SWTOR’s Cyborg race uses the same Heads as Humans, but offer multiple variations of a smaller selection of faces. These faces differ in the same way that faces were enhanced in 7.6, offering a ton of insight into how Broadsword wronged some players, and what they could do to make things right.
Broadsword managed to greatly enhance face details for two-thirds of SWTOR’s playable races in 7.6. Many players, including me, were happy with the results, and the devs are proud of what they managed to accomplish.
However, a considerable number of players are furious that their character now looks different, with one of the most common criticisms being that their toon now looks 10-20 years older, though some bugs are also being interpreted as changes, adding fuel to the inferno.
What went wrong? I think Cyborgs might have the answer.
All of Broadsword’s Statements on 7.6 Face Changes
Before we put Cyborgs under the knife, it would be good for us to all be on the same page about Broadsword’s intent with these changes.
I’ve compiled all of their statements following their release as part of the first 7.6 PTS build on November 15th, 2024 through the official release of 7.6 on December 10th, 2024.
SWTOR’s Senior Community Manager, Jackie Ko, and SWTOR’s Game Director, Eric Musco spoke for Broadsword on this matter.
Hey all!
Thanks for the feedback on the character modernization. I don’t have all the info now, but I can confirm there is a bug in the shader change that is adding an unintended amount of contrast increase to characters skin. We’ll be looking into this further and will post more info later. But wanted to pop in and let you all know!
Character Art Modernization – Page 3 – Public Test Server – SWTOR | Forums
Hey folks,
I’m here with a follow up on the modernization changes that you may have seen on the PTS. While this post talks about content currently on the PTS, it does cover a pretty broad topic hence why this is being posted in General Discussion.
As we talked about in last week’s livestream, planet and character modernization would be hitting the PTS in last week’s build. In that build we saw a shader bug which caused unintended texture changes to character models, and we’re looking to have a fix applied in a PTS build that we’ll be pushing out this week (exact date and time TBD). When that build goes out, we’ll make a character modernization feedback thread in the PTS forums and assess further feedback that comes in.
Relevant to character modernization as a whole, we did see several common sentiments (outside of the reports of the contrast issue) from feedback received the last few days I wanted to address.
When is character modernization coming to Cathars, Twi’leks, Nautolans, and Sith Purebloods?
In short, texture changes to those species are coming in future updates. However, players with keen eyes have noted that the above character models have seen some updates as the lighting and shader improvements affect all player character models across the board. More to come!
There were slight changes to the shapes of eyes, noses, and lips noticed on character models.
We didn’t actually make any updates to the character models themselves, so the actual shapes of these facial features should not be different. It is possible the updated textures could wrap slightly differently, but overall the geo (or shape) should be identical. That said, if you are seeing noticeable changes in the shapes of things, they could be bugs and we will want to find them. When the next PTS build goes out, we ask that you include your character sliders when submitting before and after comparisons in the feedback thread so we can make sure that everything is as intended.
Can you add a texture detail (or age) slider?
We’ve definitely seen your comments and feedback regarding having this type of feature available, something that will allow you more agency over character customization. I can tell you that giving you more choice in how you look is always something we are interested in and so this is something we are talking about. No promises as we need to understand the scope of adding that type of functionality.
Also, an important note. The nature of modernization is that it is going to change the way things look. Whether it’s the environment, props, or even characters. Our top line goal as we spelled out on the stream was that we wanted to ensure your character still felt like yours, but we were going to be adding texture and detail where there was very little before. Adding a slider is not going to be the same thing as adding a check box that says “don’t do this”. However, as noted we are going to talk about the possibility of adding more customization to that texture detail in the future and I will let you know once we have any updates on that front.
For next steps, Jackie will let you know when the next PTS build goes up with the aforementioned character shader changes. We will also post a new character modernization feedback thread at that time so be sure to hop on PTS, check it out, and let us know your thoughts.
Thanks all!
-eric
Character Modernization Status – General Discussion – SWTOR | Forums
Hi everyone!
Please leave feedback here for character modernization.
As stated in Eric’s Character Modernization Status post, if you are seeing noticeable changes in shapes of areas such as eyes, noses, and lips, please include character slides when submitting before and after comparison. Same with bug reports, providing a step by step (in this case the sliders) allows us to quickly reproduce an issue and look into what could be causing said issue.
