...But the real thing I want to discuss: one model is not enough. Before making something we need some kind of standard in head models. Some set of models with diferent faces to make variation with helmets.
I agree with this - and this concept is partly already planned on my end, although it'll take some time for me to make some more head models and there's still a few fine points to be worked out.
Here's what I'm thinking tentatively, all of it open for debate at this point:
- When I'm not working on the body and other projects here and I'm working on heads, I first think it would be best to make as many un-armored heads as possible (no helmets or other headgear)
first, before starting to add armored versions. As it's coming now, the models for the heads have two versions, the high-detail one used to build the texture, which is then mapped onto the low-poly copy used in-game. If I can generate a lot of good "base" heads to work with, then more than one person could work on applying helmets, goggles, etc., for the armored versions, which goes to my next point:
- For helmets and headgear, the armored versions, I think it would be good to start some concept ideas of what the new helmets should look like - because they have to match the armored body models at least somewhat, this part may have to wait just a little bit until I finish the body model and make an armor version of it. Also,
- The helmets and headgear could first be done separately, not on any head, and later added onto the base heads I was talking about in my first point. This would also be good because if a TAG is added to this helmet model, it would be easy to have - in the equipping screens where players add gear to soldiers - soldiers could
hold a helmet in their off-hand so the player could easily see the face with the name and rank. Helmets and headgear, especially the more advanced models, tend to progressively cover and shield more and more of the head and
face as they get more advanced and protective, which actually is very realistic and is done for very good reasons in real life to protect agents/soldiers/SWATs etc. and during missions - in real life as well - many people have their face covered up and can't be recognized easily because of all the protection. If the player were to instead see the soldiers wear their helmets in the equipping screen, they would tend to look all the same and lose features that distinguish them. This issue has already happened with the models and heads for aircraft pilots, last time I checked, and is why I think they should hold their helmets and not wear them in those screens. (But during actual missions they would of course have them on their heads.)
- Regarding my last point, I actually got to work with real SWATs in my old job, and watch them in an exercise. I don't have any pictures handy, but they have most of their faces covered up, especially the lower halves, and for good reason - When one looks at a SWAT all geared-up, that material covering their face in addition to the helmet isn't always ordinary cloth, and isn't just to look cool - it can also protect against flying blood, chemicals, and other crap that can be flung around in combat situations, and I'd think this would especially be true for soldiers up against alien life forms with alien bacteria and who-knows-what that could fly around in combat. Many SWATs also wear that face covering as it protects against flame/fire as well, and for other good reasons as well.
I have some more ideas also, but I'm still thinking and don't want to throw too much into this thread all at once - But we do need a game plan.