over 2 years ago - Ashes of Creation - Direct link

Transcript (by Youtube)


0s [Music]
9s hey
19s hmm
34s [Music]
36s [Applause]
37s [Music]
39s [Applause]
46s welcome everyone to our first look at
49s the ashes of creation character
52s customization
53s and creator character customization
55s creator ccc yeah
59s i know we get to see the vec look at him
62s in the model forum
65s super excited well we're happy that
67s you're joining us and taking a look at
68s this uh first look at our character
70s creator we have an awesome crew with us
73s actually here today um some
75s representation from the character team
77s with our lead character artist mr chris
79s atkins how you doing buddy i'm doing
81s great good to see the vec in there i
83s know it's your your creations are coming
86s to life your team's creations are coming
88s to life it's so cool to see
90s and then we also have some of the brains
92s behind uh creating all the cool
95s customization options that we have
97s available to us in this creator uh two
99s of our engineers mr clayton stamper and
101s mr zachary malott how you doing buddy
104s hello hello
105s hey uh clayton here
107s very excited to have you guys and then
109s of course this wouldn't be a stream
110s without our amazing and glorious uh
114s community marketing lead
116s mrs or miss margaret crone
119s not misses yet i know not yet soon
122s exciting
123s i'm very excited yeah and i know of
126s course um for those of you who are
127s tuning in on the stream and who are
129s seeing this for the first time on the
130s stream we just uh we just cut to this
132s video but for those of you who are
133s tuning in on youtube um you know as
136s you're watching these customization
138s options please feel free to leave
139s comments let us know your thoughts join
140s in on our discussions on our forums on
144s twitter on all the places so that we can
145s get your guys's feedback because that's
147s why we showcase this stuff in
149s development is to get everyone's
151s feedback
152s so
152s i'm excited to take a look at this
156s character creator with our glorious
158s community
159s this guy is looking pretty cool i'm
161s loving the model and it really stayed
163s true to the concept
166s yeah i mean manny's such a great artist
168s and you know i think that's why we
169s picked him up is because he had such a
171s strong sense of like overall silhouette
173s and style and so yeah you can see his
175s work right here and then
177s you know a little more realistic
179s direction for textures and yeah yeah i
182s think he's i think he's looking pretty
183s good into what you envisioned i i hope
186s anyway oh yeah no he's he's looking
188s great i mean this is one of my favorite
190s races actually in our in our
193s with our different cultures right
194s because
195s it's so different than what i'm
197s accustomed to seeing from a character
199s race standpoint like most player
200s character races don't look like these
202s guys and this isn't even in their actual
204s like animated stance that they're
206s intending to have that more crouched
208s look right that hasn't been implemented
210s yet but just the model itself is is
212s really cool
213s yeah it's just them sharing right now
215s kind of with the klar and and same from
217s a technical standpoint they shared sort
219s of the same geometry and uvs so we're
222s trying to make things you know pretty
224s efficient and intelligently as we go
225s along i like the tusks the tusks were
228s such a great touch
231s oh yeah no they're great and again
232s manny's concepts are awesome he does
234s stick right to him you know once we get
236s something approved he nails it have you
238s guys ever played oh go ahead go ahead i
241s was gonna say the community definitely
242s has
243s opinions on the tusks and you know being
245s able to customize them or
247s oh yeah i know some people have asked
248s about removing them completely
250s uh things like that right or yeah
252s drilling them down like significantly to
254s the point where they're barely
256s noticeable right
257s of course some people want the massive
259s yes you know exactly
262s okay so one of the cool things about um
264s this demonstration today again wanna
266s preface this is a first pass on our
269s actual character creator
271s clayton and zach have done a
273s an incredible amount of work along with
275s a lot of other people who have
277s participated in making our character
278s creator
279s but from a functionality standpoint um
281s what we're going to do is we're going to
283s take a look at all the different
284s customization options that are presently
286s available then we're going to talk a
288s little bit about the customization
289s options that have yet to be implemented
291s but are still on um on our course on our
295s on our feature road map right um and to
298s do that we're actually gonna i'd also
300s like to preface that the ui is not final
303s this is
304s still very very early so keep that in
306s mind all the prefaces all the preface
308s all the work in progress prefaces you
310s guys our core audience who have been
312s following development of ashes creation
314s you know this um you see our monthly
316s updates as we show you you know ongoing