This iteration of PTS will include the fix for the shader bug that caused unintended texture changes to character models.
Thanks!
Character Modernization Feedback Thread – Public Test Server – SWTOR | Forums
Character modernization:
- Before hopping onto the PTS, please read Eric’s Character Modernization Status forum post!
- In this iteration of PTS, players will see a fix applied to the shader change that impacted character models. Please leave feedback here.
7.6 Content PTS Updates and Known Issues – Public Test Server – SWTOR | Forums
Hey everyone!
We have taken down the PTS, and will be working on one final PTS build that will be released later this morning! Please read this post in its entirety so you know what to expect for this build.
There will be final polish for Dynamic Encounters and the Story and Veteran Modes for the XR-53 Encounter. Note that the final art for the boss itself will not be seen until 7.6 goes live.
Character Modernization
There are some adjustments going into this PTS build that players will notice:
- Character model bodies appeared to have softened muscle definition. This has been fixed.
- Wrinkles under eyes were more pronounced when the “low shader” setting was applied. Players will see in this PTS build that the wrinkles in that area will be significantly lessened.
- Wrinkles have been adjusted for characters seen during gameplay to appear in parity with characters shown in cinematics.
- Scar customizations have been updated to appear more in line with the character’s skin color.
Character Modernization Known Issues:
- Chiss skin looks patchy.
- Some characters’ teeth have the same color/texture as the character model skin.
- When hueing is applied to skin textures, some character models appear more orange or red.
- Dark Side complexions look way more pronounced.
- Nose shapes look wider and more square.
- There is a thin seam that appears between the neck and torso on male characters.
PTS Steam Launcher
With our recent PTS iterations, we rolled out an upgraded Steam launcher to keep parity between it and the non-Steam launcher. As reported in this thread, the launcher will not work on a Steam Deck. Note that we must continue testing the Steam launcher on the PTS, however, this will continue to block players who are currently using a Steam Deck to check out content on the PTS. Reiterating my previous post in the above linked thread, that we are having discussions around how to resolve this issue. Should this still be an issue when we approach 7.6 launch, we will not roll out the upgraded Steam launcher and will continue our investigations. When we have an update to share further details about this issue, we will communicate it out.
Please note that this build will be the final iteration of PTS. We will be taking down PTS on December 2nd, so be sure to get your Achievements done before then if you want the incentives!
I’ll update this thread again when PTS is back up!
7.6 Content PTS Updates and Known Issues – Public Test Server – SWTOR | Forums
Hey all,
Wanted to pop in here real quick to add some context to this! we regularly audit and adjust CC prices across all CM items. If it is something that is categorical or limited time, like a sale, that is communicated. But outside of those situations it can be pretty frequent with both price increases and decreases and would be rather difficult to communicate in a way that is effective or digestible.
For the Appearance Designer pricing specifically, I double checked and this is not a recent change. It was part of a pricing adjustment that happened 8 months ago, in April. It has no correlation at all to the character modernization happening in 7.6.
To my first point though, when there are category and limited time pricing adjustments like sales to communicate, we will. As I stated in my launch announcement we know that between our recent flurry of new character customization options (including the free long hairstyle in 7.6) and our character modernization, players may want to try out a new look and we are discounting character customization costs by 90% off until the 7th of next year.
Thanks!
Character Customization Price Changes? – Page 2 – General Discussion – SWTOR | Forums
Hi all,
I know you’ve all been eager to read a follow up from PTS regarding the character modernization. That’s still being worked on as we need additional info from various teams. We will be making the follow up post on Monday, however, what I can say now is that there were additional adjustments made between the last iteration of PTS and what will be seen live, so what was seen on PTS is not set in stone. But we will follow up with more details on Monday!
Character Modernization Feedback Thread – Page 15 – Public Test Server – SWTOR | Forums
Hey folks,
As we head towards 7.6 launch I wanted to post one more time as a wrap up on the status of character modernization (feel free to check the last thread I posted in as well).
Before I jump in, just a reminder on our overall goal for character modernization. We want to ensure that your character still looks and feels like your character. That doesn’t mean it won’t be a little different, that is inevitable and the nature of modernization but we wanted to be very careful that we weren’t making any changes that would dramatically change the essence of your appearance.
