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Werewolf Look Customization

  • coop500
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    coop500 wrote: »
    Am I the only one who thinks people are getting way too carried away with customization demands? I'd be happy if we just get some basic color choices. White, grey, brown and black. And this is coming from a pretty hardcore werewolf player

    A lot of it is that there is so much customization for humans, but the design of werewolf is “stay in werewolf as long as possible,” which essentially means “only see your customization if you play badly.”

    At least fur colors are in the works (but let’s face it - that “brown” color is a desaturated beige, not a true brown, which I am really annoyed about… especially since one of the two dyes we get for werewolves is “Wolf’s Fur Brown,” which is a true dark brown). But that’s still only four options compared to near infinite for humans. And unlike Vampires, werewolves don’t get the option of using a few curse skills and the rest as their human skills and looks - werewolf is an all-or-nothing thing.

    We’re not asking for infinite options, but more than you can count on one hand would be nice for a game that really does push (directly or indirectly) freedom of fashion expression.

    After all, nobody asked for the Frost Troll polymorph when we have so many fashions already. But we got one, and even though it differs from the standard humanoid model, it’s still rigged and uses the same animations. Why shouldn’t we be able to ask for a werebear polymorph which could just use the werewolf animations when we only have exactly three customization options here?

    I defo understand all that, and don't get me wrong, I'd love as many options as we can get. But after all these years, I think it's healthy to retain some realistic expectations and ask for realistic customization options before we get all these other fancy things. It's a process, and see the latest dev comment. They're not even confirming when we'll get the basic color options we already have now, which is concerning to me but also circles back to the core issue. Realistic expectations and requests.

    I feel like at this rate we should all be pushing for those 4 color options to be included with the update 50. Dragonknight got ALL of their skills with brand new blue recolors. That's a crapton more work than werewolf.
    Hoping for more playable races
  • Erickson9610
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    coop500 wrote: »
    coop500 wrote: »
    Am I the only one who thinks people are getting way too carried away with customization demands? I'd be happy if we just get some basic color choices. White, grey, brown and black. And this is coming from a pretty hardcore werewolf player

    A lot of it is that there is so much customization for humans, but the design of werewolf is “stay in werewolf as long as possible,” which essentially means “only see your customization if you play badly.”

    At least fur colors are in the works (but let’s face it - that “brown” color is a desaturated beige, not a true brown, which I am really annoyed about… especially since one of the two dyes we get for werewolves is “Wolf’s Fur Brown,” which is a true dark brown). But that’s still only four options compared to near infinite for humans. And unlike Vampires, werewolves don’t get the option of using a few curse skills and the rest as their human skills and looks - werewolf is an all-or-nothing thing.

    We’re not asking for infinite options, but more than you can count on one hand would be nice for a game that really does push (directly or indirectly) freedom of fashion expression.

    After all, nobody asked for the Frost Troll polymorph when we have so many fashions already. But we got one, and even though it differs from the standard humanoid model, it’s still rigged and uses the same animations. Why shouldn’t we be able to ask for a werebear polymorph which could just use the werewolf animations when we only have exactly three customization options here?

    I defo understand all that, and don't get me wrong, I'd love as many options as we can get. But after all these years, I think it's healthy to retain some realistic expectations and ask for realistic customization options before we get all these other fancy things. It's a process, and see the latest dev comment. They're not even confirming when we'll get the basic color options we already have now, which is concerning to me but also circles back to the core issue. Realistic expectations and requests.

    I feel like at this rate we should all be pushing for those 4 color options to be included with the update 50. Dragonknight got ALL of their skills with brand new blue recolors. That's a crapton more work than werewolf.

