In videogames like Uncharted 4, Saints Row, Darksouls; I could see that they use a Modular character for Skins and Armors for their characters. I want to know the correct pipeline about this. My main dudes are these
- Is First the basemesh and after separate every body part?
- Is this similar to make blendshape pipeline?
- It this a good option? Skinning main mesh and after that separate and copy paint weight or exist other pipeline for this.
- When the clothing covers body parts like chest or parts of the arms I only have to combine or I have to match some hidden vertex for the skinning.
Examples:
Uncharted 4
-
https://www.youtube.com/watch?v=aZJQuHZQakQ&t=1048s Minute 17:21
![Image: https://us.v-cdn.net/5021068/uploads/editor/o0/gar36cc4ekh2.png](https://us.v-cdn.net/5021068/uploads/editor/o0/gar36cc4ekh2.png)
![](https://us.v-cdn.net/5021068/uploads/editor/tw/nva07w7ldnh6.jpg)
Saints Row
![](https://us.v-cdn.net/5021068/uploads/editor/ns/2xrqo6emmt6r.png)
Replies
Just like how destructible objects are made : by making sure that the vertex normals are seamless across both parts (initially by re-averaging across the seam, and then later on when doing more parts by transferring the data from the edge of a previously authored model). So yes, very much something to worry about - a lot