Ok, keep that in mind as we move through this thread. So, we know that your character is a very personal thing and it was very important to us that you got to experience and play with modernization yourself on PTS. And truly, we cannot thank you enough for taking the time to hop on PTS, give us your feedback, share screenshots with before and afters, etc. It really has been invaluable in troubleshooting bugs and addressing feedback throughout PTS.
We’ve changed quite a bit during PTS but here just a quick glance at some of the improvements we made throughout:
- Initial PTS build had a shader bug causing unintended definition, making characters looking older than intended.
- Character model bodies appeared to have softened muscle definition.
- Wrinkles under eyes were more pronounced when the “low shader” setting was applied.
- Wrinkles in gameplay and cinematics were out of parity.
- Scar customizations were not in line with the character’s skin color.
Now even on the last build of PTS there were still a few tweaks we wanted to make sure to hit before we went live and so for any of you who played on our last build, you will see the following changes since then:
- The character’s teeth will no longer have the same color/texture as the character’s skin.
- Characters are not as orange or red due to changes in skin shading
- Dark Side lighting has improved for skin textures.
- Shader changes were made to skin lighting to slightly improve the appearance of muscle definition and structures such as cheekbones and noses.
- The abundance of “eye sparkles” seen in eyes has been lessened.
We’re not done yet though. There are a couple of bigger bugs that we definitely want to address but they are not resolved in 7.6 such as “head seams”. That bug isn’t new, it’s been around basically since launch but certainly when we point at our character models for modernization and say “look at them” any bugs, old or new, are going to draw attention. Just know that we are tracking those types of issues and will provide updates when we can.
We also encourage players to report bugs as they see them as well. Similar to reporting from the PTS, please include character sliders when submitting reports. Additionally, providing screenshots in various lighting such as cinematics and indoor/outdoor lighting would be helpful info for us to gather. Our goal is to have character modernization for these races to be in a solid place before moving onto modernizing the others.
We are so stoked to finally see character modernization hitting the live game with 7.6 tomorrow. As a reminder, we’re discounting customizations in the Appearance Designer at 90% off until January 7, 2025.
As always with anything we release, keep feedback coming, let us know of any bugs or issues you spot.
-eric
Character Modernization Follow Up – General Discussion – SWTOR | Forums
Hey folks,
If you haven’t done so, definitely read my previous post as it will highlight a bit of the history of modernization from livestream announce, through PTS, and now to launch. Especially for the specific changes we have made as I am going to reference that a bit in this post.
Before I get into that though, here is a TLDR – 7.6 was a huge step forward for us and the culmination of an art and tech effort to modernize our characters for the first time since our games inception, which is amazing. But that huge step is also only our first, we aren’t done. Our modernization efforts mean subsequent changes can and will continue.
First up, thank you for your feedback. We knew coming into character modernization that we wanted to take extra care regarding changes we made to your character’s appearance. It’s one of the reasons why, to reiterate our goal from my original post, we wanted to make sure that you maintained your identity as a character after modernization. But that didn’t mean there would be no change in appearance, as that is necessary to the modernization process. So it was important for us to try to match up both our own artistic goals and the feedback we were receiving from PTS.
In my last post I talked a lot about what we changed from our initial launch of PTS, through its run, and now to live. For this post I want to talk about how those changes were made because that context (if you want to peek behind the curtains a bit) will set up some good context for what we are looking towards changing as we move forward!
Let me define two different terms for you really quick that I am going to use in this post:
- Artistic changes – Any time I refer to artistic work, I am talking about some kind of change being made by hand by an artist on our team. Imagine someone holding a paint brush painting some details on your character’s skin, or hair, etc.
- Example: I apply some lighter colors to skin tone 3 of humans around the eyes for some specific effect, hand painting this effect.
- Programmatic changes – Any time I refer to something being programmatic, this means something that is happening automatically and across everything all at once, like a filter.
- Example: I programmatically make every human skin tone one shade lighter.
Ok, with those two terms in mind I want to talk about how we went about making some of the changes we did during PTS, why, and what we are adjusting post 7.6!
