charlie: originally a response to: viewtopic.php?f=65&t=2367#p25126
Looks great mate! I too would be curious to know if there is a transition.
I was poking around in the C thinking about splatting today, doing it on our terrain will take quite an unusual implementation, I have asked a programmer friend to take a look at it, can't promise anything, but he loves challenges like that. I also showed my workmate, and he wants to do some 3d art for us as well. I also spoke to character/concept artist who is keen to join in too, I've sent him the wiki link for the five races, he is going to attempt some proper multi perspective concept art, he is busy, so it might take a while.
In the meantime I've been playing with the current Aer models. The existing ones are lower poly than they could be, they also have occluded geometry and internal faces, so they are rendering far slower than they should. By optomising them a bit, I can raise the poly count without losing performance, it should also help raise the visual appeal of the game.
Aer Female Front
(finer facial features, raised jaw, tweaked shoulder/waist/hip ratio, made curves more curvy, slenderised and smoothed feet and hands)
Aer Female Back
(wider thighs, improved knees, changed curve of thighs and calves, lowered ankle)
Aer Female Side
(head more skull shaped and moved back, jaw raised and clarified, now has a slight belly, bum and breasts more rounded and perky)
And all that in 3100 polys!
I've also done a bit of work on the male, although mostly around the face, elbows and chest/back so far, so take this as a work in progress.
Aer Male Back
Even if these just function as alternate shape key bases, their increased poly count should allow players to alter their own character more effectively.
And just for fun, I did some concept art for Chara's Root Cave