Rust’s latest update asks you to say goodbye to your old outdated face and hello to your new, handsome one



It’s time to say hello to your new face! This would be a creepy as all hell a sentence in just about any other context (perhaps it still is), but I am not a plastic surgeon, I am a person that writes about video games and the things they do. This time, in things that video games are doing, is brought to you by Rust, as it’s received an update that gives the player character model a bit of a glow-up.


“The old player model has served us well for almost 10 years, but it’s lagged behind the rest of the game for some time,” developer Facepunch Studios explain in a Steam blog post. “Visually, it was showing its age, but just as importantly it was holding us back from making bigger improvements to characters, animations and implementing future features.” They note that while they’ve attempted to fix some things about the old model here and there, it was more of a “band-aid fix,” so they decided to start from scratch with a new one.


With this, there are now more heads to be supplied with upon starting a new character (another sentence that shouldn’t be said in any other context), all of which have eyelashes and better eye lighting. There’s more hairstyles and bear options, and all clothing options in the game have been updated to work with the new model.


Part of the reason Facepunch wanted to get a new player model in the game is to also start improving animations. “We’re now starting to improve our animation systems to allow us to make the player animator feel less robotic and more life like,” the blog post explains. Part of that is developing some new tools to do so, which the studio is “just rolling this out in a few small places for now to test it out and make sure it’s stable, but these new tools are going to allow us to work faster, produce less animation bugs and get a better looking result going forwards.”


There’s a whole bunch more going on in this update too, all of which you can read about here.



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