• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a faction for Warcraft 3 and enter Hive's 19th Techtree Contest: Co-Op Commanders! Click here to enter!
  • Get your art tools and paintbrushes ready and enter Hive's 34th Texturing Contest: Void! Click here to enter!

Portraits

Status
Not open for further replies.
Level 53
Joined
Dec 8, 2008
Messages
4,378
A wild guess, but as the graphic settings affect the visuals of the model, I suppose they didn't want their portraits to look like this:

upload_2020-5-13_8-32-59.png
 
Level 21
Joined
Apr 12, 2018
Messages
494
If you look at nearly every unit in the game, the portrait has more detailed facial features than the unit model. Then for optimization they remove portions of the model that won't be seen to 'recover' the budget from using a higher definition face.

For Reforged this is mostly a legacy feature since they use the entire flippin model for the portrait anyway.
 
Level 12
Joined
Jan 30, 2020
Messages
875
There is something else that would justify a separate portrait model :

- the need for several detailed talk animations that should not be included in the main model.
- as for the background, it can easily be added to the main model, but then be careful with the extents of the background that could interfere with ingame mouse selections.
 
Status
Not open for further replies.
Top