318s progress um but that's really part of
320s the fun right you're seeing a a massive
323s massive mmorpg being made in real time
327s with regular updates on the monthly um
329s showing you guys our movement from where
331s we were to where we're going and every
333s step in between and that's part of the
335s fun
336s but in order to show off some of these
338s customization options the vec aren't
339s quite there yet with uh being able to be
341s customized yet in the character creator
343s we can randomize it but actually let's
345s go over to the klar
348s oh i love that effects
352s did such a great job with those effects
354s um so when you switch over obviously you
356s see the kind of you burn away that's uh
359s part of the lore and ashes uh it also is
361s something that you see in death
363s you know if you played the game you kind
365s of
366s have seen as your character dies you
367s turn into these pile of ash but this
369s guy's looking pretty cool what is he
370s he's like almost looks like a viking
372s yeah like a viking cleric or something
376s i love the detail on his face
379s yeah
381s it's been really fun to make these guys
382s and
383s yeah i mean you can start to see kind of
385s you know some of the imperfections that
387s you're able to add and everything else i
388s mean i'll let you keep getting into it
390s but yeah no it's it's looking to be
392s working yeah clayton i know uh and zach
394s i know you guys have put a lot of work
395s into
396s showcasing some of this scarring here
398s and being able to like manipulate that
399s scarring we're going to talk a little
401s bit about that
402s yeah so i i i tend to focus on
406s the art side of it um i work with the
409s artists pretty closely and i do some
411s shader programming so i did a lot of the
413s behind the scenes that's driving the
415s appearance of the scars
417s um
419s and uh atkins uh chris atkins did a
421s really good job uh getting us the assets
424s that bring it all to life the loincloth
426s the loincloth yes
431s yeah we had a little underwear thing
432s going on oh yeah get us some loincloth
435s chris where's the or uh
438s maybe this should be better for uh
440s yeah for chris where's the physics on
442s this i would like when i twirl that the
443s loincloth flares up you know
445s it does have it i'm not sure if it's
448s enabled right now it does it will flap i
451s promise
453s accidental uh flashing of people wait i
456s need to check something is for that
458s particular loin cloth is their
462s customization
464s options
465s let me see
468s where would that be
469s oh
470s what is this
473s [Music]
473s [Laughter]
475s what is this is that you wanted full
477s customization that is that's been a
479s question that the community has asked
481s for some time actually whether or not
482s we're going to have certain sliders uh i
485s guess this is a little showcase of
486s what's to come in the future with being
488s able to manipulate aspects of the of the
490s character including chest crest crotch i
494s don't know about the name crotch
496s that could be grant selection oh yeah
498s that's true grat and kobe and tim uh
502s worked on the ui side of this for our
504s character creator and that was it's that
506s definitely sounds to me like a grand
508s selection
509s and the wording there
511s um but yeah i like that he went nice
514s nice and casual with the booty though he
516s was like bottom bottom bottom yeah
518s that's that's a fair that's i'm okay
520s with that one i just don't know about
521s the crotch one i know i know but i just
523s i think it's funny that he went crotch
524s but then for butt he went butt up bottom
527s so now some of these um
530s options so we're talking like body
532s type in here we can adjust height and
536s weight
537s um you can make them a little bit you
540s know thicker looking right
543s and of course there's going to be sizes
545s here that we're going to kind of adhere
547s to based on the race right we obviously
550s we incorporate some limitations on that
552s right
554s yeah we're definitely going to be doing
556s that i think clayton can speak more to
558s that
561s oops plate are we losing there
565s we lost him
566s well so so the
568s the weight entitlement system for how
570s those inputs affect the bones is
572s actually something that zach worked on
574s more oh nice yeah it's a bone by bone
577s basis on a per race and per gender basis
580s so
581s so now people who don't know what they
582s should bonus zach can you tell them a
584s little bit about what a bone is
586s [Music]
588s uh
591s so uh bones uh it's pretty much
594s you can visualize it just like you would
595s visualize a bone in a skeleton but
596s really what it is it's just a transform
598s in space that describes how each vertex
601s should be
602s transformed if that bone is also
604s transformed so whenever the bone in the
606s arm moves all the vertices that are uh
608s skinned or weighted to that bone will
610s move the same way that that bone does in
612s a proportion to
614s the weight
615s with that bone in that vertex
617s ah
618s so if you scale it up it makes all the
620s vertices around it scale up and one
622s thing that chris does very frequently is