Early on you will all very likely be familiar with our most common piece of feedback, that a lot of the texture work that we did (which was artistic) went too hard. Now, that was caused by a shader bug (programmatic) which we addressed, but, even after we fixed the bug, we still were seeing a lot of that sentiment. The places we saw this the most was for things like wrinkles around the face, etc.
So, given how universally the feedback we were seeing was around the hardness within our texture (artistic) work, we decided that the best course to address that feedback was going to be programmatically. Since even though that would be a more universal change, there would still be levers we could pull within it. Let me give you a very specific example to what you have seen play out in 7.6 to showcase this:
- We were able to tone down the definition of wrinkles and hardness within the textures, but since this is programmatic, it means that other texture definition, like your sweet abs also lost some definition.
As we went through PTS we were able to tweak multiple of these variables up and down to try to land at a place that we felt met our goals while still being as reactionary as possible to your feedback. Again, another example:
- What you see now in 7.6 is that those same abs are not 100% as defined as they were pre-7.6 but it allowed us to similar tone down some of the hardness seen in the textures elsewhere, such as face wrinkles.
As we continue to plan beyond 7.6, we have a few different primary initiatives that we want to tackle:
- Replace “overall programmatic softening” with a more targeted, artist controlled softening of facial features while keeping definition in other areas – Super important context, this does not mean you should expect to see a dramatic change in how your character appears from today (or a rollback). But, it would give our artists more control over individual changes impacted by modernization such as ear, nose, and muscle definition and the appearance of aging.
- Textures on vibrant colored species, such as Chiss – So a couple of notes here. This would be helped by the first change around moving away from programmatic softening. Also, fun fact, Chiss as an example, technically use human textures, so this isn’t like adding a new species, this is more about having a bit more artistic control over how existing textures interact with non-human skin tones.
- Neckline seam – I talked about this in my last post but we obviously are aware of and investigating this too.
That isn’t a comprehensive list, but those are our “high nails” that we are talking through and prioritizing right now. Again as I TLDRd above. We know these changes to your character feel, and are, personal to you and so we take them very seriously. 7.6 has set a baseline that we are so, so excited about and so continue on this journey with us. Keep giving us feedback. I will do my best to make sure you stay informed on exactly what we are planning, what we are changing (or not), and why, whenever possible.
Thanks all!
-eric
Game Update 7.6 is coming December 10th! – General Discussion – SWTOR | Forums
As someone who has read over 90% of all dev posts ever written in SWTOR’s 13-year history, the timeliness and depth of response stand out. Full-blown essays from the devs are quite rare, and here we have 3 within the span of a month.
Cyborg Insight
Rather than adding cybernetics to Humans (and other races) as another customization slider, SWTOR’s character creator treats Cyborgs as a completely separate race from Humans.
Within SWTOR, Cyborgs are more different from Humans than just having access to cybernetics. They can’t wear any tattoos or have any unique scars, and the males can’t sport any facial hair. Head selection is more severely restricted, as you only get to pick from 1 of 3 models instead of 20/24.
Some of you might recall that Cyborgs still have 15 head options, and that’s where the story gets more interesting.
Each of the 3 unique head models has 5 normal map variations. The normal map is a texture that tells light how to interact with fine details on a model, without those details needing to be represented with polygons.
In essence, normal maps allow a low-poly model to look far more detailed without the resource cost. This is typically used to add pores, wrinkles, and produce a smoother head shape. I encourage you to check out my last piece on SWTOR’s 7.6 Character Art Improvements for more information.
I captured a headshot of all 15 male and female cyborg heads with most sliders set to 1 and the cybernetics minimized.
Many of the differences below are quite subtle. I tried to put the most distinct variations side-by-side, but I suggest you click/press to enlarge the images so you can appreciate them better. You’ll see the most significant differences between the faces around the mouth and below the eyes.
As a side note, I think even the most irate players had a hard time distinguishing some of these when looking at them side-by-side, but this is likely how the character artists (devs) saw it while working on the update.
It’s a lot easier to say your beloved character is ruined when you just know they look different from how you remember them in your dreams compared to 5 minuscule variations for each of the 20 face models.
The most important takeaway from these Cyborg comparisons is how the devs can and do make the same face look older or younger, or more or less attractive, by altering the normal map. This is key because these faces represent the full spectrum of how our characters turned out.
