I'm talking about just about any 3D RPG out there, the characters for things like The Sims, how do you model so that say this person's head has multiple possible hair styles that in a game environment can be pick and chosen from a character creation screen? I doubt I'll have to make a separate model for every possible combination of parts, how is this normally achieved in the industy?
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The trick then is to have a consistent way of ensuring the borders are preserved correctly across all your assets.
The far left is just a box I just made we can pretend is the lower torso and legs. Next to it is a second box that is a pair of pants. You can see when it's made transparent that the legs from before still exist inside it. The next pair over I've deleted all the non visible edges and unhidden the pants again. At this part I'm not sure where to proceed in what you are saying, the edges line up but this only works in this specific situation, how do I take this and apply it to many shapes and sizes of legs and pants?
-Be creative...use a buffer mesh to hide the pieces that dont line up...like putting a belt between the two meshes.
-I wouldnt leave the legs under the pants like you have in the 3rd model, sometimes the "under" mesh will clip through the top one, so cut the leg at the knee, merge the lower leg with the pants or use caps.
The face and hair cuts away from the rest of the model, all males and all females are physically identical except for these two parts so that all the animations work etc etc. Most diversity was accomplished by bodyshopping new textures, even with facial modifications you start noticing they all look similar.
That's exactly the problem I am posting about is that I don't want to make seven thousand different body meshes, one with no legs up to this point, one with no legs up to that point, one with no shoulders, etc. I'll probably end up doing a lot of texture swapping around in the final piece and cut corners.
Also if you're a max user, the skinwrap modifier is gonna make skinning a lot easier, it can transfer the weights from the base to the "new" mesh with pretty good results.