    I wonder if Werewolf is just going to get Verdant Green styles for their other 3 Active Abilities (Roar and Infectious Claws already have styles for this), ignoring styles for their Ultimate until some other time when the team can work on them, if the pattern set by the Dragonknight rework continues?
    Edited by Erickson9610 on February 27, 2026 5:15PM
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • NotaDaedraWorshipper
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    whitecrow wrote: »
    ZOS_Erin wrote: »
    The team wanted to chime in on this conversation with some additional context. For the U50 Werewolf Refresh, we are not considering custom cosmetic markings, adornments, or other such options. However, what is currently in discussion is allowing players to pick their fur colors, regardless of morph choice, using the Skill Style system. The release date for fur color Werewolf skill styles is still TBD as we weigh this effort against other class refresh efforts.

    New were-models, other than the female Werewolf, are not currently being discussed. New models require new rigs and animations, all of which have a significant impact on memory and performance.

    Will we be able to choose between the female and male werewolf model?

    You choose your character's sex obviously.

    Something I already decided years ago. Who may now suddenly get a model change on their werewolf form I don't like.

    I would suggest waiting until you see something in-game and not just the concept art.

    I mean, I am? But ESO's concept art, as seen with motif styles, usually are close to what they appear as.
    People also often strongly dislike when there's forced changes to their character's appearance they didn't ask for with no options for anything else. Like the fur colours options are good, because those just add options.
    [Lie] Of course! I don't even worship Daedra!
  • Apollosipod
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    whitecrow wrote: »
    ZOS_Erin wrote: »
    The team wanted to chime in on this conversation with some additional context. For the U50 Werewolf Refresh, we are not considering custom cosmetic markings, adornments, or other such options. However, what is currently in discussion is allowing players to pick their fur colors, regardless of morph choice, using the Skill Style system. The release date for fur color Werewolf skill styles is still TBD as we weigh this effort against other class refresh efforts.

    New were-models, other than the female Werewolf, are not currently being discussed. New models require new rigs and animations, all of which have a significant impact on memory and performance.

    Will we be able to choose between the female and male werewolf model?

    You choose your character's sex obviously.

    Something I already decided years ago. Who may now suddenly get a model change on their werewolf form I don't like.

    I would suggest waiting until you see something in-game and not just the concept art.

    I mean, I am? But ESO's concept art, as seen with motif styles, usually are close to what they appear as.
    People also often strongly dislike when there's forced changes to their character's appearance they didn't ask for with no options for anything else. Like the fur colours options are good, because those just add options.

    I get it, but werewolf isn't really a change to your character. It's a change to a skill. Skill styles are one thing, but any change to the current PlayStation 2 werewolf is an improvement in my book lol
  • Erickson9610
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    whitecrow wrote: »
    ZOS_Erin wrote: »
    The team wanted to chime in on this conversation with some additional context. For the U50 Werewolf Refresh, we are not considering custom cosmetic markings, adornments, or other such options. However, what is currently in discussion is allowing players to pick their fur colors, regardless of morph choice, using the Skill Style system. The release date for fur color Werewolf skill styles is still TBD as we weigh this effort against other class refresh efforts.

    New were-models, other than the female Werewolf, are not currently being discussed. New models require new rigs and animations, all of which have a significant impact on memory and performance.

    Will we be able to choose between the female and male werewolf model?

    You choose your character's sex obviously.

    Something I already decided years ago. Who may now suddenly get a model change on their werewolf form I don't like.

    I would suggest waiting until you see something in-game and not just the concept art.

    I mean, I am? But ESO's concept art, as seen with motif styles, usually are close to what they appear as.
    People also often strongly dislike when there's forced changes to their character's appearance they didn't ask for with no options for anything else. Like the fur colours options are good, because those just add options.

    I get it, but werewolf isn't really a change to your character. It's a change to a skill. Skill styles are one thing, but any change to the current PlayStation 2 werewolf is an improvement in my book lol

    I'd argue that Werewolf is more "my character" than their human form is. That is to say that I consider their werewolf appearance to be the only appearance I care about.

