The "Hardware/Engine" Approach
Regarding the Youth Academy in FC 26, can the development team clarify the actual depth of the Cranium Technology Archetype pool for scouted players?
While the marketing suggests 'endless' variations through procedural morphing, long-term Career Mode testing shows significant 'asset fatigue' where base facial Archetypes repeat across different save files.
My question is: Is the face generation truly non-deterministic (infinite), or is it a localized 'shuffling' of a finite set of vertex presets? Specifically, does the FC 26 iteration include a 'Dynamic Vertex Expansion' to ensure a 10-season save doesn't result in a league of clones? We need a clear answer on whether the 'variation' is just a slider-tweak on the same few meshes or a genuine expansion of the base 3D model library