624s he'll go in and like touch up the skin
627s weight so that the vertices scale kind
629s of how we want them to because
631s like originally we had kind of like a
632s blockier look with the weight but he
634s went in and like uh really tweaked that
636s and got got something that looks pretty
637s good for the larger weights too
640s oh very cool yeah and i think it's a
642s combination of that and what you and
643s zach are doing under the hood because
645s you guys are kind of averaging in
647s between all these bones too to make
648s smooth transitions which really makes my
650s job easier as well
652s i'm just going to play around while kind
654s of you guys talk about all this fun
655s stuff yeah and it's also um super
657s awesome that we get to
659s do all these manipulations and get a
662s really wide variation of body types and
664s faces and characters
666s just from like one standard mesh you
668s know
669s um yeah a lot of times some character
671s creators they just swap it out and
673s different meshes you know
675s but we're really like manipulating and
676s molding and sculpting
678s a single mesh that can achieve like a
681s really wide array of results
683s and he was showing some of the wrinkles
685s and the textures on the face i know you
688s guys have are really excited about like
689s the detail system i don't know if you
690s want to talk a little bit more about
692s that
695s i'm pretty excited about the detail
697s system right now we're just using it for
698s wrinkles but that's a system for pretty
700s much blending any texture detail
702s holistically over the entire body of a
703s character so whether that's like scales
705s on the renkai or uh doing like the you
708s saw that the vec has like starvation
710s over their body you could blend in like
712s different starvation patterns and we
713s could even use it for like body hair
715s sliders for the dwarves and yeah all
717s sorts of things for something as crazy
719s as the tolnar once we mean like armpit
721s hair yeah i keep forgetting about that
723s body here
726s how do you feel
728s catkins about making holes for armpit
731s hair and all the armor
733s yeah this is gonna be quite the
735s authoring hey i guess we have to figure
736s out horns anyway so why not right true
739s true fair fair
741s yeah i love the hair customization
742s you're on right now oh i do too i love
745s it
746s yeah
748s i really haven't seen that actually very
750s much in many character creators
752s it would be cool that over time when
754s you're in game you have to get a haircut
756s because your hair grows out
758s especially with like all the
759s combinations of
761s your cheeks like hair your chin hair
763s your lip hair
764s i i like the difference yeah the the
767s different um options that you can kind
770s of touch on right look at the look at
772s the variance and just the lip length
774s like yeah that is that is pretty cool
777s because in a lot of other character
778s creators that many of us probably have
780s experience with right these are presets
782s that you choose you don't really get to
784s manipulate the preset itself like i
786s would choose this super long length you
788s know muster the short one or the short
790s one and i wouldn't have the variance in
792s between that i could customize that's
795s pretty cool
796s yeah i mean this is an impressive feat
798s of engineering by the team i mean
800s they've really done some awesome stuff
802s and they've really worked out a ton of
804s the extra parts of the character
805s pipeline that we didn't quite have
808s nailed down yet and and these guys have
810s really flushed everything out and it's
812s yeah it's really cool to see i mean i
813s think we all get mesmerized by this
815s thing every time we play with it
817s and we've been talking about
819s letting people customize each eye
820s separately i know because that's gonna
822s be a question that comes up too
824s but right now we don't have that feature
826s in
827s yeah there's still so much more left to
829s do
830s having one blind looking eye would be
832s sick absolutely or different colors uh
835s 100
836s yeah in tandem with the scars you know
838s you put a scar over that eye and then
840s sort of make it
841s milky i also like that you can adjust
843s the uh fingernail colors as well i want
846s to rotate them
850s you'll have to up the strength of the
852s yeah yeah because you're transparent
855s yeah
857s i was telling steven i want to be able
858s to put like the tattoos on my nails to
860s make nail art
862s so if you zoom out you'll see his
863s toenails too yeah
865s oh that's so cool
867s that is so cool
870s love that
871s let me see if there's some other other
873s presets we can play with now you put it
876s this guy needs like a trifold hat
878s oh yeah for sure it looks like a
879s musketeer i'm very piratey yeah
883s let me see here let me go to
886s some other presets oh there we go this
888s one's like one of my favorites too
890s because i love the hairstyle it's cool
892s yeah it's really good on that yeah the
895s hairstyles are awesome uh jinzy as
897s everyone knows is a favorite i think of
899s the community but yeah she's been
901s leading a ton of the charge on the