    I know technically speaking, Werewolf is just a skill. Technically speaking, my character is "supposed" to be a human with a Class. That's just not how I choose to play.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
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    We can reasonably assume that we'll get new textures to go along with the new models, since the current fur textures don't line up with the concept art we were shown.

    I am assuming that NPC werewolves will also be updated to use either of the new models, and that we will at least see those four fur colors represented on them again. It wouldn't make sense to have outdated models remain in the game (that'd be bad on memory usage), and it would be preferable to keep werewolf NPCs the same colors they were before the update.

    That means we would already have the textures in the game that those four Werewolf Transformation Skill Styles would be based off of. Why wouldn't it be easy to make those four fur colors into Skill Styles?
    Edited by Erickson9610 on February 27, 2026 11:17PM
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • coop500
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    We can reasonably assume that we'll get new textures to go along with the new models, since the current fur textures don't line up with the concept art we were shown.

    I am assuming that NPC werewolves will also be updated to use either of the new models, and that we will at least see those four fur colors represented on them again. It wouldn't make sense to have outdated models remain in the game (that'd be bad on memory usage), and it would be preferable to keep werewolf NPCs the same colors they were before the update.

    That means we would already have the textures in the game that those four Werewolf Transformation Skill Styles would be based off of. Why wouldn't it be easy to make those four fur colors into Skill Styles?

    I agree, I don't really get that part. Like don't they already have to make these for the NPCs? unless they plan on treating it like the old enemy wolf model vs the new enemy wolf model. Go to places like Greenshade and there's still the old crusty wolf model vs like wolves in The Gold Coast.
    Hoping for more playable races
  • Soarora
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    I think I'd be happy enough with grey (for my wereshark) and brown (for my werewolf). Plenty of my characters will never look perfect in-game so I'm fine using my imagination if that's what it comes to. But them at least being the right base color would be nice.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Hollyniss
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    @Erickson9610 I feel the same way about lycanthropy for my character. It's part of who she is rather than just a random transformation or an additional skillset. I hate that it's treated as such. Same with vampirism (it's just an added skillset and cosmetic). Wish there was more immersion (I don't count guild role-play) for vampire and lycan characters. There should be more of an impact on your character (beyond it being a criminal act if you transform or use certain skills in the city and being unable to converse with npcs if you're a stage 4 vampire). It would make playing vampire and lycan characters MUCH more exciting and fun. For starters it'd be neat if there were quests for vampire and lycan characters (similar to guild quests and stories).

    I also wish there were more playable strains of lycanthropy (werelion, werecrocodile, and werebear) even if it's mainly cosmetic (same skills overall with just a few changes). Same with a few more strains of vampirism seeing as we traverse much of Tamriel.
    Edited by Hollyniss on February 28, 2026 5:10PM
  • Erickson9610
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    Hollyniss wrote: »
    @Erickson9610 I feel the same way about lycanthropy for my character. It's part of who she is rather than just a random transformation or an additional skillset. I hate that it's treated as such. Same with vampirism (it's just an added skillset and cosmetic). Wish there was more immersion (I don't count guild role-play) for vampire and lycan characters. There should be more of an impact on your character (beyond it being a criminal act if you transform or use certain skills in the city and being unable to converse with npcs if you're a stage 4 vampire). It would make playing vampire and lycan characters MUCH more exciting and fun. For starters it'd be neat if there were quests for vampire and lycan characters (similar to guild quests and stories).

    I also wish there were more playable strains of lycanthropy (werelion, werecrocodile, and werebear) even if it's mainly cosmetic (same skills overall with just a few changes). Same with a few more strains of vampirism seeing as we traverse much of Tamriel.

    I would love to see more questlines for Werewolf and Vampire characters! Remember how at the end of the respective Werewolf or Vampire tutorial quest, you were essentially turned by Hircine / Lamae Bal directly? What if they had a questline you could do after that initial quest that had you interacting with them again?

