» Fri May 27, 2011 10:38 pm
I finally got to where I could create "acceptable" faces in OB, but they all tended to look similar. The facegen needed to have three or four different starting templates, not one, so you didn't always begin with the same basic shape every time, and with only limited range on the sliders to change it from there. On most of the faces, I ended up with half the sliders maxxed out in one direction or another, because they didn't go as far as I wanted. The idea behind the system was great; the implementation wasn't quite there yet.
MW just gave you a bunch of pre-made faces and another group of hairstyles to choose from. The NPCs were all done using those same pieces in different combinations. Making up a face by choosing pieces from a bunch of preset "sub-sections" might be faster and more effective for most people than trying to bend and twist your mug through all sorts of contortions with the sliders. By now, I'm assuming it's a moot point, as the game is far past that stage in development.
FO3 gave you a choice of beards and moustaches, but they were almost all so outrageously overdone that only a cartoon character like "Yosemite Sam" would look appropriate with them. There was the scraggly "Rasputin" beard, the curled "villain" moustache, and just about every "weirdo" configuration you could think of, but not much that you'd see on a typical small town street.
Regular suggestion poster Daniel Kay came up with a golden idea when he suggested making hair, beards, moustaches, and sideburns "modular", so you could add them piecemeal as suited the character, instead of "all or nothing" as in FO3.