Komuro- your actually a little wrong on that regard to it being to poly intensive since all that detail would be incorporated into the normal map (after all that is what normals are for)of the models textures, the Clothing would use normal mapping and an alpha map to do the open torn holes. Id say you could do the entire model in around 2-3k polys and come away with it looking almost as good as the ZBrush high poly model in the screenshots, which is about the upper end norm for a models in NWN2 (from what ive seen, actually NWN2's models arent as high poly as 2k+ more like the 1.5-2k range but i personally think the engine can handle alot larger numbers (4-5k on plot singluar style npcs) than people give it credit for, especially given the advancement in GPU's over the years).
As for the body shape Loki12345, you could always make it a costume based on the armor the npc or player wears, ie they don the 'Goku robes' that uses armor appearance value whatever and shebang their body mesh becomes that, granted if they took it off theyd go back to being el normal NWN2, but you could always say its the armor that buffs them up, could even stick an OnEquip that makes them gain a little height and their body glows every time they stick that armor with that appearance on.
I must admit though the style wouldnt fit NWN2 much, but you could easily make a more realistic version with less bulge but just as much strength to it.
The biggest problem with this is that NWN2 is realistic and characters that look like that are just disgusting outside of their genre (love anime). It just wouldnt fit in stylistically in NWN2 or most Western fantasy games. Besides Im sick of overblown muscle men from my WoW days (real fighters arent bulky they have more toned muscle for fast movement).
Actually, the biggest problem with implementing a model like this is that it would have a ridiculously high number of polys. The model simply has too much detail and would slow the NWN2 engine down to a crawl or crash it.
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