    I think back to the main story of the Bloodmoon DLC in TES III: Morrowind, when you side with Hircine instead of with the Skaal. Every night leading up to the night of the Bloodmoon Prophecy, you'd receive a dream from Hircine in which he would instruct you on what to do next. That questline with the direct involvement with Hircine made me feel more important than, say, the Companions storyline from TES V: Skyrim. I want to embrace lycanthropy, not help people cure themselves of it!

    I would really love to see a continuation of the "Scion of the Blood Matron" and "Hircine's Gift" quests!
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Apollosipod
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    Hollyniss wrote: »
    @Erickson9610 I feel the same way about lycanthropy for my character. It's part of who she is rather than just a random transformation or an additional skillset. I hate that it's treated as such. Same with vampirism (it's just an added skillset and cosmetic). Wish there was more immersion (I don't count guild role-play) for vampire and lycan characters. There should be more of an impact on your character (beyond it being a criminal act if you transform or use certain skills in the city and being unable to converse with npcs if you're a stage 4 vampire). It would make playing vampire and lycan characters MUCH more exciting and fun. For starters it'd be neat if there were quests for vampire and lycan characters (similar to guild quests and stories).

    I also wish there were more playable strains of lycanthropy (werelion, werecrocodile, and werebear) even if it's mainly cosmetic (same skills overall with just a few changes). Same with a few more strains of vampirism seeing as we traverse much of Tamriel.

    I would love to see more questlines for Werewolf and Vampire characters! Remember how at the end of the respective Werewolf or Vampire tutorial quest, you were essentially turned by Hircine / Lamae Bal directly? What if they had a questline you could do after that initial quest that had you interacting with them again?

    I think back to the main story of the Bloodmoon DLC in TES III: Morrowind, when you side with Hircine instead of with the Skaal. Every night leading up to the night of the Bloodmoon Prophecy, you'd receive a dream from Hircine in which he would instruct you on what to do next. That questline with the direct involvement with Hircine made me feel more important than, say, the Companions storyline from TES V: Skyrim. I want to embrace lycanthropy, not help people cure themselves of it!

    I would really love to see a continuation of the "Scion of the Blood Matron" and "Hircine's Gift" quests!

    I would be 100% down for this. Always felt like a missed opportunity that the Morrowind DLC didn't have a vampire reference to the various clans out there. Or that Greymoor didn't include some hidden quests for werewolves and vamps
  • Techwolf_Lupindo
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    ZOS_Erin wrote: »
    New were-models, other than the female Werewolf, are not currently being discussed. New models require new rigs and animations, all of which have a significant impact on memory and performance.

    Please give female Argonian breasts. /s
  • baratron
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    WTB Werebear. Happy to pay Crowns.
    Guildmaster of the UESP Guild on the North American PC/Mac Server 2350+ CP & also found on the European PC/Mac Server 1700+ CP

    These characters are on both servers:
    Alix de Feu - Breton Templar Healer level 50
    Brings-His-Own-Forest - Argonian Warden Healer level 50
    Hrodulf Bearpaw - Nord Warden Bear Friend & identical twin of Bjornolfr level 50
    Jadisa al-Belkarth - Redguard Arcanist Damage Dealer level 50

    NA-only characters:
    Martin Draconis - Imperial Sorceror Healer (Aldmeri Dominion) level 50
    Arzhela Petit - Breton Dragonknight Healer (Daggerfall Covenant) level 50
    Bjornolfr Steel-Shaper - Nord Dragonknight Crafter (Ebonheart Pact) level 50 EAGERLY AWAITING HIS BEAR
    Verandis Bloodraven - Altmer Nightblade Healer & clone of Count Verandis Ravenwatch (Aldmeri Dominion) level 50
    Gethin Oakrun - Bosmer Nightblade Thief (Ebonheart Pact) level 50
  • tomofhyrule
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    baratron wrote: »
    WTB Werebear. Happy to pay Crowns.
    What's that? An excuse to post pics of my werebear and his buddy? Sure!
    ulxlbpf1lpyz.png
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  • Erickson9610
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    On the topic of werewolf look customization, last year I made this proof of concept of what additional styles could look like, before the new Werewolf models were announced. As a result, this is hardly representative of what we can expect from potential Werewolf Transformation Skill Styles in Update 50 and onwards.

