starkerealm wrote: »The last painted on armor added to the game was Glass, I think. The original 2014 motifs (whether they were available the crafting interface back then or not) had no unique mesh data. (At least not for the chest and legs. They obviously had head, bracer, shoulder, belt, and boot meshes. Though some of those may have been reused.) I've never been sure if this was actually a limitation of the tools the team was working with or what. (Incidentally, this includes a few surprising inclusions, like Outlaw and Yokudan. There's even a few of those 2014 motifs we still don't have. Nedic for example.)
The first motifs that broke away from that (Malacath, Trinimac, and Thieves Guild) were criticized by the community for being too bulky (especially Thieves Guild), and ZOS course corrected to slimming down most of the armor.
So, what we're getting now is a compromise. Armor tends to be pretty sleek and close to the body, though the truly "painted on" armor is a rarity now.
starkerealm wrote: »The last painted on armor added to the game was Glass, I think. The original 2014 motifs (whether they were available the crafting interface back then or not) had no unique mesh data. (At least not for the chest and legs. They obviously had head, bracer, shoulder, belt, and boot meshes. Though some of those may have been reused.) I've never been sure if this was actually a limitation of the tools the team was working with or what. (Incidentally, this includes a few surprising inclusions, like Outlaw and Yokudan. There's even a few of those 2014 motifs we still don't have. Nedic for example.)
The first motifs that broke away from that (Malacath, Trinimac, and Thieves Guild) were criticized by the community for being too bulky (especially Thieves Guild), and ZOS course corrected to slimming down most of the armor.
So, what we're getting now is a compromise. Armor tends to be pretty sleek and close to the body, though the truly "painted on" armor is a rarity now.
I'm not sure but it may have been the result of changes in the art style during development. Originally the game was going to have a slightly more cartoony style, closer to WoW. After the success of Skyrim ESO was re-worked to be much more similar to that style, which affected a lot of things but especially the artwork. (This is also when they decided to make it fully voiced.)
I suspect doing that meant they had to re-do a lot of things in a relatively short space of time so there probably wasn't time for things like unique meshes for each armour set. (I suspect they were also trying to avoid overly bulky armour, to keep more normal proportions on all the characters as part of the more realistic style - painted on armour is an easy way of doing that.)