903s hair eye customization stuff while i've
906s been dealing with more of the body
909s now let's talk about these so this is in
911s the appearance section right this is
913s mainly like adjusting
915s attachments to the character but when we
917s talk about the model itself and we move
919s into things like being able to sculpt
923s sections of the face
925s this is such a cool
927s yeah
928s these are areas that we can actually
930s touch up on so when i grab this and i
933s pull it in a direction right it starts
935s customizing different segments of the
937s body uh zach you worked on this yes
940s yeah clayton and i attacked teamed on
943s this one um
945s we really wanted to give players that
947s feeling that they were
948s grabbing and pulling and sculpting their
950s own character
952s especially with like more minute details
954s i mean it would have been easy to give
955s character like players like 100 sliders
958s you know
959s but
960s it's
961s it feels better to have a much more
962s tactile response than like clicking and
964s dragging dragging
966s and pulling all these like uh
969s points around
971s i appreciate that i can have
974s the the flat filipino nose
977s yeah i mean again not every game allows
980s it so
982s yeah so
984s i i remember zach mentioned uh how much
987s variation we achieve through the
989s customization features a lot of that is
992s achieved through what steven is playing
993s with right now with these dots that are
995s appearing and the reason why those are
997s dots instead of
999s the little plates that you see
1000s highlighted on the character is because
1002s these are actually changing the shape of
1004s the character's features all together
1006s very more micro level adjustment tool
1009s yeah plates are used for
1012s moving things around
1013s and it sort of maps exactly to your
1015s input and that's why that pick map or
1018s the the plates feel so nice
1021s then you can click on those dots and
1022s drag those around and actually change
1024s the shape of a feature altogether
1025s [Music]
1026s you can go from some intense eyebrow
1028s cheeks and make like make a make them
1031s bigger smaller change the location and
1033s then you can go in
1035s and refine the actual shape of it using
1037s those thoughts
1039s yeah this is this is phenomenal sorry
1041s chris go ahead no i'm just saying
1043s they've really spent a lot of time i
1045s think sort of getting the feel right you
1047s know we've all been playing with it till
1048s it felt kind of intuitive or kind of
1050s easy to use and friendly
1054s yeah that's i mean watching the progress
1057s over just even the last three weeks has
1059s been unbelievable
1062s you know
1063s i'm i'm excited to see the backlog of
1066s features that are going to be
1067s incorporated as
1069s you know we move forward with the
1070s character creator beyond alpha 2 um
1073s but if you guys you know are
1076s like i said our core audience that kind
1078s of watches our development just from
1080s alpha one to alpha two this is an
1082s entirely different thing right alpha one
1085s was
1086s was something where you know we had a
1088s number of preset options that were very
1090s limited there was there was little to no
1091s manipulation that was possible at all
1094s and this is a fully fledged first pass
1096s in alpha pass but
1098s nonetheless still
1100s is something i don't see every day in
1103s games that i play or in mmos
1105s particularly right
1107s um and that's really cool to see
1109s uh one of the other things that's
1110s interesting about this and you know a
1112s lot of people sometimes beg the question
1114s you know you only spend so much time in
1116s a character creator right like that's
1117s your initial experience a lot of people
1119s when they're trying to get into the game
1121s and and uh level up as quickly as
1124s possible from a competitive competitive
1126s standpoint like they don't spend a lot
1127s of time in character but the cool thing
1129s about this character creator is that
1130s it's not just intended for your
1133s character
1134s right it has application
1137s with npc's that you might hire that our
1140s design team might leverage this tekken
1143s in order to create you know marquee
1145s characters um
1147s uh it also has some application outside
1150s of just uh
1152s humanoids right um
1154s zach or clayton you guys want to talk
1156s about that a little bit
1158s yeah i mean so we're gonna use similar
1160s tech uh for
1162s implementing things like animal
1163s husbandry or
1165s even just for creating creatures i have
1168s some tasks slated for myself to
1170s implement something similar to what i
1172s did for characters but for creatures
1174s and
1175s yeah tooling is a big focus for us and
1177s making sure that designers have
1178s everything that they need to build the
1180s game with a lot of variation in the
1182s content
1183s yeah we spent a lot of time just working
1185s out the tech for this so it'd be nice to
1188s use this tech in other areas of the game
1190s when it's applicable whether that's the
1192s husbandry system
1194s or any more customization points we give
1197s players in the future
1200s i would also like to add that we are not
