![]() If your game needs highly-realistic cloth behavior and will run only on higher-tier platforms, you can add advanced cloth simulation to the clothing, coupled with more detailed compound colliders on body parts (e.g., capsules for the upper arms, upper legs, lower arms, lower legs, etc.).Areas such as the hands, which are in most cultures not considered taboo to be seen in public, have a nude variant as the default but that part of the mesh is replaced by gloves or gauntlets if these are equipped onto the character. ![]() ![]() For example, if you are making a kid-friendly game where there is no genital nudity, the base model would replace the hip area with generic undergarments, and whatever pants, robes, dress, or other garment is chosen at runtime for the lower body replaces the undergarment-covered hip area and possibly the legs and feet. If the character will never be seen without that clothing article, there may simply be no unclothed equivalent of that body area. Use modular mesh systems such as UMA that can define "slots" for clothing, and the clothing article replaces the body parts it would cover.Those wouldn't render anyway, so they might as well be deleted from the model. If your characters do not need multiple outfits, simply pre-clothe them in your modeling tool so the clothing is part of the skinned mesh, and there are no polygons underneath opaque clothing.Click to expand.Depending on your art asset pipeline, there are some optimizations that you can do to the art which prevent clipping by eliminating the skin that would be hidden by clothing.
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