    yvroyqwq7y1f.png
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • CastleCrasher
    ZOS_Erin wrote: »
    The team wanted to chime in on this conversation with some additional context. For the U50 Werewolf Refresh, we are not considering custom cosmetic markings, adornments, or other such options. However, what is currently in discussion is allowing players to pick their fur colors, regardless of morph choice, using the Skill Style system. The release date for fur color Werewolf skill styles is still TBD as we weigh this effort against other class refresh efforts.

    New were-models, other than the female Werewolf, are not currently being discussed. New models require new rigs and animations, all of which have a significant impact on memory and performance.

    There is no need to worry about this,becauseTodd say we just need up our computer.
  • coop500
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    On the topic of werewolf look customization, last year I made this proof of concept of what additional styles could look like, before the new Werewolf models were announced. As a result, this is hardly representative of what we can expect from potential Werewolf Transformation Skill Styles in Update 50 and onwards.

    yvroyqwq7y1f.png

    My modding brain activated and I desperately wanted to polish this up and put it in the game until I remembered that we can't lol.
    I do hope coloring is blended and natural on the new model like how real wolves are. Yes, solid colored wolves exist, but most are a blend of grey, black, brown and white and it can be incredibly beautiful.

    vcuektyx2i5d.png
    mvh7l4vf2cce.png


    I've been working on this texture for the Oblivion werewolves (modded) as a reflection that natural coloring can still look scary and intimidating.
    Edited by coop500 on March 3, 2026 3:24PM
    Hoping for more playable races
  • Erickson9610
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    coop500 wrote: »
    On the topic of werewolf look customization, last year I made this proof of concept of what additional styles could look like, before the new Werewolf models were announced. As a result, this is hardly representative of what we can expect from potential Werewolf Transformation Skill Styles in Update 50 and onwards.

    yvroyqwq7y1f.png

    My modding brain activated and I desperately wanted to polish this up and put it in the game until I remembered that we can't lol.
    I do hope coloring is blended and natural on the new model like how real wolves are. Yes, solid colored wolves exist, but most are a blend of grey, black, brown and white and it can be incredibly beautiful.

    vcuektyx2i5d.png
    mvh7l4vf2cce.png


    I've been working on this texture for the Oblivion werewolves (modded) as a reflection that natural coloring can still look scary and intimidating.

    I didn't even recognize the model until I saw the hands! Your texture work is amazing!
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • coop500
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    coop500 wrote: »
    On the topic of werewolf look customization, last year I made this proof of concept of what additional styles could look like, before the new Werewolf models were announced. As a result, this is hardly representative of what we can expect from potential Werewolf Transformation Skill Styles in Update 50 and onwards.

    yvroyqwq7y1f.png

    My modding brain activated and I desperately wanted to polish this up and put it in the game until I remembered that we can't lol.
    I do hope coloring is blended and natural on the new model like how real wolves are. Yes, solid colored wolves exist, but most are a blend of grey, black, brown and white and it can be incredibly beautiful.

    vcuektyx2i5d.png
    mvh7l4vf2cce.png


    I've been working on this texture for the Oblivion werewolves (modded) as a reflection that natural coloring can still look scary and intimidating.

    I didn't even recognize the model until I saw the hands! Your texture work is amazing!

    Hah thank you! Yes I need to refine the hands a bit more, they're still blocky and with seams. I made this using various programs and my own dog, who's got very wolf-y markings.