1202s sacrificing a lot of
1204s runtime computational efficiency for
1206s this we are uh making sure that
1209s optimization is always at the forefront
1211s of these decisions
1212s i i was doing a lot of the optimizations
1214s that we shared a while back with uh
1217s the simulated siege with a thousand
1218s characters and with just the early
1221s rendering test 1000 characters and this
1223s is using a lot of the or in a lot of
1225s these features implemented with the same
1226s tech for merging the mesh and merging
1228s the materials and batching that data for
1229s the gpu so that it can just crunch it
1232s all out at once so the first uh couple
1235s weeks was just spent making sure that
1237s this is viable for an mmo because you
1240s really don't see this type of large
1241s scale and this detail of characters
1244s uh with this level of customization
1247s in any game regardless of a large-scale
1249s mmo so we had to do a large amount of
1252s due diligence and tech to make sure that
1255s it can actually work
1257s yeah i think that if you look at how
1259s like the facial hair we broke that into
1260s slots like that's an obvious example
1262s where we're achieving a lot of variation
1265s by breaking those into components that
1266s you can select individually and build
1268s your own combinations where it's not
1270s possible for a lot of other games
1272s because we're combining those meshes and
1274s combining those materials with our
1276s udom slot pooling solution
1278s and to steven's point earlier you know
1280s when we had our sort of very limited
1282s character creator you know in our
1284s previous versions this really is i mean
1286s you're able to do sort of what my job is
1289s which was i was just making variants of
1290s characters to sort of put in you know
1293s and now that players can can do it it's
1295s just really cool to see come together
1296s the tattoos you should show that you can
1298s change the color too oh yeah because i
1301s think you're showing the tattoos which
1302s is cool but tiny ux features which is
1305s just
1305s being able to click on a
1308s tattoo and drag it anywhere on the body
1310s it's such like a good feeling experience
1313s that
1313s a lot of character creators you click it
1315s and it's just there
1316s and then you're changing it on a slider
1318s in the ui you know
1320s being able to like manipulate it on the
1321s character it just feels really good
1325s i agree this does feel good
1328s yeah i mean it's the benefit of having
1329s so many gamers as developers right you
1331s guys know what feels good and what you'd
1333s like to see and then
1334s actually implement it
1336s and another one of our core tenants is
1339s reusability of these tech features
1341s and you can see that we have scars and
1344s tattoos available in this decal system
1346s a lot of those are using the same
1348s technology to drive it and a lot of the
1350s details that you'll be able to place on
1352s the character we're reusing
1354s the technical features that we've solved
1357s to implement more features for you
1361s yeah most of the hard hard work is done
1363s in regards to tech
1366s yeah
1368s sorry i'm just trying to find like a
1369s nice little
1370s place for the scorpion
1372s teardrop the scorpion teardrop scorpion
1375s teardrop that's what i'm talking about
1377s okay it's cool that that's pretty cool
1381s i love that i love it all right let's
1383s talk about a little bit um
1385s let me see here
1388s play with the scars oh the scars yeah
1390s let me play with the scars
1392s he did he was messing around with it
1394s earlier when you guys were nerding out
1396s [Music]
1398s oh yeah talk to me a little bit about
1399s the scars clayton because i know you did
1401s a lot of work on that front with chris
1403s yeah
1403s yeah so i
1405s it's using mostly the same system as the
1407s tattoos but it's using a little bit more
1409s texture detail um
1411s and yeah it still uses the same direct
1413s manipulation and the scaling and
1414s rotation whenever you selected it
1415s highlights it for you so you know which
1416s one you're manipulating but basically
1418s it's just uh adding some bump detail and
1421s some like roughness and metallic and it
1424s has all this information that chris
1425s worked really hard on uh to
1428s show three-dimensional uh information on
1431s the character and you can sort of just
1432s place that wherever
1435s yeah it's always a fun process to
1437s working with clayton and zach because
1438s they're great at giving feedback and
1440s they're great at explaining exactly what
1442s they need they're like hey could you
1444s just make a couple adjustments to this
1446s map or this input and then we end up
1448s getting pretty much where i think
1450s everyone wants us to be with these
1452s especially when it came to uh i think
1454s you reworking a lot of the color clayton
1456s and getting that into them yeah uh
1459s basically there's like a flat color
1461s which is basically just a multiplication
1463s of the base skins color so we really try
1466s to make sure that the scars look and
1467s tattoos look good on every skin color
1468s that was a focus for us uh and
1471s it so it takes a base color and like
