
Other characters don't have any rules here. Like you can see here, if you don't give the arms, or the head on the top, enough space, they get faded out, so this is another limitation that makes them hard to scale to the exact size of the other ones in the first place, at least in the play mode. I also found out they have different rules and boundaries as the in-game ones, which is odd. The problem is, you can either have custom renders look really good and in the same scale as the others in the play mode select screen, but then they are messed up, a lot, in most other modes, especially the Universe mode, or you can try to make them look good in the Universe mode, if you play that the most and then they kinda look messed up in the other ones. I tried a lot of different scales and hoped I find one that hopefully look acceptable in most modes. So they automatically scale depending on which mode you play and which screen you see, which works great, then I thought I have an easy solution, I just use this 1024x1024 square and put the whole render in, or at least up to the knees and the game would scale them exactly how it needs them for every mode, well, that would have been too good to be true cause then I found out that, unlike the in-game render, the custom render doesn't scale, at least not in the same way as the in-game ones, it's messed up. Actually the in-game render are full blown pictures of the in-game wrestlers, like you can see in the Universe mode very often. Now, most people see the character select screen and think, yep, that's self explanatory and make them in a way that they fill out the square and they mostly cut off the render at around the waist, cause that's how the character select screen looks like, right? Cause what most people do is using the 1:1 square format (1024x1024) and put a render into it and upload. I was thinking about this zoom in problem yesterday when I thought the answer would be super easy and easy to fix for us.


They don't have to, they could theoretically fix that, but this is so in depth and particular, I don't think there is a chance for that.

Long answer short, the implementation is, like most stuff with 2K, amazing on paper but far behind their potential implemented, cause in-game render and custom render simply work different.

In the last 3 hours I've been experimenting how custom render pictures work internally in comparison to the ingame render and this is going to be a long posting that will probably takes another hour to write down with a lot of tests and comparison pictures and explanations of why so many people have problems with zoomed in and way too big pictures.
