(edited by Dieguox.7092)
hairstyles and helmets
I’m not a game developer but I think the reason why characters get bald when they wear a helmet is to eliminate clipping issues… but that is just a guess ;P
The baldness is definitely to avoid clipping. They could give your character a pixiecut by adding hair texture under hats but you won’t see your long hair under it unless you like hats being cut up by hair models.
There is a way around this, but it involves development time and assets I suspect ArenaNet aren’t willing to spend.
The idea would be to make individual helmet models with the underlying hair model models integrated.
I don’t know off the top of my head, but let’s say there are 30 different hairstyles for human females.
To make sure each hairstyle was accommodated without clipping would mean 30 models for one helmet.
This would increase a couple of things dramatically:
Modelling time. As a rough estimate, let’s say there are 30 hairstyles per gender, per race. That’s 60 models per race, with 5 races bringing that to 300 models per headpiece. Effectively, you’ll have increased time spent making art assets for headpieces alone by 30000%.
Asset count would also go up quite a lot more too. Essentially, where the engine is currently having to track 1 model per headpiece, the database would increase in size 300 fold using the rough estimate above. This requires a lot more storage and processor power per server.
Of course, there may be a more elegant way around this by precisely defining culling areas on headpiece models during creation, but not being privy to the way the engine or the ArenaNet modelling process operate, I can’t in all honesty say how easy or difficult this would be to implement. It’s more a question for the developers and artists.
Therefore I may take some time replying to you.