1473s multiplies it but then you also have a
1474s discoloration value that you can add to
1476s make it look a little bit more fresh or
1478s a little bit you know more aggressive
1481s yeah i love the um
1483s kind of wrinkle setting too
1485s really aging these characters
1488s yeah and i i will be adding um a lot
1491s more muscular detail as well so we will
1493s be able to control that so that you can
1495s kind of make your gun more i want my if
1497s you'd like my one pack chris yeah no we
1500s can do it you can get to the one pack
1502s also
1503s the one pack
1505s that's awesome
1507s the keg
1509s your fantasy maggie
1510s of course you
1513s know oh you know dwarf action
1516s i need need to look like i
1519s drink all the ale
1520s so have you shown off the hair color
1522s controls yet i have not yet
1525s bring it down a little bit sorry i was
1527s just being entranced by all the options
1529s and playing things trying to get people
1531s to
1532s just see the versatility um all right
1534s let's go to the hair color options where
1536s are we going here the head head yes hair
1539s i love it i worked
1540s pretty hard on that one with uh ginsee
1542s and
1543s um
1544s so with you and the rest of the team
1546s giving a lot of helpful feedback yeah
1548s but yeah you can pick two different
1549s colors and then it'll pretty much every
1551s hair color uses the accent in the fill
1553s differently but usually the fill is the
1554s root color and the accent is the tip
1555s color and you can adjust the gradient
1557s both the softness of the gradient and
1559s the offset of the gradient to really
1561s blend those colors however you want
1563s across the entire hairstyle
1566s yeah and jincy has a very scrutinizing
1568s eye so i know it's not easy clayton she
1570s kept coming back but like it needs more
1571s sheen here but yeah it's she's great to
1574s have leading this up too for all this
1576s hair tech
1578s let's see so this is now on the top
1580s though let me go to the beard
1583s and play with the beard one
1586s so accent and filler
1588s so i'm gonna throw a little bit of white
1589s in there oh that's a lot of white
1592s bit of salt and pepper a little salt and
1594s pepper
1595s look at that gradient too
1597s i like the highlighting though it looks
1598s cool
1599s yeah and we can control that through
1601s sort of different uv manipulation and
1603s get that salt and peppery mix in there
1606s let me actually turn off
1610s the hair and just do the beard
1614s and so i'm playing with this gradient to
1616s kind of determine
1618s the strength of that highlight right
1621s yeah so the contrast is sort of the the
1623s strength of uh that the differentiation
1626s between those two colors and the
1628s gradient will shift it along the hair
1632s i mean i could spend all day in this
1633s character
1636s i feel like that's how most people feel
1638s and the beauty of it is that you can
1640s save your character and we already have
1642s some of those features available
1643s and
1644s load them
1646s right and in the future we want we want
1648s people to be able to share those
1649s characters uh amongst each other
1653s for sure and not only that but you can
1656s save them for like we were talking about
1658s earlier like future npcs that you might
1660s hire on your freehold
1662s um and have those npcs look a certain
1665s way
1666s um i think that'd be really freaking
1668s cool
1669s that would be cool yeah
1671s very cool yeah i was even talking with
1673s the designers about integrating the
1674s character creator into the quest
1675s designer tool so that they can just
1677s create npcs with the click of a few
1679s buttons and have that already assigned
1681s to the quest and data
1683s all right i want to show off a sculpt
1684s tool can we use like a is there a preset
1687s that we have available let me see oh
1690s wait we did this i want to show the
1691s blend yeah okay so we're going to body
1695s um let's see yeah we did this guy
1698s a little bit
1699s um
1701s this guy looks pretty cool
1703s [Music]
1708s yeah that's pretty cool oh my god wait a
1712s minute i know i know that guy
1714s oh my god i forgot about this guy
1718s we were playing with the uh the
1721s functionality and how
1723s we could get
1725s um
1726s how
1727s granular we can get in the customization
1729s options to create you know
1732s different personalities out there
1734s you know it's gonna
1736s like backfire on you stephen there's
1738s gonna be ton of you and a ton of people
1740s making you in game no no no
1743s this actually looks great i hope
1745s hopefully
1747s excuse me hopefully asman likes
1749s likes this little rendition of it right
1752s it looks cool it does look cool it's
1753s kind of creepy
1755s how realistic it is too all right let's
1757s talk about blending so explain to me a
1759s little bit about the blending mechanic
1763s yeah so blending is a little bit more um
1767s it's not so in-depth especially for
1769s those players i don't want to spend
1772s you know time adjusting each angle of
1774s like the ear tip this is more of a large
1777s scale macro tool that you can select a
1779s couple you know presets and then you can