    If a crusty game like Oblivion can be done with such, I imagine ESO could have something kind of like that.
    Edited by coop500 on March 3, 2026 5:17PM
    Hoping for more playable races
  • Erickson9610
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    We got a look of the work-in-progress Werewolf model and learned more about the planned Skill Styles for Werewolf Transformation during the Dev Updates stream this March 2026. There's a lot to look forward to!
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Techwolf_Lupindo
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    Saw that, look like they just took the werewolf from skyrim and used that instead. I hope it wasn't just lazy devs and they are really creating a unique look for ESO werewolves.

    Someone metchined the werewolf looks more like a werehynia.
  • WerewolfMoonHunter
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    Saw that, look like they just took the werewolf from skyrim and used that instead. I hope it wasn't just lazy devs and they are really creating a unique look for ESO werewolves.

    Someone metchined the werewolf looks more like a werehynia.

    One friend mentioned that it looks more like gnoll for him. While I don't hate it and see progress, I hope they will fix some stuff. Not to mention that a lot of people during stream and after it also asked for changes.
  • Apollosipod
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    Saw that, look like they just took the werewolf from skyrim and used that instead. I hope it wasn't just lazy devs and they are really creating a unique look for ESO werewolves.

    Someone metchined the werewolf looks more like a werehynia.

    Is there a link to this somewhere?
  • Emeratis
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    Saw that, look like they just took the werewolf from skyrim and used that instead. I hope it wasn't just lazy devs and they are really creating a unique look for ESO werewolves.

    Someone metchined the werewolf looks more like a werehynia.

    Is there a link to this somewhere?
    Images:
    79a3qwx1h3va.png
    r84zkxpigh2a.png
    nj8f3gmk0lom.png
    os2ykhgqhms7.png
    u4z1ig58b64b.png
    a6xmipa40eo5.png

    My thoughts (sorry I don't want to double post):
    I think it's an ok start but I also think it needs a lot of work before the final. As some people mentioned, it's giving knoll/werehyena to some people. I know the cinematic trailers are a bit more detail/resolution than we'll get in game, but I feel the cinematic trailers did a really good job with depicting werewolves in a way that looked cool and dangerous.
    ON-trailer-greymoor_launch-Werewolf.jpg
    ON-trailer-greymoor_launch-Werewolf_03.jpg
    ON-trailer-greymoor_launch-Werewolf_04.jpg
    Honorable mention and shout out here to the original cinematic with undead werewolves (I know it was said no model overhauls anytime soon for skill styles but please consider down the line giving us an undead werewolf skill style cosmetic pleaseeeeee)
    ON-trailer-The_Alliances_03.jpg
    jason-martin-werewolf-portrait.jpg?1473284098

    Anyway, the main thing that bugs me about the model is the weird hairlessness on the arms and chest/torso. I get the intent was to show off more of the muscles but instead it looks like weird baldness/alopecia. The parts with fur look mostly good but the back fur sticking straight up is weird. You did mention mount mane physics so I'm assuming that's just part of the frozen pose and the fur will move at least slightly which if so that's really cool because hair/clothing/etc in this game can often feel very stiff which I get was/is partially related to engine limitations.

    I also appreciate taking a bit more time on the female model. I will politely request/urge that we don't get any weird sexual dimorphism for female werewolves and the differences are more subtle. I swear I have warflashbacks from female worgens in wow and their awful chihuahua face while male worgens got to actually look like a werewolf.
    5pm1lqhbda3z.jpg

    These are most of my initial thoughts. If I think of more I'll post it here.


  • luckiestlycan
    luckiestlycan
    ✭✭
    Saw that, look like they just took the werewolf from skyrim and used that instead. I hope it wasn't just lazy devs and they are really creating a unique look for ESO werewolves.

    Someone metchined the werewolf looks more like a werehynia.

    I'm 100% certain this isn't the Skyrim model, but I guess I can see some resemblance? I defo agree that it's looking a little more like a Werehyena atm.

