Home Technical Talk

Player Character Armor How Do?

polycounter lvl 5
Offline / Send Message
Zukan polycounter lvl 5
Hello! I’m working on an indie project making characters. We want to have player characters equip armor. I’m wondering what I need to do on my end for things to work smooth since this is all new to me and I’m not terribly techy.

How have other games done it?

Right now my plan is to break the nude player character mesh into pieces and make each armor section ( gloves, bp, bracers, pants, etc..) and build them off those pieces so they match when we go to swap out the meshes when the player equips the armor.

Replies

  • nyx702
    I do this basically on a daily basis. So much of it comes to the setup of the pipeline IMO. Here are some random tips I can think off the top of my head.

    - Make generic templates for armor pieces. The more time you spend on these the more time you will save later.
    - Make sample materials so that all your armor has consistent materials.
    - Adding shader/engine hue tinting will greatly increase the armor variety without much cost.
    - Determine your maximum size bounding area and make some sort of visualization of that.
    - Overlapping parts and interaction between armors is the devil. IE: Belts that cross the chest, hanging bags, capes etc.
    - Similar to making templates, kitbash as much as possible. Create a library of shapes to easily add extra detail or for "tiered" armor levels.
    - Make where the armor section meets the character easy to snap too and skin. IE: a straight and obvious edgeloop.
    - If it were MY game I would avoid customization over any joints but its not the end of the world.
    - Skin the nude player as best as you can before getting too far along so you can transfer the skin to armor. It's hard to go back and update all the armor if big changes happen.
Sign In or Register to comment.