1782s get certain features from one preset or
1784s different features from a another preset
1788s so you place down your
1789s your presets and then you can click and
1791s drag and morph between those different
1794s presets oh yeah
1797s look at that that's pretty cool
1800s yeah i'm i'm impressed with how many
1802s options and ways you've given the player
1804s to mess with this character
1807s oh this would be cool for like a family
1810s so when you're creating npcs and you
1811s want them all to be similar like you
1813s make a mom and dad and then
1816s it'd be interesting
1818s yeah so you're taking features from each
1819s preset and you're making something
1821s completely new out of it
1824s oh that's looking great so weird
1829s it's freaking awesome
1833s i love this
1836s so you can add as many as you want
1839s and kind of pull between them huh not as
1842s many as you want i think there's a max
1844s at some point
1846s oh yeah
1848s for ui purposes
1854s too far apart stephen
1856s that's so cool it does give me the uh
1859s yeah it gives me hope for the system i
1861s will not name but
1863s that'll
1864s i'm the only one that's terrified of
1866s that one that catkins is having like
1868s nightmares about no
1871s we love her about animals
1873s oh i'm excited for that
1879s there you go
1881s that's looking good
1885s i mean
1887s it's looking
1889s yeah that's the right one it's looking
1891s like something
1893s i guess it's nice so you can make your
1894s guy like haggard for certain days of the
1896s week
1898s wait what this is mondays
1900s examines your character differently yeah
1903s for each day like a monday
1906s he looks like he's judging you
1908s no i i know what we can do here
1911s okay what can we do
1914s oh my god i'm scared
1932s zach said this is a fantasy game
1936s oh my god hold on let's go back to the
1939s back to the beginning and let's see what
1942s what it could have been hold on let me
1944s see real quick but it could have been
1946s what do you mean
1947s you know just steve what
1952s hold on and bring this all in tune i
1955s gotta get the hair into there we go all
1956s right let's take a look at our options
1959s now the length
1961s oh wow look at that i like the length
1964s that's not too bad that's not too bad
1966s oh okay that's a lot of hair it's really
1969s heavy on the hair front
1972s this is interesting
1974s this is like a bro version oh yeah
1978s i kind of like that i like that too
1981s yeah that's pretty interesting
1984s now let me go ahead and
1987s go back to the blend oh no actually the
1989s sculpt
1991s and let me adjust the eyes
1993s real quick
1996s no
1996s no
1998s no
1999s okay that's better
2001s like that yeah that's pretty good yeah
2005s yeah were we talking about clayton no
2006s negative results yeah that's right we're
2008s talking about
2010s so yeah that is one of our coordinates
2012s this is one of our core tenants that we
2014s want to make sure that the the user is
2016s always getting positive results with
2018s whatever they're customizing of course
2019s you can go crazy with it and try to make
2021s it look as goofy as possible but i
2024s definitely know monster factories no no
2026s moss factories i mean you could do some
2028s monster factories like
2029s with the tattoo put the scarring like on
2032s the eye
2033s yeah we can just grab the scarring
2036s and put that over the eye oh there we go
2039s let me manipulate this now wait for it
2043s i think i can make it super crazy large
2046s and like pull it down
2048s oh now that looks kind of creepy
2052s that doesn't look like it's slashed by
2053s like an axe or something you might have
2055s lost that fight i know i did lose that
2058s fight
2059s now we can adjust in the eyes hold on go
2061s back to the eyes and put this like weird
2064s film over it and make it maybe a little
2066s bit more
2066s sick yeah like a mage hit him with a
2068s fireball in the face or something yes
2071s and then oracle vibes we can take the
2073s pigmentation here make it a little bit
2077s a little uh
2080s hold on let me see
2082s now he's starting to look a little
2083s creepy
2085s right
2086s that doesn't look too bad oh that's
2088s scary
2090s i like that
2092s i wouldn't mess with that guy
2093s no he seems creepy give him some more
2096s wrinkles so now something interesting is
2098s that
2099s you know unreal obviously is a
2101s phenomenal engine epic is such a
2103s such a great company with you know the
2105s amount of resources that they pour in
2107s really to
2109s helping um you know out of the box this
2112s there being options for developers to
2114s use but
2115s at intrepid we really like you know
2118s creating
2119s the functionality ourselves i know that
2121s there's some some other
2123s character creators out there that people
2124s probably have seen with unreal engine
2125s one of which is what what's it called
2127s meta human i think meta human yeah
2129s yeah and yeah
2131s makes awesome characters but um
2134s yeah we we built all of this tech
2136s in-house uh yeah zach and i worked
2138s pretty yeah we wanted a solution that
2140s was tailored for the experience that we
2143s want to give players and especially the
2144s tech we needed to support it yeah