    Personally I think the main part that's throwing me off at the moment is the head, they currently look too friendly imo and the muzzle looks too long; personally I reckon if they just push that muzzle & brow in and up a bit more like I mocked up below it'd really help bring it together:
    62hfqocgkbv7.png

    Other than that though, I'm really liking how it's coming along and I'm only now just realising how stylised the old proportions were, loving the new proportions way more and I'm super excited with the progress so far.
    Edited by luckiestlycan on March 10, 2026 9:09PM
  • luckiestlycan
    luckiestlycan
    ✭✭
    Emeratis wrote: »
    Anyway, the main thing that bugs me about the model is the weird hairlessness on the arms and chest/torso. I get the intent was to show off more of the muscles but instead it looks like weird baldness/alopecia. The parts with fur look mostly good but the back fur sticking straight up is weird. You did mention mount mane physics so I'm assuming that's just part of the frozen pose and the fur will move at least slightly which if so that's really cool because hair/clothing/etc in this game can often feel very stiff which I get was/is partially related to engine limitations.

    I also appreciate taking a bit more time on the female model. I will politely request/urge that we don't get any weird sexual dimorphism for female werewolves and the differences are more subtle. I swear I have warflashbacks from female worgens in wow and their awful chihuahua face while male worgens got to actually look like a werewolf.

    Personally I prefer the sparser fur, but I definitly think there should be more around the shoulder and neck area just to break up that Hyenea Mohawk that's going on, plus the more hair cards used the more intensive I imagine the models will be so I can see why they'd be sparing in their usage.

    Also I totally agree with the female model, I'm usually on edge whenever gender dimorphism is used with werewolves because I generally can't think of a time when it's been done well and it's almost always female werewolves getting done dirty, but I've actually been excited for it in Eso because of how respectful the concept art is and the direction they've taken with it.

    From the looks of the concept art and from what the Devs said it's the fur, ear, muzzle, tail length, bare chest or chest fur, and muscle size that are different between the male and female. Personally I would prefer them not to have a muscle size difference, as personally I've always disliked the default of feminine = less muscular in dimorphism design like this, and even as the new Werewolf shrine interaction says that Hircines blessing is an *equaliser*; but other than that I really like the sound of the other differences as they're subtle (not sure on muzzle length either tbh, as I already reckon that the current muzzle length is too long).
  • Emeratis
    Emeratis
    ✭✭✭✭✭
    Emeratis wrote: »
    Anyway, the main thing that bugs me about the model is the weird hairlessness on the arms and chest/torso. I get the intent was to show off more of the muscles but instead it looks like weird baldness/alopecia. The parts with fur look mostly good but the back fur sticking straight up is weird. You did mention mount mane physics so I'm assuming that's just part of the frozen pose and the fur will move at least slightly which if so that's really cool because hair/clothing/etc in this game can often feel very stiff which I get was/is partially related to engine limitations.

    I also appreciate taking a bit more time on the female model. I will politely request/urge that we don't get any weird sexual dimorphism for female werewolves and the differences are more subtle. I swear I have warflashbacks from female worgens in wow and their awful chihuahua face while male worgens got to actually look like a werewolf.

    Personally I prefer the sparser fur, but I definitly think there should be more around the shoulder and neck area just to break up that Hyenea Mohawk that's going on, plus the more hair cards used the more intensive I imagine the models will be so I can see why they'd be sparing in their usage.

    Also I totally agree with the female model, I'm usually on edge whenever gender dimorphism is used with werewolves because I generally can't think of a time when it's been done well and it's almost always female werewolves getting done dirty, but I've actually been excited for it in Eso because of how respectful the concept art is and the direction they've taken with it.

