Hi everyone. I’ve added a series of models recently to my page:
For the next while I will constantly be adding updates for them with new customizations in both the fantasy genre and Sci fi. They can be used as stand alone characters or also for RPG style games. (They include separate parts.)
Hey B, your characters look pretty nice, especially your mesh flow and density.
I noticed some of your more recent characters are broken into separate parts. Can I ask why you chose to create these characters in this manner as opposed to combining them into a single mesh?
Based on what I’ve read in the documentation the optimal process is to combine characters into a single mesh. What type of performance hit does creating characters this way have instead of combining into one complete mesh?
I would guess based on reviewing the docs each mesh would have an additional draw call unless batched.
If your decision was guided by a specific game feature (different load outs, clothing etc) what optimizations did you take into consideration during character creation (modeling, textures, rigging)?
Thanks in advance for your answers. I have a couple characters in development I’m planning to release on the asset store and it is helpful to learn how others are successfully creating characters. Especially when dealing with performance issues.
Hey the ANIMATOR2b. I’ve been working with mmos and RPG style games for a while now. The parts are separate for customization purposes for developers to do with as they like. (All Outfits and parts from the FB1 and MB1 series of models fit together and can be swapped.)
The characters are purposely higher res for new gen graphics and engines. Though the poly count is kept down to a reasonable amount. Most textures are also 2048.
If your doing single characters, it best to have everything on one full map. Pieces don’t necessarily matter that much unless the game is for web players, huge scenes filled with people, or Mobile.
There are also a lot of polygon reduction tools for devs out there to make LODs with such as polycruncher and probably some Unity tools as well.
(I will have to look into that more later. My goal is mainly to create AAA quality models that I think would be cool, or from Devs suggestions)
I’ve recently submitted something for UMA, but still waiting on acceptance for the asset store team. Will be doing more of that later if the process is ok.)
Indeed, proper solution is to have character from separated/interchangable parts, including equipment and if needed, stitch on the fly to one mesh (it is even possible to make texture atlas on the fly). Everything else is amateurism and nonsense.
Btw, perfect work. Equipable RPG medieval male/female character in such quality is exactly what we need. So definittely keep adding armors, clothes, hairs, beards, faces, skin textures…finally something in good quality (both artistic and technic).
Do I undestand well, that all your base models in asset store have interchangable parts (same number of parts) and male/female instance? So I can combine ranger and plate armour, elf amour and ranger trousers like in each RPG?
How does rig look like? Standard 3dsmax biped (this would be awesome)?
Yes. anything from the Male base 1 (MB1) and Fem base 1 (FB1) have interchangeable parts. You can swap pants, upper body, lower body, gloves, helmets, and so on.
I will be doing a face pack soon.
Rig is not 3Ds Max Biped, but fairly simple bone structure: Head, neck, Foot.L, Foot.R, thigh.L, Thigh.R etc. Nothing too complicated.
You’ll get some clipping with longer coats and lower armor plates, but most tops are made to fit lower pieces. You’ll also have some special outfits that are a whole outfits like MB1 Sci 1 with only gloves and boots that are interchangeable.
Face textures are from photos, (partially), and high resolution models. Re-texturing would have to be a paid custom modification right now, since it would entail re-texturing all of the models for consistency.
It May be something to consider for the future though. Possible add on packs.
Please keep us posted on this! Every week or so I look longingly at your beautiful characters wishing they were UMA so I could use them. That bard is especially beautiful and I cannot wait to see the fair maiden.
UMA can be frustrating but I hope it works well for you. I would love to see your stuff available.
Edit: Silly me, I just saw your mage cloak! Amazingly beautiful. Thank you!
I have a question about your UMA asset. Is the cloak boned or do you use cloth physics? I am in need of long robes and dresses for UMA but curious about how they are done. Since there is no video, I can’t really see if the cloak is weighted to the legs or if there are extra bones in the model. I have already resigned myself to the fact that I will have to make my own clothing.
You mean “dress”? No. It’s just rigged to the legs. Physics would have to be on your end for now. I may tweak the skirt to accommodate Shroud a bit more.
Thanks for bringing up the extra bones. Something I may try later.
No problem, I do not use physics anyway for cloth. It doesn’t work and is not optimized enough for my game.
Any chance you could show a video of a UMA character in the cloak? Do the legs go through the cloak when they walk? Sorry about the questions, but the price is very good but still high enough that I don’t want to buy something that doesn’t work or requires more work on my part. It is very beautiful though!
Actually, another question; If the legs are replace, are their gaps between the robe and the front flap or at the bottom of the robe that show no legs?