Game feels cheap and EA without 3D models for uniques

We’ve done a developer blog on modeling before. Though it doesn’t cover specifically “re-creating for additional classes”, it does give some insight into what is needed to bring models to life. Modelling Last Epoch | From Idea to Implementation

Our class models were created with the idea in mind of having unique silhouettes, so they can be identified at a glance. Even if two characters are wearing the MTX, by having distinctly different body shapes, it’s typically fairly easy to immediately say “that’s a sentinel”, or “that’s an acolyte.” The purpose of this is to help reinforce class identity. This also means that equipment models can’t simply be shrunk - the “shapes” are completely different which would lead to very weird artifacts like stretching - think of how ‘metal’ in some models flexes with movement, on an extreme scale. I don’t believe it would be a full “five times” the work, but it would still be quite significant - also with the addition of QA and iteration for each.

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