I plan on using a modular character workflow, but wouldn't separating a character into several pieces be intensive since it has to make multiple draw calls per character?
head, eyes, torso, arms, legs, feet
character models will be around 10-15k tris, and there will be no more than 12 models on screen in-game at most.
Replies
if all the pieces share one material they should just use one draw call
No, each separate Skinned Mesh Renderer is a new draw call even if they share a material. A programmer can create a single dynamic mesh in memory from the parts being used.
But unless you're going to have lots of modular characters on the screen at once it shouldn't be a big deal.
And yeah, with DX11, the previously mentioned solutions happened.
in UE4 there is other ways since you have blueprints.