    From the looks of the concept art and from what the Devs said it's the fur, ear, muzzle, tail length, bare chest or chest fur, and muscle size that are different between the male and female. Personally I would prefer them not to have a muscle size difference, as personally I've always disliked the default of feminine = less muscular in dimorphism design like this, and even as the new Werewolf shrine interaction says that Hircines blessing is an *equaliser*; but other than that I really like the sound of the other differences as they're subtle (not sure on muzzle length either tbh, as I already reckon that the current muzzle length is too long).

    The lack of hair is killing it for me right now to the point that I would consider not even using werewolf over it if there aren't significant changes but I am willing to withhold judgement til I see a little more blending of the fur outwards if that might fix it. I'd like to see updates before I comment either way on that but right now it feels more like mange/sickly looking wolves which doesn't look cool or threatening for me imo.

    For the rest, 100% agree with you. I'm pretty nervous about the female werewolf model because it brings up the sexual dimorphism meme and the most common other mmo example out there is wow which has been awful for female worgen players/lady monster enjoyers that want them to appear more monstrous too. Also, as you mentioned, it doesn't really align with Hircine's sphere/motivations to have more cutesy female werewolves and it goes against the things they talked about on stream as the werewolf power fantasy. I'm cautiously optimistic the team will do it well but I've been burned before so I wanted to get that out there before they got too far into the female model.
  • luckiestlycan
    luckiestlycan
    ✭✭
    Oh also, as I don't think it's been mentioned yet, the white, black and grey fur colours are (iirc) confirmed as skill styles accessable for free in base game.

    The Devs didn't confirm anymore than that, though I am hoping for more than that, and for atleast brown fur to be added too.

    Also though, it was confirmed that there would be new visual effects to keep Packleader and Berserker Morphs identifyably different, though we weren't given clue as to what and I'm really mainly just hoping it's not gonna be super flashy and annoying T-T

    Personally, I think for Packleader just the presence of the Direwolves should be enough; and speaking of the Packleader morph I'm praying so hard that they let the Direwolves persist outside of transformation when the ult is slotted, it's not like they do very much as is, and it's heart breaking how they die every time I leave werewolf form. I'm traumatised by the thousands of times I've heard their poor lil death whimpers.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭✭
    Oh also, as I don't think it's been mentioned yet, the white, black and grey fur colours are (iirc) confirmed as skill styles accessable for free in base game.

    The Devs didn't confirm anymore than that, though I am hoping for more than that, and for atleast brown fur to be added too.

    Also though, it was confirmed that there would be new visual effects to keep Packleader and Berserker Morphs identifyably different, though we weren't given clue as to what and I'm really mainly just hoping it's not gonna be super flashy and annoying T-T

    Personally, I think for Packleader just the presence of the Direwolves should be enough; and speaking of the Packleader morph I'm praying so hard that they let the Direwolves persist outside of transformation when the ult is slotted, it's not like they do very much as is, and it's heart breaking how they die every time I leave werewolf form. I'm traumatised by the thousands of times I've heard their poor lil death whimpers.

    I can only speculate, but I think since Werewolf Berserker augments your light and heavy attacks, the VFX for doing a light or heavy attack as a Werewolf Berserker will also be augmented.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • ViggyBoi
    ViggyBoi
    ✭✭✭
    leuhp9hn5wf2.gif
    WERE. BEAR.

    I have a werebear character, an it actually hasn’t been fun to play him at all since grey werewolf ≠ brown werebear.

    But we absolutely need some fur colors at the very least - color should not be tied to the morph you take. After all, it should be obvious enough which morph you have based on if you have pets or not.

    I definitely think though that a couple of “premium” polymorphs for some of the most common werebeasts we have actually seen in previous TES games would be really good to get in game (and sell really well, hint hint): wereboars (playable in Daggerfall, and even stronger than wolves) and werebears (enemies in Skyrim’s Dragonborn DLC, and uses the same skeleton as wolves so mods allow them to be playable)

    with them changing the spammable from a howl to a bite a werebear skill style isnt all that out of the question if it can fit the skeleton
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