What is the typical polycount for MMO characters with skin wrapped clothing?
My project lead has asked for a tri-count of 8000. My character model has reached a tri-count of 4,280. This is my first time approaching this area.
Should a copied piece of geometry pushed outward with the same topology of the base mesh work with zero clipping, or would that require a few edits? It tends to clip for me and I'm doing my best not to go past that tri-limit.
Replies
Usually character clothing means removing any skin underneath. But if you allow the player to heavily customize the character (like most MMOs) then you need the nude/underwear skin under it all. So yeah push is a good start, plus some manual tweaking.
You'll probably want the clothing topology to somewhat match the skin topo, so you can bind the nearby vertices to the same bones, to help you avoid most clipping during animation.
A couple examples
http://wiki.polycount.net/SkankerzeroModularCharacterSystem
http://wiki.polycount.net/NyraCharacter (not modular, but a nice example to play with nonetheless)