs. They could have given a lot more room in customizing the avatars.

Ah well, I suppose most people think its A-class because 11 was so shoddy with their customization. Still, even in saying that, its not really a complaint on my part - more of a sheer observation. I haven't been this excited about a game in many years.
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#19 Sep 01 2010 at 3:56 AM Rating: Good
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Although head and shoulders better then 11's creation process, it still falls pretty **** short compared to many other MMOs. They could have given a lot more room in customizing the avatars.

Ah well, I suppose most people think its A-class because 11 was so shoddy with their customization. Still, even in saying that, its not really a complaint on my part - more of a sheer observation. I haven't been this excited about a game in many years.


I can agree here, more options would be nice... More variations in hairstyles, faces, eyes, the ability to change proportions a little other than pre-determined heights.
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#20 Sep 01 2010 at 4:05 AM Rating: Decent
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Quote:

1. creating extremely hi res, high polygon models isnt difficult, you can do that with a couple mouseklicks in 3D studio Max. The difficulty of modelling is keeping the polygon count low while still maintaining quality. Thats why Levelsets, Quadrics, iso surfaces and other methods are developed and still tought to up and coming modellers/programmers.

2. The modelling tools in FFXIV are quite intricate concidering they have built a whole database of items, monsters and character models that utilize Model shaving. What this basically means is that, using the same polygon model, you can create multiple variations without using up extra storage and processing power. As a programmer im quite impressed with it and however long it took them to develop/learn to utilize the tools for it, it was time well spent.

Not trying to be rude, but there is alot going on with "just" developing models for a game that an amateur (your word not mine) might miss. Probably the bulk of the raw programming of the game is spent on this( and network and database programming ofcourse) since physics, UI and actual game mechanics might seem impressive, but usually require far less work.

right, i guess my main point is that im not impressed with their modeling process (aside from all the other technical game developing) since i can do exactly what they can on my own.

kinda like when they (multiple times) over emphasized that the zones are going to be seamless and they are going to use dynamic lighting as if its some new technology, but i assumed from day one that both of those concepts would ofcourse be in the game.... it should be assumed, but theyre all like "OMG! LOOK WHAT WE INVENTED JUST NOW!"
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#21 Sep 01 2010 at 4:14 AM Rating: Good
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pixelpop wrote:

right, i guess my main point is that im not impressed with their modeling process (aside from all the other technical game developing) since i can do exactly what they can on my own.

kinda like when they (multiple times) over emphasized that the zones are going to be seamless and they are going to use dynamic lighting as if its some new technology, but i assumed from day one that both of those concepts would ofcourse be in the game.... it should be assumed, but theyre all like "OMG! LOOK WHAT WE INVENTED JUST NOW!"


That's bound to happen when they do stuff like this and the "Making of a Realm" vids. The potential audience stretches the spectrum from knowing next to nothing about the technical stuff all the way to other people in the biz. What's simple to some may be awesome to others...
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#22 Sep 01 2010 at 4:45 AM Rating: Decent
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That's bound to happen when they do stuff like this and the "Making of a Realm" vids. The potential audience stretches the spectrum from knowing next to nothing about the technical stuff all the way to other people in the biz. What's simple to some may be awesome to others...

i suppose your correct, after all, they blatantly said they are making a game geared directly at newby/casual gamers.
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#23 Sep 01 2010 at 7:14 AM Rating: Excellent
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Great pictures. In game, I sometimes sit still and maneuver the camera around so I can see the detail of other characters and monsters.
#24 Sep 01 2010 at 7:38 AM Rating: Decent
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Eske, Star Breaker wrote:
Elmer wrote:
Designers Keiichi Baba and Seiya Ishii were on-hand to reveal the tools they used and the inspiration they drew from Final Fantasy XI.


Did they say what inspired them to only make 4 hairstyles for Highlanders? Smiley: glare


Wooooooooooooooooooooooooooord.... and not only that 2 of the 4 are completely ridiculous looking. One of them looks like a comb over.
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#25 Sep 01 2010 at 8:06 AM Rating: Excellent
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Vackashken wrote:
Although head and shoulders better then 11's creation process, it still falls pretty **** short compared to many other MMOs. They could have given a lot more room in customizing the avatars.

Ah well, I suppose most people think its A-class because 11 was so shoddy with their customization. Still, even in saying that, its not really a complaint on my part - more of a sheer observation. I haven't been this excited about a game in many years.


Some don't like this, but the problem with some other MMOs and their more "robust" creation options is that it basically allows the creation of hideous avatars that, while some may find cool or funny, are basically eyesores. I'd imagine most don't know general trends in human proportioning, and while it could be argued that taru or galka aren't human and thus don't follow those rules, consider that they could also qualify as the starting point for those who may have been looking to play some form of midget or hulk of a guy. They just get their own "rules" instead of trying to stretch out a human.

Ultimately, I can see some merit in a shortage of hair options, but that's about it. It's likely we'll be hidden behind hats and helmets a lot of the time, but I know one problem I've had with other game hairstyles is the presence of accessories like hairbands or clips can't be removed or edited in color and size. And too often they're ugly and gaudy when put alongside things you'd wear.
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#26 Sep 01 2010 at 8:08 AM Rating: Decent
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Vackashken wrote:
Although head and shoulders better then 11's creation process, it still falls pretty **** short compared to many other MMOs. They could have given a lot more room in customizing the avatars.

Ah well, I suppose most people think its A-class because 11 was so shoddy with their customization. Still, even in saying that, its not really a complaint on my part - more of a sheer observation. I haven't been this excited about a game in many years.


Also remember how said MMOs generally only have good customization and everything else falls flat.
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