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Hey I'm making characters for the first time for a video game and I was thinking about making them modular so I can switch clothes and accessories and these characters.
But beyond the sculpting, what does it take to make a modular character when you're going through the retopo step ? How do you even plan that?
Any guides out there on that subject, I can only find resources that scratches the basics in 4 minutes max.
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>>1023109
basically a bunch of meshes weighted to the same skeleton. Either the clothes are added on top of the base character, or the character is made of modules you can swap out, or both.
Workflow is you make a basic character, usually as nude as you can, and work out where you want the modular cuts to be. Then for each new clothin/equipment module you copy the relevant modules or even just loops and model/sculpt the new pieces from that.
http://wiki.polycount.com/wiki/SkankerzeroModularCharacterSystem
Also if you're making a character for the first time don't make it modular, go back to that after you've actually gone through the whole process of making a character
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All of your clothes have to fit all of your bodies.
If youre swapping out body parts the edges of each part and each version of each part have to line up. Like if youre swapping hands at the wrist, the dge loop where the arm becomes the wrist must occupy the same space on every hand mesh and every arm mesh.
If youre doing softbody deformation you cant use blendshapes. Everything via bones. Say you want a slider for fatness. Every sibgle shirt and jscket and everything will need a complimentary blend shape that matches the fat shape. Is you use clever bone arrangements to make the deformation then every mesh bound to that skeleton the same way will match automatically.