2146s especially for an mmo right because that
2148s that those technical requirements those
2150s those limitations are very specific to a
2153s per project basis almost
2155s 100
2156s if we want to render as many characters
2158s as we want to in large scale battles we
2159s have to
2161s yeah
2163s well you guys did a phenomenal job and
2165s yeah everyone and even the people who
2167s are not here in this call like right
2170s that's what i was about to say like
2171s great job this was a wide-ranging um
2174s effort by not just clayton zack and
2177s and chris but with ginsee and brian gans
2181s and tristan and uh jim and the effects
2184s side um
2198s especially benoit a very important role
2201s of course through any development as a
2203s production team and benoit did an
2205s awesome job organizing
2206s um organizing a lot of it um
2210s we're falling apart without him for one
2212s day
2214s he's great for morale too because we'll
2216s be in the meetings and he's like i'm
2218s sorry i was mesmerized by the screen
2220s also let's not forget stephen oh of
2223s course stephen was here with us through
2225s this entire process he was guiding the
2227s entire thing giving us tasks on how to
2229s make this better and also is the driving
2231s force it was crazy enough to hear my
2233s pitch on what i wanted to make for the
2235s character creator and actually give me
2237s the responsibility to make it happen
2240s well you guys have done a phenomenal job
2242s and and i hope that out there in the
2244s community you know you you guys are
2245s seeing the quality right um that we're
2248s striving for in ashes of creation you're
2250s seeing that continual improvement the
2252s development on going on a monthly basis
2254s right now on our march towards alpha 2
2256s and you guys are going to have an
2258s opportunity to play with this character
2259s creator to find the bugs in this
2261s character creator uh there's going to be
2263s additional functionality that we're
2264s going to discuss probably back on stream
2266s when we get there um that wasn't
2268s included as part of this first offering
2269s of this work in progress but is is the
2271s intent that we have for for this
2273s particular area of the game that we want
2275s to showcase eventually um so you know
2279s we're really just excited to see this
2281s this game come to life and to see you
2283s guys you know
2284s react to the hard work that our
2286s developers are putting into it and that
2288s that's exciting for me and i know it's
2289s exciting for you guys too um margaret is
2292s there anything else or guys doing let's
2293s show the randomization and also maybe
2295s the vec randomization so we can show
2297s maybe some more of those like uh sure
2300s tusk options and stuff
2302s but yeah i think that you know you said
2304s a lot of what i would resonate as well
2308s everyone worked really hard did an
2309s amazing job i mean look at this this is
2311s phenomenal
2312s um and there's more to come in regards
2315s to i know there's going to be a lot of
2316s questions about the other races and the
2318s different differences between them in
2321s character creation as well as you know
2324s the sexes we'll we'll be showcasing more
2326s of that like as we progress in our
2328s development so stay tuned oh the
2331s textures here are taking a little bit
2332s huh oh there we go perfect now this
2334s guy's uh this guy's a chunky vec little
2337s chalkiness here
2338s he's got a little song going on
2342s let me see zoom in on
2344s some of the face here
2346s if you go to the parents tab it'll uh
2349s [Music]
2350s be a little easier for the
2353s yeah there we randomization
2357s cool to see the tusks change whenever
2359s you hit randomize yeah i love that so
2361s much
2362s since he did really good on the test
2364s customization with a lot of variation
2366s yeah and that's something we'll make
2367s sure to bring into the other creature
2369s races as well
2371s yeah it looks great i think one thing
2373s that's really cool about uh doing the
2376s races and the features that we've done
2377s so far for the character creator is that
2378s it paves the way for the cooler things
2381s that we're gonna be doing later
2384s yeah totally agree very excited you guys
2386s have done a phenomenal job
2389s and i know
2391s that i share the feelings of the
2393s community when we say
2395s that we are very excited for the future
2397s and what not just the character it
2399s brings but watching all the other
2401s features for alpha 2 start coming online
2404s it's pretty exciting
2406s awesome well we will see all of you back
2408s on stream and for those of you who are
2410s watching on youtube feel free to leave
2411s us comments as i said before we're
2413s always excited to read feedback from all
2416s of our followers all of the people who
2417s are excited for ashes oh my god look at
2419s that guy's face
2421s excited for ashes of creation we read
2422s that we internalize it and we we come
2424s back to the community with actions that
2426s represent those
2427s those feelings so thank you for joining
2430s us during this video and we will see you
2431s back on stream
2434s bye
2437s [Music]
2494s foreign