It also indicates that there is a systematic approach to creating these normal maps, and that they can apply said changes systematically. Each of these 6 Cyborg models exists as an option in the Head slider for Humans, and some version of each normal map is applied to the Human face.
For example, the third Cyborg Female Head (11-15) is the same model as the Human Female Head 15, and it specifically uses the same normal map from Cyborg Female Head 11.
Just to be clear, we’re done with the “spot the difference” portion of my TEDtalk. The pair of images above are meant to be identical. The point is to show that the devs reuse faces and that there are multiple normal maps that are used on the same face.
All of the other face textures involved in the character creator seem to be reused across all the models, and I see no reason that normal maps would be an exception. In effect, there are most likely 5 variations for each of the 20 Human face models, perhaps 3 sets for each gender.
For instance, the exact same texture file for Scar 7 is applied to all Human Male Heads. In the same way, the normal map for Cyborg Female Head 2 could likely be applied to all Human Female Heads.
I suspect that the reason a given normal map was chosen for a given face is arbitrary, or at least the rationale doesn’t prioritize the aesthetics of an individual face. They probably prioritized offering a diverse set of choices over any specific Head looking a specific age, as it were.
Many in the community have asked for an age slider in response to these changes, and I think the 5 normal maps available to each Head are the best we can hope for, but given how much stuff gets dumped into the Complexion slider, I wouldn’t get your hopes up.
At the same time, there’s no way the devs aren’t acutely aware of the massive limitations of SWTOR’s character creator, especially after all seeing so many players outraged by their genuine labor of love. It would be so easy to promise to add something that already exists if it would make everything all better.
So why didn’t they? I’d wager there’s a massive performance cost associated with every slider they add to the character creator, especially on what was originally a 32-bit system.
With such restricted access to computational resources, it’s likely that having so many independent character customizations constantly loading and unloading as players run around the world is one of the most significant sources of performance issues in SWTOR.
An additional slider in the character creator may be as much of a performance hit as adding another slot for cosmetic armor.
We can corroborate this by examining other single-player open world RPGs. While they do have far more realistic environments, the characters that populate the world typically lag behind in terms of visual fidelity.
Faces are so often concealed with masks, helmets, or are otherwise non-humanoid, and their outfits are less detailed, just like the faces we do get to see.
Yes, player character creators are typically more detailed, but most of the time, you’re looking at the back of their head and the outfit, or are playing in first-person, or it’s a cutscene, so it’s not as much of a concern.
Game developers can slow the (cinematic) camera down or pull it in for a close-up, and they can rely on the pace slowing down because you can’t see the action or control your character very well while facing the camera.
Outfits are the bigger concern, but most of these games don’t offer more than 3 or 4 gear slots, even if the pieces are more ornate. There’s less of a performance cost the fewer unique configurations you have to deal with.
SWTOR, on the other hand, has a whopping 7 clothing slots AND offers nigh visual pairity between player characters and NPCs. The only real exception exists for major story characters, but that’s because they have custom models, which were notorious for having more detail than the player character!
Of course, the Galaxy isn’t populated solely by the player character and other NPCs. SWTOR is an MMO; its crowds aren’t simulated. Each and every one of those PCs is controlled by an individual somewhere else on the planet, and they designed their toon to be just as stunning as yours.
So what can we expect? The most realistic player-oriented solution I would hope for involves pentuple the number of options available on the Head sliders for all races to include all 5 hypothetical normal maps for each face model. This way, players can choose their toon’s face with the same precision afforded by the Cyborg Head sliders.
Since only a single texture should change, I doubt it would come with a performance cost to expand options in this way. It would also be good to define ranges in the interface using colors on the slider so players can tell when one face model ends and another begins.
Don’t pin everything on this. The notion that Broadsword can easily offer 5 normal maps for every face is contingent on those maps already existing. Our understanding of the performance impact of face options is also limited as we are on the outside looking in. Their hands may be tied tighter than I surmise.
While I don’t know exactly what they’ll do to make things right for disaffected players, I am certain that this is only the beginning.
As someone who quite likes the improvements they’ve made in 7.6, I’m looking forward to enhancements for the remaining untouched races, including Sith Purebloods, Twi’leks, Cathar, Nautolans.